Extending Software Engineering Collaboration towards the ...

Extending Software Engineering Collaboration towards the ... Extending Software Engineering Collaboration towards the ...

21.01.2014 Views

Salah Uddin Ahmed Extending Software Engineering Collaboration towards the Intersection of Software and Art Thesis for the degree of Philosophiae Doctor Trondheim, December 2010 Norwegian University of Science and Technology, NTNU Faculty of Information Technology, Mathematics and Electrical Engineering Department of Computer and Information Science

Salah Uddin Ahmed<br />

<strong>Extending</strong> <strong>Software</strong> <strong>Engineering</strong><br />

<strong>Collaboration</strong> <strong>towards</strong> <strong>the</strong> Intersection<br />

of <strong>Software</strong> and Art<br />

Thesis for <strong>the</strong> degree of Philosophiae Doctor<br />

Trondheim, December 2010<br />

Norwegian University of Science and Technology, NTNU<br />

Faculty of Information Technology, Ma<strong>the</strong>matics and Electrical <strong>Engineering</strong><br />

Department of Computer and Information Science


NTNU<br />

Norwegian University of Science and Technology<br />

Thesis for <strong>the</strong> degree of philosophiae doctor<br />

Faculty of Information Technology, Ma<strong>the</strong>matics and Electrical <strong>Engineering</strong><br />

Department of Computer and Information Science<br />

© Salah Uddin Ahmed<br />

ISBN 978-82-471-2683-7 (printed version)<br />

ISBN 978-82-471-2684-4 (electronic version)<br />

ISSN 1503-8181<br />

Doctoral Theses at NTNU, 2011:77<br />

Printed by NTNU-trykk


Abstract<br />

The intersection between <strong>Software</strong> <strong>Engineering</strong> and Art is an interesting area which is<br />

growing with an increasing number of artists using software technology in <strong>the</strong>ir artwork. As a<br />

result, software developed by artists and for artists is emerging as new category of software<br />

and software dependent art projects are growing in numbers, drawing <strong>the</strong> attention of<br />

software developers and artists. Often in <strong>the</strong>se projects, software engineers have to work<br />

toge<strong>the</strong>r with artists in order to support <strong>the</strong>m with software engineering methods, tools, and<br />

technology. But <strong>the</strong> collaboration between artists and software engineers is not always<br />

smooth due to <strong>the</strong> fact that <strong>the</strong>y come from two very different disciplines. Hence a knowledge<br />

base at <strong>the</strong> intersection of software engineering and art is beneficial to both artists and<br />

software engineers. From <strong>the</strong> software engineering point of view, <strong>the</strong> scope of software<br />

engineering can be extended by considering software dependent artwork as a system. In this<br />

way, software engineering issues can be identified in <strong>the</strong> development, maintenance and<br />

upgrading of software dependent artwork. In this <strong>the</strong>sis, we will conceptualise <strong>the</strong><br />

intersection of software engineering and art, and contribute to <strong>the</strong> knowledge base at <strong>the</strong><br />

intersection. In this research we have identified <strong>the</strong> following research questions to<br />

investigate <strong>the</strong> intersection of software and art:<br />

RQ1. What is <strong>the</strong> relationship between art and software and how can we conceptualise it?<br />

RQ2. How can we characterise <strong>the</strong> development process of software dependent artwork and<br />

projects in terms of software development, maintenance, upgrade and usability of <strong>the</strong><br />

artwork?<br />

RQ3. How can we increase collaboration between artists and software engineers and<br />

improve <strong>the</strong> field of computing by borrowing concepts from <strong>the</strong> arts?<br />

These queries were dealt with in two systematic reviews and a case study. The results of <strong>the</strong><br />

queries were obtained by qualitative analysis of information and concepts ga<strong>the</strong>red from<br />

literature reviews and case studies where <strong>the</strong> data analysis is predominantly hermeneutics and<br />

phenomenological. The main contributions of <strong>the</strong> research work are:<br />

C1. Identification of <strong>the</strong> research issues at <strong>the</strong> intersection of software and art.<br />

C2. Conceptual framework of different entities and <strong>the</strong>mes at <strong>the</strong> intersection of software<br />

and art<br />

C3. Identification of <strong>the</strong> issues that contribute to <strong>the</strong> success or failure of a software<br />

dependent art project and <strong>the</strong> features that facilitates collaboration between artists and<br />

technologists<br />

C4. Proposals on how we can bridge software engineering and art through collaborations<br />

and improve computing discipline by borrowing concepts and ideas from art.<br />

These contributions add to <strong>the</strong> knowledge base at <strong>the</strong> intersection of software engineering and<br />

art. The knowledge base identifies how software engineering can be extended and enriched<br />

by collaborations with art. At <strong>the</strong> same time, <strong>the</strong> knowledge base can bridge <strong>the</strong> gap between<br />

<strong>the</strong> stakeholders involved in <strong>the</strong> software and art and bring positive results and experiences<br />

for everyone involved.<br />

ii


iii


Preface<br />

This <strong>the</strong>sis is submitted to <strong>the</strong> Norwegian University of Science and Technology (NTNU) for<br />

partial fulfilment of <strong>the</strong> requirements for <strong>the</strong> degree of philosophiae doctor.<br />

This doctoral work has been performed at <strong>the</strong> Department of Computer and Information<br />

Science, NTNU, Trondheim, under <strong>the</strong> supervision of Professor Letizia Jaccheri as <strong>the</strong> main<br />

supervisor, and Professor Guttorm Sindre and Professor Kristin Bergaust as co-supervisors.<br />

This PhD <strong>the</strong>sis is financed as an integrated PhD study by an internal scholarship from <strong>the</strong><br />

department of Computer and Information Science and <strong>the</strong> Faculty of Information<br />

Technology, Ma<strong>the</strong>matics and Electrical <strong>Engineering</strong> at NTNU.<br />

iv


Acknowledgements<br />

First of all, I would like to thank Professor Letizia Jaccheri for her supervision and<br />

continuous support and advice during my PhD studies. I would like to extend my thanks to<br />

my co-supervisors, Professor Guttorm Sindre and Professor Kristin Bergaust, for <strong>the</strong>ir<br />

encouraging guidance and suggestions during my time as a PhD student. Next I would like to<br />

thank <strong>the</strong> members and participants of <strong>the</strong> SArt project who have provided valuable input for<br />

this research. Special thanks are due to Anna Trifonova who helped me a lot at <strong>the</strong> beginning<br />

of my studies, in addition to our project collaboration and friendly cooperation. I am also<br />

grateful to my colleagues and teachers who shared <strong>the</strong>ir knowledge and experience and<br />

provided important feedback on my work on numerous occasions in <strong>the</strong> software engineering<br />

research group meetings.<br />

I would like to express my gratitude to Samir Mk’admi for his wonderful collaboration and<br />

cooperation during <strong>the</strong> project, and later on. I would also like to extend my gratitude to all<br />

stakeholders involved in <strong>the</strong> Sonic Onyx project, especially to Ulrika Johansen from<br />

Trondheim Municipality, Håkon Grønning from HiST, Fridtjof from Blussuvoll School, and<br />

Jarmo Röksä from Midgard Media Lab at NTNU.<br />

I would also like to thank Alf Inge Wang, Jingyue Li, and Letizia Jaccheri for helping and<br />

cooperating in my teaching duties during <strong>the</strong>se years. I offer my gratitude to <strong>the</strong> invaluable<br />

help and support provided by fellow researchers when needed. Gasparas Jarulaitis, Thomas<br />

Brox Røst, Thomas Østerlie, Ilaria Canova Calori and Jose Danado deserve special mention. I<br />

would also like to take this chance thank all my friends and colleagues who have made my<br />

stay at NTNU memorable by sharing ideas, experiences, good times and company. It is hard<br />

to mention everyones name here, but it is even harder not to mention a few like Alfredo<br />

Perez, Torstein Hjelle, Gry Seland, Birgit Krogstie, Wu Bian, Shang Gao, Shi Min, Dragana<br />

Laketic, Sundar, Gry Seland, Gunnar Øie, Audrius, Ole Alsos and Agnieszka Pokrywka.<br />

Last, but not least, I would like to convey special thanks to my Bangladeshi friends in<br />

Trondheim who have kept alive <strong>the</strong> taste and flavours of Bangladesh even in this nor<strong>the</strong>rn<br />

part of <strong>the</strong> world. Finally, I would like to thank my family in Bangladesh for providing<br />

inspiration and love and enduring support during all <strong>the</strong>se years.<br />

vi


vii


Table of Contents<br />

ABSTRACT .........................................................................................................................................................II<br />

PREFACE ...........................................................................................................................................................IV<br />

ACKNOWLEDGEMENTS ...............................................................................................................................VI<br />

LIST OF FIGURES..........................................................................................................................................XII<br />

LIST OF TABLES...........................................................................................................................................XIV<br />

ABBREVIATIONS..........................................................................................................................................XVI<br />

1 INTRODUCTION.......................................................................................................................................1<br />

1.1 Problem Outline.........................................................................................................1<br />

1.2 Research Context .......................................................................................................3<br />

1.3 Research Questions....................................................................................................4<br />

1.4 Research Method .......................................................................................................5<br />

1.5 Research Design.........................................................................................................5<br />

1.5.1 Systematic Review 1........................................................................................................................5<br />

1.5.2 Case Study ......................................................................................................................................5<br />

1.5.3 Systematic Review 2........................................................................................................................6<br />

1.5.4 Observation.....................................................................................................................................6<br />

1.6 Papers.........................................................................................................................7<br />

1.7 Contributions............................................................................................................12<br />

1.8 Thesis Structure .......................................................................................................13<br />

2 STATE OF THE ART ..............................................................................................................................15<br />

2.1 <strong>Software</strong> <strong>Engineering</strong>...............................................................................................15<br />

2.2 <strong>Software</strong> <strong>Engineering</strong> Evolution..............................................................................17<br />

2.3 <strong>Software</strong> Dependent Artworks.................................................................................19<br />

2.4 <strong>Collaboration</strong>............................................................................................................19<br />

2.5 Intersection of <strong>Software</strong> and Art..............................................................................21<br />

2.6 Technologists ...........................................................................................................22<br />

2.7 <strong>Software</strong> Developers................................................................................................22<br />

2.8 <strong>Software</strong> Engineer....................................................................................................23<br />

2.9 State of Practice .......................................................................................................24<br />

2.10 Research Methods in <strong>Software</strong> <strong>Engineering</strong>............................................................27<br />

3 RESEARCH METHOD ...........................................................................................................................29<br />

viii


3.1 Research Methods - <strong>the</strong> Big Picture.........................................................................29<br />

3.1.1 Positivist Approach.......................................................................................................................30<br />

3.1.2 Constructivism or Interpretivism ..................................................................................................30<br />

3.1.3 Critical Research ..........................................................................................................................30<br />

3.2 Which Methods to Choose.......................................................................................32<br />

3.3 Research Method .....................................................................................................33<br />

3.3.1 Systematic Literature Review........................................................................................................33<br />

3.3.1.1 Planning ..............................................................................................................................................34<br />

3.3.1.2 Conducting Review.............................................................................................................................34<br />

3.3.1.3 Reporting ............................................................................................................................................35<br />

3.3.1.4 Strength and Weakness of Systematic Review ...................................................................................35<br />

3.3.2 Case Study ....................................................................................................................................36<br />

3.3.2.1 Strengths and Weaknesses ..................................................................................................................37<br />

3.4 Data Analysis...........................................................................................................37<br />

3.4.1 Stages in Analysis .........................................................................................................................38<br />

4 RESEARCH DESIGN ..............................................................................................................................41<br />

4.1 Study 1 – Systematic Literature Review 1...............................................................41<br />

4.1.1 Planning <strong>the</strong> Review .....................................................................................................................42<br />

4.1.2 Search Strategy.............................................................................................................................42<br />

4.1.2.1 Keyword Search in Electronic Databases ...........................................................................................42<br />

4.1.2.2 Thorough Search in Selected Relevant Journals and Conferences......................................................43<br />

4.1.2.3 Finding Articles from <strong>the</strong> References of Reviewed Papers.................................................................43<br />

4.1.2.4 O<strong>the</strong>r Resources..................................................................................................................................43<br />

4.1.3 Selection Criteria..........................................................................................................................44<br />

4.1.4 Selection Process ..........................................................................................................................44<br />

4.1.5 Data Extraction ............................................................................................................................44<br />

4.1.6 Statistics Generation and Syn<strong>the</strong>sis ..............................................................................................44<br />

4.2 Study 2 – <strong>the</strong> Case Study .........................................................................................44<br />

4.2.1 Case Study Steps...........................................................................................................................45<br />

4.2.2 Data Analysis................................................................................................................................47<br />

4.3 Study 3 – Systematic Literature Review2................................................................48<br />

4.3.1 Planning <strong>the</strong> Review .....................................................................................................................48<br />

4.3.2 Search Strategy.............................................................................................................................49<br />

4.3.3 Selection Criteria: ........................................................................................................................50<br />

4.3.4 Selection Process ..........................................................................................................................50<br />

4.3.5 Data Extraction ............................................................................................................................50<br />

4.3.6 Analysis.........................................................................................................................................51<br />

ix


5 RESULTS ..................................................................................................................................................53<br />

5.1 Identification of Research Issues at <strong>the</strong> Intersection of <strong>Software</strong> and Art...............54<br />

5.1.1 <strong>Software</strong> Development Issues .......................................................................................................56<br />

5.1.2 Educational Issues........................................................................................................................57<br />

5.1.3 Aes<strong>the</strong>tics Issues ...........................................................................................................................58<br />

5.1.4 Social and Cultural Implications of <strong>Software</strong>/Technology on Art ................................................59<br />

5.2 Conceptual Framework of <strong>the</strong> Entities at <strong>the</strong> Intersection.......................................60<br />

5.2.1 Who (are <strong>the</strong> Roles Involved in This Domain)..............................................................................60<br />

5.2.2 Why (Art and <strong>Software</strong> Disciplines Interact)................................................................................61<br />

5.2.3 Where (<strong>the</strong> Intersection Happens) ................................................................................................63<br />

5.2.4 What (<strong>Software</strong> Tools Are Used in this Domain)..........................................................................64<br />

5.2.5 Summary .......................................................................................................................................66<br />

5.3 Identification of Factors that contribute to <strong>the</strong> Success/Failure of SDA Project.....67<br />

5.3.1 The Context of <strong>the</strong> SDA Project: Sonic Onyx ...............................................................................67<br />

5.3.2 Lessons Learned- Issues and Challenges for SDA Projects .........................................................69<br />

5.3.3 Factors that Influence <strong>the</strong> Success/Failure of <strong>Collaboration</strong> .......................................................70<br />

5.4 Proposals on How Computing Can Benefit from Art <strong>Collaboration</strong>.......................71<br />

6 EVALUATION AND DISCUSSION OF RESULTS .............................................................................73<br />

6.1 Evaluation of Research Questions ...........................................................................73<br />

6.2 Evaluation of Contributions.....................................................................................74<br />

6.3 Evaluation of Validity..............................................................................................77<br />

6.3.1 Internal Validity............................................................................................................................79<br />

6.3.2 External Validity...........................................................................................................................80<br />

6.3.3 Construct and Conclusion Validity...............................................................................................82<br />

7 CONCLUSION..........................................................................................................................................83<br />

7.1 Contributions............................................................................................................83<br />

7.2 Limitations and Future Work...................................................................................85<br />

7.3 Concluding Remarks................................................................................................86<br />

8 REFERENCES..........................................................................................................................................87<br />

9 APPENDIX A: SELECTED PAPERS ....................................................................................................95<br />

x


List of Figures<br />

Figure 1. Studies and <strong>the</strong>ir contributions connected with research questions and publications 7<br />

Figure 2. Assistant model, full partner model and partnership model with artist control .......20<br />

Figure 3. The intersection of software, art and SE ..................................................................21<br />

Figure 4. Sound installation Flyndre........................................................................................25<br />

Figure 5. Sonic Onyx at day time ............................................................................................26<br />

Figure 6. Open Wall displaying an animation of a bunny .......................................................27<br />

Figure 7. Process of conducting literature review 1 ................................................................41<br />

Figure 8. Process of conducting literature review 2 ................................................................49<br />

xii


xiii


List of Tables<br />

Table 1. Link between <strong>the</strong> research questions, contributions and papers................................13<br />

Table 2. Meta-<strong>the</strong>oretical assumptions about positivism and interpretivism ..........................31<br />

Table 3. Relevant situation for different research strategies....................................................32<br />

Table 4. List of keywords ........................................................................................................42<br />

Table 5. List of journals and conferences ................................................................................43<br />

Table 6. Connection between <strong>the</strong> research studies and research contributions .......................53<br />

Table 7. Issues at <strong>the</strong> intersection of software and art .............................................................55<br />

Table 8. ‘Who’ dimension lists <strong>the</strong> people at <strong>the</strong> intersection.................................................61<br />

Table 9. Tools at <strong>the</strong> intersection of software and art..............................................................65<br />

Table 10. Where, who and why dimension of <strong>the</strong> intersection of software and art.................66<br />

Table 11.Validation technique in SE .......................................................................................78<br />

xiv


Abbreviations<br />

ACM Association for Computing Machinery<br />

CMM Capability Maturity Model<br />

COSTART COmputer SupporT for ARTists project<br />

COTS Commercial, off-<strong>the</strong>-shelf<br />

CS Computer Science<br />

HCI Human Computer Interaction<br />

HiST Høgskolen i Sør-Trøndelag (Sør-Trøndelag University College )<br />

IS<br />

Information Systems<br />

ISO International Organization for Standardization<br />

IT Information Technology<br />

LED Light Emitting Diode<br />

MIT Massachusetts Institute of Technology<br />

NATO North American Treaty Organization<br />

NTNU Norwegian University of Science and Technology<br />

OSS Open Source <strong>Software</strong><br />

RQ Research Question<br />

SArt <strong>Software</strong> and Art Project<br />

SDA <strong>Software</strong> Dependent Artwork<br />

SE <strong>Software</strong> <strong>Engineering</strong><br />

SIGGRAPH Special Interest Group on Computer Graphics and Interactive Techniques<br />

SWEBOK <strong>Software</strong> <strong>Engineering</strong> Body of Knowledge<br />

UI User Interface<br />

xvi


xvii


1 Introduction<br />

This <strong>the</strong>sis is a collection of papers consisting of eight papers (P1-P8). This chapter outlines<br />

<strong>the</strong> context and motivation for <strong>the</strong> research presented in this <strong>the</strong>sis. It provides a brief<br />

overview of <strong>the</strong> reported research including <strong>the</strong> research questions and our claimed<br />

contributions. Finally it introduces <strong>the</strong> structure of <strong>the</strong> <strong>the</strong>sis.<br />

1.1 Problem Outline<br />

Recent developments in art includes many terms involving technology such as digital art,<br />

computer art, net art, software art, interactive art and so on. What it implies is that with <strong>the</strong><br />

advancement of technology and software, <strong>the</strong> field of art has been highly influenced by<br />

software. <strong>Software</strong> technology has evolved from simple command prompt based input and<br />

output programs to current sophisticated and feature-rich graphical user interfaces. For artists,<br />

this advancement has opened many new dimensions which range from utilising software for<br />

creating artwork to using <strong>the</strong> software itself as an artwork. As a result <strong>the</strong> relation between art<br />

and software brings two disciplines toge<strong>the</strong>r which are largely considered to be separate by<br />

<strong>the</strong> traditional educational system (Snow 1964). <strong>Software</strong> engineering is a field of expertise<br />

which is mainly focussed on <strong>the</strong> development, use and maintenance of software. On <strong>the</strong> o<strong>the</strong>r<br />

hand, art is a field which focuses on products or processes that affect emotions or senses.<br />

Artists scrutinise and criticise every aspect of life, and since software and computing<br />

technology is a part and parcel of today’s life it is not surprising that software technology gets<br />

increasing attention from <strong>the</strong> artists’ community.<br />

The fact that <strong>the</strong>y come from very different cultures and backgrounds, poise some problems<br />

in <strong>the</strong> collaboration between artists and software developers. The literature reveals that <strong>the</strong><br />

collaboration between artist and technologist is not very smooth (Meyer et al. 1998a; Biswas<br />

et al. 2006; Biswas and Singh 2006). Ken Knowlton, who was a former programmer at Bell<br />

Labs, discussed his personal experiences of collaborating with artists in an ACM SIGGRAPH<br />

(Association for Computing Machinery's Special Interest Group on Computer Graphics and<br />

Interactive Techniques) Computer Graphics article which he titled, “On frustrations of<br />

collaborating with artists” (Knowlton and Machover 2001). He mentioned that, during <strong>the</strong><br />

collaboration, things can go quite wrong to an extent that leads <strong>the</strong> collaborators to come to a<br />

realisation that <strong>the</strong>y really have a profound disagreement about motivation, purpose and goal.<br />

<strong>Software</strong> engineers who have worked with artists strive to make technology more accessible<br />

to <strong>the</strong> artists (Machin 2002b). They have also recognised <strong>the</strong> need for SE (<strong>Software</strong><br />

<strong>Engineering</strong>) processes and methods that do not inhibit <strong>the</strong> artistic process (Machin 2002b).<br />

On <strong>the</strong> o<strong>the</strong>r hand, artists who have worked with software, such as Bencina an artist and a<br />

self taught programmer who has also gained traditional SE knowledge, contended that<br />

software development methods that are used in <strong>the</strong> business world are likely to create<br />

problems for creative software development by artists-cum-developers (Bencina 2006).<br />

Whilst artists like Bencina do exist, who will learn <strong>the</strong> technology <strong>the</strong>mselves, in most cases<br />

artists are ill equipped to work with technologies which incline <strong>the</strong>m into collaborations with<br />

technologists as a necessary means for realising <strong>the</strong>ir intentions of developing contemporary<br />

art using technology (Jones 2005b). Even when <strong>the</strong> artist masters <strong>the</strong> tools and creates artistic<br />

software by him/herself, problems can arise later due to <strong>the</strong> lack of SE knowledge of <strong>the</strong><br />

1


Chapter 1. Introduction<br />

artist, as was seen in <strong>the</strong> case of <strong>the</strong> artist Øyvind Brandtsegg’s algorithmic composition<br />

software Improsculpt (Trifonova et al. 2008a) . So while in <strong>the</strong> literature and in recent art<br />

trends a great interest is seen in <strong>the</strong> artist community about using software to develop<br />

artwork, at <strong>the</strong> same time <strong>the</strong>ir struggling with <strong>the</strong> development and maintenance of artwork<br />

due to a lack of SE knowledge is also visible. Traditional SE has not addressed this area<br />

before and <strong>the</strong>re is a scope that SE can play in an important role in helping <strong>the</strong> artist<br />

community with SE knowledge in <strong>the</strong>ir use and development of software and software<br />

dependent artwork. The approach of expanding <strong>the</strong> SE view to include artists’ involvement<br />

with software is relatively new and <strong>the</strong>re is no knowledge base at <strong>the</strong> intersection of SE and<br />

art. However, <strong>the</strong>re is a lot of evidence in literature that <strong>the</strong>re is a growing interest in <strong>the</strong><br />

interdisciplinary research between art and technology. For example, a necessity to understand<br />

<strong>the</strong> collaboration between artists and technologists in projects of common interest is<br />

discussed in Harris (1999). The streng<strong>the</strong>ning of <strong>the</strong> collaboration between <strong>the</strong>se two<br />

communities was also an aim in more recent events such as <strong>the</strong> ACM Conference on Human<br />

Factors in Computing Systems (CHI) 2006, and <strong>the</strong> slogan for CHI 2008 was chosen as “art<br />

science balance.”<br />

Many of <strong>the</strong> software dependent art projects can be considered as a software system which<br />

has an artistic purpose in addition to its system functionalities. For example, interactive art<br />

installations can be compared to a computing system with an input, output and processing as<br />

<strong>the</strong> core functionalities of <strong>the</strong> system. Disregarding <strong>the</strong> case of whe<strong>the</strong>r or not <strong>the</strong> artist<br />

knows <strong>the</strong> tools and technology, an artist is not supposed to have formal knowledge of SE.<br />

This can lead to two scenarios. In <strong>the</strong> first, <strong>the</strong> artist creates <strong>the</strong> product him/herself but later<br />

it requires some SE intervention to solve <strong>the</strong> problems that might occur due to lack of<br />

following correct SE methods and processes. In <strong>the</strong> second, <strong>the</strong> artist chooses to develop <strong>the</strong><br />

product with <strong>the</strong> help of software engineers from <strong>the</strong> beginning. <strong>Software</strong> engineers in this<br />

case face challenges to develop <strong>the</strong> product by following SE process with an artist who is not<br />

very familiar with <strong>the</strong> engineering processes and to ensure at <strong>the</strong> same time that <strong>the</strong> SE<br />

process does not inhibit <strong>the</strong> artistic and creative processes. In <strong>the</strong> first case, software<br />

engineers have to solve <strong>the</strong> problem related to <strong>the</strong> product that is going to be developed, and<br />

in <strong>the</strong> second case <strong>the</strong>y have to care for <strong>the</strong> working process, collaboration and mutual<br />

understanding that facilitates achieving a shared goal for <strong>the</strong> project. Unfortunately not much<br />

research has been done to determine artists’ needs for software, <strong>the</strong>ir interests and <strong>the</strong>ir role<br />

in collaboration with software developers and SE related problems in software applications or<br />

artwork made by artists. In order to remove <strong>the</strong> gap between artists and software engineers,<br />

artists and software engineers need to understand each o<strong>the</strong>r and learn more about each<br />

o<strong>the</strong>r’s views and common interests. In o<strong>the</strong>r words, it means that as software engineers we<br />

should have a good conceptual understanding of <strong>the</strong> intersection between software and art,<br />

where and how art and software meet, what kind of help and support artists require and how<br />

we can collaborate successfully with artists by taking care of both SE processes and artistic or<br />

creative processes. Since in traditional educational systems art and technology are separated<br />

by discipline, <strong>the</strong>se understandings can only be improved by interdisciplinary research<br />

initiatives. Because of artists’ nature of using technology in a wilful manner and focussing<br />

mostly on <strong>the</strong> artistic purpose or artistic value of <strong>the</strong> artwork, <strong>the</strong> software engineers have to<br />

come forward to identify and establish <strong>the</strong> SE issues at <strong>the</strong> intersection of software and art.<br />

2


Chapter 1. Introduction<br />

1.2 Research Context<br />

The research has been conducted under <strong>the</strong> SArt project inside <strong>the</strong> <strong>Software</strong> <strong>Engineering</strong><br />

group at <strong>the</strong> department of Computer and Information Science at <strong>the</strong> Norwegian University<br />

of Science and Technology (NTNU) (SArt 2007). The focus of <strong>the</strong> project has been <strong>the</strong><br />

exploration of research issues at <strong>the</strong> intersection between SE and art. The main objective was<br />

to propose, assess and improve <strong>the</strong> methods, models and tools for software development in<br />

<strong>the</strong> artistic context while facilitating collaboration with artists. Particular attention was paid to<br />

art-influenced software development. Special focus had been given to <strong>the</strong> development of<br />

software dependent interactive art installation projects. One of <strong>the</strong> objectives was to create a<br />

knowledge base at <strong>the</strong> intersection of software and art from where <strong>the</strong> SE research agenda<br />

could be extended to include software dependent artwork through <strong>the</strong> following activities:<br />

1. Develop knowledge on <strong>the</strong> interdisciplinary nature of software production in which<br />

<strong>the</strong> SE process interacts with <strong>the</strong> artistic process.<br />

2. Create and participate in software dependent art projects that increase collaboration<br />

and reduce <strong>the</strong> gap between artists and software engineers leading to mutual benefits<br />

for both groups.<br />

3. Educate competent practitioners and researchers in <strong>the</strong> interdisciplinary field of<br />

software and art, and for transfer of knowledge to <strong>the</strong> software industry and artist<br />

communities.<br />

SArt has considered software developed in <strong>the</strong> context of art as a subject for SE research and<br />

thus extended <strong>the</strong> scope of SE research to include research issues found at <strong>the</strong> intersection of<br />

software and art. As part of SArt, we have taken part in several interdisciplinary projects<br />

involving artists and software engineers such as Flyndre 1 , Sonic Onyx (Onyx 2007) and Open<br />

Wall 2 . From our participation in <strong>the</strong>se software dependent art projects, we recognised that<br />

software dependent artwork is not simply a piece of art. It can be considered as a software<br />

application and <strong>the</strong> development, maintenance, upgrading and usability of <strong>the</strong>se systems is of<br />

interest for SE investigations. Our participation in <strong>the</strong> art projects and collaboration with<br />

artists made us interested in conducting both <strong>the</strong>oretical and practical investigations on <strong>the</strong><br />

interaction of software engineers and artists leading us to <strong>the</strong> objective of creating a<br />

knowledge base at <strong>the</strong> intersection of art and SE.<br />

As interdisciplinary research, it has been conducted in collaboration with Kristin Bergaust,<br />

Professor in Applied Aes<strong>the</strong>tics at Oslo University College 3 . The research has also benefited<br />

from <strong>the</strong> interdisciplinary courses and projects that <strong>the</strong> SArt group had been participating in<br />

and implementing in <strong>the</strong> SE group at NTNU. Besides, SArt group members’ active<br />

participation in several art and technology matchmaking festivals both at local and<br />

international level such as Piksel 4 , Trondheim Matchmaking 5 , Ars Electronica 6 and<br />

1 http://www.flyndresang.no<br />

2 http://mediawiki.idi.ntnu.no/wiki/sart/index.php/main_Page<br />

3 http://www.hio.no<br />

4 http://www.piksel.no<br />

5 http://www.matchmaking.no<br />

3


Chapter 1. Introduction<br />

interaction with experts from different disciplines including artists has played an important<br />

role in our research.<br />

1.3 Research Questions<br />

The main objective of this work is to extend <strong>the</strong> research agenda of SE to include software<br />

developed in <strong>the</strong> context of art and to reduce <strong>the</strong> gap between software engineers and artists<br />

by increasing collaboration between <strong>the</strong>m. In this <strong>the</strong>sis we have mainly followed three<br />

<strong>the</strong>mes to achieve this; i) increasing understanding of each o<strong>the</strong>r, ii) identifying <strong>the</strong> features<br />

that influence an artist-software developer collaboration, iii) seeking ways to increase<br />

collaboration by having common projects such as interactive art installations. Thus we have<br />

identified <strong>the</strong> following three main research questions which are fur<strong>the</strong>r divided into subquestions<br />

as listed below:<br />

RQ1. What is <strong>the</strong> relationship between art and software and how can we conceptualise it?<br />

This question can be broken down into <strong>the</strong> following sub-questions:<br />

a. When, where and how do software engineers and artists become involved with<br />

each o<strong>the</strong>r?<br />

b. What are <strong>the</strong> concepts, issues and entities that exist at <strong>the</strong> intersection of software<br />

and art?<br />

c. What tools and technologies are used in this intersection of <strong>the</strong> two domains?<br />

RQ2. How can we characterise <strong>the</strong> development process of software dependent artwork<br />

(SDA) projects?<br />

a. What are <strong>the</strong> specific features of a SDA project?<br />

b. What are <strong>the</strong> issues and challenges that software engineers should consider in a<br />

SDA project?<br />

c. What are <strong>the</strong> features and criteria that make <strong>the</strong> collaboration between software<br />

engineers and artists in an interdisciplinary project successful in a particular<br />

context?<br />

RQ3. How can we increase collaboration between artists and software engineers and improve<br />

<strong>the</strong> field of computing by borrowing concepts from <strong>the</strong> arts?<br />

a. How can we make use of art and artwork in <strong>the</strong> computing discipline and involve<br />

software engineers?<br />

b. How can we bridge <strong>the</strong> field of art and computing and improve <strong>the</strong> field of<br />

computing by borrowing knowledge and concepts from <strong>the</strong> arts?<br />

6 http://www.aec.at<br />

4


Chapter 1. Introduction<br />

1.4 Research Method<br />

The work done in this <strong>the</strong>sis is aimed <strong>towards</strong> building a knowledge base at <strong>the</strong> intersection<br />

of SE and art. It is driven by <strong>the</strong> quest of obtaining a deeper understanding of this<br />

interdisciplinary domain. Thus this research does not have a strong hypo<strong>the</strong>sis and is<br />

exploratory in nature. According to Baroudi and Orlikowski (1991) research in Information<br />

Systems (IS) can be divided into three categories based on <strong>the</strong> underlying research<br />

epistemology: positivist, interpretive and critical. Our research falls in <strong>the</strong> group interpretive<br />

which, when applied in IS, aims, “at producing an understanding of <strong>the</strong> context of <strong>the</strong><br />

information system and <strong>the</strong> process whereby <strong>the</strong> information system influences and is<br />

influenced by <strong>the</strong> context” (Walsham 1993).<br />

The specific research methods that have been used in this <strong>the</strong>sis are case study and systematic<br />

reviews. The case study was exploratory in nature and had been conducted by following <strong>the</strong><br />

case study strategy defined by Yin (1989). The systematic literature review was done by<br />

following <strong>the</strong> methods prescribed by Briony Oates (2006b) as closely as possible with some<br />

small variations. Research methods are described in detail in chapter 3.<br />

1.5 Research Design<br />

The study of an interdisciplinary area like SE and art is hard to define since it is relatively<br />

new. Besides, SE itself is complex due to many issues involved in <strong>the</strong> field such as technical<br />

issues, human issues in development and <strong>the</strong> interface between humans and systems.<br />

The field of SE has been dominated so far by concept analysis and proof of concepts (Glass<br />

et al. 2004). Our research is a preliminary effort to build a knowledge base at <strong>the</strong> intersection<br />

of SE and art; hence it is conducted by qualitative analysis of concepts ga<strong>the</strong>red from<br />

literature review and case studies. Figure 1 shows <strong>the</strong> studies that were conducted in this<br />

research. There were three main studies: Systematic Review 1, Case Study, and Systematic<br />

Review 2, along with a minor fourth study Observation. The studies are presented in <strong>the</strong><br />

following sections. These studies are described in detail in chapter 4. However <strong>the</strong> fourth<br />

study is not described in detail since it is trivial in nature.<br />

1.5.1 Systematic Review 1<br />

The goal of this study is to understand <strong>the</strong> intersection between SE and art. More specifically<br />

to gain an overview of <strong>the</strong> area of interest and research and collaboration issues between SE<br />

and art. This study is aimed at answering <strong>the</strong> research question RQ1.<br />

1.5.2 Case Study<br />

A case study is a powerful and flexible empirical method which is used primarily for<br />

exploratory investigations that attempt to understand and explain phenomenon or construct a<br />

<strong>the</strong>ory. We chose a SDA project called Sonic Onyx as our case for this study. The goal of this<br />

study is to understand <strong>the</strong> characteristics of development of a SDA project in a particular<br />

context. The focus of <strong>the</strong> study was to identify <strong>the</strong> issues and challenges of developing Sonic<br />

Onyx and <strong>the</strong> features that affected <strong>the</strong> collaboration between software engineers and <strong>the</strong><br />

artist on <strong>the</strong> project. Thus <strong>the</strong> objective of <strong>the</strong> case study is linked with seeking answers to<br />

5


Chapter 1. Introduction<br />

research questions RQ2 and RQ3. The study was conducted by participating in <strong>the</strong> project as<br />

passive observers and by access to <strong>the</strong> project documents and process related documentation.<br />

1.5.3 Systematic Review 2<br />

This is <strong>the</strong> second review. The goal of this study was to identify where and how aes<strong>the</strong>tics<br />

has been addressed by Human Computer Interaction (HCI) researchers. Aes<strong>the</strong>tics in HCI<br />

can be a common interest that involves both artists and technologists. The objective of this<br />

study was to find out which sectors in HCI offer possibilities of collaboration between art and<br />

software technology. This study is aimed at answering <strong>the</strong> research question RQ3 that seeks<br />

out ways to involve art in <strong>the</strong> computing discipline.<br />

1.5.4 Observation<br />

Apart from <strong>the</strong> case study project Sonic Onyx, we also took part in ano<strong>the</strong>r SDA, Open Wall.<br />

We closely observed <strong>the</strong> development process of Open Wall. We collected data on <strong>the</strong> artist<br />

and software engineers’ collaboration for <strong>the</strong> implementation of <strong>the</strong> artwork Glimps on Open<br />

Wall. As part of <strong>the</strong> SArt project we followed <strong>the</strong> development of Open Wall and o<strong>the</strong>r<br />

students’ projects based on o<strong>the</strong>r artistic expressions on <strong>the</strong> wall through project documents<br />

and <strong>the</strong> Open Wall wiki site. But since <strong>the</strong>se studies were not organised as case studies with<br />

definitive goals of data collection and seeking answers to predefined research questions, we<br />

consider it as a secondary study. Besides Open Wall, we collected data on ano<strong>the</strong>r project<br />

called Flyndre. O<strong>the</strong>r members from <strong>the</strong> SArt group supervised and observed students’<br />

projects based on Flyndre and data collected from <strong>the</strong>se projects were used in this research.<br />

Thus collected data from <strong>the</strong>se projects have provided us with great insight into software<br />

developers’ and artists’ collaboration and practical knowledge and experiences on SDAs. Our<br />

experience and knowledge gained from this study contributed to finding answers to research<br />

question RQ3. Data obtained from this study were also used for papers seeking answers to<br />

research question RQ1.<br />

Figure 1 shows <strong>the</strong> interconnection between <strong>the</strong> studies, contributions, papers and research<br />

questions. Papers are listed in section 1.6 and <strong>the</strong> contributions are listed in section 1.7. A<br />

link between RQ-n (Research Question) and P-n (Paper) indicates that research question RQn<br />

was addressed in paper P-n. A link between Study A and paper P-n indicates that paper P-n<br />

is a contribution from Study A. Contribution is represented as a circle C. The collections of<br />

papers that contribute to a particular contribution C-m are positioned next to <strong>the</strong> circle C-m.<br />

Sometimes one study was influenced by ano<strong>the</strong>r study. This is represented by a link from <strong>the</strong><br />

influencing study to <strong>the</strong> influenced study.<br />

6


Chapter 1. Introduction<br />

Figure 1. Studies and <strong>the</strong>ir contributions connected with research questions and publications<br />

1.6 Papers<br />

This section gives a short summery of <strong>the</strong> 8 papers included in this <strong>the</strong>sis. Toge<strong>the</strong>r <strong>the</strong>y<br />

describe <strong>the</strong> three main studies that we build our results on. The papers are numbered (P1, P2,<br />

… P8), and are presented chronologically based on <strong>the</strong>ir time of writing. The abstracts of <strong>the</strong><br />

papers are presented here. The full papers can be found in Appendix A and <strong>the</strong>y are available<br />

from <strong>the</strong> <strong>Software</strong> <strong>Engineering</strong> group’s web page: http://www.idi.ntnu.no/grupper/SU-grp.<br />

Their relevance to <strong>the</strong> <strong>the</strong>sis is also briefly described, and my contribution is identified.<br />

P1 Anna Trifonova, Salah U. Ahmed and Letizia Jaccheri. SArt: Towards Innovation at<br />

<strong>the</strong> Intersection of <strong>Software</strong> <strong>Engineering</strong> and Art, In: C. Barry, M. Lang, W. Wojtkowski,<br />

G. Wojtkowski, S. Wrycza, and J. Zupancic (Eds.): "The Inter-Networked World: ISD<br />

Theory, Practice, and Education - Post-Proc. 16th International Conference on<br />

Information Systems Development (ISD'07)," August 29-31, 2007, Galway, Ireland.<br />

Springer Science and Business Media, ISBN 978-0-3873-0403-8, Oct. 2008, 18 pp.<br />

Abstract: Computer science and art have been in contact since <strong>the</strong> 60´s. Our hypo<strong>the</strong>sis<br />

is that software engineering can benefit from multidisciplinary research at <strong>the</strong> intersection<br />

with art for <strong>the</strong> purpose of increasing innovation and creativity. To do so, we have<br />

designed and planned a literature review in order to identify <strong>the</strong> existing knowledge base<br />

in this interdisciplinary field. A preliminary analysis of both results of our review and<br />

7


Chapter 1. Introduction<br />

observations of software development projects with artist participation, reveals four main<br />

issues. These are software development issues, which include <strong>the</strong> requirement for<br />

management, tools, development and business models; educational issues, with a focus on<br />

multidisciplinary education; aes<strong>the</strong>tics of both code and user interface, and <strong>the</strong> social and<br />

cultural implications of software and art. The issues identified and associated literature<br />

should help researchers design research projects at <strong>the</strong> intersection of software<br />

engineering and art. Moreover, <strong>the</strong>y should help artists increase awareness about software<br />

engineering methods and tools when conceiving and implementing <strong>the</strong>ir software based<br />

artworks.<br />

Relevance to this <strong>the</strong>sis: This work presents our preliminary efforts to understand <strong>the</strong><br />

intersection of software and art and identify <strong>the</strong> research issues that exist in this<br />

interdisciplinary area. We identified several research issues and presented <strong>the</strong> process of<br />

literature review in this article. The literature review was continued, which later yielded a<br />

conceptual framework of <strong>the</strong> intersection (P4). Thus this work is related to <strong>the</strong> <strong>the</strong>sis by<br />

making an effort to answer research question RQ1.<br />

My Contributions: This work is based on a study of <strong>the</strong> state of <strong>the</strong> art literature in <strong>the</strong><br />

intersection of software and art and our experience from working with artists. I was coresponsible<br />

for designing <strong>the</strong> review process and performing <strong>the</strong> review. I was also<br />

responsible for writing parts of <strong>the</strong> article along with <strong>the</strong> main author.<br />

P2 Salah Uddin Ahmed and Anna Trifonova. <strong>Software</strong> <strong>Engineering</strong> Processes Under <strong>the</strong><br />

Influence of Aes<strong>the</strong>tics and Art Projects, In: S. Morasca (Ed.): "Proc. 2nd International<br />

Doctoral Symposium on Empirical <strong>Software</strong> <strong>Engineering</strong>, September 19 2007," Madrid,<br />

Spain, 7 pp.<br />

Abstract: The main focus of <strong>the</strong> study was to investigate <strong>the</strong> interdisciplinary domain of<br />

art and software engineering for <strong>the</strong> purpose of understanding <strong>the</strong> different issues, ideas<br />

and concepts that are worth investigating for <strong>the</strong> software engineering discipline in order<br />

to promote technology to <strong>the</strong> artists as well as enriching <strong>the</strong> discipline with <strong>the</strong> experience<br />

ga<strong>the</strong>red from <strong>the</strong> art discipline. For this study, we have identified four main research<br />

questions and designed four empirical studies to investigate <strong>the</strong> questions identified. In<br />

this paper we present <strong>the</strong> questions in detail and <strong>the</strong> study design and arrangements that<br />

we have planned to implement for investigating each of <strong>the</strong> question.<br />

Relevance to this <strong>the</strong>sis: This article is a doctoral consortium paper which describes <strong>the</strong><br />

research design and methodology. This paper presents <strong>the</strong> planned research to <strong>the</strong> experts<br />

and fellow researchers in order to get <strong>the</strong>ir reviews and thus seeks a way to justify <strong>the</strong><br />

validity and plausibility of <strong>the</strong> intended research. Consequently this paper is relevant to<br />

this <strong>the</strong>sis.<br />

My Contributions: I was <strong>the</strong> main author of this article and was responsible for most of<br />

<strong>the</strong> writing and <strong>the</strong> design of <strong>the</strong> studies. The second author helped me in designing <strong>the</strong><br />

studies and in reviewing <strong>the</strong> article.<br />

8


Chapter 1. Introduction<br />

P3 Salah Uddin Ahmed. Achieving pervasive awareness through artwork, In: "3rd ACM<br />

International Conference on Digital Interactive Media in Entertainment and Arts DIMEA<br />

2008," ACM Press 2008, ISBN 978-1-60558-248-1.<br />

Abstract: Aes<strong>the</strong>tics and ludic aspects of pervasive awareness applications make <strong>the</strong><br />

awareness system more attractive and aes<strong>the</strong>tically pleasing to its users. The same<br />

objective can be achieved by adding pervasive awareness features to an aes<strong>the</strong>tic object<br />

such as an artwork. In this article we describe how an artwork can be transformed into a<br />

pervasive awareness application by adding awareness features into <strong>the</strong> artwork.<br />

Relevance to this <strong>the</strong>sis: This work is based on one of <strong>the</strong> artworks that we own and<br />

have observed its development from a close distance. This article describes how an<br />

artwork can be used for serving o<strong>the</strong>r purposes besides being aes<strong>the</strong>tically pleasant. This<br />

is an example that shows how software dependent artwork can be effectively used as an<br />

information system and can thus utilise artwork for o<strong>the</strong>r purposes in <strong>the</strong> computing<br />

discipline. This work is related to research question RQ3.<br />

My Contributions: This work is based on <strong>the</strong> art project Open Wall that we used as a<br />

platform for students and artists to bring out artistic ideas and works throughout<br />

collaboration. I extended <strong>the</strong> possibilities of existing artwork to have additional features<br />

of an awareness system or an informative system. I am <strong>the</strong> main and only author of this<br />

work.<br />

P4 Salah U. Ahmed, Letizia Jaccheri, Guttorm Sindre and Anna Trifonova. Conceptual<br />

framework for <strong>the</strong> intersection of software and art, In: J. Braman, G. Vincenti, and G.<br />

Trajkovski (Eds.): "Handbook of Research on Computational Arts and Creative<br />

Informatics," IGI Global Publishing, May 2009, ISBN 978-1-60566-352-4, 500 p., ch. 2,<br />

pp. 26-44.<br />

Abstract: The interaction between art and technology, especially computing technology,<br />

is an increasing trend over recent years. The number of artists participating in multimedia<br />

software or games development projects is continuously increasing and so is <strong>the</strong> number<br />

of software engineers participating in art projects like interactive art installations. As this<br />

intersection of art and technology grows, it involves people from different disciplines<br />

with varying interests creating a milieu of interdisciplinary collaborations. In this context,<br />

at <strong>the</strong> Norwegian University of Science and Technology, we explore <strong>the</strong> intersection of<br />

software and art to understand <strong>the</strong> different entities that are involved in <strong>the</strong> intersection.<br />

This is done by literature review and inspired by our previous experiences from<br />

participation in art projects. The objective is to conceptualise <strong>the</strong> framework of <strong>the</strong><br />

intersection between software and art and develop a knowledge base for this<br />

interdisciplinary domain.<br />

Relevance to this <strong>the</strong>sis: This work contributes to RQ1. It proposes a conceptual<br />

framework for <strong>the</strong> intersection of software and art based on <strong>the</strong> literature review.<br />

9


Chapter 1. Introduction<br />

My Contributions: This work is <strong>the</strong> result of literature review. I performed <strong>the</strong><br />

qualitative analysis of <strong>the</strong> articles and proposed <strong>the</strong> framework. I took part in <strong>the</strong> review<br />

process and performed <strong>the</strong> major parts of it. I was <strong>the</strong> main author for this article.<br />

P5 Salah U. Ahmed, Cristoforo Camerano, Luigi Fortuna, Mattia Frasca, and Letizia<br />

Jaccheri. Information technology and art: Concepts and state of <strong>the</strong> practice, In: B. Furht<br />

(Ed.): "Handbook of Multimedia for Digital Entertainment and Arts," Springer<br />

Science+Business Media B.V., 2009, 769 p., ISBN 978-0-387-89023-4, ch. 4, pp. 567-<br />

592.<br />

Abstract: The intersection of information technology (IT) and art involves people from<br />

different disciplines with varying interests creating a milieu of interdisciplinary<br />

collaborations. In this context we explore <strong>the</strong> intersection of IT and art to understand <strong>the</strong><br />

different entities that are involved in <strong>the</strong> intersection. We do this by reviewing literature<br />

and reflecting and comparing our experiences from participation in five art projects from<br />

Norway and Italy. The objective is to develop a knowledge base at this interdisciplinary<br />

domain based on <strong>the</strong> interplay of <strong>the</strong> <strong>the</strong>oretical framework and our practical experience.<br />

Relevance to this <strong>the</strong>sis: This work compares <strong>the</strong> previously written conceptual<br />

framework of <strong>the</strong> intersection of software and art (P4) with <strong>the</strong> real world and represents<br />

<strong>the</strong> validity and applicability of <strong>the</strong> <strong>the</strong>ory in five real world projects, which also include<br />

<strong>the</strong> projects from <strong>the</strong> second and fourth studies, case study and observation. The result<br />

from this paper contributes to RQ 1.<br />

My Contributions: This work is based on my previous work, <strong>the</strong> conceptual framework<br />

of <strong>the</strong> intersection of software and art. This was a collaborated work with researchers<br />

from <strong>the</strong> University of Catania. This work compares <strong>the</strong> projects with <strong>the</strong> <strong>the</strong>ory. I was<br />

<strong>the</strong> leading author of <strong>the</strong> work and was responsible for writing <strong>the</strong> parts related to <strong>the</strong><br />

projects from Norway.<br />

P6 Salah Uddin Ahmed, Abdullah Al Mahmud, and Kristin Bergaust. Aes<strong>the</strong>tics in<br />

Human-Computer Interaction: Views and Reviews, In: J. A. Julie (Ed.): "Proc. 30th<br />

International Conference on HCI - New Trends in Human-Computer Interaction, San<br />

Diego, CA, USA, July 19-24, 2009," Springer Verlag LNCS 5610, ISSN 0302-9743,<br />

ISBN 978-3-642-02573-0, 913 p., part 4, pp. 559-568. DOI: 10.1007/978-3-642-02574-7.<br />

Abstract: There is a growing interest in aes<strong>the</strong>tics issues in Human Computer Interaction<br />

(HCI) over recent years. In this article we present our literature review where we<br />

investigate where and how aes<strong>the</strong>tics has been addressed by <strong>the</strong> HCI researchers. Our<br />

objective is to discover <strong>the</strong> sectors in HCI where aes<strong>the</strong>tics has a role to play. Aes<strong>the</strong>tics<br />

in HCI can be <strong>the</strong> common interest that involves both art and technology in HCI research<br />

with a view to assist each o<strong>the</strong>r in <strong>the</strong> form of mutual interaction.<br />

Relevance to this <strong>the</strong>sis: One of <strong>the</strong> objectives of this research is to find out <strong>the</strong> sectors<br />

of common interest where both artists and software engineers can work toge<strong>the</strong>r and learn<br />

from each o<strong>the</strong>r. HCI is one of <strong>the</strong> main areas where aes<strong>the</strong>tics plays a significant role.<br />

10


Chapter 1. Introduction<br />

This work investigates how aes<strong>the</strong>tics is used, understood and evaluated in HCI, and thus<br />

makes an effort to illuminate <strong>the</strong> possibilities of bonding art and computing technology<br />

with aes<strong>the</strong>tics as a bridge between <strong>the</strong> two. This work is relevant to <strong>the</strong> purpose of <strong>the</strong><br />

<strong>the</strong>sis and it answers research question RQ3.<br />

My Contributions: This work is based on literature review. I designed <strong>the</strong> process of <strong>the</strong><br />

review and performed <strong>the</strong> major part of <strong>the</strong> review. I was also <strong>the</strong> main author of <strong>the</strong><br />

work.<br />

P7 Salah Uddin Ahmed, Letizia Jaccheri and Samir M'kadmi. Sonic Onyx: Case Study<br />

of an Interactive Artwork, In: F. Huang and R.-C. Wang (Eds.): "Proc. First International<br />

Conference on Arts and Technology (ArtsIT 2009) - Revised Selected Papers, Yi-Lan,<br />

Taiwan, Sept. 24-25, 2009, " Springer Verlag LNICST (Lecture Notes of <strong>the</strong> Institute for<br />

Computer Sciences, Social Informatics and Telecommunications <strong>Engineering</strong>), Vol. 30,<br />

292 p., ISBN 978-3-642-11576-9, ISSN 1867-8211, DOI: 10.1007/978-3-642-11577-6,<br />

(http://www.springer.com/series/8197), pp. 40-47.<br />

Abstract: <strong>Software</strong> supported art projects are increasing in numbers in recent years as<br />

artists are exploring how computing can be used to create new forms of live art.<br />

Interactive sound installation is one kind of art in this genre. In this article we present <strong>the</strong><br />

development process and functional description of Sonic Onyx, an interactive sound<br />

installation. The objective is to show, through <strong>the</strong> life cycle of Sonic Onyx, how a<br />

software dependent interactive artwork involves its users and raises issues related to its<br />

interaction and functionalities.<br />

Relevance to this <strong>the</strong>sis: This work presents how an artwork is similar to a computer<br />

application and how it raises different SE issues during its development and post<br />

development maintenance phase. It shows how an interactive artwork requires upgrading<br />

and maintenance even after <strong>the</strong> development is completed. The need for upgrading due to<br />

interactivity and user feedback and maintenance due to <strong>the</strong> use of computing technology<br />

and software is evident in software dependent artwork. Thus this work contributes by<br />

identifying <strong>the</strong> need of SE in SDA projects.<br />

My Contributions: This work is based on our case study of <strong>the</strong> art project Sonic Onyx. I<br />

took part in <strong>the</strong> project as an observer and collected data for <strong>the</strong> case study through<br />

interviews and questionnaires as well as by assessing project documents. I was also<br />

responsible for designing questionnaires and carrying out interviews. I was <strong>the</strong> main<br />

author of this work.<br />

P8 Salah Uddin Ahmed. Developing software dependent artwork in collaboration with<br />

students, Submitted to "Leonardo Transactions" on 23 rd June 2010.<br />

Abstract: <strong>Software</strong> dependent art projects are increasing in numbers in recent years. As<br />

<strong>the</strong> use of technology is growing in every sector of our life, artists find ways to use more<br />

technology and software in <strong>the</strong>ir work. Often contemporary artists who work with<br />

technology learn how to use <strong>the</strong> tools <strong>the</strong>mselves. However, it is more usual that <strong>the</strong>y<br />

11


Chapter 1. Introduction<br />

seek help from technologists in order to get <strong>the</strong>ir artworks realised. This creates an<br />

opportunity for collaboration between artists and technologists where <strong>the</strong>y can work<br />

toge<strong>the</strong>r with people who have different background knowledge and skills and different<br />

ways of seeing <strong>the</strong> world.<br />

The collaboration is interesting in <strong>the</strong> sense that both artists and technologists have to<br />

understand each o<strong>the</strong>r, and work for a common goal in <strong>the</strong> project. In this article we<br />

present a case study of a project where <strong>the</strong> artist works with a group of technology<br />

students. The objective of this study is to understand <strong>the</strong> nature of artists and<br />

technologists’ collaboration in a real world setting, especially in <strong>the</strong> context where <strong>the</strong><br />

technologists of <strong>the</strong> group are represented by students.<br />

Relevance to this <strong>the</strong>sis: This work presents <strong>the</strong> characteristics of a SDA project and<br />

how <strong>the</strong>y are different from traditional art projects. We have identified <strong>the</strong> factors that are<br />

critical for projects when collaborating with students and <strong>the</strong> factors that affect <strong>the</strong><br />

success and failure of <strong>the</strong> project. This paper addresses <strong>the</strong> research question RQ2 and is<br />

thus relevant to this <strong>the</strong>sis.<br />

My Contributions: This work is based on <strong>the</strong> case study of Sonic Onyx. I took part in<br />

<strong>the</strong> case study as an observer and collected and analysed data. I was also <strong>the</strong> main author<br />

of <strong>the</strong> work.<br />

1.7 Contributions<br />

As a result of this research, we have indentified <strong>the</strong> following three main contributions. In<br />

this section we briefly describe <strong>the</strong>m. They are described in more detail in chapter 5.<br />

C1. Identification of <strong>the</strong> research issues at <strong>the</strong> intersection of software and art.<br />

C2. Conceptual framework of different entities and <strong>the</strong>mes at <strong>the</strong> intersection of software<br />

and art<br />

C3. Identification of <strong>the</strong> features/issues that contribute to <strong>the</strong> success or failure of a SDA<br />

project, and <strong>the</strong> features that facilitate collaboration between artists and technologists<br />

C4. Proposals on how can we bring toge<strong>the</strong>r SE and art through collaboration and<br />

improve <strong>the</strong> computing discipline by borrowing concepts and ideas from art.<br />

C1. Identification of <strong>the</strong> research issues at <strong>the</strong> intersection of software and art<br />

This is <strong>the</strong> preliminary result of <strong>the</strong> literature Review 1. We have identified <strong>the</strong> research<br />

issues at <strong>the</strong> intersection of art and software. This work gives a good understanding into <strong>the</strong><br />

directions in which research is going in this interdisciplinary field.<br />

C2. Conceptual framework of different entities and <strong>the</strong>mes at <strong>the</strong> intersection of<br />

software and art<br />

This is <strong>the</strong> result of <strong>the</strong> literature review. Art and software intersect in many ways but <strong>the</strong>re is<br />

no knowledge base for this interdisciplinary domain. The literature review gives a detailed<br />

description of <strong>the</strong> intersection of art and software in terms of <strong>the</strong> actors involved, reasons<br />

12


Chapter 1. Introduction<br />

behind <strong>the</strong>ir involvement and <strong>the</strong> context of <strong>the</strong> intersection. It also gives a brief description<br />

of <strong>the</strong> tools used in <strong>the</strong> intersection.<br />

C3. Identification of <strong>the</strong> features/issues that contribute to <strong>the</strong> success or failure of a SDA<br />

project and <strong>the</strong> features that facilitate smooth collaboration between artists and<br />

technologists in <strong>the</strong> context of student technologist collaboration<br />

Through <strong>the</strong> case study of a SDA project, we have identified <strong>the</strong> factors that affect <strong>the</strong><br />

project, both positively and negatively. We have analysed <strong>the</strong> factors that are critical for a<br />

student project, and what should be taken care of for <strong>the</strong> successful implementation of <strong>the</strong><br />

project.<br />

C4. Proposals on how can we bridge SE and art through collaboration and improve <strong>the</strong><br />

computing discipline by borrowing concepts and ideas from art<br />

<strong>Software</strong> dependent artwork can be used innovatively in <strong>the</strong> field of computing to serve o<strong>the</strong>r<br />

purposes apart from artistic ones, such as ubiquitous computing, informative systems,<br />

pervasive awareness, etc. Through some examples of artwork we have shown how it is<br />

possible to include artwork to achieve <strong>the</strong>se purposes. Based on our experience in art projects<br />

we propose <strong>the</strong> manner in which artwork can act as a subject to inspire <strong>the</strong> general people to<br />

playfully and innovatively involve <strong>the</strong>mselves with technology.<br />

Table 1 shows <strong>the</strong> connection between research questions, papers and contributions.<br />

Research questions Contributions Papers Focus<br />

RQ1.a C1 P1 Research issues in SArt<br />

RQ1.b C2 P4, P5 Conceptual framework<br />

RQ1.c C2 P4 Conceptual framework<br />

RQ2.a C3 P8 <strong>Collaboration</strong> in art projects<br />

RQ2.b C3 P7, P1 <strong>Collaboration</strong> in art projects<br />

RQ2.c C3 P7, P8 <strong>Collaboration</strong> in art projects<br />

RQ3.a C4 P3 Involvement with art<br />

RQ3.b C4 P6 Involvement with art<br />

Table 1. Link between <strong>the</strong> research questions, contributions and papers<br />

1.8 Thesis Structure<br />

The structure of <strong>the</strong> rest of <strong>the</strong> <strong>the</strong>sis is as follows:<br />

13


Chapter 1. Introduction<br />

Chapter 2: State of <strong>the</strong> Art<br />

In this chapter we briefly describe <strong>the</strong> field of SE, software dependent artwork, <strong>the</strong><br />

intersection of software and art, collaboration and SE issues at <strong>the</strong> intersection. We also give<br />

an overview of <strong>the</strong> research methods used in SE and in social science. We also present <strong>the</strong><br />

research methods used in this <strong>the</strong>sis and evaluate <strong>the</strong>ir suitability in comparison to <strong>the</strong><br />

methods in SE.<br />

Chapter 3: Research Method<br />

Here we describe <strong>the</strong> big picture of <strong>the</strong> research methods, <strong>the</strong> ontological and epistemological<br />

views, and describe <strong>the</strong> research strategies chosen for our study from high level down to <strong>the</strong><br />

specifics. Theoretical aspects of <strong>the</strong> specific research methods are <strong>the</strong>n briefly described<br />

along with <strong>the</strong> data analysis process.<br />

Chapter 4: Research Design<br />

Here we present our studies. We discuss <strong>the</strong> process of <strong>the</strong> studies showing how research<br />

methods are applied and briefly mention <strong>the</strong> data analysis process.<br />

Chapter 5: Results<br />

We present <strong>the</strong> main results of our studies. Results are organised and described following <strong>the</strong><br />

contributions C1 to C4.<br />

Chapter 6: Evaluation and Discussion of Results<br />

Here we evaluate and discuss <strong>the</strong> research results with respect to <strong>the</strong> research questions,<br />

claimed contributions, and <strong>the</strong> state of <strong>the</strong> art literature. In addition we discuss <strong>the</strong> validity of<br />

<strong>the</strong> research.<br />

Chapter 7: Conclusion<br />

In this chapter we sum up <strong>the</strong> main findings from <strong>the</strong> discussion, present <strong>the</strong> limitations of<br />

our work and outline possible future work as a continuation of this research in <strong>the</strong><br />

interdisciplinary field of SE and art<br />

Appendix A: In this section we present <strong>the</strong> eight papers that have been submitted or<br />

published in conferences and journals as part of this research. These papers contain <strong>the</strong><br />

material on which this <strong>the</strong>sis is based.<br />

14


2 State of <strong>the</strong> Art<br />

This chapter provides a background for <strong>the</strong> topics discussed in this <strong>the</strong>sis. We present <strong>the</strong><br />

previous research and studies that have been implemented in this area. In addition we<br />

describe <strong>the</strong> main keywords contained in <strong>the</strong> title of <strong>the</strong> study, such as software engineering<br />

(SE), collaboration, and intersection of software and art in order to make <strong>the</strong> readers<br />

understand <strong>the</strong> context of <strong>the</strong> <strong>the</strong>sis. In our study and in <strong>the</strong> published papers we have<br />

frequently used terms such as technologists, software engineers and software developers<br />

interchangeably. Here we define <strong>the</strong>se terms and explain what we really mean when we refer<br />

to <strong>the</strong>m. We also briefly mention our state of practice: <strong>the</strong> SDA projects that we have<br />

participated in and observed. These projects provided important practical knowledge about<br />

software dependent artwork. Finally a brief note on research methods in SE is presented that<br />

will help <strong>the</strong> reader step into <strong>the</strong> next chapter and make a connection with <strong>the</strong> research<br />

methods described <strong>the</strong>re.<br />

2.1 <strong>Software</strong> <strong>Engineering</strong><br />

Webster’s Collegiate Dictionary 7 defines engineering as “<strong>the</strong> application of science and<br />

ma<strong>the</strong>matics by which <strong>the</strong> properties of matter and <strong>the</strong> sources of energy in nature are made<br />

useful to people” or “<strong>the</strong> design and manufacture of a complex product” in <strong>the</strong> case of SE.<br />

For SE <strong>the</strong> first definition can be adapted as “<strong>the</strong> application of science and ma<strong>the</strong>matics by<br />

which <strong>the</strong> properties of software are made useful to people”. The term software engineering<br />

was first used in a NATO conference in 1968 and <strong>the</strong> IEEE Computer Society first published<br />

its Transactions on <strong>Software</strong> <strong>Engineering</strong> in 1972 (Bourque et al. 2004). Later in 1976, a<br />

committee within <strong>the</strong> IEEE Computer Society was established for developing SE standards.<br />

IEEE and ACM formed a joint committee in 1993 that had a mission “to establish <strong>the</strong><br />

appropriate sets(s) of criteria and norms for professional practice of software engineering<br />

upon which industrial decisions, professional certification, and educational curricula can be<br />

based” (Bourque et al. 2004). SE is an evolving discipline (Finkelstein and Kramer 2000)<br />

and <strong>the</strong>refore as an evolving phenomena it is inherently problematic to define.<br />

While analysing <strong>the</strong> field of computing by examining computing research in order to better<br />

understand where <strong>the</strong> field has been and where it may be going, Glass et al. (2004) divided<br />

<strong>the</strong> computing field into its three most common academic subfields: Computer Science (CS),<br />

<strong>Software</strong> <strong>Engineering</strong> (SE) and Information Systems (IS). They selected a set of<br />

representative, well-recognized journals from each of <strong>the</strong> three computing fields, and<br />

classified a selection of papers from those journals for <strong>the</strong>ir review to find out how different<br />

<strong>the</strong> subfields were based on <strong>the</strong> topics upon which <strong>the</strong>y did research. They contrasted <strong>the</strong>ir<br />

findings for <strong>the</strong> three fields in <strong>the</strong> following way:<br />

CS is predominantly concerned with topics related to computer concepts at technical levels of<br />

analysis. SE examines topics related to systems/software concepts at technical levels of<br />

analysis. It is similar to CS in that both CS and SE are related to concepts at a technical level.<br />

But SE is different from CS in <strong>the</strong> way that CS formulates processes/methods/algorithms<br />

7 http://www.merriam-webster.com/<br />

15


Chapter 2. State of <strong>the</strong> Art<br />

mostly using ma<strong>the</strong>matically-based conceptual analysis, whereas SE does so using nonma<strong>the</strong>matically-based<br />

conceptual analysis. IS is predominantly concerned with topics related<br />

to organisational issues primarily at a behavioural level of analysis. Like SE it also explores<br />

systems/software topics, but again at a behavioural level of analysis. Thus SE resides<br />

between CS and IS, like IS it explores systems related topics, but like CS it follows a<br />

technical level of analysis.<br />

Drawing upon SE’s focus on systems and software specific topics Finkelstein and Kramer<br />

(2000) proposed that SE can be considered a subfield of systems engineering. Systems<br />

engineering is concerned with <strong>the</strong> whole system including both software and hardware. Thus<br />

besides SE, it is also concerned with hardware development, policy and process design<br />

(Sommerville 2001). On <strong>the</strong> o<strong>the</strong>r hand, like systems engineering, SE is also concerned with<br />

<strong>the</strong> specification, development, implementation and maintenance of a system (Østerlie 2010).<br />

Peter Henderson tired to identify what SE is from <strong>the</strong> educational curriculum viewpoint and<br />

discovered that SE is often considered as a subfield of Computer Science (Henderson 2008).<br />

The core subjects that make an undergraduate SE curriculum are: Ma<strong>the</strong>matical Foundations,<br />

Computing Foundations, <strong>Engineering</strong> Foundations, Modelling, Professional Practice,<br />

<strong>Software</strong> Requirements, <strong>Software</strong> Design, <strong>Software</strong> Construction, <strong>Software</strong> Verification and<br />

Validation, <strong>Software</strong> Evolution, <strong>Software</strong> Process, <strong>Software</strong> Quality, and <strong>Software</strong><br />

Management. According to Finkelstein and Kramer (2000), SE is <strong>the</strong> branch of systems<br />

engineering concerned with <strong>the</strong> development of large and complex software intensive<br />

systems which focuses on:<br />

“<strong>the</strong> real-world goals for, services provided by, and constraints on such systems; <strong>the</strong><br />

precise specification of system structure and behaviour, and <strong>the</strong> implementation of<br />

<strong>the</strong>se specifications; <strong>the</strong> activities required in order to develop an assurance that <strong>the</strong><br />

specifications and real-world goals have been met; <strong>the</strong> evolution of such systems over<br />

time and across system families. It is also concerned with <strong>the</strong> processes, methods and<br />

tools for <strong>the</strong> development of software intensive systems in an economic and timely<br />

manner.”<br />

There is a debate going on about whe<strong>the</strong>r SE is really engineering. There are researchers on<br />

both sides of <strong>the</strong> argument. At <strong>the</strong> 2 nd Asia Pacific <strong>Software</strong> <strong>Engineering</strong> Conference held in<br />

Australia in 1995, <strong>the</strong>re was panel session on this debate (Xia 1998). While some panellists<br />

considered SE an engineering field, o<strong>the</strong>rs argued that to be called an engineering field it<br />

needed scientific <strong>the</strong>ory to help <strong>the</strong> development of software. Xia (1998) cites <strong>the</strong>ir<br />

viewpoint, “when <strong>the</strong> <strong>the</strong>ory cannot well guide practice, <strong>the</strong> engineering is still at <strong>the</strong> craft<br />

stage”. The disagreement arises because in SE we do not have <strong>the</strong>oretic foundations like<br />

o<strong>the</strong>r engineering disciplines such as mechanical, electrical or civil engineering. On <strong>the</strong> o<strong>the</strong>r<br />

hand, craftsmanship of software development is also recognised by researchers. Referring to<br />

<strong>the</strong> craft nature’s survival, Freeman J. Dyson states:<br />

"In spite of <strong>the</strong> rise of Microsoft and o<strong>the</strong>r giant producers, software remains in large<br />

part a craft industry. Because of <strong>the</strong> enormous variety of specialized applications, <strong>the</strong>re<br />

will always be room for individuals to write software based on <strong>the</strong>ir unique knowledge.<br />

There will always be niche markets to keep small software companies alive. The craft of<br />

writing software will not become obsolete." (Dyson 1998)<br />

16


Chapter 2. State of <strong>the</strong> Art<br />

The debate on whe<strong>the</strong>r SE is art, science or engineering is a long, unresolved debate<br />

(McConnell 1998). Panel sessions held at <strong>the</strong> 19th Conference on Object-Oriented<br />

Programming, Systems, Languages and Application 2004 (OOPSLA ‘04), also had similar<br />

debate on <strong>the</strong> topic, “<strong>Software</strong> development: arts & crafts or math & science?” (Haungs et<br />

al. 2004). Since <strong>the</strong>se debates are long and inconclusive, in <strong>the</strong> next section we present <strong>the</strong><br />

evolution of <strong>the</strong> field over <strong>the</strong> recent decades to see how software development was<br />

professionalised as a result of <strong>the</strong> movement of industry and academic actors.<br />

2.2 <strong>Software</strong> <strong>Engineering</strong> Evolution<br />

In this section we present how <strong>the</strong> field of SE has changed over time, starting from <strong>the</strong> 1950s<br />

up till now. The information about <strong>the</strong> history of <strong>the</strong> field is taken mainly from Barry<br />

Boehm’s A View of 20th and 21st Century <strong>Software</strong> <strong>Engineering</strong> (Boehm 2006).<br />

First of all, SE is a rapidly expanding field and <strong>the</strong>re are numerous types: “large or small,<br />

commodity or custom, embedded or user-intensive, greenfield or legacy/COTS/reuse-driven,<br />

homebrew, outsourced or both, casual use or mission critical. Secondly, unlike <strong>the</strong><br />

engineering of electrons, materials, or chemicals, <strong>the</strong> basic software elements we engineers<br />

tend to change significantly from one decade to <strong>the</strong> next” (Boehm 2006).<br />

The trends and characteristics of <strong>the</strong> SE field have changed over <strong>the</strong> decades. For example, in<br />

<strong>the</strong> 50s <strong>the</strong> prevailing <strong>the</strong>sis in SE was “software engineering is similar to hardware<br />

engineering.” People worked with software with as much caution and precision as <strong>the</strong>y did<br />

with hardware. People practiced such hardware precepts as “Measure twice, cut once” before<br />

running <strong>the</strong>ir code on <strong>the</strong> computer (Boehm 2006). This trend was also consistent with <strong>the</strong><br />

high cost of computing resources at that time.<br />

The scenery changed during <strong>the</strong> 60s. One of <strong>the</strong> reasons for <strong>the</strong> changes was because<br />

software was much easier to modify compared to hardware and it did not require expensive<br />

production lines to make product copies. Ease of modification of software led many people<br />

and organisations to adopt a “code and fix” approach to software development as compared<br />

to <strong>the</strong> 50s trend of fixing all errors before running <strong>the</strong> code on a computer. Besides <strong>the</strong><br />

difference between software and hardware maintenance and reliability also became<br />

prominent. <strong>Software</strong> has many more states, modes and paths to test which makes its<br />

specifications much more difficult. Boehm pointed out ano<strong>the</strong>r reason for <strong>the</strong> code and fix<br />

approach of <strong>the</strong> 60’s, which was <strong>the</strong> hiring of a lot of non-engineering people into software<br />

development positions for business, government and services data processing. These people<br />

were much more comfortable with <strong>the</strong> code and fix approach. Apart from <strong>the</strong> code and fix<br />

approach, o<strong>the</strong>r important trends in this decade worth mentioning were:<br />

• Generally manageable small applications, although those often resulted in hard-tomaintain<br />

spaghetti code.<br />

• An increasing number of large, mission-oriented applications. Some were successful,<br />

but many more were unsuccessful, requiring near complete rework to get an adequate<br />

system.<br />

• Larger gaps between <strong>the</strong> needs of <strong>the</strong>se systems and <strong>the</strong> capabilities for realizing<br />

<strong>the</strong>m.<br />

17


Chapter 2. State of <strong>the</strong> Art<br />

• <strong>Software</strong> applications became more people intensive than hardware intensive. Human<br />

computer interaction issues also became more prominent during <strong>the</strong> 1960s.<br />

(Boehm 2006)<br />

This situation led <strong>the</strong> NATO Science Committee to organise two landmark “<strong>Software</strong><br />

<strong>Engineering</strong>” conferences in 1968 and 1969, in order to get a baseline of understanding of <strong>the</strong><br />

SE state of practice that government organisations and industry could use “as a basis for<br />

determining and developing improvements” (Boehm 2006). The necessity for better<br />

organised methods and more disciplined practices were realised to meet <strong>the</strong> scale-up<br />

complexities of increasingly large projects and products.<br />

The main reaction to <strong>the</strong> code-and-fix approach of <strong>the</strong> 60s was <strong>the</strong> involvement of processes<br />

in <strong>the</strong> 70s where coding was more carefully organised. Design was applied before coding,<br />

moreover design was preceded by requirements engineering. Formal methods focussed on<br />

program correctness and <strong>the</strong> waterfall process was in focus during <strong>the</strong> 70s, support was given<br />

to quantitative analysis, software reliability estimation models, quantitative approaches to<br />

software quality, software cost and schedule estimation models, etc. Ano<strong>the</strong>r significant<br />

contribution in <strong>the</strong> 70s was <strong>the</strong> in-depth analysis of people factors. But at <strong>the</strong> end of <strong>the</strong><br />

decade, problems were cropping up with <strong>the</strong> formality and sequential waterfall process.<br />

“Formal methods had difficulties with scalability and usability by <strong>the</strong> majority of less expert<br />

programmers. The sequential waterfall model was heavily document-intensive, slow paced<br />

and expensive to use” (Boehm 2006).<br />

The trend of <strong>the</strong> 80s was to improve productivity and scalability. Major emphasis was on<br />

integrating tools into support environments. Computer-Aided <strong>Software</strong> <strong>Engineering</strong> (CASE)<br />

tools, very high level languages, object orientation, powerful workstations and visual<br />

programming were introduced. Then in <strong>the</strong> 90s <strong>the</strong> shift was away from <strong>the</strong> sequential model<br />

to models emphasising concurrent engineering. Requirements, design, and code of product,<br />

process, software and systems were done concurrently instead of a sequential process.<br />

Ano<strong>the</strong>r major emphasis was on increased usability of software products by nonprogrammers.<br />

Open source software development was ano<strong>the</strong>r strong form of concurrent<br />

engineering in this period with milestones like Linux, World Wide Web, Apache, TCL,<br />

Python, Perl and Mozilla.<br />

The trends of <strong>the</strong> 2000s can be identified as rapid change and <strong>the</strong> need for agility; increased<br />

emphasis on usability and value; software criticality and <strong>the</strong> need for dependability;<br />

increasing needs for COTS, reuse and legacy software integration; and <strong>the</strong> increasing<br />

integration of software and systems engineering. In <strong>the</strong> 2010s, globalisation and outsourcing<br />

are <strong>the</strong> trends of software development that brings into light both new bases for synergetic<br />

collaboration and challenges in synchronising activities (Boehm 2006).<br />

From <strong>the</strong> evolution of SE from <strong>the</strong> 1950 to 2010 it is seen that SE has changed over time. At<br />

<strong>the</strong> beginning it was very much like strict engineering, but later in 60s more and more people<br />

from o<strong>the</strong>r disciplines started programming and <strong>the</strong> code and fix approach was popular. This<br />

lead to chaos in software development and a SE body of knowledge was required. However,<br />

overly strict rules and <strong>the</strong> sequential nature of development also appeared as a burden to <strong>the</strong><br />

development process, and concurrent, iterative, agile processes were welcomed as a remedy.<br />

18


Chapter 2. State of <strong>the</strong> Art<br />

SE shifted from hardware-centred to people-centred development with an increased focus on<br />

collaboration and process.<br />

2.3 <strong>Software</strong> Dependent Artworks<br />

We have used <strong>the</strong> term software dependent art projects many times in this <strong>the</strong>sis. We now<br />

define this term to <strong>the</strong> readers. By SDA (<strong>Software</strong> Dependent Art/Artwork) we mean any<br />

artwork which largely depends on software for its functioning. It can be any kind of artwork,<br />

video, graphics, sound or image. The main factor is that a part of its system or <strong>the</strong> whole<br />

system depends on software for <strong>the</strong> desired artistic expression. In a static artwork it can be<br />

that <strong>the</strong> artwork was developed by using software. The artwork involves software ei<strong>the</strong>r in its<br />

creation phase or display phase, i.e. it was created by using software and/or runs on software<br />

for its artistic functionalities and expressions. Our focus here is <strong>the</strong> end product which is<br />

exhibited to <strong>the</strong> audience as an artwork. We call it software dependent if it depends on<br />

software for any phase of its creation and display. SDAs can be of many types. The most<br />

common types are, for example, interactive artworks, multimedia installations, animation,<br />

software art, computer art, software generated sound installations, etc.<br />

2.4 <strong>Collaboration</strong><br />

Recently, collaboration in art and technology has got lots of attention. In <strong>the</strong> panel discussion<br />

on Artists and Technologists Working Toge<strong>the</strong>r held as part of UIST ’98, panellists from<br />

both art and science backgrounds discussed pitfalls and issues of collaboration (Meyer et al.<br />

1998b). They pointed out that communication problems occurred quite often because of <strong>the</strong><br />

varying culture of <strong>the</strong> collaborators. Based on <strong>the</strong>ir own experiences, <strong>the</strong>y encouraged <strong>the</strong><br />

research community to look for ways to integrate art and artists in <strong>the</strong>ir own programs by<br />

starting artist-in-residence activities, introducing courses on art and design into CS curricula,<br />

or inviting artists to participate in projects. Candy and Edmonds (2002b) have identified<br />

factors that facilitate creative collaborations. These factors were identified and evaluated<br />

against seven case studies of artists-in-residence which were conducted by <strong>the</strong> COSTART8<br />

(COmputer SupporT for ARTists) project.<br />

Candy and Edmonds (2002b) have derived three models of co-creativity based on artists’ and<br />

technologists’ participation in <strong>the</strong> three main activities: creative conceptualisation (<strong>the</strong> ideas<br />

and motivations of <strong>the</strong> work), construction (implementation or making) and evaluation (of <strong>the</strong><br />

outcomes whe<strong>the</strong>r product or process). The aim is to model <strong>the</strong> roles played by each party in<br />

<strong>the</strong> creative process. Figure 2 depicts <strong>the</strong> three models of collaboration. In <strong>the</strong> figure, A stands<br />

for Artists and T for Technologists and a dark cell represents active participation or control in<br />

<strong>the</strong> process, a light cell represents participation with a limit and white represents no<br />

significant participation.<br />

8 http://www.creativityandcognition.com/costart/cowords.html<br />

19


Chapter 2. State of <strong>the</strong> Art<br />

Assistant model<br />

Full partner<br />

model<br />

Partnership<br />

model with<br />

artist control<br />

A T A T A T<br />

Concept<br />

Construction<br />

Evaluation<br />

Figure 2. Assistant model, full partner model and partnership model with artist control<br />

In <strong>the</strong> assistant model, technologists are working only in <strong>the</strong> construction phase to realise <strong>the</strong><br />

artwork; <strong>the</strong>y have no contribution in <strong>the</strong> concept and evaluation phase. On <strong>the</strong> o<strong>the</strong>r hand<br />

artists do not have any contribution in <strong>the</strong> construction phase. In <strong>the</strong> second model, <strong>the</strong> full<br />

partner model, artists also join and contribute in <strong>the</strong> construction phase and technologists take<br />

part in <strong>the</strong> evaluation. The concept of <strong>the</strong> artwork is contributed to by both artists and<br />

technologists. The third model is almost same as <strong>the</strong> full partner model except that<br />

technologists do not take part in <strong>the</strong> evaluation phase. Marchese (2006) looked into <strong>the</strong><br />

collaboration from <strong>the</strong> software process viewpoint. From <strong>the</strong> experience gained from <strong>the</strong><br />

interactive art installation called Trigger, he claims that agile methods, specifically <strong>the</strong><br />

Adaptive <strong>Software</strong> Development (ASD) method, are useful in artists-software developers’<br />

collaboration as it minimises <strong>the</strong> management infrastructure and focuses on communication<br />

to foster collaborative problem solving.<br />

The collaboration between artists and technologists is often desirable for innovation and<br />

creativity (Harris 1999). <strong>Collaboration</strong> can happen in many forms and in many contexts. As<br />

<strong>the</strong> technology is advancing and <strong>the</strong> interaction between art and technology is becoming more<br />

frequent, artists and technologists collaborate in research, in schools, in <strong>the</strong> entertainment and<br />

creative media industry and in projects of common interest. Besides collaborating with<br />

technologists, artists also communicate with o<strong>the</strong>r artists. The digital arts site Rhizome 9 is<br />

recognised for <strong>the</strong> crucial role it plays in enabling exchange and collaboration among artists<br />

through <strong>the</strong> network. In this <strong>the</strong>sis, by collaboration we mean <strong>the</strong> collaboration that happens<br />

mainly between artists and technologists, more specifically software developers or software<br />

engineers. It should be noted here that software engineers are just one type of technologists<br />

and apart from software engineers, artists communicate with o<strong>the</strong>r technologists as well,<br />

where <strong>the</strong> technologist might be an electrical engineer, a genetic engineer, a biologist a<br />

physicist, and so on.<br />

9 http://rhizome.org/<br />

20


Chapter 2. State of <strong>the</strong> Art<br />

2.5 Intersection of <strong>Software</strong> and Art<br />

We have used <strong>the</strong> word Intersection of <strong>Software</strong> and Art in many places in this <strong>the</strong>sis<br />

including <strong>the</strong> title.<br />

Figure 3. The intersection of software, art and SE<br />

The intersection between software and art dates back to <strong>the</strong> early seventies (Sedelow 1970).<br />

The advancement of technology has inspired many artists to use technology in <strong>the</strong>ir artworks.<br />

In his book Information Arts - Intersections of Art, Science and Technology, Stephen Wilson<br />

(2001) has provided a brief description of <strong>the</strong> intersection of art, science and technology.<br />

“The literature is rife with examples of artists applying ma<strong>the</strong>matics, technology, and most<br />

recently, computing for <strong>the</strong> creation of art” (Fishwick 2006). With <strong>the</strong> increased use of<br />

software in every sphere of our life, many new terms and new concepts like internet art,<br />

digital art, software art, new media art, demoscene, algorithm art, interactive art, and so on,<br />

have evolved and appeared in <strong>the</strong> intersection of software and art. The intersection between<br />

software, art, and SE has been pictorially depicted in figure 3. From <strong>the</strong> figure we see that <strong>the</strong><br />

area X represents <strong>the</strong> intersection between software and art and it is bigger than Y which<br />

represents <strong>the</strong> intersection between SE and art. Since <strong>the</strong> field SE is very specific and <strong>the</strong><br />

research at <strong>the</strong> intersection is very new, we start our investigation by focussing on <strong>the</strong> bigger<br />

research area X, <strong>the</strong> intersection of software and art and try to figure out <strong>the</strong> desired smaller<br />

area Y, <strong>the</strong> intersection of SE and art. By intersection between software and art, we mean<br />

when software and art interacts or meets each o<strong>the</strong>r. This interaction can be in <strong>the</strong> form of an<br />

artist using software in his work, or a software engineer using art <strong>the</strong>ory or writing software<br />

for an artist, or a group of artists and software engineers working toge<strong>the</strong>r for a common<br />

project or a common goal. Since art is a very broad term that includes many forms, genres,<br />

media and styles, by intersection of art we only refer to a part of <strong>the</strong> art where software<br />

technology is significantly used and which is visible in research and in artists’ activities. This<br />

includes a set of different kinds of arts which are collectively called New Media Art. As it is<br />

mentioned in Wikipedia 10 , “New Media concerns are often derived from <strong>the</strong><br />

telecommunications, mass media and digital modes of delivery <strong>the</strong> artworks involve, with<br />

practices ranging from conceptual to virtual art, performance to installation and it involves<br />

interaction between artist and observer”.<br />

10 http://en.wikipedia.org/wiki/new_media_art<br />

21


Chapter 2. State of <strong>the</strong> Art<br />

2.6 Technologists<br />

The word technologist is often used in <strong>the</strong> literature when referring to <strong>the</strong> collaboration<br />

between artists and technologists. ‘Technologists’ in <strong>the</strong> context of collaboration is used as a<br />

general term to mean a wide range of roles. Thus it could mean a sound engineer, a<br />

mechanical engineer, a software developer or programmer, an electrical engineer and so on.<br />

Artists are using many different kinds of technology. As mentioned by Wilson, technologies<br />

used by artists can cover a wide range of subjects such as biology, ecology, medicine,<br />

nanotechnology, physics, nonlinear systems, astronomy, global positing system, cosmology,<br />

algorithms, ma<strong>the</strong>matics, fractals, genetics, artificial life, kinetics, acoustics, robotics,<br />

telecommunications, computers, and surveillance technology (Wilson 2001). Thus <strong>the</strong> word<br />

technologist can refer to a person who is expert in any of a wide range of subjects. In general<br />

it refers to <strong>the</strong> person or <strong>the</strong> persons who have <strong>the</strong> knowledge about <strong>the</strong> tools and <strong>the</strong><br />

technology that is used in <strong>the</strong> artwork. In artist-technologist collaboration, <strong>the</strong>re are two<br />

major roles. One is <strong>the</strong> artist who has <strong>the</strong> vision of creating <strong>the</strong> artwork and <strong>the</strong> o<strong>the</strong>r is <strong>the</strong><br />

technologist, who helps <strong>the</strong> artist to realise <strong>the</strong> artwork by using <strong>the</strong> technology irrespective<br />

of <strong>the</strong> type of tools or technology. The artist is generally assumed to have no or limited<br />

technical knowledge and on <strong>the</strong> o<strong>the</strong>r hand <strong>the</strong> technologist is in general, not responsible for<br />

any of <strong>the</strong> artistic decisions or evaluation of <strong>the</strong> artwork. In our <strong>the</strong>sis we have followed <strong>the</strong>se<br />

notions of <strong>the</strong> terms; when we have referred to technologist, we have referred to someone<br />

with <strong>the</strong> knowledge of technology without referring to <strong>the</strong> specific subject area of <strong>the</strong><br />

technology. In a specific context, where we know that <strong>the</strong> technologist is a software<br />

developer, <strong>the</strong>n <strong>the</strong> word technologist alternatively refers to <strong>the</strong> software developer.<br />

2.7 <strong>Software</strong> Developers<br />

<strong>Software</strong> developer, programmer and software engineer are often confusing to use because<br />

<strong>the</strong>y are used to refer to <strong>the</strong> same person or similar roles whereas in o<strong>the</strong>r cases, <strong>the</strong>y refer to<br />

roles with different tasks and responsibilities. There is no unique definition for <strong>the</strong>se terms<br />

and in <strong>the</strong> IT industry <strong>the</strong>y are used differently in different companies. In small companies<br />

most people wear several hats, whereas in a big company <strong>the</strong>re are more specialists (Sink<br />

2003). In his weblog, Eric Sink introduces himself as a software developer as well as a<br />

software programmer at <strong>the</strong> same time, while on his business card he refers to himself as a<br />

software craftsman. From <strong>the</strong> current usage of <strong>the</strong> terms it is understood that, in general, a<br />

programmer means a person who writes codes. <strong>Software</strong> developers have to involve<br />

<strong>the</strong>mselves in o<strong>the</strong>r tasks besides coding, such as specification documents, configuration<br />

management, code reviews, testing, automated tests, documentation and solving tough<br />

customer problems (Sink 2003). It seems that a programmer is a person who learns <strong>the</strong> basics<br />

of programming in some language, but not <strong>the</strong> big picture of software development in a team.<br />

Referring to <strong>the</strong> tasks that software developers do besides coding Eric Sink says, “Using my<br />

terminology, <strong>the</strong>se things are <strong>the</strong> difference between a programmer and a developer. The<br />

developer has a much larger perspective and an ability to see <strong>the</strong> bigger picture.”<br />

Wikipedia 11 mentions that,<br />

“The term programmer can be used to refer to a software developer, software engineer,<br />

computer scientist, or software analyst. However, members of <strong>the</strong>se (latter) professions<br />

11 http://en.wikipedia.org/wiki/programmer<br />

22


Chapter 2. State of <strong>the</strong> Art<br />

typically possess o<strong>the</strong>r software engineering skills, beyond programming; for this<br />

reason, <strong>the</strong> term programmer is sometimes considered an insulting or derogatory<br />

oversimplification of <strong>the</strong>se o<strong>the</strong>r professions. This has sparked much debate amongst<br />

developers, analysts, computer scientists, programmers, and outsiders who continue to<br />

be puzzled at <strong>the</strong> subtle differences in <strong>the</strong>se occupations.”<br />

On one hand this debate raises confusion about SE roles; on <strong>the</strong> o<strong>the</strong>r hand it can distinguish<br />

properly ‘artist-programmer’ from ‘artist’ with SE skills. For example, an artist who has<br />

learned programming and uses programming skills to create art can be called an ‘artistprogrammer’<br />

assuming that he has not obtained SE knowledge. In <strong>the</strong> <strong>the</strong>sis we have used <strong>the</strong><br />

term programmer to refer to a person who can write code, irrespective of his/her knowledge<br />

of SE. On <strong>the</strong> o<strong>the</strong>r hand a software developer is a person who knows more about software<br />

development than just writing code, in o<strong>the</strong>r words someone who has gone through formal<br />

education on software development. <strong>Software</strong> engineer and software developer are used<br />

alternatively without assuming any big differences between <strong>the</strong> two.<br />

One last thing to mention here is that <strong>the</strong>re are no accepted definitions of <strong>the</strong>se terms. The<br />

long debate on <strong>the</strong> discussion forum on <strong>the</strong> webpage of Joel Spolsky 12 (Joel on <strong>Software</strong>) is<br />

full of different viewpoints on <strong>the</strong> use of <strong>the</strong> terms programmer vs. software developer vs.<br />

software engineer, leading to no fixed conclusion (joelonsoftware 2005). Our objective of<br />

defining <strong>the</strong> terms is not to take a particular view in <strong>the</strong> debate or to assert our view to <strong>the</strong><br />

readers; it is only to clarify to <strong>the</strong> reader how we have used <strong>the</strong> term in this <strong>the</strong>sis so that <strong>the</strong><br />

readers can understand what we mean when we refer to <strong>the</strong>m.<br />

2.8 <strong>Software</strong> Engineer<br />

Wikipedia defines software engineer as follows: “A software engineer is a person who<br />

applies <strong>the</strong> principles of software engineering to <strong>the</strong> design, development, testing, and<br />

evaluation of <strong>the</strong> software and systems that make computers or anything containing software,<br />

such as computer chips, work.” As already mentioned previously in section 2.7, <strong>the</strong><br />

controversial viewpoints on <strong>the</strong> terms programmer, software developer and software engineer<br />

reveals <strong>the</strong> fact that <strong>the</strong> label software engineer is used very liberally in <strong>the</strong> corporate world.<br />

Moreover, in academia, <strong>the</strong>re is also a mismatch with <strong>the</strong> background education and <strong>the</strong> name<br />

of <strong>the</strong> degree. According to <strong>the</strong> ACM “most people who now function in <strong>the</strong> U.S. as serious<br />

software engineers have degrees in computer science, not in software engineering”(ACM).<br />

What is understood is that, to become a true software engineer one should have sufficient<br />

knowledge on SE. IEEE has developed <strong>the</strong> <strong>Software</strong> <strong>Engineering</strong> Body of Knowledge<br />

(SWEBOK), which has now become <strong>the</strong> ISO standard describing <strong>the</strong> body of knowledge a<br />

software engineer should cover. The SWEBOK defines ten knowledge areas as below<br />

(Bourque et al. 2004):<br />

• <strong>Software</strong> requirements<br />

• <strong>Software</strong> design<br />

• <strong>Software</strong> construction<br />

12 http://www.joelonsoftware.com/<br />

23


Chapter 2. State of <strong>the</strong> Art<br />

• <strong>Software</strong> testing<br />

• <strong>Software</strong> maintenance<br />

• <strong>Software</strong> configuration management<br />

• SE management<br />

• SE process<br />

• SE tools and methods<br />

• <strong>Software</strong> quality<br />

Thus a software engineer should have sufficient knowledge in <strong>the</strong>se areas, and in an ideal<br />

world would have an engineering degree covering <strong>the</strong>se areas from an accredited university.<br />

In our <strong>the</strong>sis we have used <strong>the</strong> term to refer to a person who has a university degree in<br />

computer science and has sufficient knowledge on programming and software development<br />

covering at least some of <strong>the</strong> knowledge areas listed in <strong>the</strong> SWEBOK.<br />

2.9 State of Practice<br />

In <strong>the</strong> previous sections, we have defined and described several terms related to <strong>the</strong> <strong>the</strong>sis and<br />

<strong>the</strong> state of <strong>the</strong> art in relation to <strong>the</strong> terms; here we present <strong>the</strong> state of our practice. As<br />

already mentioned, this research has been conducted under <strong>the</strong> SArt project inside <strong>the</strong><br />

software engineering group at <strong>the</strong> Department of Computer and Information Science at <strong>the</strong><br />

Norwegian University of Science and Technology (SArt 2007). As part of SArt, we have<br />

taken part in several interdisciplinary projects involving artists and software engineers such<br />

as Flyndre 13 , Sonic Onyx 14 , and Open Wall 15 . These projects are SDA projects, often<br />

interactive in nature and fall in <strong>the</strong> category of interactive installation art. These projects<br />

provided us with practical knowledge about SDA projects. Here we give a short description<br />

of <strong>the</strong>se projects, showing <strong>the</strong> problems and <strong>the</strong> challenges <strong>the</strong> participants have encountered.<br />

Flyndre is a sculpture located in Inderøy, Norway. It has an interactive sound system that<br />

reflects <strong>the</strong> nature around <strong>the</strong> sculpture and changes depending on parameters like <strong>the</strong> local<br />

time, light level, temperature, moon phase, water direction, and water level. The sculpture<br />

was made by sculptor Nils Aas (see figure 4). Sound installation was added by composer,<br />

musician and programmer Øyvind Brandtsegg.<br />

13 http://www.flyndresang.no/<br />

14 http://www.soniconyx.org/<br />

15 http://mediawiki.idi.ntnu.no/wiki/sart/index.php/main_Page<br />

24


Chapter 2. State of <strong>the</strong> Art<br />

Figure 4. Sound installation Flyndre<br />

The software application that generates sound is called Improsculpt. The first version of <strong>the</strong><br />

software was written by <strong>the</strong> artist himself and it was a single CSound 16 script file that was<br />

hard to modify, maintain and upgrade. However, <strong>the</strong> author discovered that Improsculpt<br />

created a lot of interest among o<strong>the</strong>r composers and music technology enthusiasts. In order to<br />

improve <strong>the</strong> architecture of <strong>the</strong> software and publish it as open source software (OSS) with<br />

<strong>the</strong> appropriate licenses, <strong>the</strong> artist sought help from SArt group. A multidisciplinary team of<br />

NTNU students, including software developers formed as part of <strong>the</strong> “Experts in Team”<br />

(Jaccheri and Sindre 2007) course, helped <strong>the</strong> artist to improve <strong>the</strong> architecture and published<br />

it as Open Source. By publishing as OSS, <strong>the</strong> software attracts more developers and<br />

composers to utilise it and to contribute to it by fur<strong>the</strong>r improvement and/or enhancement.<br />

Sonic Onyx is an installation project initiated by <strong>the</strong> Trondheim municipality in 2007. The<br />

goal was to decorate a junior high school with an interactive sculpture with which people<br />

would be able to interact. The users can send messages, images or sound files from <strong>the</strong>ir<br />

Bluetooth enabled mobile phones, laptops and hand held devices using Bluetooth technology.<br />

16 http://csounds.com/<br />

25


Chapter 2. State of <strong>the</strong> Art<br />

The received files are <strong>the</strong>n converted into sound and played by <strong>the</strong> sculpture. The sculpture<br />

has seven loudspeakers located in seven of its fourteen arms and a subwoofer located in <strong>the</strong><br />

ground at <strong>the</strong> centre making it possible to provide 3D sound effects within <strong>the</strong> space created<br />

by <strong>the</strong> sculpture (see figure 5).<br />

Figure 5. Sonic Onyx at day time<br />

On top of <strong>the</strong> sculpture, <strong>the</strong>re is a big light dome/sphere which changes colour based on a<br />

programmable controller. The technical part of <strong>the</strong> artwork was developed by a team of<br />

Electrical and Computer <strong>Engineering</strong> students from Sør-Trøndelag University College<br />

(HiST 17 ).<br />

Open Wall embellishes a white wall at NTNU with a number of main boards with LEDs<br />

(Light Emitting Diode) on <strong>the</strong>m, creating a large matrix of light pixels. The origin of <strong>the</strong><br />

project was when in 2005 a student of architecture, Åsmund Gamlesæter, wanted to build a<br />

LED facade for a house. A sister LED wall was built as a result of <strong>the</strong> same project in <strong>the</strong><br />

student social activities building of NTNU and <strong>the</strong>re were many LED cards left over. Later in<br />

2008, some students from NTNU mounted <strong>the</strong> cards on <strong>the</strong> wall in a meeting room in <strong>the</strong> IT<br />

building of NTNU as part of an interdisciplinary course project (see figure 6). This project is<br />

called Open Wall.<br />

17 http://www.hist.no<br />

26


Chapter 2. State of <strong>the</strong> Art<br />

The main artistic idea behind <strong>the</strong> wall was to make an accessible display screen for all who<br />

wish to participate. Users can access <strong>the</strong> canvas from <strong>the</strong> internet via a wall image editor and<br />

use <strong>the</strong> canvas to draw and display whatever <strong>the</strong>y want. Later on several student projects<br />

were conducted where students from NTNU collaborated with artists and art students to<br />

display different artistic expressions on <strong>the</strong> wall.<br />

Figure 6. Open Wall displaying an animation of a bunny<br />

2.10 Research Methods in <strong>Software</strong> <strong>Engineering</strong><br />

Bødker (1990) (as cited in (Svanæs 1999)) has pointed out that computer science has always<br />

been multidisciplinary in that it has borrowed from o<strong>the</strong>r fields. In <strong>the</strong> early days of<br />

computing, <strong>the</strong> main research problems were concerned with how to make <strong>the</strong> computer work<br />

in a purely technical sense. Computer science at that time borrowed mainly from formal<br />

disciplines like logic, ma<strong>the</strong>matics and linguistics. But that approach has shifted as a lot of<br />

research problems that evolved later on involved human beings with bodies, minds, history,<br />

culture, language and social relationships as computer users or as developers of <strong>the</strong> software<br />

application (Svanæs 1999). Reviewers identify that traditional SE has focussed on coming up<br />

with new tools and techniques without much validation beyond concept analysis and concept<br />

implementation. In a review of <strong>the</strong> field of SE, Glass et al. (2004) found that only 13.8% of<br />

<strong>the</strong> literature on SE could be classified as evaluative, <strong>the</strong> remaining papers being mostly<br />

descriptive. The main research methods employed within <strong>the</strong> field were classified as<br />

conceptual analysis and concept implementation which represented 71.2% of <strong>the</strong> papers.<br />

27


Chapter 2. State of <strong>the</strong> Art<br />

Depending on <strong>the</strong> general process for building scientific <strong>the</strong>ory, Xia (1998) found two serious<br />

methodological problems in SE research. First, <strong>the</strong>re is a lack of attention <strong>towards</strong> <strong>the</strong><br />

understanding aspect of <strong>the</strong>ory; second, <strong>the</strong>re is almost no controlled testing or no testing at<br />

all to verify hypo<strong>the</strong>ses. Zelkowitz and Wallace (1998) also report a similar critique,<br />

“<strong>Software</strong> engineering researchers have criticized common practice in <strong>the</strong> field for failing to<br />

collect, analyze, and report experimental measurements in research reports”. This is reflected<br />

in <strong>the</strong> review that only a small portion of articles on SE could be classified as evaluative<br />

(Glass et al. 2004). In recent years <strong>the</strong> field of empirical software has gained lots of attention<br />

in an effort to remedy <strong>the</strong> critiques for lack of rigour in previous works. Empirical research is<br />

based on <strong>the</strong> scientific paradigm of observation, reflection and experimentation as a vehicle<br />

for <strong>the</strong> advancement of knowledge (Endres and Rombach 2003). It involves obtaining and<br />

interpreting evidence, for example by experimentation, systematic observation, interviews or<br />

surveys, or by <strong>the</strong> careful examination of documents or artefacts (Sjoberg et al. 2007).<br />

Empirical research can incorporate both qualitative and quantitative methods for collecting<br />

and analysing data. Besides which research can be divided into two categories based on <strong>the</strong><br />

type of data collected: i) Primary Research that involves <strong>the</strong> collection and analysis of<br />

original data and ii) Secondary Research that uses data from previously published studies for<br />

<strong>the</strong> purpose of research syn<strong>the</strong>sis. Here we consider <strong>the</strong> most common research methods in<br />

SE for both primary and secondary research that were mentioned by Sjoberg et al. (2007). In<br />

primary research, <strong>the</strong> most common methods are: i) experimentation, ii) surveys, iii) case<br />

studies, and iv) action research. Secondary research uses data collected from primary or o<strong>the</strong>r<br />

research and conduct syn<strong>the</strong>sis. Syn<strong>the</strong>sis is <strong>the</strong> collective term for a family of methods for<br />

summarising, integrating and, where possible, combining <strong>the</strong> findings of different studies on<br />

a topic or research question ((Cooper and Hedges 1994) cited in (Sjoberg et al. 2007)).<br />

Research syn<strong>the</strong>sis is often used interchangeably with “systematic review” and “systematic<br />

literature review.” As mentioned by (Sjoberg et al. 2007), “Systematic reviews are one of <strong>the</strong><br />

key building blocks of evidence-based software engineering, and <strong>the</strong> interest in conducting<br />

such reviews within SE is clearly growing, although <strong>the</strong> coverage of SE topics by systematic<br />

reviews is still in its infancy and very limited.”<br />

The status of empirical research in SE is briefly mentioned here as it is presented in (Sjoberg<br />

et al. 2007). Regarding experiments, (Glass et al. 2002) and (Zelkowitz and Wallace 1997)<br />

reported about 3% controlled experiments. Regarding surveys as <strong>the</strong> primary research<br />

method, <strong>the</strong> only one relevant literature review that was found was by (Glass et al. 2002)<br />

which classified 1.6% of <strong>the</strong>ir 369 papers as “descriptive/explorative survey”. Case studies<br />

were identified (Glass et al. 2002) to be about 2.2% (8 of 369) of <strong>the</strong> papers. Regarding<br />

secondary research, literature reviews and meta-analyses were identified in 1.1% of <strong>the</strong><br />

papers by (Glass et al. 2002) and 3.0 % by (Zelkowitz and Wallace 1997).<br />

Regarding empirical studies as a whole, (Sjoberg et al. 2007) observed that (Tichy 1995)<br />

reported a proportion of 17% (15 of 87 papers), whereas (Glass et al. 2002) characterized<br />

14% (51 of 369 papers) as “evaluative” whereas <strong>the</strong>ir own review work indicated a level of<br />

12% (2% experiments, 5% or 10% case studies depending on definition, and 0% action<br />

research).<br />

28


3 Research Method<br />

This chapter briefly presents <strong>the</strong> philosophical view of <strong>the</strong> research method chosen for this<br />

research. Firstly we present <strong>the</strong> big picture of <strong>the</strong> research from ontological and<br />

epistemological viewpoints and define our research approach at high-level. Then we move<br />

onto specific methods and strategies for our approach chosen at high-level, and decide which<br />

methods to apply in relation to <strong>the</strong> research questions of <strong>the</strong> <strong>the</strong>sis. The specific research<br />

methods are <strong>the</strong>n briefly described along with <strong>the</strong>ir strengths and weaknesses.<br />

3.1 Research Methods - <strong>the</strong> Big Picture<br />

“All research (whe<strong>the</strong>r quantitative or qualitative) is based on some underlying assumptions<br />

about what constitutes 'valid' research and which research methods are appropriate” (Myers<br />

1997). When we write about research methods several questions come to mind, because <strong>the</strong><br />

word method can mean several things. Harvey Russell Bernard (2000) states that method has<br />

at least three different meanings,<br />

“a) at <strong>the</strong> most general level, it can mean <strong>the</strong> study of how we know things, i.e.,<br />

epistemology; b) in yet general level, it can mean <strong>the</strong> research strategic methods, that is<br />

<strong>the</strong> strategic choices like whe<strong>the</strong>r to do a participant observation, dig up information<br />

from archives and libraries or to do an experiment; c) at <strong>the</strong> specific level it is about<br />

technique, such as what kind of sample to use, whe<strong>the</strong>r to use telephone interview or<br />

face to face interview.....”<br />

Tackling <strong>the</strong> problem from a high-level and downwards, that is, starting at <strong>the</strong> most general<br />

level, and following downwards to <strong>the</strong> specific level helps to provide a careful consideration<br />

to <strong>the</strong> taxonomy of methodological approaches (Turner 2006). I begin with my<br />

epistemological and ontological stances, which describes <strong>the</strong> type of knowledge that this<br />

research deals with, and <strong>the</strong>n I move to <strong>the</strong> strategic approach to decide <strong>the</strong> goals of each<br />

stage of <strong>the</strong> research and <strong>the</strong> methods used at each stage. Finally I describe <strong>the</strong> specific<br />

methods and tools that I have used.<br />

Ontology is a branch of philosophy that “studies <strong>the</strong> nature of <strong>the</strong> entities that exist in <strong>the</strong><br />

world, i.e. <strong>the</strong> building blocks of knowledge about ourselves and <strong>the</strong> world” (Shurville 2009).<br />

The ontological aspect of knowledge can be presented by asking <strong>the</strong> following question,<br />

“What is <strong>the</strong> form and nature of reality and, <strong>the</strong>refore, what is <strong>the</strong>re that can be known about<br />

it?” (Lincoln and Guba 1994). For example, some approaches consider <strong>the</strong> outside world and<br />

everything in it to be objectively real while o<strong>the</strong>rs believe that it is a social construct of our<br />

senses and minds.<br />

Epistemology refers to <strong>the</strong> assumptions about knowledge and how it can be obtained<br />

(Hirschheim 1992). In epistemology several views can arise. One view for example can be<br />

whe<strong>the</strong>r one should subscribe to <strong>the</strong> philosophical principle of rationalism or empiricism;<br />

ano<strong>the</strong>r view can be based on <strong>the</strong> scientific assumptions known as positivism and<br />

interpretivism (Bernard 2000). Since discussing and/or defining all <strong>the</strong>se methods are beyond<br />

<strong>the</strong> scope of this <strong>the</strong>sis, we will only briefly present <strong>the</strong> methods that are relevant to this<br />

<strong>the</strong>sis. Baroudi and Orlikowski (1991) suggest three categories of research in Information<br />

29


Chapter 3. Research Method<br />

Systems, based on underlying epistemological research: positivist, interpretive and critical.<br />

We accept this classification for this research and describe <strong>the</strong>m briefly in <strong>the</strong> sections below.<br />

3.1.1 Positivist Approach<br />

Positivism assumes that knowledge exists independently of <strong>the</strong> learner; <strong>the</strong>re is an absolute<br />

truth. “Because it is ‘out <strong>the</strong>re’, it can be studied independently of <strong>the</strong> inquirer” (Donnell<br />

1999). It implies that different observers should reach <strong>the</strong> same conclusions and it contains<br />

general and immutable laws which operate independently of our ability. The only difference<br />

that could arise among observers is due to <strong>the</strong> extent that <strong>the</strong>y study, understand, and harness<br />

<strong>the</strong>m toward <strong>the</strong>ir own purposes (Donnell 1999).<br />

3.1.2 Constructivism or Interpretivism<br />

It is a philosophical and epistemological approach that assumes that reality is not directly<br />

knowable, and can only be inferred or assigned by a convention or consensus (Shurville<br />

2009). Interpretivism assumes that knowledge is constructed by <strong>the</strong> learner and <strong>the</strong>refore<br />

truth depends on <strong>the</strong> context. Interpretive researchers begin with <strong>the</strong> assumption that “access<br />

to reality (given or socially constructed) is only through social constructions such as<br />

language, consciousness and shared meanings” (Myers 1997). Boland (1985), as cited in<br />

(Myers 1997), reports that <strong>the</strong> philosophical base of interpretive research is hermeneutics and<br />

phenomenology.<br />

3.1.3 Critical Research<br />

Critical research assumes that social reality is historically constituted. It holds <strong>the</strong> view that<br />

reality is produced and reproduced by people over time. Although people can consciously act<br />

to change <strong>the</strong>ir social and economic circumstances, critical researchers recognise that <strong>the</strong>ir<br />

ability to do so is constrained by various forms of social, cultural and political domination<br />

(Myers 1997).<br />

Of <strong>the</strong>se three approaches from <strong>the</strong> epistemological viewpoint we would like to name our<br />

research methods as interpretivism. The opposite of interpretivism is called positivism. We<br />

have found that <strong>the</strong> following table created by Jörgen Sandberg as cited in (Weber 2004)<br />

depicts <strong>the</strong> difference between positivism and interpretivism, tackling <strong>the</strong> problem from a<br />

high-level down to a specific analysis method. We found it very interesting and felt it<br />

resembled our intention of showing <strong>the</strong> methods/strategy chosen at each level. We present <strong>the</strong><br />

table of comparison because in that way it is easy to understand our approach, not only by<br />

defining different strategies/assumptions of interpretivism at different stages but also by<br />

comparing <strong>the</strong>m with <strong>the</strong>ir positivism counterpart.<br />

30


Chapter 3. Research Method<br />

Meta-<strong>the</strong>oretical<br />

assumptions<br />

about<br />

Ontology<br />

Epistemology<br />

Research object<br />

Positivism<br />

Person (researcher) and reality are<br />

separate.<br />

Objective reality exists beyond<br />

<strong>the</strong> human mind.<br />

Research object has inherent<br />

qualities that exist independently<br />

of <strong>the</strong> researcher.<br />

Interpretivism<br />

Person (researcher) and reality are<br />

inseparable (life-world).<br />

Knowledge of <strong>the</strong> world is<br />

intentionally constituted through a<br />

person’s lived experience.<br />

Research object is interpreted in light<br />

of meaning-structure of person’s<br />

(researcher’s) lived experience.<br />

Method Statistics, content analysis. Hermeneutics, phenomenology, etc.<br />

Validity<br />

Reliability<br />

Certainty: data truly measures<br />

reality.<br />

Replicability: research results can<br />

be reproduced.<br />

Defensible knowledge claims.<br />

Interpretive awareness: researchers<br />

recognize and address implications of<br />

<strong>the</strong>ir subjectivity.<br />

Table 2. Meta-<strong>the</strong>oretical assumptions about positivism and interpretivism<br />

Now from <strong>the</strong> above table it will be easy to map to our research methods and different<br />

strategies taken at different stages of our research. Since in this section we plan to give <strong>the</strong><br />

broader picture of research, we will not describe <strong>the</strong> specific methods and strategies here. We<br />

will briefly describe our approach of “interpretive research” and move to later sections where<br />

we design and describe <strong>the</strong> specific methods chosen.<br />

Interpretive studies attempt to understand phenomena through <strong>the</strong> meanings that people<br />

assign to <strong>the</strong>m. In <strong>the</strong> context of Information Systems (IS) interpretive research studies are<br />

"aimed at producing an understanding of <strong>the</strong> context of <strong>the</strong> information system, and <strong>the</strong><br />

process whereby <strong>the</strong> information system influences and is influenced by <strong>the</strong> context"<br />

(Walsham 1993). Interpretive research does not predefine dependent and independent<br />

variables, but focuses on <strong>the</strong> full complexity of human sense-making as <strong>the</strong> situation emerges<br />

(Kaplan and Maxwell 1994). Thus <strong>the</strong>re is no objective reality which can be discovered by<br />

researchers and replicated by o<strong>the</strong>rs, in contrast to <strong>the</strong> assumptions of positivist science<br />

(Walsham 1993).<br />

“Interpretive studies assume that people create and associate <strong>the</strong>ir own subjective and intersubjective<br />

meanings as <strong>the</strong>y interact with <strong>the</strong> world around <strong>the</strong>m” (Baroudi and Orlikowski<br />

1991). Organisations, groups and social systems do not exist apart from for humans, and<br />

hence, according to Baroudi and Orlikowski (1991), cannot be apprehended, characterised or<br />

measured in some objective or universal way.<br />

31


Chapter 3. Research Method<br />

3.2 Which Methods to Choose<br />

A research design deals with four problems: what questions to study, what data are relevant,<br />

what data to collect and how to analyse <strong>the</strong> results (Yin 1989). If we consider <strong>the</strong> questions<br />

addressed by this <strong>the</strong>sis, <strong>the</strong>n we can identify <strong>the</strong> appropriate research methods.<br />

The three main research questions that were chosen for this research are:<br />

RQ1. What is <strong>the</strong> relationship between art and software and how can we conceptualise it?<br />

RQ2. How can we characterise <strong>the</strong> development process of software dependent artworks?<br />

RQ3. How can we increase collaboration between artists and software engineers and improve<br />

<strong>the</strong> field of computing by borrowing concepts from <strong>the</strong> arts?<br />

Based on <strong>the</strong>se questions, <strong>the</strong> research methods in this <strong>the</strong>sis are mainly qualitative. There are<br />

different research methods and which one to use depends on <strong>the</strong> objective of <strong>the</strong> research<br />

work in general, and on <strong>the</strong> way in which <strong>the</strong> research results are intended to be used in<br />

particular. According to Yin (1989), <strong>the</strong>re are three important conditions to be considered for<br />

which research methods to choose: a) <strong>the</strong> type of research question posed b) <strong>the</strong> extent of<br />

control an investigator has over actual behavioural events, and c) <strong>the</strong> degree of focus on<br />

contemporary as opposed to historical events. The table below shows how <strong>the</strong>se three<br />

conditions are related to five major research methods in social science. The table is originally<br />

from COSMOS Corporation and was cited in Yin (1989).<br />

Strategy<br />

Form of Research<br />

Question<br />

Requires Control<br />

of Behavioural<br />

Events<br />

Experiment How, why? Yes Yes<br />

Survey<br />

Archival<br />

analysis<br />

Who, what, where,<br />

how many, how<br />

much?<br />

Who, what, where,<br />

how many, how<br />

much?<br />

History How, why? No No<br />

No<br />

No<br />

Focus on<br />

Contemporary<br />

Events<br />

Yes<br />

Yes<br />

Case study How, why? No Yes<br />

Table 3. Relevant situation for different research strategies<br />

SOURCE: COSMOS Corporation (1989)<br />

Two main research methods that we have used are literature review and case study. The first<br />

question RQ1 is of an exploratory nature and it is dealt with by literature review. The second<br />

question RQ2 is also exploratory in nature but it involves contextual data. This is dealt with<br />

by case study method. The third question RQ3 seeks some suggestive and exemplary<br />

answers, which we have attempted to answer based on our gained knowledge and experience.<br />

32


Chapter 3. Research Method<br />

The research methods specific to <strong>the</strong> questions and methods of study, that is literature review<br />

and case study, are discussed in <strong>the</strong> following section.<br />

3.3 Research Method<br />

A research method is a strategy of inquiry that links <strong>the</strong> underlying philosophical<br />

assumptions to research design and data collection. In qualitative research since <strong>the</strong>re are<br />

various philosophical perspectives so are <strong>the</strong>re various qualitative research methods (Myers<br />

1997). The choice of research method influences <strong>the</strong> way in which <strong>the</strong> researcher collects<br />

data. Here we briefly discuss some important features of <strong>the</strong> research methods that we have<br />

used for our study namely:<br />

• Systematic literature review<br />

• Case study.<br />

3.3.1 Systematic Literature Review<br />

Systematic reviews have been gaining significant attention from SE researchers since 2004<br />

(Babar and Zhang 2009). Babar and Zhang (2009) mention that, “<strong>Software</strong> <strong>Engineering</strong> (SE)<br />

researchers have been conducting and reporting more and more SLRs (Systematic Literature<br />

Reviews) on diverse topics such as agile software development, regression testing, process<br />

modeling, variability management, cost estimation, organizational motivators for CMMbased<br />

process improvement, and statistical power”.<br />

Usually researchers begin with a literature review of some sort when starting a new research<br />

project. A SLR is a means of identifying, evaluating and interpreting all available research<br />

relevant to a particular research question, topic or area (Kitchenham 2004). One of <strong>the</strong> most<br />

common reasons for undertaking a systematic review is to provide a framework/background<br />

in order to appropriately position new research activities (Kitchenham and Charters 2007).<br />

The need for a systematic review arises from <strong>the</strong> requirement of researchers to summarise all<br />

existing information about some phenomenon in a thorough and unbiased manner. The<br />

difference between a literature review and a systematic review is that <strong>the</strong> later is more<br />

thorough, complete and <strong>the</strong>refore takes more time and effort. Unless a review is thorough and<br />

fair, it is of little scientific value. Therefore a systematic review is important even though it<br />

requires more effort than a traditional review. According to Kitchenham, <strong>the</strong> features that<br />

distinguish a systematic review from a traditional review are as below:<br />

• Systematic reviews start by defining a review protocol that specifies <strong>the</strong> research<br />

question being addressed and <strong>the</strong> methods that will be used to perform <strong>the</strong> review.<br />

• Systematic reviews are based on a defined search strategy that aims to detect as much of<br />

<strong>the</strong> relevant literature as possible.<br />

• Systematic reviews document <strong>the</strong>ir search strategy so that readers can assess its rigor<br />

and completeness.<br />

• Systematic reviews require explicit inclusion and exclusion criteria to assess each<br />

potential primary study.<br />

33


Chapter 3. Research Method<br />

• Systematic reviews specify <strong>the</strong> information to be obtained from each primary study,<br />

including quality criteria, by which to evaluate each primary study.<br />

• A systematic review is a prerequisite for quantitative meta-analysis.<br />

A systematic review involves several discrete activities and different guidelines have<br />

different suggestions for <strong>the</strong> number and order of activities. For example, guidelines for<br />

systematic review in <strong>the</strong> medical domain have a different view from <strong>the</strong> systematic reviews<br />

group at UC Berkeley (Kitchenham 2004). Researchers in SE have reported best practices<br />

and experiences of conducting and reporting systematic reviews. As reported by Babar and<br />

Zhang (2009), a large majority of <strong>the</strong> reported systematic reviews in SE has been carried out<br />

by following <strong>the</strong> guidelines produced by Kitchenham and Charters (Kitchenham and Charters<br />

2007), which is actually an updated version of Kitchenham’s original guidelines published in<br />

2004 (Kitchenham 2004). Here we present <strong>the</strong> view mentioned by Kitchenham, where <strong>the</strong><br />

activities of <strong>the</strong> systematic review are divided into three main phases: Planning <strong>the</strong> Review,<br />

Conducting <strong>the</strong> Review, Reporting <strong>the</strong> Review.<br />

3.3.1.1 Planning<br />

This includes <strong>the</strong> following activities:<br />

• Identify <strong>the</strong> need for a systematic review<br />

• Specifying <strong>the</strong> research question<br />

• Developing a review protocol.<br />

A pre-defined protocol is necessary to reduce <strong>the</strong> possibility of researcher bias. A review<br />

protocol should include:<br />

• Research questions that <strong>the</strong> review is intended to answer.<br />

• Strategy that will be used to search.<br />

• Study selection criteria.<br />

• Selection process - The protocol should describe how <strong>the</strong> selection criteria will be<br />

applied, e.g. how many assessors will evaluate each prospective primary study.<br />

• Quality assessment - The researchers should develop quality checklists to assess <strong>the</strong><br />

individual studies.<br />

• Data extraction - Defines how <strong>the</strong> information required from each primary study will<br />

be obtained.<br />

• Syn<strong>the</strong>sis strategy.<br />

• Dissemination strategy.<br />

3.3.1.2 Conducting Review<br />

This phase includes <strong>the</strong> following tasks:<br />

i. Identification of research – collect as many relevant studies as possible, use different<br />

combinations of search keywords, different sources, etc.<br />

34


Chapter 3. Research Method<br />

ii.<br />

iii.<br />

iv.<br />

Study Selection – based on selection criteria and selection process include relevant<br />

studies and refine <strong>the</strong> set of studies. For example, at step 1, studies can be<br />

included/excluded by reading <strong>the</strong> title and abstract to get a preliminary selected list.<br />

At step two, studies on <strong>the</strong> preliminary selected list are read thoroughly and a final<br />

list is obtained.<br />

Study Quality Assessment – in addition to general inclusion and exclusion criteria,<br />

<strong>the</strong> quality of <strong>the</strong> primary studies are documented so as to provide explanations for a<br />

certain result or identify result patterns, or help in refining inclusion and exclusion<br />

criteria<br />

Data extraction – should be defined early to accurately record <strong>the</strong> information<br />

researchers obtain from <strong>the</strong> primary studies. It should be performed by two<br />

researchers.<br />

v. Data syn<strong>the</strong>sis – involves collating and summarising <strong>the</strong> results of <strong>the</strong> included<br />

primary studies. Syn<strong>the</strong>sis can be descriptive (non-quantitative). However, it is<br />

sometimes possible to complement a descriptive syn<strong>the</strong>sis with a quantitative<br />

summary<br />

3.3.1.3 Reporting<br />

The result of <strong>the</strong> review should be disseminated. It can be published as a conference, journal<br />

or technical report. It should ensure that <strong>the</strong> published results get peer reviewed. In <strong>the</strong> case<br />

of a conference or journal, it is usually peer reviewed, but a technical report might not be.<br />

The report should contain enough detail to ensure that <strong>the</strong> readers are able to evaluate <strong>the</strong><br />

rigor and validity of <strong>the</strong> review. One limitation with conference and journal papers might be<br />

<strong>the</strong> size restriction; in that case review details can be made available as a separate document<br />

or published on <strong>the</strong> web and referred to appropriately in <strong>the</strong> conference/journal paper.<br />

3.3.1.4 Strength and Weakness of Systematic Review<br />

Practitioners and researchers who have used SLR in SE find it useful. Babar and Zhang<br />

(2009) report positive appreciation from <strong>the</strong> interviewed users, “it’s a very objective method,<br />

and defines a formal process for literature reviews, <strong>the</strong>n results can be comparable and<br />

reliable”. Some practitioners say that it is only valuable if <strong>the</strong> list of papers is included. One<br />

of <strong>the</strong> main advantages of SLRs is that <strong>the</strong>y provide information about <strong>the</strong> effects of some<br />

phenomenon across a wide range of settings and empirical methods. Since a systematic<br />

review has a predefined search strategy and rigorous process of conducting <strong>the</strong> review, <strong>the</strong><br />

result is replicable and it is possible for o<strong>the</strong>r researchers to assess <strong>the</strong> completeness of <strong>the</strong><br />

search. If studies give consistent results, systematic reviews provide evidence that <strong>the</strong><br />

phenomenon is robust and transferable (Kitchenham 2004). A SLR in a PhD study can<br />

prevent meandering down an already explored path by identifying <strong>the</strong> existing basis for <strong>the</strong><br />

research student’s work.<br />

The major drawback is that <strong>the</strong> systematic review requires considerably more effort than a<br />

traditional literature review. In addition studies in SE or new media art are rarely presented in<br />

a uniform manner, and thus <strong>the</strong> combination of results from several studies can be difficult.<br />

Ano<strong>the</strong>r important drawback of <strong>the</strong> literature review is that in a rapidly-changing field,<br />

literature reviews need updating in a short time.<br />

35


Chapter 3. Research Method<br />

3.3.2 Case Study<br />

Yin (1989) defines a case study as “an empirical inquiry that investigates contemporary<br />

phenomenon within its real life context, especially when <strong>the</strong> boundaries between <strong>the</strong><br />

phenomenon and context are not clearly evident.” He mentions that a case study is an all<br />

encompassing method – covering <strong>the</strong> logic of design, data collection techniques and specific<br />

approaches to data analysis. Thus it is a comprehensive research strategy, but unfortunately<br />

no comprehensive catalogue of research designs for case studies have been developed.<br />

Case studies are carried out when <strong>the</strong> researcher deliberately wants to cover contextual<br />

conditions. The case study inquiry copes with <strong>the</strong> technically distinctive situation in which<br />

<strong>the</strong>re will be many more variables of interest than data points. “Result of a case study relies<br />

on multiple sources of evidence, with data needing to converge in a triangulating fashion and<br />

benefits from <strong>the</strong> prior development of <strong>the</strong>oretical propositions to guide data collection<br />

analysis” (Yin 1989). According to Yin (1989), for case studies <strong>the</strong>re are five components of<br />

a research design that are especially important:<br />

i. A study’s question.<br />

ii. Its propositions if any.<br />

iii. Its unit of analysis.<br />

iv. The logic linking <strong>the</strong> data to <strong>the</strong> propositions.<br />

v. The criteria for interpreting <strong>the</strong> findings.<br />

First of all, <strong>the</strong> nature of <strong>the</strong> question should be clarified precisely. Second, a case study<br />

should have a proposition. The proposition tells an investigator where to look for <strong>the</strong> data.<br />

Sometimes some studies may have a reason for not having propositions. Third, defining a<br />

unit of analysis is often problematic or not very easy in a case study. In a classic case study,<br />

<strong>the</strong> ‘case’ may be an individual. In o<strong>the</strong>r cases it can be a group of people, an organisation, a<br />

specific policy, or an industry in <strong>the</strong> world marketplace.<br />

For example, in a study of clinical patients, or political leaders, <strong>the</strong> unit of study is an<br />

individual; in a study of group dynamics in different organisations or social networks, <strong>the</strong><br />

unit is a group. If not defined properly, <strong>the</strong> unit of analysis can often be wrongly measured,<br />

for example as Yin (1989) mentions, “investigators frequently confused case studies of<br />

neighbourhoods with case studies of small groups”. This happens because sometimes <strong>the</strong> unit<br />

of analysis may have been defined in one way, even though <strong>the</strong> phenomenon being studied<br />

calls for a different definition. In general, <strong>the</strong> unit of analysis is related to <strong>the</strong> research<br />

question. The fourth and fifth points, that is, <strong>the</strong> logic linking <strong>the</strong> data to propositions and <strong>the</strong><br />

criteria for interpreting <strong>the</strong> findings is <strong>the</strong> least well developed in case studies. One promising<br />

approach for linking data to <strong>the</strong> propositions is pattern matching, where several pieces of<br />

information from <strong>the</strong> same case may be related to some <strong>the</strong>oretical proposition. Considering<br />

<strong>the</strong>se five components of designing case study research force <strong>the</strong> investigator to begin<br />

constructing a preliminary <strong>the</strong>ory related to <strong>the</strong> study (Yin 1989).<br />

The difference between case studies and related methods such as ethnography and grounded<br />

<strong>the</strong>ory is that <strong>the</strong> case study requires that an investigator specify a <strong>the</strong>oretical proposition at<br />

<strong>the</strong> beginning, whereas ethnography and grounded <strong>the</strong>ory avoids having any <strong>the</strong>oretical<br />

proposition at <strong>the</strong> start of a study. In fact, <strong>the</strong> role of <strong>the</strong>ory is very important in case studies,<br />

36


Chapter 3. Research Method<br />

whe<strong>the</strong>r <strong>the</strong> purpose of <strong>the</strong> case study is to develop a <strong>the</strong>ory or to test a <strong>the</strong>ory. However<br />

<strong>the</strong>ory development can take time and can be difficult (Eisenhardt 1989).<br />

In some cases, existing works may provide a rich <strong>the</strong>oretical background for designing a<br />

specific case study. In some o<strong>the</strong>r cases, <strong>the</strong> existing knowledge base may be poor and <strong>the</strong><br />

available literature cannot provide any conceptual framework or notable hypo<strong>the</strong>sis. In <strong>the</strong><br />

latter case, <strong>the</strong> case study lacks having any <strong>the</strong>oretical statements or propositions. This type<br />

of case study attains <strong>the</strong> characteristics of an exploratory study. For an exploratory case<br />

study, <strong>the</strong> requirement of having a proposition is relaxed, but in that case <strong>the</strong> study should be<br />

preceded by statements about a) what is to be explored, b) <strong>the</strong> purpose of <strong>the</strong> exploration and<br />

c) critical criteria by which <strong>the</strong> exploration will be judged.<br />

3.3.2.1 Strengths and Weaknesses<br />

The strength of <strong>the</strong> case study relies on <strong>the</strong> fact that it deals with a full variety of evidence –<br />

documents, artefacts, interviews and observations. A case study produces much more detailed<br />

information than what is available through statistical analysis (Writing@CSU 2010). A case<br />

study is a suitable method in exploratory and descriptive studies where contextual data<br />

information is important.<br />

Case studies are difficult to generalise because <strong>the</strong>y are concerned with qualitative subjective<br />

data. A case study relies on personal interpretation of data and inferences. Therefore results<br />

“may not be generalisable, are difficult to test for validity, and rarely offer a problem-solving<br />

prescription” (Writing@CSU 2010). Case studies can involve learning more about <strong>the</strong><br />

subjects being tested than what most researchers would care to know, for example subjects’<br />

educational background, emotional background, perceptions of <strong>the</strong>mselves and <strong>the</strong>ir<br />

surroundings, <strong>the</strong>ir likes, dislikes, and so on. Case studies can be expensive and time<br />

consuming as <strong>the</strong>y are concerned with detailed data about <strong>the</strong> subjects.<br />

3.4 Data Analysis<br />

Thorne (2000) states that data analysis is <strong>the</strong> most complex phase of a qualitative project, but<br />

unfortunately it receives <strong>the</strong> least thoughtful discussion in <strong>the</strong> literature. Thorne suggests that<br />

in order to generate findings and knowledge from raw data, a qualitative researcher must<br />

engage in active and demanding analytic processes throughout all phases of <strong>the</strong> research.<br />

It is hard to make a clear distinction between data collecting and data analysis in qualitative<br />

research while it is commonly distinguished in case of quantitative research (Myers 1997).<br />

Since <strong>the</strong> researcher’s presupposition affects <strong>the</strong> data collection, <strong>the</strong> questions that are posed<br />

mostly determine what kind of results <strong>the</strong> researcher will get. Therefore Myer suggests that it<br />

is more appropriate to call it “modes of analysis” ra<strong>the</strong>r than “data analysis”. There are many<br />

different kinds of analysis or “modes of analysis”. It is hard to limit oneself to a particular<br />

mode of analysis, so we have tried <strong>the</strong> following analyses:<br />

• Hermeneutics.<br />

• Phenomenology.<br />

Hermeneutics mainly focuses on texts as <strong>the</strong> source of research data. Texts can be generated<br />

in various ways such as through stories, interviews, participant observations, literature, and<br />

o<strong>the</strong>r relevant documents. Usually one or more approaches are used on <strong>the</strong> collected data to<br />

37


Chapter 3. Research Method<br />

identify meaningful pieces of information, which in turn are used to generate <strong>the</strong>mes or<br />

categories from a group of texts. These <strong>the</strong>mes or categories communicate findings and<br />

reflect knowledge about <strong>the</strong> phenomenon under investigation (Byrne 2001). When<br />

hermeneutic analysis is used in IS, <strong>the</strong> objective of interpretive effort attempts to make sense<br />

of <strong>the</strong> organisation as a text-analogue. In an organisation, different stakeholders can have<br />

confused, incomplete, cloudy and contradictory views on many issues and <strong>the</strong> hermeneutic<br />

analysis tries to make sense of <strong>the</strong> whole, and <strong>the</strong> relationship between people, <strong>the</strong><br />

organisation, and information technology (Myers 1997).<br />

Phenomenology focuses on a person's lived experience and elicits commonalties and shared<br />

meanings, whereas hermeneutics refers to an interpretation of textual language (Byrne 2001).<br />

Phenomenological research has overlaps with o<strong>the</strong>r qualitative approaches including<br />

ethnography and hermeneutics. Edmund Husserl’s, <strong>the</strong> founder of phenomenology, definition<br />

in Logical Investigations (cited in (Lester 1999)) states that pure phenomenological research<br />

seeks essentially to describe ra<strong>the</strong>r than explain, and to start from a perspective free from<br />

hypo<strong>the</strong>ses or preconceptions. These methods are particularly effective at bringing out <strong>the</strong><br />

experiences and perceptions of individuals from <strong>the</strong>ir own perspectives. Phenomenological<br />

research can generate a large quantity of data from different sources such as interview notes,<br />

tape recordings, jottings, etc. One way to analyse this large amount of disorganised data is to<br />

go through all <strong>the</strong> data and identify some <strong>the</strong>me/points and organise <strong>the</strong> data according to<br />

those <strong>the</strong>mes. Data analysis of phenomenological research using this method was prescribed<br />

by Hycner (1985). In <strong>the</strong> following section we describe a similar method by Pope et al.<br />

(2000), which is adapted for both a hermeneutics and phenomenology approach<br />

3.4.1 Stages in Analysis<br />

In most qualitative research, <strong>the</strong> analysis of data often takes place alongside data collection as<br />

it would allow ongoing data collection to be shaped, questions to be refined and new avenues<br />

of inquiry to develop. The research methods that we have used are mostly aimed at<br />

exploratory enquiry with pre-set aims and objectives, but with no strong preconceptions or<br />

hypo<strong>the</strong>sis. Thus we followed <strong>the</strong> following stages of data analysis defined in <strong>the</strong> framework<br />

approach as it is mentioned by (Pope et al. 2000):<br />

• Familiarization – <strong>the</strong> first step is to go through <strong>the</strong> raw data in order to list key ideas and<br />

recurrent <strong>the</strong>mes.<br />

• Identifying a <strong>the</strong>matic framework – <strong>the</strong> second step is to identify all <strong>the</strong> key issues,<br />

concepts and <strong>the</strong>mes by which <strong>the</strong> data can be examined and referenced. This is carried<br />

out by drawing on a priori issues and questions derived from <strong>the</strong> aims and objectives of<br />

<strong>the</strong> study, as well as issues raised by <strong>the</strong> respondents <strong>the</strong>mselves and views or<br />

experiences that recur in <strong>the</strong> data.<br />

• Indexing – <strong>the</strong> <strong>the</strong>matic framework or index is <strong>the</strong>n systematically applied to all <strong>the</strong><br />

data in textual form by annotating <strong>the</strong> transcripts with numerical codes from <strong>the</strong> index.<br />

• Charting – in this step, data are rearranged according to <strong>the</strong> appropriate part of <strong>the</strong><br />

<strong>the</strong>matic framework to which <strong>the</strong>y relate and thus charts are created. For example, <strong>the</strong>re<br />

is likely to be a chart for each key subject area or <strong>the</strong>me with entries from several<br />

respondents.<br />

38


Chapter 3. Research Method<br />

• Mapping and interpretation – <strong>the</strong> charts are used to define concepts, map <strong>the</strong> range and<br />

nature of <strong>the</strong> phenomena, create typologies and find associations between <strong>the</strong>mes with a<br />

view to providing explanations for <strong>the</strong> findings. The process of mapping and<br />

interpretation is influenced by <strong>the</strong> original research objectives as well as by <strong>the</strong> <strong>the</strong>mes<br />

that have emerged from <strong>the</strong> data <strong>the</strong>mselves.<br />

39


40<br />

Chapter 3. Research Method


4 Research Design<br />

In this section we describe how we designed our studies based on <strong>the</strong> chosen research<br />

methods. When compared with chapter 3 where we discussed <strong>the</strong> standard process of <strong>the</strong><br />

selected research methods, here we outline how <strong>the</strong>se selected research methods were applied<br />

in our studies. The connections between <strong>the</strong> studies and <strong>the</strong> research questions are also<br />

revisited. The data analysis process is briefly mentioned and <strong>the</strong> results of <strong>the</strong> studies are<br />

presented in <strong>the</strong> next chapter.<br />

4.1 Study 1 – Systematic Literature Review 1<br />

Systematic literature review 1 was conducted to address <strong>the</strong> research question RQ1, “what is<br />

<strong>the</strong> relationship between art and software and how can we conceptualise it?” This question<br />

was designed to investigate <strong>the</strong> intersection of SE and art. However SE is pretty much a<br />

specific area and somewhat narrow for a consideration of all <strong>the</strong> facets of a relationship<br />

between art and software where SE can play a role. Therefore we chose to investigate <strong>the</strong><br />

intersection of art and software instead. As already mentioned in section 3.3.1, <strong>the</strong> review<br />

was implemented following <strong>the</strong> advice, guidelines and suggestions by Kitchenham (2004)<br />

and Hart (1998). The procedure adopted is depicted in figure 7.<br />

Figure 7. Process of conducting literature review 1<br />

41


Chapter 4. Research Design<br />

4.1.1 Planning <strong>the</strong> Review<br />

In <strong>the</strong> planning phase we identified <strong>the</strong> search strategies, including a list of searchable<br />

databases of scientific publications and a preliminary list of keywords. We also determined<br />

<strong>the</strong> selection criteria. A review protocol including <strong>the</strong> process depicted in Figure 7 was also<br />

developed. In <strong>the</strong> conducting phase we updated <strong>the</strong> selection criteria, search strategies and<br />

keywords iteratively.<br />

As is depicted in <strong>the</strong> figure 7, <strong>the</strong> first step begins with a keyword search conducted on a list<br />

of databases. This generates a list of papers A, resulting from an automatic search of <strong>the</strong><br />

keywords. A thorough search, that is searching all articles of a particular year, is conducted<br />

on a list of selected relevant journals. This provides a list of relevant papers B. Then <strong>the</strong> title<br />

and abstract of all <strong>the</strong> articles from both lists of relevant papers are read. These articles are<br />

matched with matching criteria 1. If an article matches <strong>the</strong>n it is selected for reading in full by<br />

at least two reviewers. Then both match it with matching criteria 2 which are more specific<br />

criteria derived from matching criteria 1, and are refined over time as our knowledge matures.<br />

If it matches with criteria 2 <strong>the</strong>n <strong>the</strong> paper is added into <strong>the</strong> review for summarising. Lists of<br />

databases, journals, and keywords are updated from <strong>the</strong> information ga<strong>the</strong>red from <strong>the</strong><br />

accepted and summarised paper. Also, important relevant papers that appear as cited in <strong>the</strong><br />

accepted paper are collected to read in full, bypassing <strong>the</strong> search procedure. Apart from <strong>the</strong><br />

search we also accept papers that we may get from o<strong>the</strong>r sources such as those suggested by a<br />

friend, or colleague.<br />

4.1.2 Search Strategy<br />

During <strong>the</strong> planning phase we identified <strong>the</strong> following search strategies for finding relevant<br />

articles so as to aim at completeness for our literature review:<br />

4.1.2.1 Keyword Search in Electronic Databases<br />

We identified a starting list of searchable electronic databases (e.g. IEEE Xplorer, ACM<br />

Digital Library and Google Scholar) and an initial list of keywords. The search was<br />

implemented by using each keyword from <strong>the</strong> art related terms individually, and SE terms in<br />

combination with keywords from art related terms. It was performed on each of <strong>the</strong> electronic<br />

databases. In most cases no limitation on <strong>the</strong> published year was applied. In those cases when<br />

<strong>the</strong> search resulted in over 100 entries <strong>the</strong> search was limited to <strong>the</strong> last 10 years of<br />

publication. Initial lists of search engines and keywords used were updated with new entries<br />

that appeared relevant during <strong>the</strong> literature review.<br />

SE related terms<br />

software engineering; software<br />

development;<br />

requirements;<br />

collaboration<br />

Art related terms<br />

Table 4. List of keywords<br />

art; software art; media art; digital art;<br />

blog art; net art; generative art; art<br />

installation; artist; artwork; aes<strong>the</strong>tics;<br />

creativity<br />

42


Chapter 4. Research Design<br />

4.1.2.2 Thorough Search in Selected Relevant Journals and Conferences<br />

We identified a list of relevant journals and conferences at <strong>the</strong> beginning of <strong>the</strong> review which<br />

had a high probability of containing a large number of interesting/important articles. These<br />

journals and conferences are mainly focussed on interdisciplinary research in software and<br />

art. The titles and abstracts of <strong>the</strong> papers from each of <strong>the</strong>se journals and conferences from<br />

<strong>the</strong> past 10 years were examined/read.<br />

Journal/Conference<br />

MIT Press Leonardo – Online Journal on Art, Science and Technology, 40 years of<br />

publications (http://www.leonardo.info/)<br />

IEEE Computer Graphics and Applications – A journal on <strong>the</strong>ory and practice of<br />

computer graphics (www.computer.org/cga)<br />

Read_Me conference – The proceedings from years 2002-2004 are published in<br />

“READ_ME: <strong>Software</strong> Art & Cultures”, by Olga Goriunova & Alexei Shulgin (eds.),<br />

Aarhus University Press (December 2004)<br />

Convergence - The International Journal of Research into New Media Technologies,<br />

since 1995 (http://convergence.beds.ac.uk/)<br />

ACM Siggraph - publications in Computer Graphics and Interactive Techniques<br />

(http://www.siggraph.org/publications)<br />

Proceeding books of ARS Electronica – festival for art, technology and society<br />

(http://www.aec.at/en/global/publications.asp)<br />

Table 5. List of journals and conferences<br />

4.1.2.3 Finding Articles from <strong>the</strong> References of Reviewed Papers<br />

During <strong>the</strong> review process, while reading a relevant article we discovered that many relevant<br />

and interesting papers were found in <strong>the</strong> citations. We included <strong>the</strong>m directly into <strong>the</strong> list of<br />

related papers to be reviewed in full, in order to gain a deeper understanding of <strong>the</strong> field. At<br />

<strong>the</strong> initial stage <strong>the</strong> list of papers obtained from references was empty, but it grew as <strong>the</strong><br />

review process proceeded.<br />

4.1.2.4 O<strong>the</strong>r Resources<br />

We have included in <strong>the</strong> review process <strong>the</strong> possibility of obtaining relevant articles from<br />

o<strong>the</strong>r sources. Some papers were, for example, referred to us by colleagues and friends.<br />

O<strong>the</strong>rs were collected by looking at <strong>the</strong> publication lists of well-known researchers in <strong>the</strong><br />

field and/or from institutions working in this area. Here we also included <strong>the</strong> articles and<br />

books that we already knew and that had motivated our work, like <strong>Software</strong> Creativity (Glass<br />

1995), Internet Art (World of Art) (Greene et al. 2004), Art and innovation: <strong>the</strong> Xerox PARC<br />

Artist-in-Residence program (Harris 1999) and Sedelow (1970).<br />

43


Chapter 4. Research Design<br />

4.1.3 Selection Criteria<br />

Articles that addressed one or more of <strong>the</strong> following issues were selected:<br />

• Artists’ requirements for software and/or habits in utilising it.<br />

• <strong>Software</strong> development processes and/or methodologies used for software developed<br />

with artist’s participation. This might include software created for artistic purposes (e.g.<br />

digital art, art installations, etc.), artists programming/producing software (e.g. software<br />

art) or participation in <strong>the</strong> development of software by o<strong>the</strong>r means.<br />

• <strong>Collaboration</strong> between artists and software developers or computer scientists.<br />

• Research questions at <strong>the</strong> intersection between art and software (posed and/or<br />

answered).<br />

• The influence of software and digital culture on art and/or <strong>the</strong> influence of art on<br />

software development.<br />

4.1.4 Selection Process<br />

The inclusion/exclusion of <strong>the</strong> articles was carried out in two steps. Initially, <strong>the</strong> selection<br />

criteria (i.e. <strong>the</strong> list previously given) were interpreted liberally, so that unless <strong>the</strong> articles<br />

identified by <strong>the</strong> electronic and manual searches could be clearly excluded based on titles and<br />

abstracts, full copies were obtained. The selected articles were independently reviewed (i.e.<br />

read fully) by two or more individuals. Then each article was matched more specifically<br />

against <strong>the</strong> selection criteria and matched with our objectives. All reviewers consent was<br />

taken on including/excluding an article. This process is depicted in figure 7 as matching<br />

criteria 2.<br />

4.1.5 Data Extraction<br />

When fully reading <strong>the</strong> articles <strong>the</strong> authors analyse its content and summarise it in a table.<br />

The inclusion/exclusion in <strong>the</strong> review was discussed until an agreement was reached. The<br />

authors also produced annotations about <strong>the</strong> content.<br />

4.1.6 Statistics Generation and Syn<strong>the</strong>sis<br />

The table produced containing annotations and summaries on <strong>the</strong> articles allowed for easy<br />

generation of certain statistical data (year of publication; conferences in which relevant<br />

articles occur more regularly; authors actively working in <strong>the</strong> field, etc.). The review was<br />

conducted in an iterative process in which <strong>the</strong> initial lists of keywords, relevant journals and<br />

books were updated when new entries were found in articles reviewed. The results of <strong>the</strong><br />

review were reported in one conference paper (P1) and in a book chapter (P4). Both <strong>the</strong><br />

papers were peer reviewed.<br />

4.2 Study 2 – <strong>the</strong> Case Study<br />

The second study is <strong>the</strong> case study of Sonic Onyx. It is a software dependent interactive<br />

artwork that was developed by a group of students of electrical and computer engineering.<br />

The objective of <strong>the</strong> case study was to seek answers to research questions RQ2, “How can we<br />

characterize <strong>the</strong> development process of software dependent artwork (SDA) projects?” The<br />

44


Chapter 4. Research Design<br />

main objective behind our participation in this study was to identify critical success factors<br />

and SE issues in a SDA project. In o<strong>the</strong>r words <strong>the</strong> objectives were to:<br />

i. characterise how <strong>the</strong> software development process was used,<br />

ii. characterise <strong>the</strong> collaboration between <strong>the</strong> artists and technologists,<br />

iii. identify activities and processes that contributed to <strong>the</strong> success of <strong>the</strong> project, and<br />

iv. identify how software maintenance and upgrading was implemented.<br />

We have followed <strong>the</strong> case study research strategy defined by Oates (2006b) and Yin (1989).<br />

The type of <strong>the</strong> case study can be defined as exploratory or descriptive. We have used several<br />

data collection methods in order to get a wide range of data. The following data collection<br />

methods were used:<br />

Interviews: Interviews were conducted on <strong>the</strong> developers, <strong>the</strong> sponsor and <strong>the</strong> artist of <strong>the</strong><br />

project. A set of questions were designed before <strong>the</strong> interview. All of <strong>the</strong> interviews were<br />

semi-structured. Artists and developers were interviewed more than once and all <strong>the</strong>se<br />

interviews generated a lot of data.<br />

Documents: A lot of information about <strong>the</strong> project was collected from several documents<br />

created by <strong>the</strong> project members. Documents included a pre-project report, weekly reports,<br />

meeting minutes and <strong>the</strong> final project report. The developers of <strong>the</strong> project created a status<br />

report every two weeks. They also produced meeting minutes on each meeting, which <strong>the</strong>y<br />

sent to all members involved in <strong>the</strong> project including <strong>the</strong> researchers from SArt via email.<br />

Questionnaires: A set of questionnaires was designed to collect background information<br />

about <strong>the</strong> skills and expertise of <strong>the</strong> artist and <strong>the</strong> developers.<br />

Observation: Project activities were closely observed by taking part in <strong>the</strong> project meetings.<br />

At least one member from <strong>the</strong> SArt group was present at all meetings of <strong>the</strong> Sonic Onyx<br />

project. As a member in <strong>the</strong> meeting, we took notes on <strong>the</strong> meeting and occasionally<br />

interacted with <strong>the</strong> project members when needed.<br />

4.2.1 Case Study Steps<br />

The case study has been carried out with <strong>the</strong> following steps:<br />

i. Participating in <strong>the</strong> team meetings of <strong>the</strong> project.<br />

ii. Design a questionnaire for <strong>the</strong> artist.<br />

iii. Conducting unstructured interviews during <strong>the</strong> project meetings and outside project<br />

meetings.<br />

iv. Analysing <strong>the</strong> final report made by <strong>the</strong> group.<br />

v. Interviewing artist and <strong>the</strong> developers on <strong>the</strong> phone.<br />

vi. Interviewing <strong>the</strong> sponsor.<br />

vii. Follow up with <strong>the</strong> artist.<br />

viii. Follow up with <strong>the</strong> developers.<br />

45


Chapter 4. Research Design<br />

ix. Publishing <strong>the</strong> report.<br />

i. Participating in <strong>the</strong> team meetings of <strong>the</strong> project: The project group had team<br />

meetings every second week, with a total of eight meetings. In <strong>the</strong>se meetings <strong>the</strong><br />

group reported on <strong>the</strong>ir work to <strong>the</strong> project instructor and to <strong>the</strong> client, who in this<br />

case was <strong>the</strong> artist. At least one of <strong>the</strong> researchers from <strong>the</strong> SArt group was present in<br />

all of <strong>the</strong>se group meetings to get a close view of <strong>the</strong> development process and<br />

understand <strong>the</strong> features of <strong>the</strong> project. Members from <strong>the</strong> SArt group took part in <strong>the</strong><br />

group meetings and received copies of all documentation produced during <strong>the</strong><br />

development.<br />

ii. Design questionnaire for artist: A set of questionnaires were designed for <strong>the</strong> artist,<br />

and <strong>the</strong> developers at <strong>the</strong> start of <strong>the</strong> project. These were preliminary questions and<br />

were aimed to address <strong>the</strong> skill and background of <strong>the</strong> artist and <strong>the</strong> developers.<br />

iii. Unstructured interviews: Conducting unstructured interviews during <strong>the</strong> project<br />

meetings and outside project meetings: during <strong>the</strong> project meeting our observation<br />

was as passive as possible so that <strong>the</strong>re were minimal interruptions from us. But in<br />

case we did not understand any point that was discussed in <strong>the</strong> meeting we asked<br />

questions to clarify it. During <strong>the</strong> meeting we got reports that were produced biweekly.<br />

Discussion and question answering were also initiated by <strong>the</strong> points written<br />

in <strong>the</strong>se reports. We also conducted unstructured question answering sessions during<br />

<strong>the</strong> break time and at o<strong>the</strong>r times outside of project meetings.<br />

iv. Analyse <strong>the</strong> final report made by <strong>the</strong> group: We got <strong>the</strong> final report that <strong>the</strong> group<br />

produced as part of <strong>the</strong>ir course assignment. The report was very detailed and<br />

contained lots of information about <strong>the</strong> process and technical details of <strong>the</strong> project. It<br />

also included user manuals for <strong>the</strong> application. We planned to read <strong>the</strong> report first<br />

before interviewing <strong>the</strong> artist and <strong>the</strong> developers, so that we did not ask <strong>the</strong>m<br />

redundant questions that were already answered in <strong>the</strong> report.<br />

v. Interviewing <strong>the</strong> artist and <strong>the</strong> developers over <strong>the</strong> phone: Based on <strong>the</strong><br />

preliminary question that was designed early on, and based on <strong>the</strong> information that<br />

we gained from participation in <strong>the</strong> meeting and by reading <strong>the</strong> project report, we<br />

created and updated a set of questions to be asked at <strong>the</strong> interview. Questions were<br />

different for <strong>the</strong> artist and <strong>the</strong> developer as <strong>the</strong>y have different roles in <strong>the</strong> project.<br />

The questions were designed to fit with a semi-structured interview.<br />

vi. Interviewing <strong>the</strong> sponsor: Interviewing <strong>the</strong> sponsor was not on <strong>the</strong> agenda from <strong>the</strong><br />

beginning. But after interviewing <strong>the</strong> artist as <strong>the</strong> project proceeded, and after some<br />

fur<strong>the</strong>r informal interviews with <strong>the</strong> artist it was discovered that <strong>the</strong> sponsor had an<br />

important role and that some of <strong>the</strong> answers that we were looking for were directed to<br />

<strong>the</strong> sponsor by <strong>the</strong> artist. The interview was semi-structured and it was a face to face<br />

interview.<br />

vii. Follow up with <strong>the</strong> artist: After we collected data from <strong>the</strong> interview, we showed it<br />

to <strong>the</strong> artist for his consent. The report was also sent to <strong>the</strong> artist for his approval of<br />

<strong>the</strong> facts that we presented in <strong>the</strong> report.<br />

46


Chapter 4. Research Design<br />

viii. Follow up with <strong>the</strong> developers: A telephone interview was carried out with <strong>the</strong><br />

developers. After collecting data from <strong>the</strong> interviews, <strong>the</strong> developers were shown <strong>the</strong><br />

contents of <strong>the</strong>ir interview for <strong>the</strong>ir consent to publish.<br />

ix. Follow up with sponsor: The result of <strong>the</strong> interview and <strong>the</strong> report was sent to <strong>the</strong><br />

sponsor.<br />

x. Publishing <strong>the</strong> report: The result from <strong>the</strong> case study is presented in two papers, P7<br />

and P8. P7 is already published and P8 is submitted for publication. A separate report<br />

has been made in <strong>the</strong> form of a technical report of <strong>the</strong> case study. The reports,<br />

questionnaires and relevant documents are published on <strong>the</strong> SArt website.<br />

4.2.2 Data Analysis<br />

After collecting data from <strong>the</strong> various sources we analysed it. The data analysis was mainly<br />

qualitative. Several documents were assessed, including <strong>the</strong> pre-project report, weekly<br />

reports, meeting minutes and <strong>the</strong> final project report. Yin (1989) mentions about three<br />

analytical strategies for analysing case study data:<br />

i. Relying on <strong>the</strong>oretical propositions.<br />

ii. Rival explanations.<br />

iii. Case descriptions.<br />

We know that in a case study, it is important to have <strong>the</strong>oretical propositions. Propositions<br />

shape <strong>the</strong> data collection and give priorities to relevant analytic strategies. The case study of<br />

Sonic Onyx was exploratory, so instead of having a well defined proposition, we had research<br />

questions. These questions shaped our data collection. Proposition helps to focus attention on<br />

certain data and to ignore o<strong>the</strong>r data.<br />

In rival explanation, <strong>the</strong> investigator tries to establish that <strong>the</strong> outcome is caused by o<strong>the</strong>r<br />

interventions ra<strong>the</strong>r than <strong>the</strong> proposition. The investigator looks for observations that nullify<br />

<strong>the</strong> proposition. Thus <strong>the</strong> proposition is validated by collecting rival explanations and<br />

rejecting <strong>the</strong>m.<br />

The case descriptors strategy is used as an alternative when <strong>the</strong>re is difficulty in using <strong>the</strong><br />

first two approaches. This approach works with case studies that are exploratory or<br />

descriptive in nature. In some cases, this strategy is used even if <strong>the</strong> study is not exploratory,<br />

but a descriptive approach may help to identify <strong>the</strong> appropriate causal links.<br />

From our literature review we learned that communication between artist and technologist is<br />

an issue in collaboration, and that an agile development method was deemed successful in <strong>the</strong><br />

context of collaboration presented by Marchese (2006). With <strong>the</strong> exploratory nature in mind,<br />

we did not have a proposition defined at <strong>the</strong> beginning, but we focussed on <strong>the</strong> issues that we<br />

learned from <strong>the</strong> literature review. Our data collection was focussed on communication<br />

between <strong>the</strong> artist and technologists, among <strong>the</strong> technologists, <strong>the</strong> development methods used,<br />

and SE issues – how <strong>the</strong>y are addressed and implemented in <strong>the</strong> project. Thus of <strong>the</strong> three<br />

strategies defined, our approach mainly matches with <strong>the</strong> case descriptors strategy.<br />

47


Chapter 4. Research Design<br />

These three defined strategies are a general approach to data analysis. There are several<br />

specific analytic strategies such as pattern matching, explanation building, time series<br />

analysis and logic models. The main data analysis methods that we have used were pattern<br />

matching and inductive analysis. Pattern matching compares an empirically based pattern<br />

with a predicted one. Constant comparison techniques guides <strong>the</strong> researcher to keep<br />

examining his or her findings, relative to information constantly obtained from different<br />

sources (interviews, observations, etc.) and from different informants at <strong>the</strong> different research<br />

stages. Finally, while pattern matching and inductive analysis were used to find <strong>the</strong>mes and<br />

patterns from various sources of data, our approach of analysis was influenced by<br />

phenomenological research. The difference is that pattern matching and constant comparative<br />

methods can permit <strong>the</strong> analyst use some pre-existing or emergent <strong>the</strong>ory against which to<br />

test all new pieces of data that are collected, whereas phenomenological approaches influence<br />

<strong>the</strong> researcher to set aside all such preconceptions so that <strong>the</strong>y can work inductively with <strong>the</strong><br />

data to generate entirely new descriptions and conceptualisations (Thorne 2000).<br />

4.3 Study 3 – Systematic Literature Review2<br />

The second systematic review was much easier compared to <strong>the</strong> first one because <strong>the</strong> topic<br />

that we were investigating was much narrower and more specific. Ano<strong>the</strong>r reason was that<br />

we only had a limited number of journals and conference proceedings. But since <strong>the</strong>se were<br />

<strong>the</strong> most prominent and prestigious conferences and publications in <strong>the</strong> area, we believed to<br />

have a quite good overview of <strong>the</strong> investigated subject. This literature review is connected<br />

with <strong>the</strong> research question RQ3, “How can we increase collaboration between artists and<br />

software engineers and improve <strong>the</strong> field of computing by borrowing concepts from arts?”<br />

This literature review tried to answer RQ3 by identifying <strong>the</strong> research areas in HCI where<br />

artists and technologists can collaborate. For <strong>the</strong> review, we considered ‘aes<strong>the</strong>tics’ as a<br />

common interest for both artists and HCI researchers that could work as a bridge between art<br />

and computing.<br />

4.3.1 Planning <strong>the</strong> Review<br />

For <strong>the</strong> review we have considered literature published in recent conference proceedings and<br />

journals which are easily accessible from ACM, IEEE and <strong>the</strong> Springer digital library. We<br />

started <strong>the</strong> review by following Kitchenham’s principles mentioned earlier in section 3.3.1<br />

and adapted <strong>the</strong> process as depicted in <strong>the</strong> figure below.<br />

48


Chapter 4. Research Design<br />

Figure 8. Process of conducting literature review 2<br />

First of all, <strong>the</strong> list of keywords is applied on <strong>the</strong> selected databases which generated a list of<br />

papers A. Title, abstracts and <strong>the</strong> parts of <strong>the</strong> article containing <strong>the</strong> keywords is read and<br />

matched with <strong>the</strong> selection criteria. If it does not match <strong>the</strong>n <strong>the</strong> paper is discarded, o<strong>the</strong>rwise<br />

it is accepted for reading in full by at least two reviewers. After reading <strong>the</strong> full article, it is<br />

again matched with <strong>the</strong> selection criteria for significant matching and discussed between <strong>the</strong><br />

reviewers to reach an agreement on including <strong>the</strong> paper for summarising. Finally, <strong>the</strong> selected<br />

papers are <strong>the</strong>n summarised and annotated for analysis.<br />

4.3.2 Search Strategy<br />

The following conference proceedings were searched for <strong>the</strong> primary studies.<br />

• Conference on Human Factors in Computing Systems CHI – Years (from<br />

2008 to 1997)<br />

• Conference on Designing Pleasurable Products and Interfaces, DPPI –<br />

Years (2007, 2005, 2003)<br />

• DIS conferences – with no time limit<br />

49


Chapter 4. Research Design<br />

• TOCHI – with no time limit<br />

• NordiCHI and HCII – with no time limit<br />

While <strong>the</strong>re are o<strong>the</strong>r journals and conferences, we found that <strong>the</strong> pool of included papers<br />

provided us with a good picture of <strong>the</strong> research works contributed to by <strong>the</strong> relevant<br />

researchers and supported by <strong>the</strong> high quality reviewing process of <strong>the</strong> conferences.<br />

We have searched <strong>the</strong> papers using keyword search. The keywords that we have used are<br />

aes<strong>the</strong>tics and aes<strong>the</strong>tic. We have chosen both ‘Aes<strong>the</strong>tics’ and ‘Aes<strong>the</strong>tic’ in order not to<br />

miss <strong>the</strong> mention of words such as ‘aes<strong>the</strong>tically’.<br />

4.3.3 Selection Criteria:<br />

The papers that used words such as aes<strong>the</strong>tic or aes<strong>the</strong>tically in <strong>the</strong>ir contents were selected at<br />

first. Then <strong>the</strong>se articles were read, especially <strong>the</strong> part that contained those words as well as<br />

<strong>the</strong> abstract of <strong>the</strong> articles. If it is understood from <strong>the</strong> reading that <strong>the</strong> term aes<strong>the</strong>tics is an<br />

important factor or issue in <strong>the</strong> article <strong>the</strong>n <strong>the</strong> article is included in <strong>the</strong> review. The following<br />

issues were considered when including an article:<br />

• That any mention of aes<strong>the</strong>tics revealed <strong>the</strong> author’s viewpoint, meaning or context of<br />

usage of <strong>the</strong> word.<br />

• Any role, impact or effect of aes<strong>the</strong>tics were presented.<br />

• The relationship between aes<strong>the</strong>tics and some o<strong>the</strong>r elements was described.<br />

Sometimes <strong>the</strong> keywords appeared in some articles where <strong>the</strong>y were mentioned just as words<br />

without any significance, that is, without any of <strong>the</strong> issues mentioned above. Those articles<br />

were excluded from <strong>the</strong> review.<br />

4.3.4 Selection Process<br />

At <strong>the</strong> beginning we selected papers by reading <strong>the</strong> title and abstracts, but later on we<br />

modified <strong>the</strong> process as we could not find many papers by searching only <strong>the</strong> titles and<br />

abstracts. In case of a match found, we read <strong>the</strong> abstract and <strong>the</strong> part/s of <strong>the</strong> article that<br />

contained <strong>the</strong> keyword/s.<br />

The inclusion/exclusion of <strong>the</strong> articles was made in two steps. Initially, <strong>the</strong> selection criteria<br />

were interpreted liberally. Unless <strong>the</strong> articles identified by <strong>the</strong> electronic and manual searches<br />

could be clearly excluded based on titles, abstracts and <strong>the</strong> parts containing <strong>the</strong> keywords, full<br />

copies were obtained. The selected articles were independently reviewed (i.e. read in full) by<br />

two individuals and compared with <strong>the</strong> selection criteria for final inclusion in <strong>the</strong> review. A<br />

total of 67 papers were selected for <strong>the</strong> final review.<br />

4.3.5 Data Extraction<br />

When fully reading <strong>the</strong> articles <strong>the</strong> authors analysed its content and summarised it in a table.<br />

The inclusion/exclusion in <strong>the</strong> review was discussed by at least two persons and actioned<br />

when agreement was reached.<br />

50


Chapter 4. Research Design<br />

4.3.6 Analysis<br />

The table produced with <strong>the</strong> annotations and summaries of <strong>the</strong> articles were analysed to find<br />

certain trends and patterns. The final list of selected articles was divided into a set of <strong>the</strong>matic<br />

areas. The analysis was conducted following <strong>the</strong> steps and strategies described in section 3.4.<br />

As a result of <strong>the</strong> analysis we categorised <strong>the</strong> field of HCI from <strong>the</strong> viewpoint of <strong>the</strong> use and<br />

role of aes<strong>the</strong>tics. The results of this review were reported in a peer reviewed conference<br />

paper (P6).<br />

51


52<br />

Chapter 4. Research Design


5 Results<br />

In this section we present <strong>the</strong> results of our studies. At first we present a summary of <strong>the</strong><br />

studies followed by <strong>the</strong> overview of <strong>the</strong> contributions. We have three studies in this PhD and<br />

a fourth sub-study. We have four contributions as a result of <strong>the</strong>se studies. The following<br />

table shows <strong>the</strong> connection between <strong>the</strong> studies and contributions.<br />

Studies<br />

Contribution<br />

Literature Review1 C1, C2<br />

Case Study<br />

C3<br />

Literature Review 2 C4<br />

Observation<br />

C4<br />

Table 6. Connection between <strong>the</strong> research studies and research contributions<br />

The first study was a literature review. The goal of this study was to understand <strong>the</strong><br />

intersection of SE and art. The study resulted into two contributions C1 and C2. C1 identifies<br />

<strong>the</strong> research issues at <strong>the</strong> intersection of software and art and C2 provides a conceptual<br />

framework of <strong>the</strong> intersection in terms of <strong>the</strong> entities, roles, interests and contexts of<br />

interaction.<br />

The main goal of <strong>the</strong> second study, <strong>the</strong> case study of Sonic Onyx, was to characterise (i) <strong>the</strong><br />

software development process, (ii) artist-software engineers’ collaboration, and (iii) to<br />

identify SE issues in a SDA project. The study is linked to contribution C3, identification of<br />

<strong>the</strong> success and failure of SDA development factors.<br />

The third study was a literature review, <strong>the</strong> goal of which was to identify <strong>the</strong> research areas in<br />

HCI where aes<strong>the</strong>tics has a role to play. Aes<strong>the</strong>tics in HCI can be a common interest for both<br />

artists and HCI researchers and bring <strong>the</strong>m toge<strong>the</strong>r for collaboration. The result from this<br />

study contributes a part of contribution C4. As contribution C4, we present our<br />

recommendations on how can we increase SE and art collaboration. C4 is also contributed to<br />

from <strong>the</strong> fourth study, an observation of SDA projects, as we recommended <strong>the</strong> utilisation of<br />

artwork in CS or SE education and achieve different computing purposes based on our<br />

experience from this study. The results of <strong>the</strong> studies are described in terms of <strong>the</strong> main<br />

contributions in <strong>the</strong> following sections of this chapter:<br />

C1. Identification of <strong>the</strong> research issues at <strong>the</strong> intersection of software and art.<br />

C2. Conceptual framework of different entities and <strong>the</strong>mes at <strong>the</strong> intersection of software<br />

and art<br />

C3. Identification of <strong>the</strong> features/issues that contribute to <strong>the</strong> success or failure of a SDA<br />

project and <strong>the</strong> features that facilitates collaboration between artists and technologists<br />

53


Chapter 5. Results<br />

C4. Proposals on how can we bridge SE and art through collaboration and improve <strong>the</strong><br />

computing discipline by borrowing concepts and ideas from art.<br />

5.1 Identification of Research Issues at <strong>the</strong> Intersection of<br />

<strong>Software</strong> and Art<br />

The study was exploratory in nature to gain an overview of <strong>the</strong> area of our research by<br />

identifying <strong>the</strong> issues that exist. This study is closely linked to research question RQ1.<br />

From <strong>the</strong> preliminary study we identified some of <strong>the</strong> issues found in <strong>the</strong> literature. We have<br />

identified several research issues at <strong>the</strong> intersection of software and art in <strong>the</strong> preliminary<br />

phase. Here we will summarise <strong>the</strong> research issues that we have found. The details of <strong>the</strong><br />

study and <strong>the</strong> findings are described in paper P1. An overview of <strong>the</strong> issues identified at <strong>the</strong><br />

intersection is given in table 6.<br />

From <strong>the</strong> SE viewpoint, <strong>the</strong> most important and relevant issues that have been identified are<br />

software development issues. We have found several sub-issues in this category, for example:<br />

requirements, evaluation, software tools, software development methods, collaboration issues<br />

and business model. O<strong>the</strong>r important issues are educational, aes<strong>the</strong>tic, and social and cultural<br />

issues. The issues along with <strong>the</strong> sub-issues are described briefly in <strong>the</strong> following sections.<br />

54


Chapter 5. Results<br />

Main Issues Sub Issues Description<br />

Intersection of <strong>Software</strong> and art<br />

<strong>Software</strong><br />

Development<br />

Issues<br />

Educational<br />

Issues<br />

Aes<strong>the</strong>tics Issues<br />

Requirements<br />

Evaluation<br />

<strong>Software</strong> tools<br />

<strong>Software</strong> development<br />

methods<br />

<strong>Collaboration</strong> issues<br />

Business model<br />

Multidisciplinary<br />

courses<br />

Art in CS curricula<br />

Computer skills in art<br />

education<br />

Aes<strong>the</strong>tic of <strong>the</strong> code<br />

-what artists need from software<br />

-modify software to meet artists’ needs<br />

-good process to capture artists’<br />

requirements<br />

- understanding <strong>the</strong> artwork as a whole<br />

system<br />

- evaluate artwork with its users<br />

-evaluate in respect to <strong>the</strong> artistic part and<br />

<strong>the</strong> technical functionalities<br />

-matching artists skills and tools<br />

-creating intermediate tools that leverage<br />

programming but provide greater flexibility<br />

-tools that support artwork production,<br />

publicity and distribution in <strong>the</strong> digital age<br />

-tools that foster co-creativity and<br />

collaboration<br />

-which development method suits best<br />

depending on a particular<br />

context/product/collaboration<br />

-what are <strong>the</strong> issues in collaboration<br />

-what factors enhance/deteriorate<br />

collaboration success<br />

-pitfalls in collaboration<br />

-models that sustain and cope with <strong>the</strong><br />

changes and advancement of technology<br />

-design and conduct <strong>the</strong> courses<br />

-collaboration between art and computing<br />

students<br />

-goals and objective<br />

-positive/negative feedback<br />

-<strong>the</strong> need for art in CS<br />

-benefit of inclusion of arts knowledge<br />

-influence of arts in different areas of CS<br />

-artists’ need for computing skills<br />

-design and conduct lessons<br />

-beauty of programming<br />

-perfectionism in programming<br />

Social and<br />

Cultural Issues<br />

Aes<strong>the</strong>tic in software<br />

art<br />

Aes<strong>the</strong>tics in user<br />

interfaces<br />

Effects of technology<br />

dependent art<br />

-software itself is a piece of art<br />

-software includes ugliness, beauty,<br />

politics, pretension, etc.<br />

-improvement of visual aspects of user<br />

interface with <strong>the</strong> help of art discipline<br />

-Technology changes has implication on<br />

society and on art<br />

Table 7. Issues at <strong>the</strong> intersection of software and art<br />

55


Chapter 5. Results<br />

5.1.1 <strong>Software</strong> Development Issues<br />

The following SE related issues were identified from <strong>the</strong> review:<br />

a) Requirements/needs for software within <strong>the</strong> artist community: Sometimes artists use<br />

available software in a manner that is different from its intended use (Grey 2002). Thus<br />

<strong>the</strong>y can unveil innovative ways of creating artwork using general purpose software. This<br />

can be a research issue to find out <strong>the</strong> needs and requirements of <strong>the</strong> art community for<br />

using software. How to capture <strong>the</strong> requirements properly in a SDA project or in a project<br />

which is aimed at creating software for <strong>the</strong> artists is ano<strong>the</strong>r research issue (Marchese<br />

2006).<br />

b) Evaluation in art projects: Developing an artwork is like developing a project where <strong>the</strong><br />

artist is <strong>the</strong> client. But apart from <strong>the</strong> artist, <strong>the</strong>re are spectators who are <strong>the</strong> real users of<br />

<strong>the</strong> artwork. Evaluation of an artwork, especially if it is an interactive artwork, can be<br />

completed only after <strong>the</strong> artwork has been developed and deployed and <strong>the</strong> users have<br />

interacted with it. For creating <strong>the</strong> software in <strong>the</strong> proper way, it is necessary to<br />

understand how <strong>the</strong> artwork as a whole will be perceived by <strong>the</strong> spectators. Marchese<br />

(2006) reports that <strong>the</strong> understanding of <strong>the</strong> system requirements is “<strong>the</strong> most important<br />

part of <strong>the</strong> process” which is consistent with <strong>the</strong> SE body of knowledge SWEBOK.<br />

c) <strong>Software</strong> tools: Already available tools do not give enough flexibility to <strong>the</strong> artists when<br />

<strong>the</strong>y desire more control over <strong>the</strong> software creation and experimentation (that requires<br />

putting <strong>the</strong>ir hands on <strong>the</strong> code). Thus currently available software and tools limit <strong>the</strong>ir<br />

creativity. However, artists are not always very experienced in software development and<br />

programming. An additional software level between <strong>the</strong> artists and low-level software<br />

development might be <strong>the</strong> way to solve <strong>the</strong> problem. Edmonds et al. (2004) suggest that<br />

fur<strong>the</strong>r research should be done on artists’ need for something in <strong>the</strong> middle that does not<br />

require intensive programming but does not restrict <strong>the</strong>ir creativity and allows flexibility<br />

to play around with different options. An example of bridging such a gap is shown by<br />

Machin (2002) where a simulator and an application specific language has been<br />

developed for <strong>the</strong> artist’s experimentation in <strong>the</strong> creation of an art installation. Machin<br />

reports that <strong>the</strong> offered solution was well accepted by <strong>the</strong> artist and is a viable approach<br />

for augmenting <strong>the</strong> artists’ freedom. Similarly, Biswas et al. (2006) also point out <strong>the</strong><br />

need for an intermediate tool to support <strong>the</strong> designers (i.e. artists) when <strong>the</strong>y, toge<strong>the</strong>r<br />

with software developers, are creating mobile context-aware applications. Such a tool<br />

might also facilitate collaboration in multidisciplinary projects by minimising <strong>the</strong><br />

“semantic gap between <strong>the</strong> designer/artist's content design artifacts and technologist's<br />

system implementation” (Biswas et al. 2006). Besides, with <strong>the</strong> advancement of modern<br />

technology new tools are needed to display, trade and store <strong>the</strong> artworks. Shoniregun et<br />

al. (2004) discuss some issues in this connection such as watermarking, streaming,<br />

encryption and conditional access for protecting <strong>the</strong> artworks.<br />

d) <strong>Software</strong> development methods: A case study discussed by Marchese (2006) shows that<br />

agile methods of software development, and more specifically <strong>the</strong> Adaptive <strong>Software</strong><br />

Development, was very suitable for <strong>the</strong> specific needs of a project in which a multimedia<br />

art installation was created. Meanwhile, Jaimes et al. (2006) suggest that human-centred<br />

computing is appropriate in many cases where multimedia is used, including digital art<br />

56


Chapter 5. Results<br />

and in museums to augment exhibitions. A fur<strong>the</strong>r study is needed in order to understand<br />

and provide guidelines on what software development methods are appropriate when<br />

developing software within art and in which particular cases (e.g. one method might be<br />

appropriate for art installations, ano<strong>the</strong>r for generative music, different methods might be<br />

appropriate according to <strong>the</strong> artists programming experience or programmers’ specific<br />

knowledge).<br />

e) <strong>Collaboration</strong> issues: The necessity to understand <strong>the</strong> collaboration between artists and<br />

software developers in projects of common interest is recognised as an issue (Harris<br />

1999). Since <strong>the</strong> interaction between artists and software technologists is increasing with<br />

<strong>the</strong> development of fields such as Human Computer Interaction, User Interface Design,<br />

Game Design and Development, collaboration issues are gaining <strong>the</strong> attention of many<br />

researchers involved in <strong>the</strong>se areas. In <strong>the</strong> panel discussion of <strong>the</strong> ACM Symposium on<br />

User Interface <strong>Software</strong> and Technology ’98, panellists from both art and science<br />

backgrounds discussed <strong>the</strong> pitfalls and issues of collaboration (Meyer et al. 1998b). The<br />

streng<strong>the</strong>ning of <strong>the</strong> collaboration between <strong>the</strong>se two communities was also an aim in<br />

more recent events like <strong>the</strong> ACM Conference on Human Factors in Computing Systems<br />

2006 (CHI 2006). The organisers mentioned that one of <strong>the</strong> gaps between <strong>the</strong> HCI<br />

community and media artists is that <strong>the</strong> first (HCI) is a formalised discipline, while artists<br />

prefer research-in-practice (experimentalism) (Jennings et al. 2006). Marchese (2006),<br />

also mentioned earlier, claims that <strong>the</strong> Adaptive <strong>Software</strong> Development method is useful<br />

in artist-scientist collaboration as it minimises <strong>the</strong> management infrastructure and focuses<br />

on communication to foster collaborative problem solving. Candy and Edmonds (2002a)<br />

have identified a number of factors underlying co-creative collaborations and derived<br />

three models of co-creativity in <strong>the</strong> collaboration. A possible outcome of SE study over<br />

collaboration issues is to provide guidelines on how to ensure successful collaboration.<br />

Fur<strong>the</strong>r outcomes might even include <strong>the</strong> design of tools for fostering such collaboration<br />

(Polli 2004).<br />

f) Business model: In recent years, more artists are exploring <strong>the</strong> internet as a medium to<br />

reach <strong>the</strong>ir audience/spectators. When <strong>the</strong> internet is used as a way to transmit art, <strong>the</strong><br />

focus falls on an individual spectator which is different from a museum type of art<br />

presentation (Nalder 2003). Open Source software and tools enable artists to experiment<br />

and create low-cost artworks, at <strong>the</strong> same time <strong>the</strong>y necessitate artists to learn about<br />

licensing issues and business models if <strong>the</strong> artists want to use artwork for commercial<br />

purposes. Besides publishing, archiving and selling artworks (for example digital<br />

artwork) require some security and protection issues (Shoniregun et al. 2004).<br />

5.1.2 Educational Issues<br />

The following issues related to education were identified in <strong>the</strong> review.<br />

a) Artists’ mastery of computer skills: The need for interaction between artists and<br />

technology/technologists is often discussed in an educational context. Garvey (1997)<br />

discusses <strong>the</strong> importance of including Computer Graphics courses in <strong>the</strong> fine arts<br />

syllabus. However, maintaining <strong>the</strong> balance between <strong>the</strong> traditional fine arts skills (e.g.<br />

drawing, painting, sculpture) and digital skills mastery is of great importance. According<br />

to <strong>the</strong> author, <strong>the</strong> majority of <strong>the</strong> largest companies in <strong>the</strong> computer animation, film and<br />

57


Chapter 5. Results<br />

game industries have a growing requirement for computer 2D and 3D modelling and<br />

animation, but <strong>the</strong>y give preference on a strong traditional art education, stating that it is<br />

easier to teach an artist to use a computer, than programmer to create art.<br />

b) Multidisciplinary collaboration between art and computer science students:<br />

Multidisciplinary courses and common projects between art and science students are<br />

gaining importance. In fact an essential part of <strong>the</strong> publications that we have found in <strong>the</strong><br />

literature review are experiences of such initiatives. For example, Ebert and Bailey (2000)<br />

discuss a 3D animation course with clear and well defined educational goals. Educational<br />

goals of, and collaboration between, art and science students is also discussed by (Morlan<br />

1993) and (Parberry et al. 2006). Positive outcomes were reported of <strong>the</strong>se<br />

multidisciplinary courses for both artists and informatics students (Ebert and Bailey<br />

2000), (Parberry et al. 2006). Apart from mastering one skill in <strong>the</strong>ir own domain, <strong>the</strong>se<br />

courses focus on <strong>the</strong> streng<strong>the</strong>ning of interpersonal communication skills and <strong>the</strong><br />

development of project management abilities in both art and computer science students<br />

(Morlan 1993). The course design includes practical issues that are problematic like<br />

choice of a tool or technology, incompatible file formats, difference between art and<br />

computer students’ skills and understanding, combining different approaches of teaching<br />

such as lectures and hands on work (Ebert and Bailey 2000), and allowing students to<br />

choose <strong>the</strong>ir project partners, or not (Morlan 1993). A fur<strong>the</strong>r study might provide<br />

guidelines for optimising <strong>the</strong> process of art and technology students working toge<strong>the</strong>r in<br />

courses or educational projects.<br />

c) Art in CS curricula: As <strong>the</strong> importance of computer related courses is realised in <strong>the</strong> art<br />

domain, so is <strong>the</strong> importance of art courses realised in computing discipline. Referring to<br />

a course on Virtual Reality and its implications for computer science education,<br />

Zimmerman and Eber (2001) says that “for <strong>the</strong> majority of <strong>the</strong> CS students, <strong>the</strong> whole<br />

concept of artistic expression was not something <strong>the</strong>y dealt with on a regular basis;<br />

simply raising <strong>the</strong>ir awareness and increasing <strong>the</strong>ir tolerance of this very different area<br />

was considered a successful outcome”. Fishwick, however, shows bigger expectations<br />

about <strong>the</strong> influence of art on computer science. While describing <strong>the</strong> Digital Art and<br />

Science (DAS) curricula provided at <strong>the</strong> University of Florida, he discusses <strong>the</strong><br />

importance of combining computer science and art in <strong>the</strong> educational phase and suggests<br />

that such practices will stimulate creativity in CS students: “A human-centered focus on<br />

experience, presence, interaction, and representation forms <strong>the</strong> core of <strong>the</strong> arts. Perhaps,<br />

<strong>the</strong>n, <strong>the</strong> arts can lead computer science in new directions” (Fishwick 2003). He suggests<br />

<strong>the</strong> need of interaction between art and science not only at college, but also at Masters<br />

and PhD educational levels. In ano<strong>the</strong>r place, he suggests that experiments and <strong>the</strong><br />

experience of <strong>the</strong> students in aes<strong>the</strong>tic computing will “encourage students to design<br />

entirely new human-computer interfaces for formal structures” (Fishwick 2007).<br />

5.1.3 Aes<strong>the</strong>tics Issues<br />

The following aes<strong>the</strong>tics related issues were identified from <strong>the</strong> review.<br />

a) Aes<strong>the</strong>tic of <strong>the</strong> code: Bond (2005) discusses a few different aspects regarding <strong>the</strong><br />

beauty of <strong>the</strong> software and <strong>the</strong> software itself as a piece of as art. Firstly, he talks about<br />

Knuth's perfectionist's view of code and programming practices (Knuth 2001). Beauty is<br />

58


Chapter 5. Results<br />

also found in programs that do not have any utility value, like <strong>the</strong> one-line programs, but<br />

that still show <strong>the</strong> mastery of programming. Artists however take a different direction, <strong>the</strong><br />

example given is a poem written in Perl where <strong>the</strong> programming language is used to<br />

create a syntactically correct program to convey human sentiments to humans. More<br />

recently <strong>the</strong> program itself is appreciated as an artwork, sucha as at Transmediale18,<br />

Read_Me19 and o<strong>the</strong>r art festivals. Cramer and Gabriel (2001) state that software “is<br />

inevitably at work in all art that is digitally produced and reproduced”, and discuss its part<br />

in <strong>the</strong> aes<strong>the</strong>tics of <strong>the</strong> whole artwork. This need has led to <strong>the</strong> formation of <strong>the</strong> ‘<strong>Software</strong><br />

Art’ movement in <strong>the</strong> art community.<br />

b) Aes<strong>the</strong>tic in <strong>Software</strong> Art: Although in <strong>Software</strong> Art, software itself is considered as an<br />

artwork, it is not always about <strong>the</strong> beauty of <strong>the</strong> code, as in <strong>the</strong> previous section. Cramer<br />

(2002) says “As a contemporary art, <strong>the</strong> aes<strong>the</strong>tics of software art includes ugliness and<br />

monstrosity just as much as beauty, not to mention plain dysfunctionality, pretension and<br />

political incorrectness”. Manovich (2002a), on <strong>the</strong> o<strong>the</strong>r hand, discusses <strong>the</strong> new<br />

aes<strong>the</strong>tics in <strong>the</strong> artworks created by software artists using Adobe Flash and similar<br />

programs, “Flash generation invites us to undergo a visual cleansing”. Such new<br />

aes<strong>the</strong>tics influences <strong>the</strong> whole production of digital artefacts for <strong>the</strong> internet.<br />

c) Aes<strong>the</strong>tics in User Interfaces (UI): Aes<strong>the</strong>tic is addressed in interface design in <strong>the</strong> area<br />

of HCI. Bertelsen and Pold (2004) propose aes<strong>the</strong>tics interface criticism as an alternative<br />

to <strong>the</strong> traditional assessment methods within HCI. The authors state that <strong>the</strong> interface<br />

criticism is to be done by someone with “at least some basic knowledge in aes<strong>the</strong>tics, and<br />

ideally some experience with art and literary criticism” and that <strong>the</strong> average systems<br />

engineer would not be able to perform <strong>the</strong> required task without prior training. This<br />

shows <strong>the</strong> importance of incorporating <strong>the</strong> art community in <strong>the</strong> UI design, which is<br />

expected to lead to not only <strong>the</strong> production of better software interfaces, but also to an<br />

expansion of <strong>the</strong> body of knowledge in UI design.<br />

5.1.4 Social and Cultural Implications of <strong>Software</strong>/Technology on Art<br />

<strong>Software</strong> Art, mentioned above, is concerned with <strong>the</strong> cultural and social implications of <strong>the</strong><br />

technology. In his influential study The Language of New Media, Manovich states that many<br />

cultural phenomena now come to us in <strong>the</strong> form of data. Since this data is mediated by<br />

various kinds of software, he claims that our very access to culture is mediated by software to<br />

an increasing extent (Manovich 2002b). Nalder (2003) provides a reflection on <strong>the</strong> way<br />

technology changes society and how this affects art. For example, with <strong>the</strong> wide use of <strong>the</strong><br />

internet people have become afraid of <strong>the</strong>ir privacy and artists explore such implications and<br />

show <strong>the</strong>m in <strong>the</strong>ir artwork. According to <strong>the</strong> author, NetArt treats <strong>the</strong> new information and<br />

communications technologies and systems “not merely as <strong>the</strong> tool of communication, but as<br />

<strong>the</strong> subject of <strong>the</strong>ir art”.<br />

18 http://www.transmediale.de<br />

19 http://readme.runme.org/<br />

59


Chapter 5. Results<br />

5.2 Conceptual Framework of <strong>the</strong> Entities at <strong>the</strong> Intersection<br />

The second outcome of <strong>the</strong> literature review is a conceptual framework of <strong>the</strong> intersection of<br />

software and art. The framework describes <strong>the</strong> intersection of software and art in <strong>the</strong> view of<br />

<strong>the</strong> entities that exist in <strong>the</strong> intersection, such as actors (who is involved?),<br />

interests/viewpoints (why are <strong>the</strong> actors interested?), places (where does this involvement<br />

takes place?), tools and technologies (what tools and technologies bind this relationship?).<br />

The detail of <strong>the</strong> conceptual framework is published in article P4. Here we briefly present <strong>the</strong><br />

framework in <strong>the</strong> following section:<br />

5.2.1 Who (are <strong>the</strong> Roles Involved in This Domain)<br />

The ‘who’ dimension of <strong>the</strong> framework describes <strong>the</strong> roles involved at <strong>the</strong> intersection of<br />

software and art. They can be identified as artists, designers, software developers, software<br />

engineers, <strong>the</strong>orists, critics and researchers. The categories mentioned here are based on <strong>the</strong><br />

roles of <strong>the</strong> individuals involved and <strong>the</strong>y are not mutually exclusive since one person can<br />

have multiple roles at <strong>the</strong> same time (Blassnigg 2005). The list only covers <strong>the</strong> roles found in<br />

<strong>the</strong> literature reviews, and thus does not claim to be complete or exhaustive.<br />

a) Artists: Artists at <strong>the</strong> intersection refer to those artists who are using software for<br />

realising some part of <strong>the</strong>ir artwork. This includes new media artists, photographers,<br />

filmmakers, curators, animators and all o<strong>the</strong>rs who utilise software to accomplish <strong>the</strong>ir<br />

work. ‘Info-architect’ is coined by some of <strong>the</strong> artists to refer to <strong>the</strong> artists working with<br />

new media technologies (Blassnigg 2005).<br />

b) Theorists and Art Critics: The development of digital, information and communication<br />

technologies has built a complex corpus where technology generates new promises,<br />

problems and threats. Artists do not only use media technologies but also scrutinise and<br />

challenge <strong>the</strong>m (Kluszczynski 2005). Therefore, at <strong>the</strong> intersection, we see <strong>the</strong>orists and<br />

art critics such as Erkki Huhtamo, Ma<strong>the</strong>w Fuller, Florian Cramer, Jeffery Cox, Lev<br />

Manovich and many more. Art critics and <strong>the</strong>orists are not exclusive role and most of <strong>the</strong><br />

time <strong>the</strong>y occupy multiple roles; having o<strong>the</strong>r roles like artists, writers and teachers<br />

besides being a <strong>the</strong>orist/art critic.<br />

c) <strong>Software</strong> Engineers: <strong>Software</strong> engineers who are involved in <strong>the</strong> development of<br />

artwork or artwork supporting tools fall in this group. They can be software engineers<br />

working on a short term project with some artists or for long periods with an art institute,<br />

or <strong>the</strong>y can be students of a computing discipline working with artists. But we also<br />

identified software engineers who do not have direct involvement with artists, but are<br />

involved in <strong>the</strong> debate of <strong>the</strong> role of art versus science in SE. For example, <strong>the</strong> panel<br />

discussion of OOPSLA 2004 was titled “<strong>Software</strong> Development: Arts & Crafts or Math<br />

& Science?” which reveals <strong>the</strong> interest of general software engineers to build close<br />

relationships with <strong>the</strong> arts. Some software engineers consider that software development<br />

is a complex task that is a unique confluence of engineering, ma<strong>the</strong>matics and artistic<br />

insight (Wei-Lung 2002) while o<strong>the</strong>rs finds art in <strong>the</strong> beauty and perfection of<br />

programming (Bond 2005).<br />

d) Researchers: Researchers from Creativity and Cognition Studios are interested and<br />

involved in <strong>the</strong> intersection from <strong>the</strong> point of collaboration and creativity. <strong>Collaboration</strong><br />

60


Chapter 5. Results<br />

between artists and technologists has been of interest to many o<strong>the</strong>r researchers (Meyer et<br />

al. 1998a), (Harris 1999) Marchese (2006).<br />

The following table lists <strong>the</strong> actors at <strong>the</strong> intersection along with <strong>the</strong>ir characteristics and<br />

activities.<br />

Who Description Activities<br />

Artists The artists who use software for<br />

realising artwork. Includes media<br />

artists, photographers, filmmakers,<br />

curators, animators and ‘infoarchitects’<br />

(artists working with new<br />

media technologies) (Blassnigg 2005)<br />

and so on.<br />

Theorists and<br />

Art Critics<br />

<strong>Software</strong><br />

Engineers<br />

Researchers<br />

Artists who do not necessarily work<br />

with artworks but scrutinise and<br />

challenge <strong>the</strong> new promises, problems<br />

and threats generated by technology<br />

and technology dependent artworks.<br />

<strong>Software</strong> engineers, experienced or<br />

students, who collaborate with artists<br />

to develop artworks or tools to<br />

support artists or use art <strong>the</strong>ories to<br />

define or improve some concepts of<br />

SE.<br />

They can be software engineers<br />

working for a short time with some<br />

artists on an art project, long term<br />

with an art institute, or computing<br />

students working with artists<br />

They are <strong>the</strong> people involved with<br />

software and art for <strong>the</strong> purpose of<br />

research in areas such as user<br />

interface, collaboration, creativity and<br />

innovation. They may come ei<strong>the</strong>r<br />

from art or computing disciplines,<br />

working mostly on <strong>the</strong>ir own<br />

discipline (Oates 2006a) or working<br />

in collaboration with <strong>the</strong> o<strong>the</strong>r<br />

discipline.<br />

- use software in art<br />

- conceptualise and take<br />

part in <strong>the</strong> movement of<br />

software art (Bond 2005)<br />

(Cramer and Gabriel 2001).<br />

- scrutinise, challenge and<br />

criticise<br />

- develop tools or artwork<br />

- use art <strong>the</strong>ory in<br />

computing<br />

- involved in science vs.<br />

arts debate on SE as a<br />

creative field (Wei-Lung<br />

2002)<br />

- talk about arts while<br />

searching for perfectionism<br />

and beauty in programming<br />

(Bond 2005).<br />

- research on pros and cons<br />

of collaboration<br />

- search and promote<br />

creativity and innovation<br />

- bridging <strong>the</strong> two<br />

communities<br />

Table 8. ‘Who’ dimension lists <strong>the</strong> people at <strong>the</strong> intersection.<br />

5.2.2 Why (Art and <strong>Software</strong> Disciplines Interact)<br />

The ‘why’ dimension of <strong>the</strong> framework describes <strong>the</strong> reasons artists and software engineers<br />

cooperate with each o<strong>the</strong>r. In this section we highlight some of <strong>the</strong> reasons that we have<br />

found in <strong>the</strong> literature review.<br />

61


Chapter 5. Results<br />

a) Artists need tools support: Even though some artists can have a sound knowledge of<br />

technology and tools, most of <strong>the</strong>m are often unprepared to work with complex<br />

technologies. It is this factor that may incline any artist wishing to work within <strong>the</strong><br />

domain of contemporary art and technology and digital art <strong>towards</strong> collaboration as a<br />

necessary means for realising <strong>the</strong>ir intentions (Jones 2005a). Many researchers have<br />

addressed issues related to <strong>the</strong> creation of tools to support artists and designers for reasons<br />

such as reducing gap between developers and artists in a collaboration and enhancing<br />

creativity (Machin 2002a), allowing visualisation at an early stage of design (Machin<br />

2002a), supporting individual creativity (Warr and O’Neill 2007), and <strong>the</strong> ability of<br />

tracking progress and revisiting design decisions (Mamykina et al. 2002). The tools<br />

developed to assist collaborative work should be able to decrease <strong>the</strong> semantic gap<br />

between artists and technologists and assist <strong>the</strong>ir dialogue. Gross (2005) believes that<br />

when it comes to building software tools for artists, pragmatics analysis (context and<br />

behaviour) is crucial because art is heavily immersed in practice and action, and because<br />

art is valued on its ability to communicate.<br />

b) <strong>Software</strong> dependent art projects need software engineering: SDA projects need SE<br />

knowledge (Machin 2002a). SE knowledge will prevent situations in which <strong>the</strong> artworks<br />

are implemented in a limited time and budget and <strong>the</strong> maintenance and upgrading issues<br />

are overlooked. Maintenance and upgrade of <strong>the</strong>se kinds of software supported artworks<br />

become one of <strong>the</strong> prime sectors where art projects need SE help. Projects where software<br />

engineers work toge<strong>the</strong>r with artists raise issues regarding collaboration between artists<br />

and technologists (Marchese 2006), evaluation of <strong>the</strong> final piece (Candy and Edmonds<br />

2002b), capturing artists’ requirements without hampering <strong>the</strong> artistic process, suitable<br />

methodologies that support both artistic process (Machin 2002a) and <strong>the</strong> development<br />

process and co-creativity (Candy and Edmonds 2002b).<br />

c) Computing needs aes<strong>the</strong>tics: The importance of teaching aes<strong>the</strong>tics in engineering<br />

education and <strong>the</strong> role of aes<strong>the</strong>tics in engineering is recognised by some researchers<br />

(Adams 1995) (Fishwick 2005). Aes<strong>the</strong>tic Computing is a term that is coined by Paul<br />

Fishwick to refer to a new area of study which is concerned with <strong>the</strong> impact and effects of<br />

aes<strong>the</strong>tics on <strong>the</strong> field of computing. Fishwick et al. (2005) have shown that by<br />

transforming discrete models to geometric models, visual and interactive models<br />

students’ understanding and perception on complex structures was improved. Fishwick<br />

states that Information Visualisation and <strong>Software</strong> Visualisation are some of <strong>the</strong> fields<br />

that can benefit from bringing art/aes<strong>the</strong>tics into computing (Fishwick 2007).<br />

d) Technology changes art’s medium, audience and business: The advancement of<br />

technology has changed <strong>the</strong> nature of creating, displaying and distributing artworks as<br />

well as <strong>the</strong> user experience of <strong>the</strong> audience and spectators (Manovich 2002b). When <strong>the</strong><br />

internet is used as a way to transmit artworks, <strong>the</strong> focus falls on an individual spectator<br />

which is different from a museum type of art presentation (Nalder 2003). Open Source<br />

<strong>Software</strong> give artists an opportunity to experiment and create low-cost artworks and<br />

internet and web enable <strong>the</strong>m to reach <strong>the</strong> target audience very easily. New business<br />

models are being generated as a result of <strong>the</strong>se advancements. Thus <strong>the</strong>re arise issues<br />

related to protection (Shoniregun et al. 2004), copyright, business models, publicity and<br />

so on which need to be solved as a collaborative effort by <strong>the</strong> software engineers and <strong>the</strong><br />

artists.<br />

62


Chapter 5. Results<br />

5.2.3 Where (<strong>the</strong> Intersection Happens)<br />

The influence of technology on art has created a number of new genres of arts, such as<br />

internet art, generative art, new media art, net art, software art and so on (Nalder 2003). Peter<br />

Weibel coined <strong>the</strong> general term “Computer Art” to refer to any artwork that was impossible<br />

to create without computers (Oates 2006a). Interaction between art and software that happens<br />

during <strong>the</strong> creation of <strong>the</strong>se wide ranges of Computer Arts has many forms and many<br />

contexts. Many of <strong>the</strong>se interactions that we have found in <strong>the</strong> reviewed articles have<br />

occurred in <strong>the</strong> context of institutions or organisations. The following section presents <strong>the</strong><br />

places/sectors that we have identified as points where art and software meet each o<strong>the</strong>r.<br />

a) In Educational Institutes: Educational institutes include both art schools and computing<br />

schools where <strong>the</strong> interaction between art and software occurs through interdisciplinary<br />

and/or multidisciplinary courses which may involve students from ei<strong>the</strong>r one or both art<br />

and computing disciplines.<br />

1) In Art Schools: Donna (1991) asserts that computer training should be given to non<br />

computer science majors. The importance of <strong>the</strong> inclusion of computer graphics courses<br />

in <strong>the</strong> fine arts syllabus is recognised by art-institutes (Garvey 1997; Sardon 2006).<br />

2) In Computing Schools: In computing schools <strong>the</strong> need of interaction is recognised in<br />

courses such as game development (Parberry et al. 2006) (Argent et al. 2006); Virtual<br />

Reality (Zimmerman and Eber 2001). A positive outcome is reported by many on<br />

involving artists and art education in computing schools (Adams 1995) (Jaccheri and<br />

Sindre 2007) (Fishwick 2003).<br />

b) In <strong>the</strong> <strong>Software</strong> Industry: Art meets with software in <strong>the</strong> software industry in building<br />

various entertainment and leisure related applications, games, demo-scenes, human<br />

computer interaction, user interface design and web design. Computer based<br />

entertainment and leisure related applications range over a wide spectrum evolving from<br />

console based ones to augmented/mixed reality, pervasive, ubiquitous, immersive,<br />

context aware and social computing experiences. Games are considered as a rich field for<br />

art not only because of <strong>the</strong> design, but also because of <strong>the</strong> cultural issues and perspectives<br />

that might be identified within <strong>the</strong> games (Blais and Ippolito 2006).<br />

c) In Research Institutes: Research institutes also bring toge<strong>the</strong>r artists and technologists<br />

with <strong>the</strong> aim of enhancing innovation, creativity or elegant solutions of a complex<br />

problem. This kind of collaboration is often done through “Artist-in-residence” programs,<br />

for example <strong>the</strong> Xerox PARC artist-in-residence program (Harris 1999) and <strong>the</strong><br />

COSTART project (Candy 1999).<br />

d) In Art Projects: Ano<strong>the</strong>r important meeting place for art and software is SDA projects<br />

(Blum 2007) (Candy and Edmonds 2002a). Artists sometimes learn <strong>the</strong> software tools and<br />

develop <strong>the</strong> artwork all by <strong>the</strong>mselves, while sometimes <strong>the</strong>y collaborate with software<br />

developers and o<strong>the</strong>r technologists to realise <strong>the</strong> piece.<br />

e) In Art Centres and Festivals: Art is promoted by many festivals where artists get <strong>the</strong><br />

chance to exhibit <strong>the</strong>ir works to <strong>the</strong> audience, communicating ideas and concepts, and<br />

evaluating and/or criticising artworks. Many art festivals that have a focus on new media<br />

63


Chapter 5. Results<br />

art are good places for art and software interaction. Arts Electronica<br />

(http://www.aec.at/de/index.asp), PixelACHE (http://www.pixelache.ac/), Read_me<br />

(http://readme.runme.org/), Transmediale (http://www.transmediale.de), Piksel<br />

(http://www.piksel.no/), Make Art (http://makeart.goto10.org/2007/), Trondheim<br />

Matchmaking (http://matchmaking.teks.no/) and Meta.morf (http://teks.no/) are some of<br />

<strong>the</strong> most well known festivals promoting such interaction.<br />

5.2.4 What (<strong>Software</strong> Tools Are Used in this Domain)<br />

The ‘what’ dimension of <strong>the</strong> framework represents <strong>the</strong> tools that bind <strong>the</strong> relationship<br />

between software and art. Artists tend to use software for different purposes and <strong>the</strong> software<br />

is of different types and comes from different sources: customised, commercial or open<br />

source. They also twist <strong>the</strong> use of software to match <strong>the</strong>ir creative needs, in a way that was<br />

not intended by <strong>the</strong> creator of <strong>the</strong> software (Grey 2002). Therefore to gain some idea as to<br />

what kind of software and tools artists use gives us an idea of <strong>the</strong>ir skill level and <strong>the</strong>ir<br />

software needs. We named <strong>the</strong> software and tools that are used by <strong>the</strong> artists for creating<br />

artworks as “Artistic software/Artwork support tools”. Artistic software/Artwork support<br />

tools, i.e. tools used to develop artistic expression which specialise on some tasks such as<br />

visualisation, sound manipulation or animation. In <strong>the</strong> following table we present different<br />

kinds of artistic software/tools that were identified in <strong>the</strong> review.<br />

64


Chapter 5. Results<br />

Category <strong>Software</strong> Name Referenced in<br />

1. Graphics<br />

Manipulation<br />

2. Multimedia<br />

Authoring<br />

3. 3D graphics Manipulation<br />

4.Sound<br />

Manipulation<br />

5. Video<br />

Manipulation<br />

6. O<strong>the</strong>r Applications<br />

7. Programming<br />

languages /API<br />

Illustrator, CorelDraw (Vector based drawing, editing)<br />

Freehand (Layouts and illustrations for print/web)<br />

Photoshop (A graphics editor software)<br />

Painter 6.0 (Painting tool )<br />

Flash (Animation and interactivity)<br />

Director (Creating interactive content)<br />

SoftImage 3D (3D animation)<br />

3DStudio Max (3D modelling, rendering, animation)<br />

MiniCAD, AutoCAD (Computer Aided Design for<br />

2D/3D)<br />

Alias /Wavefront (3D graphics software)<br />

WorldUp (Development environment for 3D/VR<br />

applications)<br />

Maya (High end 3D computer graphics software)<br />

Breve swarm simulation (A package for building 3D<br />

simulations of multi-agent systems and artificial life)<br />

Pure Data (Tool for creating interactive computer music<br />

and multimedia works)<br />

Max/MSP (A graphical programming environment for<br />

music and multimedia)<br />

GigaStudio 160 (<strong>Software</strong> for music and sound effects)<br />

SoftVNS video toolkit (A real time video processing and<br />

tracking software for MAX/MSP)<br />

Jitter (Extends MAX/MSP to support real time<br />

manipulation of video data)<br />

Korsakov (Interactive documentary software)<br />

ELE (Control Lighting for a virtual environment)<br />

Mobile Bristol toolkit (create & share mobile, location–<br />

based media)<br />

Mobile Experience Engine (create context-aware and<br />

media-rich experiences for mobile devices)<br />

Sculpture simulator(simulator)<br />

Particle dynamics (simulates natural phenomena)<br />

Datareader (A Max/MSP object to read text data and<br />

convert <strong>the</strong>m into sound)<br />

VRML (Virtual Reality Modelling language), OpenGL,<br />

General purpose programming languages such as python,<br />

C++, Java etc.<br />

(Garvey 1997)<br />

(Grey 2002)<br />

Table 9. Tools at <strong>the</strong> intersection of software and art<br />

(Sung-dae et al. 2006)<br />

(Sardon 2006) (Marchese<br />

2006) (Garvey 1997)<br />

(Machin 2002a)<br />

(Jennings et al. 2006)<br />

(Garvey 1997)<br />

(Strömberg et al. 2002)<br />

(Zimmerman and Eber<br />

2001) (Steinkamp 2001)<br />

(Boyd et al. 2004)<br />

(Jennings et al. 2006)<br />

(Marchese 2006)<br />

(Edmonds et al. 2004)<br />

(Strömberg et al. 2002)<br />

(Edmonds et al. 2004)<br />

(Polli 2004)<br />

(Blassnigg 2005)<br />

(Gross 2005; Biswas and<br />

Singh 2006)<br />

(Machin 2002a)<br />

(Steinkamp 2001)<br />

(Polli 2004)<br />

(Nalder 2003)<br />

(Fels et al. 2005)<br />

65


Chapter 5. Results<br />

Domain specific programming language is preferred by <strong>the</strong> artists compared to <strong>the</strong> general<br />

purpose programming languages, due to <strong>the</strong> steep learning curve associated with learning<br />

programming. However, a number of general purpose languages were also found in <strong>the</strong><br />

review which were used to realise artworks or some artistic software, for example C++,<br />

ActionScript, UML and 2D OpenGL (row 7 in <strong>the</strong> table above). Besides artists trend of<br />

moving <strong>towards</strong> using open source technology is also visible not only because of low cost<br />

solutions but also because many artists believe in <strong>the</strong> open source ideology.<br />

Secondary Tools. Apart from artistic software/tools, <strong>the</strong>re are o<strong>the</strong>r tools and software that<br />

artists use for supporting o<strong>the</strong>r activities such as communication, publicity, or sharing works<br />

and ideas. Web sites, blogs, forums, etc., falls in this category. Walden, in his review on <strong>the</strong><br />

book Net_Condition: Art and Global Media, states, “The digital arts site Rhizome is<br />

recognized for <strong>the</strong> crucial role it plays in enabling exchange and collaboration among artists<br />

through <strong>the</strong> network” (Walden 2002).<br />

5.2.5 Summary<br />

In <strong>the</strong> earlier sections we have presented <strong>the</strong> framework of <strong>the</strong> intersection in terms of<br />

different entities, i.e. people and views, place and tools. Here <strong>the</strong> framework is presented<br />

through a table. In <strong>the</strong> table, <strong>the</strong> rows represent where (software and art meet) and <strong>the</strong><br />

columns represent who (are <strong>the</strong> actors), <strong>the</strong> entry in each cell represents <strong>the</strong> reason why <strong>the</strong><br />

actors participate in a given place. The ‘why’ part included here is an elaboration of <strong>the</strong> Why<br />

art and software need interaction of section 5.2.2 and it is elaborated in respect to each of <strong>the</strong><br />

actors and places, whereas in <strong>the</strong> previous section it was described only based on <strong>the</strong> need of<br />

<strong>the</strong> two disciplines.<br />

Where<br />

Who<br />

Educational Institutes<br />

(Computing and Art<br />

Schools)<br />

Artists<br />

<strong>Software</strong><br />

Engineers<br />

Researchers<br />

/ Educators<br />

4, 5, 10 5 1, 2, 3 X<br />

Research Institutes 3, 17 3,6, 17 3, 18, 17 X<br />

Theorists<br />

Art Critics<br />

&<br />

<strong>Software</strong> Industry 8,9 7, 8, 9 7 X<br />

Public Art, Art Projects 10 11, 12 18 16<br />

Festivals 13, 14, 15 12, 15 17 16<br />

Table 10. Where, who and why dimension of <strong>the</strong> intersection of software and art.<br />

Here we present <strong>the</strong> list of reasons (Why):<br />

1. Design and conduct interdisciplinary courses<br />

66


Chapter 5. Results<br />

2. Conduct research and disseminate knowledge of conducting interdisciplinary courses<br />

3. Foster innovation and creativity<br />

4. Learn technology<br />

5. Learn to work in multidisciplinary projects<br />

6. Apply aes<strong>the</strong>tics in computing<br />

7. Conduct research and development of products<br />

8. Design user interface and enhance/improve human computer interaction<br />

9. Enhance user experience<br />

10. Use technology in artworks<br />

11. Realise <strong>the</strong> artwork through software<br />

12. Provide tools and technology support<br />

13. Share and exchange knowledge<br />

14. Exhibit artwork in public<br />

15. Extend collaboration between artists and software engineers<br />

16. Follow <strong>the</strong> changes of art and <strong>the</strong>ir social and cultural effects<br />

17. Present research works<br />

18. Conduct research on artists-technologists collaboration and reduce <strong>the</strong> gap between<br />

<strong>the</strong>m<br />

5.3 Identification of Factors that contribute to <strong>the</strong> Success/Failure<br />

of SDA Project<br />

The case study of Sonic Onyx gave us insights into <strong>the</strong> collaboration between software<br />

engineers and artists. The result is dependent on <strong>the</strong> context of project. In <strong>the</strong> case of Sonic<br />

Onyx, <strong>the</strong> collaboration was between a professional artist and a group of five students of<br />

electrical and computer engineering. The study was targeted at bringing out <strong>the</strong> issues and<br />

challenges that software engineers had to tackle to implement SDA projects. We have<br />

identified <strong>the</strong> factors that played an important role in <strong>the</strong> success/failure of <strong>the</strong> project. Thus<br />

we have identified <strong>the</strong> following results from <strong>the</strong> case study.<br />

a. Identification of <strong>the</strong> context of an SDA project<br />

b. A set of lessons learned from our participation in <strong>the</strong> project<br />

c. Factors that influence <strong>the</strong> success or failure of artists - software engineers’<br />

collaboration.<br />

5.3.1 The Context of <strong>the</strong> SDA Project: Sonic Onyx<br />

a) Development process: The project group did not choose any development method, but<br />

<strong>the</strong>ir working process closely fits with that of rapid development method or agile method.<br />

b) Type of collaboration model: Referring to <strong>the</strong> models of co-creativity in art and<br />

technology collaboration from (Candy and Edmonds 2002b) presented in section 2.4, <strong>the</strong><br />

collaboration in Sonic Onyx can be identified as a partnership model with <strong>the</strong> artist in<br />

67


Chapter 5. Results<br />

control. Even though <strong>the</strong> main concept of <strong>the</strong> artwork was initiated by <strong>the</strong> artist, <strong>the</strong><br />

technologists were equally active in <strong>the</strong> conceptualisation phase.<br />

c) Requirement changes: As like many o<strong>the</strong>r art projects, <strong>the</strong> requirement of Sonic Onyx<br />

changed frequently. The requirement specification was not detailed and <strong>the</strong> final<br />

specification of <strong>the</strong> artwork went through several modifications and additions on <strong>the</strong><br />

original ideas. The functionalities of <strong>the</strong> system was defined, modified and changed<br />

through exploration. The artist wanted to explore many possibilities before finally<br />

discarding or accepting a set of functions. This process continued throughout <strong>the</strong> project<br />

until <strong>the</strong> middle of <strong>the</strong> project or at least to <strong>the</strong> time when <strong>the</strong> development group realised<br />

that it would be too late to implement new changes in <strong>the</strong> system.<br />

d) Copyright issues: SDA projects utilise some of <strong>the</strong> newest technologies and tools that<br />

are available. The use of <strong>the</strong>se technologies and its effects on <strong>the</strong> socio cultural<br />

environment can bring issues that are new and need to be dealt with carefully. For<br />

example, in Sonic Onyx, it raised <strong>the</strong> issue of playing copyrighted audio files. The artistic<br />

objective of Sonic Onyx is to promote contemporary art musicians by playing <strong>the</strong>ir music<br />

through <strong>the</strong> sculpture. The interactive sound processing part of <strong>the</strong> sculpture allows users<br />

to send any file through Bluetooth enabled handheld devices. Then <strong>the</strong> question arose<br />

whe<strong>the</strong>r it is legal to receive, store, process and play <strong>the</strong> copyrighted files sent by <strong>the</strong><br />

users in a public space. From <strong>the</strong> artist’s point of view, <strong>the</strong> sculpture has to be seen as an<br />

instrument. When a sound file is sent, <strong>the</strong> instrument gets activated and it is <strong>the</strong> sender’s<br />

responsibility if it is a copyrighted file.<br />

e) Limitation of time: There are some merits and demerits of student projects. For example,<br />

<strong>the</strong> project was done as part of a student project which has a time limitation. Project<br />

duration cannot be extended even if it is required. Once <strong>the</strong> school project period is over,<br />

<strong>the</strong> student group is broken. So when choosing a project with students, consideration must<br />

be given to <strong>the</strong> fact that it has to be completed within <strong>the</strong> time limit of <strong>the</strong> project.<br />

f) Lack of maintenance: In a student project, after <strong>the</strong> project is finished <strong>the</strong> students are<br />

no longer available. Students may not be even be traceable, nor are <strong>the</strong>y responsible for<br />

continuing support and maintenance of <strong>the</strong> system (unless it is done by agreement). So<br />

afterwards <strong>the</strong> maintenance and support is an important factor that should be considered<br />

when an art project is planned to be implemented by students.<br />

g) Reasons for selecting student projects: Artist chose Sonic Onyx to implement with<br />

student developers for two reasons: firstly, it was assumed to be cheaper to complete <strong>the</strong><br />

project with students instead of professional programmers, secondly, it was new for <strong>the</strong><br />

artist to work with students, and he wanted to use it as an experiment. Later from <strong>the</strong><br />

interviews with <strong>the</strong> artist we identified that student projects can be tempting to <strong>the</strong> artists<br />

for reasons like, i) it offers cheap solution and ii) it offers experimentation that is develop<br />

system through a trial and error basis.<br />

68


Chapter 5. Results<br />

5.3.2 Lessons Learned- Issues and Challenges for SDA Projects<br />

i. Inherent risk: The biggest risk of developing a project with students is that one does not<br />

know if <strong>the</strong> project will deliver a working system or not. According to <strong>the</strong> artist, “The<br />

main difference between doing a project with students and professional developers, if we<br />

disregard professional efficiency, is <strong>the</strong> insecurity. You are not sure if you will end up<br />

with a fully functional system as you do not know whe<strong>the</strong>r <strong>the</strong> students will be able to or<br />

have <strong>the</strong> capability to implement <strong>the</strong> whole system”.<br />

ii. Maintenance support: Ano<strong>the</strong>r issue is after-development support and maintenance. It<br />

is not reasonable to expect technical support from <strong>the</strong> students after <strong>the</strong> project is<br />

completed, and <strong>the</strong> student group will not be traceable or able to continue providing<br />

support and maintenance of <strong>the</strong> system.<br />

iii. Familiarity of <strong>the</strong> technology: With a student project, <strong>the</strong> artist must be aware of <strong>the</strong><br />

worst possible outcome and be prepared for failure of <strong>the</strong> project. The artist or <strong>the</strong><br />

developers or any o<strong>the</strong>r resources in <strong>the</strong> project group should have enough understanding<br />

about <strong>the</strong> technology to enable <strong>the</strong> project to be implemented.<br />

iv. Time spent on experimentation: Using new tools and technology is always a challenge,<br />

especially for a student group without much work experience. Experimenting with<br />

alternative solutions also takes time. In fact, much time can be wasted on learning and<br />

searching for a suitable solution if <strong>the</strong> group is inexperienced. Therefore, guidance from<br />

experienced professionals is important in a student project, and <strong>the</strong> earlier this can be<br />

arranged, <strong>the</strong> better it is for <strong>the</strong> project.<br />

v. Need of good supervision/management: A student group consists of members with<br />

different levels of skill and motivation. Good supervision is needed to enable all<br />

members to work to <strong>the</strong>ir highest potential.<br />

vi. Good communication: Good communication between <strong>the</strong> artist and <strong>the</strong> developers is<br />

important, and <strong>the</strong> artists’ knowledge of technology and ability to communicate with <strong>the</strong><br />

technologists is a plus in aiding communication.<br />

vii. Frequent communication: Frequent communication and <strong>the</strong> use of a partnership model<br />

where both artist and technologist are involved and influence each o<strong>the</strong>r’s work are two<br />

positive factors.<br />

viii. Importance of having an agreement: An agreement is important to clarify how long<br />

and how much support will be provided by <strong>the</strong> student group.<br />

ix. Model of co-creativity: A partnership model is better as it gives some sort of ownership<br />

feeling to <strong>the</strong> software developers. Also taking part in <strong>the</strong> creative process motivates <strong>the</strong><br />

students. “This project was unique in that way that we were a part of <strong>the</strong> creative process<br />

and had <strong>the</strong> opportunity to influence how <strong>the</strong> sculpture should interact with <strong>the</strong> public”<br />

(Asphaug et al. 2007).<br />

x. Development process: A development process that supports frequent communication<br />

with <strong>the</strong> customer and rapid development is more suitable as <strong>the</strong> artist wants to see part<br />

69


Chapter 5. Results<br />

of <strong>the</strong> artwork and <strong>the</strong>n redefine and modify it iteratively until it finally matches <strong>the</strong><br />

artistic intentions and desired output level.<br />

xi. Awareness of <strong>the</strong> sponsors: <strong>Software</strong> dependent or in general technology dependent<br />

artwork is different from traditional artwork in <strong>the</strong> way that it requires maintenance and<br />

upgrading over time. Thus <strong>the</strong> sponsor should keep this in mind while deciding <strong>the</strong><br />

budget of <strong>the</strong> artwork.<br />

xii. After deployment supervision: Unlike traditional artwork, a SDA needs someone to<br />

take care of it after <strong>the</strong> development and deployment. In <strong>the</strong> case of installing <strong>the</strong> artwork<br />

in a public place, <strong>the</strong>re should be a person who takes care of <strong>the</strong> artwork.<br />

xiii. Timely backup: SDA should be backed up in a timely manner as <strong>the</strong> system can break<br />

down at times. A back up helps to restart <strong>the</strong> system.<br />

5.3.3 Factors that Influence <strong>the</strong> Success/Failure of <strong>Collaboration</strong><br />

The following are <strong>the</strong> factors that we have identified as important in creating fruitful artiststudent<br />

developers collaboration:<br />

Positive Factors<br />

1. Artist’s know how and understanding of <strong>the</strong> technology<br />

2. Availability of technically skilled persons as a resource to <strong>the</strong> development team<br />

3. Good communication between <strong>the</strong> developers of <strong>the</strong> team<br />

4. Good communication between <strong>the</strong> software developers and <strong>the</strong> artist/s<br />

5. Frequent meetings with <strong>the</strong> artist, demonstration of prototypes and reporting of<br />

progress<br />

6. Pair programming<br />

7. Good project management<br />

8. Agile Development Method/ Rapid Development Method<br />

Negative Factors<br />

1. Lack of agreement between <strong>the</strong> stakeholders of <strong>the</strong> project<br />

2. Lack of awareness of <strong>the</strong> sponsors about subsequent maintenance<br />

3. Lack of responsible authority to take care of <strong>the</strong> artwork<br />

4. Lack of communication between artist and developers<br />

5. Not considering deployment of artwork as an important phase<br />

70


Chapter 5. Results<br />

5.4 Proposals on How Computing Can Benefit from Art<br />

<strong>Collaboration</strong><br />

Here we present a set of example and proposal that shows how we can improve <strong>the</strong> discipline<br />

of computing by utilising <strong>the</strong>ories and products from <strong>the</strong> art discipline. Our objective was to<br />

investigate <strong>the</strong> intersection of art and software to find out <strong>the</strong> contexts in which SE can play a<br />

role in art as well as where <strong>the</strong> field of computing can gain positive effects by learning from<br />

and collaborating with art/artists. We have participated in some art and SE collaboration<br />

projects and investigated <strong>the</strong> intersection of <strong>the</strong> two disciplines. From <strong>the</strong>se experiences, we<br />

present how we have identified that this collaboration provides positive feedback that can<br />

help us improve and enhance our field of computing. By enhancement and improvement of<br />

computing we mean improvement in <strong>the</strong> ways of developing software dependent systems, in<br />

learning computing related education, and in utilising technology and information systems.<br />

1. Utilising artwork to achieve computing purposes such as pervasive awareness and<br />

informative artwork.<br />

Informative art is a term used by (Redström 2000) to refer to a type of computer applications<br />

which borrow <strong>the</strong>ir appearance from well-known artistic styles to dynamically visualise<br />

updated information. Various kinds of data such as e-mail traffic, current wea<strong>the</strong>r conditions<br />

around <strong>the</strong> world, earthquake data and <strong>the</strong> activity level in a room were used for visualisation<br />

in styles inspired by painters (Skog et al. 2002). In <strong>the</strong> Open Wall project presented in paper<br />

P3, we have described how <strong>the</strong> Open Wall placed inside of a workplace can work as an<br />

informative artwork and achieve pervasive awareness. By displaying information about <strong>the</strong><br />

workplace such as meetings, colleagues’ birthdays or events, <strong>the</strong> Open Wall can act as an<br />

informative artwork. In <strong>the</strong> meantime, since it is placed in a meeting room, it does not require<br />

any one’s imperative attention and acts as a pervasive awareness system. Pervasive<br />

awareness, ubiquitous computing and connectedness are some of <strong>the</strong> emerging fields inside<br />

computing. Artworks have a special advantage of being installed in different places where<br />

people ga<strong>the</strong>r such as public places, open spaces and workplaces. Thus artworks, by<br />

incorporating computing and bringing it close to <strong>the</strong> people, can play important role in <strong>the</strong><br />

fields of pervasive awareness and ubiquitous computing.<br />

The Open Wall is a media or tool for artistic expression where both <strong>the</strong> system and <strong>the</strong><br />

artistic expression are kept open. Several art expressions were implemented on this wall such<br />

as <strong>the</strong> animation of a bunny, display of texts and display of heart signals. We proposed that<br />

by appending some environmental information in <strong>the</strong> artwork, such as <strong>the</strong> presence of people<br />

in <strong>the</strong> building or in a meeting room, or an announcement about a news or social event, we<br />

can make <strong>the</strong> artwork dynamic and interactive. By providing information about <strong>the</strong>ir<br />

workplace it acts as a pervasive awareness system while playing <strong>the</strong> role of an artwork placed<br />

inside <strong>the</strong> workplace. Our example artwork was located inside workplace, but we argue that<br />

<strong>the</strong> same is possible for any place of interest by properly selecting <strong>the</strong> artwork, its contents,<br />

message or information, and <strong>the</strong> context and <strong>the</strong> location of <strong>the</strong> artwork and its visitors’<br />

attitude, mood and need. Art Installations have a special advantage of supporting ubiquitous<br />

computing along with provision for sensuous aes<strong>the</strong>tics and pleasant experience for its users.<br />

71


Chapter 5. Results<br />

2. Utilising software dependent artwork in computer education<br />

<strong>Software</strong> dependent artworks can be used in SE education, this gives <strong>the</strong> opportunity to <strong>the</strong><br />

students of SE to have interdisciplinary experience and interact with a client from a different<br />

domain. Art projects also make <strong>the</strong> students think creatively and probably make <strong>the</strong>m more<br />

innovative and allow <strong>the</strong>m to see things from a different angle.<br />

3. Identifying common areas for collaboration with artists/art in HCI and <strong>the</strong> benefits of<br />

incorporating art in HCI<br />

The second literature review was conducted with <strong>the</strong> objective to understand <strong>the</strong> meaning of<br />

aes<strong>the</strong>tics, remove confusion and understand <strong>the</strong> use, applications and possibilities of<br />

aes<strong>the</strong>tics in <strong>the</strong> context of Human Computer Interaction.<br />

It was conducted in order to find <strong>the</strong> sectors of common interest between artists and<br />

technologists and improve collaboration between <strong>the</strong>m with a view to learn from each o<strong>the</strong>r’s<br />

background knowledge and skills. While <strong>the</strong> role of aes<strong>the</strong>tics, mainly visual aes<strong>the</strong>tics, was<br />

not recognised by all researchers and some researcher considered it as a drawback in<br />

achieving usability, with <strong>the</strong> availability of high performance hardware it has been possible to<br />

allow extra room for aes<strong>the</strong>tic components in <strong>the</strong> user interface. Later, studies showed that<br />

<strong>the</strong>se aes<strong>the</strong>tic elements actually have a positive effect on user experience. From <strong>the</strong> review<br />

we have categorized HCI into different <strong>the</strong>matic areas where aes<strong>the</strong>tics was addressed by<br />

researchers. Inside HCI, some of <strong>the</strong>se <strong>the</strong>matic areas we identified to benefit from<br />

collaborating with art are: Artefacts design, Attractiveness and <strong>the</strong> look and feel of user<br />

interface, Interaction with a system, Usability and user experience.<br />

4. Understanding aes<strong>the</strong>tics – removing misconception<br />

We have seen from <strong>the</strong> review that <strong>the</strong> most common use of aes<strong>the</strong>tics in HCI refers to visual<br />

aes<strong>the</strong>tics or expressive aes<strong>the</strong>tics. However, aes<strong>the</strong>tics in humanities does not refer only to<br />

visual aes<strong>the</strong>tics. The Merriam Webster dictionary defines aes<strong>the</strong>tics as, 1) a branch of<br />

philosophy dealing with <strong>the</strong> nature of beauty, art and taste and with <strong>the</strong> creation and<br />

appreciation of beauty, 2) a particular <strong>the</strong>ory or conception of beauty or art: a particular taste<br />

for or approach to what is pleasing to <strong>the</strong> senses and especially sight and 3) a pleasing<br />

appearance or effect. A stress on appearance is clear from <strong>the</strong> definition, but <strong>the</strong> sense of<br />

pleasure is not only limited to sight. In HCI, <strong>the</strong>re is a debate on <strong>the</strong> conflicting impact of<br />

usability and aes<strong>the</strong>tics in HCI (Norman 1998). Many professionals see aes<strong>the</strong>tics as<br />

inversely proportional to ease of use or usability (Karvonen 2000), in o<strong>the</strong>r words <strong>the</strong> more<br />

aes<strong>the</strong>tic elements added <strong>the</strong> less usable it gets. However this is because by aes<strong>the</strong>tics we<br />

usually mean visual and expressive aes<strong>the</strong>tics. But if we see aes<strong>the</strong>tics as a pleasing effect,<br />

<strong>the</strong> aes<strong>the</strong>tics of interaction is <strong>the</strong>n <strong>the</strong> pleasure of interaction with <strong>the</strong> system. In that case <strong>the</strong><br />

more usable <strong>the</strong> interaction, <strong>the</strong> more pleasant <strong>the</strong> experience. Thus aes<strong>the</strong>tics is always<br />

positive in human computer interaction but <strong>the</strong> focus should shift from <strong>the</strong> aes<strong>the</strong>tics of <strong>the</strong><br />

user interface to <strong>the</strong> aes<strong>the</strong>tics of user interaction.<br />

72


6 Evaluation and Discussion of Results<br />

This chapter revisits and justifies our choice of <strong>the</strong> research questions (section 6.1), evaluates<br />

<strong>the</strong> contributions (section 6.2), and examines <strong>the</strong> issues related to internal, external, construct<br />

and conclusion validity (section 6.3).<br />

6.1 Evaluation of Research Questions<br />

In this section we revisit <strong>the</strong> research questions and justify why we have chosen <strong>the</strong> particular<br />

questions. The first question is, “What is <strong>the</strong> relationship between art and software and how<br />

can we conceptualise it?”<br />

The question starts with ‘What’ and it is an exploratory question. Usually exploratory<br />

questions are asked in <strong>the</strong> early stages of a research program. Through exploratory questions<br />

we attempt to understand <strong>the</strong> phenomena, and identify useful distinctions that clarify our<br />

understanding. In that sense <strong>the</strong> first question is reasonable for addressing <strong>the</strong> research<br />

<strong>the</strong>mes and exploring <strong>the</strong> various interesting issues that lie within <strong>the</strong> <strong>the</strong>mes. A literature<br />

review has been chosen as a research method to address this question. This is deemed to be<br />

appropriate since suitable research methods for exploratory questions are supposed to be<br />

those that offer rich, qualitative data.<br />

It should be noticed that we have not investigated <strong>the</strong> relationship between SE and art. Ra<strong>the</strong>r<br />

we have addressed a wider area, i.e. software and art. This has been done on purpose since<br />

SE is a specific field and thus <strong>the</strong> intersection between SE and art could miss out many<br />

interesting relations and issues. We also argue that since addressing <strong>the</strong> relationship between<br />

SE and art is new and since <strong>the</strong>re is not much relevant literature regarding it, it would be<br />

better to get a wider view in order to identify where in that wider picture SE can play a role.<br />

Easterbrook et al. (2008) state that a question that makes assumptions about <strong>the</strong> phenomenon<br />

to be studied is considered to be a vague question. Our question does not make any<br />

assumptions about <strong>the</strong> relationship.<br />

The second question is, “How can we characterise <strong>the</strong> development process of software<br />

dependent artworks and projects?” This question starts with <strong>the</strong> question word ‘How’. Even<br />

though <strong>the</strong> question starts with ‘how’, it can also be alternatively expressed as “What are <strong>the</strong><br />

characteristics of software dependent artworks and projects?” But in that case it would sound<br />

as if some obvious and distinct characteristics already exist that are universal or general for<br />

all SDA projects or artworks. Since we have used case studies of only one project we do not<br />

claim that <strong>the</strong>se characteristics are universal to all art projects. In that sense using <strong>the</strong><br />

question “How can we characterise …” fits more appropriately with our scope and work<br />

contribution.<br />

The third question is, “How can we increase collaboration between artists and software<br />

engineers and improve <strong>the</strong> field of computing by borrowing concepts from arts?” The<br />

answers to this question are some examples and proposals that reveal how we can increase<br />

collaboration with art and artists. The question is very similar to design science questions of<br />

<strong>the</strong> form “what is an effective way to achieve X?” or “How can we achieve X?” In <strong>the</strong> case of<br />

a design science research a new artefact is designed and <strong>the</strong>n it is used and evaluated to<br />

73


Chapter 6. Evaluation and Discussion of Results<br />

compare whe<strong>the</strong>r it has achieved <strong>the</strong> purpose. In our case, we proposed some example cases<br />

and proposals on how to increase collaboration. Thus considering <strong>the</strong> way <strong>the</strong> question is<br />

addressed it is a design science question and presents somewhat dogmatic solutions. But <strong>the</strong><br />

difference with design science is that here we have not used any evaluation. Thus <strong>the</strong> answers<br />

to this question do not represent some validated solutions, ra<strong>the</strong>r some exemplary solutions.<br />

Now to reflect on whe<strong>the</strong>r <strong>the</strong> contributions addressed by <strong>the</strong> questions completely satisfy <strong>the</strong><br />

issues addressed by <strong>the</strong> title, we identify <strong>the</strong> following questions that spring to mind from <strong>the</strong><br />

title of <strong>the</strong> <strong>the</strong>sis <strong>Extending</strong> <strong>Software</strong> <strong>Engineering</strong> <strong>Collaboration</strong> <strong>towards</strong> <strong>the</strong> Intersection of<br />

<strong>Software</strong> and Art:<br />

a. What is <strong>the</strong> intersection of software and art?<br />

b. What is SE collaboration or, <strong>the</strong> relationship between SE and <strong>the</strong> intersection of<br />

software and art?<br />

c. Why is <strong>the</strong> extension required?<br />

d. How can SE collaboration be extended?<br />

By mapping <strong>the</strong>se questions to our research questions we can check <strong>the</strong> completeness and<br />

coherence of <strong>the</strong> research questions and judge how much <strong>the</strong> results of <strong>the</strong> research have<br />

achieved compared to our claim. We see that question a. is already covered in research<br />

question RQ1. Question b. is about <strong>the</strong> relationship between SE and <strong>the</strong> intersection of<br />

software and art. On <strong>the</strong> o<strong>the</strong>r hand, RQ1a addresses <strong>the</strong> relation between software engineers<br />

and artists in <strong>the</strong> context of <strong>the</strong> intersection of software and art. Thus b. is covered by RQ1a.<br />

Question c. is not addressed by any of <strong>the</strong> research questions. Ra<strong>the</strong>r it is addressed by <strong>the</strong><br />

problem statement and <strong>the</strong> state of <strong>the</strong> art literature which motivates our research.<br />

Question d., how SE collaboration could be extended to include <strong>the</strong> intersection of software<br />

and art, is a big question. In order to know how <strong>the</strong> collaboration can be extended we need to<br />

know <strong>the</strong> answers to <strong>the</strong> following questions:<br />

• What is ‘collaboration’ between artists and software engineers?<br />

• What is <strong>the</strong> need of collaboration and what kind of roles and scopes exist for<br />

collaboration?<br />

• What are <strong>the</strong> factors and issues that enhance or degrade <strong>the</strong> success of collaboration?<br />

The first two questions are addressed in RQ1, and <strong>the</strong> last question is addressed by RQ2.<br />

Finally, based on <strong>the</strong> knowledge gained from <strong>the</strong>se questions, RQ3 attempts to present some<br />

ways in which <strong>the</strong> collaboration can be extended while at <strong>the</strong> same time benefitting from <strong>the</strong><br />

collaboration. Thus all <strong>the</strong> questions derived from <strong>the</strong> <strong>the</strong>sis title are addressed by <strong>the</strong><br />

selected research questions.<br />

6.2 Evaluation of Contributions<br />

In this section we would like to evaluate our own contribution with respect to <strong>the</strong> state of <strong>the</strong><br />

art. Our focus is to evaluate how novel our contribution is and what impact it has in this area<br />

of research. We have mainly three contributions from this research. We will describe <strong>the</strong>m<br />

one by one in <strong>the</strong> section below.<br />

74


Chapter 6. Evaluation and Discussion of Results<br />

The first contribution is identification of <strong>the</strong> research issues at <strong>the</strong> intersection of software<br />

and art. In respect to <strong>the</strong> state of <strong>the</strong> art, we have not seen any similar work about <strong>the</strong><br />

intersection so far. We have identified SE issues at <strong>the</strong> intersection which were later applied<br />

in identifying SE issues for a specific type of artwork, interactive art installations (Trifonova<br />

et al. 2008b). SArt group’s investigation of Improsculpt, <strong>the</strong> software that is used in <strong>the</strong> art<br />

installation Flyndre, also reveals <strong>the</strong> presence of SE issues during its development and<br />

maintenance phases (Trifonova et al. 2008a).<br />

The second contribution is a conceptual framework of <strong>the</strong> intersection of software and art.<br />

In respect to <strong>the</strong> state of <strong>the</strong> art, this is <strong>the</strong> first conceptual framework describing <strong>the</strong><br />

intersection of software and art. The only similar work that we have discovered is Wilson’s<br />

study Information Arts - Intersections of Art, Science and Technology (Wilson 2001) which<br />

covers a wider area of <strong>the</strong> intersection between art, science and technology. Besides it does<br />

not provide a framework of <strong>the</strong> entities at <strong>the</strong> intersection. Our work is about a more specific<br />

field, <strong>the</strong> intersection between software and art. The increasing interest by many actors in <strong>the</strong><br />

interdisciplinary domain of software and art deserve a conceptual framework at <strong>the</strong><br />

intersection. A knowledge base at <strong>the</strong> intersection will be beneficial for everyone involved<br />

and interested in it.<br />

The third contribution is a set of characteristics that positively affect <strong>the</strong> software<br />

development in <strong>the</strong> context of art projects. Through <strong>the</strong> case study of a SDA project, we have<br />

identified <strong>the</strong> factors that positively and negatively affect <strong>the</strong> project. We have analysed <strong>the</strong><br />

factors that are critical for a student project and what should be taken care of for <strong>the</strong><br />

successful implementation of <strong>the</strong> project.<br />

Factors that affect an art and technology collaboration have also been investigated by some<br />

o<strong>the</strong>r researchers. For example, Biswas et al. (2006) has mentioned some characteristics of<br />

such collaboration projects. He reports that, (i) system requirements are not clear or well<br />

understood at <strong>the</strong> beginning of <strong>the</strong> project, and (ii) artists iteratively and intuitively generate<br />

creative ideas and evolve <strong>the</strong>ir design based on <strong>the</strong>ir perception and experience. From <strong>the</strong><br />

case study we have also noticed <strong>the</strong>se features and we believe that due to <strong>the</strong>se natures of <strong>the</strong><br />

project an iterative method with frequent meetings and client communication work as<br />

positive factors.<br />

Similar case study projects include <strong>the</strong> COSTRART project where <strong>the</strong> investigators surveyed<br />

many artists who participated in artist-in-residence programs as part of <strong>the</strong> project (Candy<br />

and Edmonds 2002b). The survey consisted of 140 questions and 250 responses were<br />

collected from <strong>the</strong> artists participating. The questions were targeted to get information on<br />

various subjects such as <strong>the</strong> types of tools, applications, devices and media that play a role in<br />

<strong>the</strong> artistic process, <strong>the</strong> contributions and constraints of computer technology in artistic work,<br />

support requirements for computer technology use and <strong>the</strong> use of computer technology in <strong>the</strong><br />

context of artistic goals and working practices.<br />

During <strong>the</strong> artist-in-residency programs, <strong>the</strong>y conducted interviews and observations which<br />

were mostly focussed on <strong>the</strong> creative process of development, such as <strong>the</strong> importance of<br />

supporting <strong>the</strong> creative process, <strong>the</strong> significance of communication with o<strong>the</strong>rs and<br />

conceptual work versus physical object manipulation (Candy and Edmonds 2002b). The<br />

authors provided some desirable characteristics for <strong>the</strong> artists and technologists to promote<br />

75


Chapter 6. Evaluation and Discussion of Results<br />

collaborative creativity. For example, <strong>the</strong>y identified that technologists should (i) have<br />

communication skills as well as technical skills, (ii) develop <strong>the</strong> ability to listen and learn<br />

from listening, and (iii) avoid suggesting courses of action based on technical feasibility. On<br />

<strong>the</strong> o<strong>the</strong>r hand, artists should have (i) access to high end facilities, (ii) a network of resources<br />

for a broad range of needs, (iii) an ability to reflect and learn from o<strong>the</strong>r experts, and iv)<br />

access to appropriate expertise. The criteria that <strong>the</strong>y have identified as important for having<br />

a sound and productive partnership were (Candy and Edmonds 2002b):<br />

• Devising a shared language<br />

• Developing a common understanding of <strong>the</strong> artistic intentions and vision<br />

• Engaging in extensive discussions and “what if?” sessions<br />

• Allowing time to establish a relationship and recover from mistakes.<br />

The difference between our contribution and <strong>the</strong> case study results from <strong>the</strong> COSTART<br />

project is that <strong>the</strong> collaborations in <strong>the</strong> COSTART project were selected for a particular<br />

purpose, where <strong>the</strong> artists were chosen based on some criteria. On <strong>the</strong> o<strong>the</strong>r hand, our case<br />

study represents a real-life collaboration between artist and technologist, where <strong>the</strong>y are not<br />

invited nor selected for some purpose. Ano<strong>the</strong>r difference with <strong>the</strong> COSTART project is that<br />

COSTART was mainly focussed on creativity issues in <strong>the</strong> collaboration whereas our focus<br />

was on successful collaboration.<br />

Our findings match with <strong>the</strong> findings from <strong>the</strong> COSTART project. We have identified artists’<br />

knowledge and know-how of technology as a positive success factor which matches with <strong>the</strong><br />

first criteria, devising a shared language. The second and fourth criteria from <strong>the</strong> COSTART<br />

project are about common understanding and spending time to establish a relationship, which<br />

is in line with our finding that an iterative method with frequent communication between <strong>the</strong><br />

artist and technologist is identified as a positive feature by both artist and <strong>the</strong> technologist.<br />

Finally, <strong>the</strong> third criteria, engaging in extensive discussions, refers us back to <strong>the</strong> situation of<br />

our project where <strong>the</strong> artist did not have a clear idea about <strong>the</strong> end product and he wanted to<br />

try out several options and ideas to get to <strong>the</strong> final product. We have identified it as one of <strong>the</strong><br />

reasons for selecting students as developers of <strong>the</strong> project which allowed <strong>the</strong> artist to work on<br />

an experimental basis. It might be a common choice for artists to work in a way that allows<br />

trial and experimentation.<br />

Apart from <strong>the</strong> COSTART project, most o<strong>the</strong>r collaboration issues that we have found in <strong>the</strong><br />

literature were from researchers conducting multidisciplinary collaboration courses in art and<br />

computing schools. Morlan and Rosalee mentioned <strong>the</strong> following elements as essential for<br />

successful collaboration from <strong>the</strong>ir experience of conducting an interdisciplinary course<br />

involving art and science students (Morlan 1993):<br />

• Identification of commonalities between <strong>the</strong> disciplines for <strong>the</strong> purpose of opening <strong>the</strong><br />

avenues of communication<br />

• Familiarity with <strong>the</strong> terminology of both fields<br />

• A sensitivity to <strong>the</strong> challenges and difficulties posed by each discipline and a respect for<br />

individual's abilities<br />

The first two points pronounce <strong>the</strong> importance of communication and a shared language,<br />

which was also discussed by <strong>the</strong> COSTART researchers. Our contribution also acknowledges<br />

76


Chapter 6. Evaluation and Discussion of Results<br />

<strong>the</strong>se elements. In addition, we have identified lessons learned from <strong>the</strong> project that affected<br />

<strong>the</strong> development of <strong>the</strong> project positively or negatively which we have not found to be<br />

addressed by o<strong>the</strong>rs before.<br />

The fourth contribution is a set of proposals that work as an example on how <strong>the</strong><br />

collaboration can be extended and bring mutual benefits to both art and SE. The suggested<br />

proposals were based on our knowledge gained from literature and from experiences of<br />

participating in art projects. Utilising artwork for different computing purposes is one way to<br />

extend collaboration with artists. This is not something new, o<strong>the</strong>r researchers have utilised<br />

artworks for many purposes. What is new about our contribution is <strong>the</strong> identification of <strong>the</strong><br />

usage as ways of extending SE collaboration. Use of <strong>the</strong>ory from art and aes<strong>the</strong>tics in<br />

different disciplines is also not a new idea. Many researchers have already identified different<br />

areas in <strong>the</strong> computing discipline for <strong>the</strong> application of art <strong>the</strong>ory. In HCI <strong>the</strong> importance of<br />

visual aes<strong>the</strong>tics has already been recognised by some researchers. Our contribution was to<br />

collect all <strong>the</strong> views and reviews about <strong>the</strong> positive and negative effects of visual aes<strong>the</strong>tics in<br />

HCI. Besides, we divided <strong>the</strong> field into different segments where visual aes<strong>the</strong>tics have<br />

important roles to play. There is evidence that art and science collaboration can promote<br />

creativity and innovation. Multidisciplinary courses found in <strong>the</strong> literature also documented<br />

positive effects. Thus our suggestion of including SDAs in SE education is based on<br />

empirical evidence both from our own experience and <strong>the</strong> state of <strong>the</strong> art.<br />

6.3 Evaluation of Validity<br />

Mary Shaw (2002) suggests that good research should have clear and convincing evidence so<br />

that <strong>the</strong> result is sound. This evidence should be based on experience or systematic analysis,<br />

not simply persuasive argument or textbook examples. In this section we discuss <strong>the</strong> validity<br />

of our research and <strong>the</strong> ways we have minimised <strong>the</strong> threats toward validity. First of all we<br />

position <strong>the</strong> overall validity of our research and <strong>the</strong>n discuss <strong>the</strong> relevant threats one by one.<br />

Mary Shaw, while discussing What Makes Good Research in <strong>Software</strong> <strong>Engineering</strong>?,<br />

identified a set of validation techniques in SE (Shaw 2002) which is presented in <strong>the</strong><br />

following table:<br />

77


Chapter 6. Evaluation and Discussion of Results<br />

Type of<br />

Validation<br />

Analysis<br />

Example<br />

I have analysed my result and find it satisfactory through ... (formal analysis)<br />

… rigorous derivation and proof (empirical model)<br />

… data on controlled use (controlled …carefully designed statistical experiment)<br />

experiment<br />

Experience My result has been used on real examples by someone o<strong>the</strong>r than<br />

me, and <strong>the</strong> evidence of its correctness / usefulness / effectiveness<br />

is … (qualitative model) … narrative (empirical model, … data,<br />

usually statistical, in practice<br />

(notation, tool) … comparison of this with similar results in<br />

technique) actual use<br />

Example Here’s an example of how it works on<br />

(toy example) … a toy example, perhaps motivated by reality<br />

(slice of life) …a system that I have been developing<br />

Evaluation Given <strong>the</strong> stated criteria, my result ...<br />

(descriptive model) …adequately describes <strong>the</strong> phenomena of interest …<br />

(qualitative model) … accounts for <strong>the</strong> phenomena of interest…<br />

(empirical model) … is able to predict … because …,<br />

or … gives results that fit real data …<br />

Includes feasibility studies, pilot projects<br />

Persuasion<br />

I thought hard about this, and I believe...<br />

(technique) … if you do it <strong>the</strong> following way, …<br />

(system) … a system constructed like this would …<br />

(model) … this model seems reasonable<br />

Note that if <strong>the</strong> original question was about feasibility, a working<br />

system, even without analysis, can be persuasive<br />

Blatant<br />

assertion<br />

No serious attempt to evaluate result<br />

Table 11.Validation technique in SE<br />

From <strong>the</strong> table we can see that, in <strong>the</strong> Analysis technique, <strong>the</strong> result is validated ei<strong>the</strong>r by<br />

rigorous derivation and proof, or in a controlled and carefully designed statistical experiment.<br />

In Experience, <strong>the</strong> result is validated by experience, such as when someone o<strong>the</strong>r than <strong>the</strong><br />

author has used <strong>the</strong> result and <strong>the</strong> evidence of its correctness/usefulness/effectiveness is clear<br />

from <strong>the</strong>ir use. In <strong>the</strong> case of Evaluation, <strong>the</strong> result is a descriptive model that adequately<br />

describes <strong>the</strong> phenomena of interest, a qualitative model that accounts for <strong>the</strong> phenomena of<br />

78


Chapter 6. Evaluation and Discussion of Results<br />

interest, or an empirical model with results that fit real data. It often includes feasibility<br />

studies or pilot projects. In Example, <strong>the</strong> author presents an example to show how <strong>the</strong><br />

claimed result works on it. It can be a toy example or a slice of life, or a system that <strong>the</strong><br />

author has been developing. According to Persuasion, validity depends on <strong>the</strong> belief of <strong>the</strong><br />

author. It can be a system, technique or a model which <strong>the</strong> author believes to be better,<br />

effective, or reasonable and <strong>the</strong>refore persuade o<strong>the</strong>rs to follow <strong>the</strong> technique/system/model.<br />

The last technique, Blatant Assertion, does not make any serious attempt to evaluate <strong>the</strong><br />

result.<br />

From <strong>the</strong> above classification, we claim that our research follows <strong>the</strong> category Evaluation.<br />

We have presented some features based on models of collaboration and a conceptual<br />

framework based on empirical data. However, part of our third contribution is based on<br />

Persuasion.<br />

Johnson (1997) states that validity has traditionally been attached to <strong>the</strong> quantitative research<br />

tradition. He mentions that while some qualitative researchers suggest that <strong>the</strong> concept of<br />

validity is not relevant to qualitative research due to <strong>the</strong> fact that basic epistemological and<br />

ontological assumptions of qualitative and quantitative research are incompatible, most<br />

qualitative researchers hold a more moderate viewpoint and <strong>the</strong>y consider that validity makes<br />

qualitative research better than o<strong>the</strong>rs that do not have <strong>the</strong> concept. When referring to<br />

research validity, qualitative researchers usually refer to qualitative research that is plausible,<br />

credible, trustworthy and, <strong>the</strong>refore, defensible.<br />

Researchers have developed several strategies to maximise validity in qualitative research.<br />

Some of <strong>the</strong> strategies are for example, extended fieldwork, low inference descriptors,<br />

triangulation, data triangulation, participant feedback and peer review (Johnson 1997). In our<br />

research we have used several of <strong>the</strong>se strategies in order to increase <strong>the</strong> validity of our<br />

research. In this work, we have used two research methods which are systematic review and<br />

case study. We will discuss <strong>the</strong> four types of validity in terms of <strong>the</strong>se two types of studies.<br />

6.3.1 Internal Validity<br />

Internal validity focuses on cause and effect relationships. The notion of one thing leading to<br />

ano<strong>the</strong>r is applicable here, such as event A leads to event B. Internal validity addresses <strong>the</strong><br />

"true" causes of <strong>the</strong> outcomes that you observe in your study. In experimentation and<br />

quantitative research, strong internal validity means that independent and dependent variables<br />

are reliably measured and <strong>the</strong>re is a strong justification that causally links independent<br />

variables to dependent variables. Since in qualitative research, <strong>the</strong>re is no dependent and<br />

independent variable, <strong>the</strong> internal validity in qualitative research is measured by <strong>the</strong> quality<br />

and trustworthiness of <strong>the</strong> study. The issues of reliability, trustworthiness, rigor and quality<br />

differentiates good research from a bad one, and <strong>the</strong>refore testing and increasing <strong>the</strong>se values<br />

is important in any research, be it quantitative or qualitative. Lincoln and Guba (1985)<br />

suggest that instead of internal validity in intrepretivist research, we should use <strong>the</strong> alternative<br />

criteria credibility, which determines whe<strong>the</strong>r <strong>the</strong> research inquiry was accurately identified<br />

and described. Credibility can be achieved by several techniques such as research<br />

triangulation, prolonged engagement with <strong>the</strong> problem situation, checking by informants and<br />

respondents checking <strong>the</strong>ir interpretations (Oates 2006b).<br />

79


Chapter 6. Evaluation and Discussion of Results<br />

Systematic Review<br />

For most of <strong>the</strong> research work, we worked with data over time. The first literature review was<br />

conducted over a year by three people. Results from <strong>the</strong> review were presented with<br />

references to <strong>the</strong> literature. Keywords were updated and modified in order to ga<strong>the</strong>r more<br />

relevant articles. Relevant articles from o<strong>the</strong>r search results were allowed as alternative<br />

sources and searching from <strong>the</strong> references cited in <strong>the</strong> relevant articles offered multiple data<br />

sources. The interpretation bias or subjectivity was removed by having two people read an<br />

article before including it for review. The second literature review was done by two<br />

researchers over a period of six months. Except for <strong>the</strong> fact that this review was small in<br />

comparison to <strong>the</strong> first review, <strong>the</strong> strategies followed in <strong>the</strong> first review were also followed<br />

here.<br />

Case Study<br />

For <strong>the</strong> case study, threat to internal validity is not applicable to descriptive or exploratory<br />

studies as <strong>the</strong>se studies do not claim any causal relationships (Yin 1989). However, we have<br />

used data triangulation, extended fieldwork and participant feedback to ensure <strong>the</strong> quality and<br />

trustworthiness of <strong>the</strong> study.<br />

6.3.2 External Validity<br />

External validity is related to generalising. External validity is <strong>the</strong> degree to which <strong>the</strong> results<br />

can be generalised to o<strong>the</strong>r populations and settings, i.e. that <strong>the</strong> conclusions in a study would<br />

hold for o<strong>the</strong>r persons in o<strong>the</strong>r places and at o<strong>the</strong>r times. Generalisation depends on four<br />

elements, time, people, place and setting. There are differences between <strong>the</strong> interpretivist and<br />

positivist way of defining <strong>the</strong> validities. In positivist research, generalising a sample to a<br />

population or getting similar results from replication of <strong>the</strong> same study streng<strong>the</strong>ns <strong>the</strong> degree<br />

of generalisability and thus external validity. But interpretivist research consider that <strong>the</strong> truth<br />

out <strong>the</strong>re is socially constructed, short lived and changing (Oates 2006b). Besides, some<br />

qualitative researchers are more interested in documenting particularistic findings than<br />

universalistic findings (Johnson 1997). However, <strong>the</strong>re are also some qualitative researchers<br />

such as Yin and Stake as mentioned by (Johnson 1997), who argue that qualitative research<br />

can be also generalised to some extent. Following (Cook and Campbell 1979), Yin (1989)<br />

suggests that by using replication logic just like in <strong>the</strong> case of experimental research, <strong>the</strong><br />

more times a research finding is shown to be true with different sets of people, <strong>the</strong> more<br />

confidence we can place in <strong>the</strong> finding and in <strong>the</strong> conclusions that <strong>the</strong> finding generalises<br />

beyond <strong>the</strong> people in <strong>the</strong> original research study.<br />

Systematic review<br />

Dybå and Dingsøyr suggest that in <strong>the</strong> context of a systematic review, external validity is<br />

concerned with whe<strong>the</strong>r or not <strong>the</strong> study is asking an appropriate research question. They also<br />

say that <strong>the</strong> assessment depends on <strong>the</strong> purpose for which <strong>the</strong> study is to be used. External<br />

validity is closely connected with <strong>the</strong> generalisability or applicability of a study’s findings<br />

(Dybå and Dingsøyr 2008).<br />

Lincoln and Guba (1985) suggest that instead of speaking about external validity in<br />

interpretivist research we should use transferability. Since intrerpretivists accept <strong>the</strong><br />

uniqueness of contexts, individuals and individual constructions, <strong>the</strong>reby making identical<br />

80


Chapter 6. Evaluation and Discussion of Results<br />

findings in o<strong>the</strong>r contexts less likely, <strong>the</strong> researcher should give a sufficiently detailed<br />

description so that <strong>the</strong> readers can judge whe<strong>the</strong>r <strong>the</strong>ir own situation of interest has similar<br />

features so that <strong>the</strong> findings may also be relevant <strong>the</strong>re (Oates 2006b).<br />

From our systematic review we have derived a conceptual framework (Section 5.2). This<br />

conceptual framework was later applied in <strong>the</strong> practical world to see how it is applicable to<br />

real life projects at <strong>the</strong> intersection of software and art. It was applied to art projects<br />

conducted in two different countries; Norway and Italy.<br />

The quality and worth of a review depends on <strong>the</strong> extent to which scientific review methods<br />

have been used to minimise error and bias. Thus <strong>the</strong> trustworthiness and credibility, i.e. <strong>the</strong><br />

internal validity, of a systematic review plays an important role in how much confidence a<br />

user can place in <strong>the</strong> conclusions and recommendations arising from such a review.<br />

Both our literature reviews have been described in detail in <strong>the</strong> research method section. In<br />

addition <strong>the</strong> articles that were included in <strong>the</strong> review have been extracted into an Excel file<br />

from where <strong>the</strong> readers can obtain <strong>the</strong> list of articles and <strong>the</strong> conclusion that is derived from<br />

<strong>the</strong>m and make a relation to our interpretation. The list of articles and o<strong>the</strong>r relevant data are<br />

published on <strong>the</strong> SArt website. However, one drawback of doing literature review replication<br />

that should be kept in mind is that searching on internet databases is not reliable. The same<br />

search keywords may generate different sets of results at different times, in addition to <strong>the</strong><br />

fact that <strong>the</strong> database is always being changed and updated.<br />

Case study<br />

There are criticisms about single cases offering a poor basis for generalisation. However such<br />

critics implicitly contrast <strong>the</strong> situation to survey research (Yin 1989). In survey research a<br />

sample is generalised to a larger universe. Yin (1989) suggests that <strong>the</strong> analogy to samples<br />

and universe is incorrect when dealing with case studies because survey research relies on<br />

statistical generalisations whereas case studies rely on analytical generalisation. In analytical<br />

generalisation, a particular set of results is generalised to some broader <strong>the</strong>ory. A common<br />

complaint about <strong>the</strong> case study is that it is difficult to generalise from one case to ano<strong>the</strong>r.<br />

Thus analysts fall into <strong>the</strong> trap of trying to select a representative case or set of cases. But Yin<br />

says that even a large set of cases do not remove <strong>the</strong> complaint, ra<strong>the</strong>r <strong>the</strong> focus of <strong>the</strong> notion<br />

of generalisation should be changed. He suggests that instead of generalising to o<strong>the</strong>r cases, a<br />

case study should aim to generalise <strong>the</strong> findings to <strong>the</strong>ory, analogous to experimental results<br />

generalised to <strong>the</strong>ory.<br />

Although multiple case studies give more opportunity for generalisation, we often choose a<br />

single case study. Yin (1989) has suggested five reasons for why people choose single case<br />

studies: if <strong>the</strong> case is a) a critical case, b) an extreme or unique case, c) a representative or<br />

typical case, d) a revelatory case and e) a longitudinal case. Our reason for choosing a single<br />

case study was <strong>the</strong> third reason. The case of Sonic Onyx is a representative case of artist and<br />

student technologists’ collaboration. The reason we call this case a representative one is<br />

because i) Sonic Onyx is a typical instance of an interactive art installation, ii) <strong>the</strong> project<br />

involves collaboration of artist and technologists, iii) technologists are representative<br />

computer engineering students, and iv) <strong>the</strong> artist is a representative professional artist with<br />

previous experience of installation arts involving technology.<br />

81


Chapter 6. Evaluation and Discussion of Results<br />

Our experiences from <strong>the</strong> art projects that led us to certain knowledge about <strong>the</strong> intersection<br />

of art and SE has happened in <strong>the</strong> environment of Norway. We should bear in mind that <strong>the</strong><br />

Norwegian way of project management and collaboration in a project might be different to<br />

that of o<strong>the</strong>r countries, and especially when organisations have a flat management system<br />

than compared to <strong>the</strong> United States where it is more hierarchical. When considering <strong>the</strong><br />

students and artist collaboration, it should be also kept in mind that Norwegian students<br />

might have differences in <strong>the</strong> cultural approach of collaboration. Finally we believe that <strong>the</strong><br />

generalisability of <strong>the</strong> study can be increased by using replication logic as advocated by Yin<br />

(1989) and Cook and Campbell (1979).<br />

6.3.3 Construct and Conclusion Validity<br />

Since this study is mainly explorative and interpretivist in nature, <strong>the</strong>re is no experiment<br />

involved here and that is why construct validity is not applicable here.<br />

Conclusion validity is concerned about whe<strong>the</strong>r or not <strong>the</strong> right conclusions are drawn based<br />

on <strong>the</strong> data collected. In experiments and qualitative analysis, conclusion validity deals with<br />

<strong>the</strong> statistical significance of <strong>the</strong> relationship between treatment and outcome. The qualitative<br />

data that we have collected have been used to explore and describe a phenomenon ra<strong>the</strong>r than<br />

to test causal relationships. Therefore, statistical conclusion validity is not relevant in our<br />

case of study.<br />

82


7 Conclusion<br />

In conclusion we would like to say that based on <strong>the</strong> empirical data that we have ga<strong>the</strong>red it is<br />

worth considering <strong>the</strong> idea that SE collaboration <strong>towards</strong> SDA development can bring a<br />

positive influence to both art and <strong>the</strong> SE discipline. Especially in SE education, where it is<br />

often hard to get real industrial projects and real customers for students to work with, artwork<br />

can be an alternative project where <strong>the</strong> students can get <strong>the</strong> experience of working with real<br />

life projects and real customers. On <strong>the</strong> o<strong>the</strong>r hand, artists who work with software often<br />

create <strong>the</strong> software or <strong>the</strong> artwork in a way which software engineers consider as<br />

craftsmanship. As long as <strong>the</strong> software or <strong>the</strong> artwork is small and is not upgraded or evolved<br />

with time, it can work perfectly and <strong>the</strong>re is no problem with <strong>the</strong> craftsmanship nature of its<br />

development. But when <strong>the</strong> artwork is large or complex and is upgraded and changed over<br />

time, <strong>the</strong>n its development matters and following SE guidance removes many problems that<br />

may occur during <strong>the</strong> lifetime of <strong>the</strong> artwork system.<br />

From <strong>the</strong> state of <strong>the</strong> art we have seen that SE has changed over <strong>the</strong> years. During <strong>the</strong> 1960s<br />

when code and fix was popular and many small scale software applications were built, <strong>the</strong><br />

result was often spaghetti code that was hard to maintain and modify. This scenario can be<br />

compared to today’s situation in SDA projects. With increased interest from artist<br />

communities to use software in <strong>the</strong>ir artwork many SDAs are being developed. Some of <strong>the</strong>se<br />

applications and artworks are small scale and <strong>the</strong> need of maintenance and upgrading might<br />

not be very visible in many cases. But with time when <strong>the</strong>se artworks strive to survive and<br />

evolve, <strong>the</strong> lack of proper SE knowledge and practices during <strong>the</strong> development of <strong>the</strong>se<br />

artworks can lead to <strong>the</strong> spaghetti style hard to manage code that happened during <strong>the</strong> 60s in<br />

mainstream SE. Our work in this interdisciplinary domain was to raise <strong>the</strong>se issues and reveal<br />

<strong>the</strong> need and importance of SE in SDA projects. Through literature review, a case study, and<br />

knowledge gained from participating and collaborating with artists in different art projects,<br />

we have identified scopes of extending collaboration between SE and art that yields mutual<br />

benefits to both disciplines.<br />

7.1 Contributions<br />

We have presented four contributions in this <strong>the</strong>sis. As a new interdisciplinary research area,<br />

it is important for a researcher to get a good understanding of <strong>the</strong> research area and locate<br />

his/her research in respect to <strong>the</strong> state of <strong>the</strong> art. Since our research is about collaboration and<br />

intersection, it was important to find out <strong>the</strong> entities involved in <strong>the</strong> collaboration and <strong>the</strong><br />

intersection. Our first contribution is in identifying <strong>the</strong> research issues at <strong>the</strong> intersection of<br />

software and art and <strong>the</strong> second contribution, <strong>the</strong> conceptual framework finds out <strong>the</strong> entities<br />

involved at <strong>the</strong> intersection. Thus <strong>the</strong> first and <strong>the</strong> second contribution toge<strong>the</strong>r give us a<br />

basic body of knowledge from where we can continue research in this area. The identified<br />

issues and associated literature would help researchers design research projects at <strong>the</strong><br />

intersection of SE and art. Moreover, <strong>the</strong>y should help artists to increase awareness about SE<br />

methods and tools when conceiving and implementing <strong>the</strong>ir software based artworks.<br />

In <strong>the</strong> third contribution, we have identified <strong>the</strong> issues and challenges in a real life art and<br />

software collaboration project. Lessons learned from this case study would be beneficial for<br />

future collaborators, i.e. software engineers and artists, as well as researchers in this<br />

83


Chapter 7. Conclusion<br />

interdisciplinary domain. The final contribution, where we persuasively propose some<br />

suggestions how we can extend <strong>the</strong> collaboration, are hints for interested researchers and<br />

collaborators to involve <strong>the</strong>mselves in <strong>the</strong> collaboration.<br />

In ano<strong>the</strong>r way, to put toge<strong>the</strong>r our findings in a more specific manner in tuned with our<br />

agenda of extending software engineering collaboration <strong>towards</strong> <strong>the</strong> intersection of software<br />

and art, we can list <strong>the</strong> following findings:<br />

• Artists need SE help and support for SDA projects.<br />

• For non trivial SDA projects, projects that are large, SE expertise needs to be included<br />

in <strong>the</strong> development process.<br />

Inclusion of software engineers in <strong>the</strong> development process requires that successful<br />

collaboration is an important factor for <strong>the</strong> success of <strong>the</strong> project. In our goal to investigate<br />

<strong>the</strong> characteristics of a successful artist and software developers’ collaboration we have<br />

identified several important factors that influence <strong>the</strong> success or failure of <strong>the</strong> project.<br />

• Common understanding or shared language is a desirable factor for smooth<br />

collaboration<br />

• Frequent communication between <strong>the</strong> artist and software developers, demonstration of<br />

intermediate prototypes, and regular reporting are positive factors for success of an<br />

SDA project.<br />

• SDA projects require iterations during <strong>the</strong> development. Artists prefer to see<br />

intermediate stages of <strong>the</strong> artwork and change and modify <strong>the</strong> final features and<br />

specifications of <strong>the</strong> artwork based on <strong>the</strong> intermediate results/prototypes. Thus agile<br />

software development method is suitable for SDA projects.<br />

• When <strong>the</strong> developers are represented by students it implicates some specific risks and<br />

concerns related to student projects such as need of good supervision and experienced<br />

resources, lack of time, unequal commitment of group members and risk of failure etc.<br />

• <strong>Collaboration</strong> between artists and software developers need to follow an agreement<br />

from <strong>the</strong> beginning so that <strong>the</strong>re arise no unclear responsibilities later in <strong>the</strong> project.<br />

• Partnership model of collaboration is better than assistant model because it allows<br />

software developers to contribute in concept development phase of <strong>the</strong> artwork along<br />

with <strong>the</strong> artist. Thus it gives sort of ownership feelings to software developers.<br />

Finally, our experience with SDA projects brings into light that,<br />

• <strong>Software</strong> engineering research agenda can extend its scope by considering SDA as a<br />

special domain that has specific requirements.<br />

• SDA project is more than just a mere art project. It can be used as a project in software<br />

engineering education. It can be also used as a research project where <strong>the</strong> objective is to<br />

spread computing among general people and involve <strong>the</strong>m with fun and entertainment.<br />

The stakeholders who can use <strong>the</strong> result of <strong>the</strong> <strong>the</strong>sis are several people with different roles.<br />

On <strong>the</strong> one side, it is <strong>the</strong> artists who recognise <strong>the</strong> need for software engineers not only for<br />

developing <strong>the</strong>ir artworks, but also to develop <strong>the</strong>ir works with proper SE processes and<br />

guidelines so that <strong>the</strong> artworks work smoothly and can evolve and survive easily with later<br />

changes and upgrades and reflect user needs. Ano<strong>the</strong>r stakeholder group are software<br />

84


Chapter 7. Conclusion<br />

engineers and developers who need to learn about artists, art projects and <strong>the</strong> process of<br />

working in an art project in order to implement <strong>the</strong> project successfully. They need to adjust<br />

to accommodate <strong>the</strong> artistic process with <strong>the</strong>ir development process so that <strong>the</strong> project runs<br />

smoothly without hampering <strong>the</strong> creativity and <strong>the</strong> artistic process in <strong>the</strong> collaboration. The<br />

sponsor of a SDA is ano<strong>the</strong>r important stakeholder who needs to be informed about <strong>the</strong><br />

differences of software and technology dependent artwork from traditional artwork.<br />

Academics in SE and <strong>the</strong> computing discipline who want to conduct art and technology<br />

collaborations in educational institutes can get important guidelines and knowledge about<br />

collaboration from this research. Finally, o<strong>the</strong>r researchers and art critics can become<br />

stakeholders of this research by criticising and/or evaluating our contribution.<br />

We also believe that collaboration not only increases <strong>the</strong> scope for mutual development but<br />

also helps in removing gaps between two cultures by developing shared meaning and<br />

reducing misunderstanding. While working with experts from <strong>the</strong> art domain we discovered<br />

how we have been using aes<strong>the</strong>tics with a meaning that is different compared to <strong>the</strong> meaning<br />

applied in <strong>the</strong> arts. Some of <strong>the</strong> fields inside computing can benefit from collaborating with<br />

artists and art domain experts, for example human computer interaction, game design, virtual<br />

reality and so on. Both from our experiences of conducting SDA projects and also from <strong>the</strong><br />

literature it has been observed that collaboration can play an important role in SE education.<br />

If we look at recent years, it is easy to see how fast information technology is changing and<br />

bringing new tools, devices and gadgets to <strong>the</strong> market. Creativity and innovation is a major<br />

force behind <strong>the</strong> momentum in such a fast growing and rapidly changing area. Thus<br />

extending collaboration <strong>towards</strong> <strong>the</strong> art domain can positively affect <strong>the</strong> innovation and<br />

creativity in <strong>the</strong> field of SE and computing in general.<br />

7.2 Limitations and Future Work<br />

In this section we briefly discuss <strong>the</strong> limitations of our work and <strong>the</strong>n draw some outlines of<br />

how future work can be carried out from this research.<br />

The conceptual framework at <strong>the</strong> intersection of software and art is drawn from <strong>the</strong> literature<br />

review where <strong>the</strong> articles were selected by using a process that allowed only scientific and<br />

published articles. Many articles and notes that were not published by any scientific<br />

publishers were discarded. In this way we could not take into account many anecdotal type<br />

writings and experience-based writings by many artists, or writings on web sites, blogs or<br />

artists’ personal websites, or project or festival websites. Never<strong>the</strong>less <strong>the</strong>se articles represent<br />

artists’ recent trends and experiences. On <strong>the</strong> o<strong>the</strong>r hand, to stick to <strong>the</strong> trustworthiness of <strong>the</strong><br />

review we had to discard publications not published through reliable scientific publishers.<br />

Due to of <strong>the</strong> vastness of <strong>the</strong> review and <strong>the</strong> limited persons involved in it, some of <strong>the</strong><br />

articles at <strong>the</strong> later phase were annotated and read by a single person. We still discussed <strong>the</strong><br />

article in meetings and thus <strong>the</strong> inclusion/exclusion was done by agreement of all three or at<br />

least two people. Besides, in <strong>the</strong> later phases of <strong>the</strong> review process each of <strong>the</strong> investigators<br />

matured and <strong>the</strong> selection criteria of <strong>the</strong> article became much clearer. So this slight deviation<br />

at <strong>the</strong> end did not make a big change on <strong>the</strong> selected articles and <strong>the</strong> result of <strong>the</strong> review. In<br />

addition we wanted to carry out some statistical analysis from <strong>the</strong> collected data. This was<br />

also not done at <strong>the</strong> end due to limitations of time and resources.<br />

85


Chapter 7. Conclusion<br />

The conceptual framework was published as a book chapter. Later we have applied <strong>the</strong><br />

concepts from this framework to some real life projects and reflected on <strong>the</strong> applicability of<br />

<strong>the</strong> framework. In order to bring <strong>the</strong> framework to a wider audience, especially to <strong>the</strong> artists,<br />

we could have presented it at art festivals or art conferences in <strong>the</strong> form of a short article or<br />

poster. The same could be done at some relevant information systems conferences. In this<br />

way <strong>the</strong> framework could get some feedback from <strong>the</strong> real entities at <strong>the</strong> intersection of art<br />

and SE, which would reveal <strong>the</strong> validity of <strong>the</strong> framework and its acceptance in <strong>the</strong><br />

community. It is noticeable that of our eight articles, only one was published in a pure SE<br />

conference. This was done unintentionally due to <strong>the</strong> interdisciplinary nature of <strong>the</strong> research<br />

that led us to believing that conferences focussing on interdisciplinary research were a better<br />

match regarding <strong>the</strong> scope and audience of <strong>the</strong> conference.<br />

The identified features that make collaboration successful were derived from a single case<br />

study. This was done because of <strong>the</strong> lack of time and availability of similar projects. The case<br />

study could be replicated to multiple cases and thus increase <strong>the</strong> validity of <strong>the</strong> findings. Also<br />

one of <strong>the</strong> weak points to mention in this regard is that all <strong>the</strong> SDA projects that we have<br />

participated in and <strong>the</strong> data that are collected regarding artist and software engineer<br />

collaboration is from Norway. Data from more than one country could yield better<br />

generalisation. In <strong>the</strong> future, similar case studies can be conducted on similar projects in <strong>the</strong><br />

context of o<strong>the</strong>r countries or with professional software engineers in place of students. We<br />

have identified agile development methods as a good choice for artist and software engineers’<br />

collaboration in a SDA project. Future work can include studies to prove through experiments<br />

or case studies where one or more project/s following agile development methods will be<br />

compared with one/more project/s following non-agile or heavyweight methods.<br />

In <strong>the</strong> case study we have interviewed many stakeholders involved in <strong>the</strong> process, such as<br />

artists, developers and <strong>the</strong> sponsor. After <strong>the</strong> interview <strong>the</strong> report was <strong>the</strong>n shown to <strong>the</strong><br />

stakeholders to get <strong>the</strong>ir feedback on <strong>the</strong> points that we have identified. In <strong>the</strong> original plan of<br />

<strong>the</strong> research we also planned to conduct interviews or survey <strong>the</strong> users of <strong>the</strong> artwork, namely<br />

<strong>the</strong> students at <strong>the</strong> school. However, because of some technical problems <strong>the</strong> artwork was out<br />

of order for a period of time and thus did not allow <strong>the</strong> students to utilise it. For <strong>the</strong>se reasons<br />

<strong>the</strong> survey was postponed. Changes and modifications to <strong>the</strong> artwork based on <strong>the</strong> feedback<br />

of <strong>the</strong> students were also planned which could lead us to some action research. But since we<br />

could not collect <strong>the</strong> feedback from <strong>the</strong> students, in <strong>the</strong> end it was cancelled. A user survey is<br />

now being conducted by a masters student as part of <strong>the</strong> student’s <strong>the</strong>sis work. Results from<br />

<strong>the</strong> survey can be used for future research where <strong>the</strong> users’ feedback can be used to modify<br />

and upgrade <strong>the</strong> artwork to reflect users’ needs and ambitions.<br />

7.3 Concluding Remarks<br />

Finally we would like to say that <strong>the</strong> contributions from this research add up to <strong>the</strong><br />

knowledge base of an interdisciplinary research. Future researchers can get a good overview<br />

of this area of research from our investigation and get directions of research from <strong>the</strong><br />

identified research issues. As Oates (2006a) looked at computer art as an information system<br />

and proposed to extend <strong>the</strong> information systems’ research agenda to include computer art, we<br />

believe our contribution will interest SE researchers to extend <strong>the</strong>ir research agenda to<br />

include SDAs and software developed in <strong>the</strong> context of art.<br />

86


8 References<br />

ACM. Computing Degrees and Careers:<strong>Software</strong> engineering. Retrieved 10.09.2010, from<br />

http://computingcareers.acm.org/?page_id=12.<br />

Adams, C. C. (1995). Technological allusivity: appreciating and teaching <strong>the</strong> role of<br />

aes<strong>the</strong>tics in engineering design. Proceedings of <strong>the</strong> Frontiers in Education<br />

Conference, 1995., Atlanta, GA, IEEE Computer Society pp. 3a5.1-3a5.8.<br />

Argent, L., B. Depper, R. Fajardo, S. Gjertson, S. T. Leutenegger, M. A. Lopez and J.<br />

Rutenbeck (2006). Building a game development program. Computer 39(6), pp. 52-<br />

60.<br />

Asphaug, T., C. Bielsa, E. M. Grytå, E. Thorsrud and T. Tollefsen (2007). Sculpture with 3D<br />

Interactive Sound. Department of Electronical and Computer <strong>Engineering</strong>, Faculty of<br />

Technology, HiST. Bachelor Thesis p. 110<br />

Babar, M. A. and H. Zhang (2009). Systematic literature reviews in software engineering:<br />

Preliminary results from interviews with researchers. Proceedings of <strong>the</strong> 2009 3rd<br />

International Symposium on Empirical <strong>Software</strong> <strong>Engineering</strong> and Measurement,<br />

IEEE Computer Society<br />

Baroudi, J. J. and W. J. Orlikowski (1991). Studying Information Technology in<br />

Organizations: Research Approaches and Assumptions. Information Systems<br />

Research 2(1), pp. 1-28.<br />

Bencina, R. (2006). Creative software development: reflections on AudioMulch practice.<br />

Digital Creativity 17(1), pp. 11-24.<br />

Bernard, H. R. (2000). Social research methods: qualitative and quantitative approaches.<br />

Thousand Oaks, California, Sage Publications, Inc, p. 784<br />

Bertelsen, O. W. and S. Pold (2004). Criticism as an approach to interface aes<strong>the</strong>tics.<br />

Proceedings of <strong>the</strong> third Nordic conference on Human-computer interaction,<br />

Tampere, Finland, ACM Press pp. 23-32.<br />

Biswas, A., T. Donaldson, J. Singh, S. Diamond, D. Gauthier and M. Longford (2006).<br />

Assessment of mobile experience engine, <strong>the</strong> development toolkit for context aware<br />

mobile applications. Proceedings of <strong>the</strong> 2006 ACM SIGCHI international conference<br />

on Advances in computer entertainment technology, Hollywood, California, ACM<br />

Press.<br />

Biswas, A. and J. Singh (2006). <strong>Software</strong> <strong>Engineering</strong> Challenges in New Media<br />

Applications. Proceedings of <strong>Software</strong> <strong>Engineering</strong> Applications (SEA 2006), Dallas,<br />

TX, USA, ACTA Press.<br />

Blais, J. and J. Ippolito (2006). At <strong>the</strong> Edge of Art. London, Thames & Hudson Ltd., p. 256<br />

Blassnigg, M. (2005). Documentary Film at <strong>the</strong> Junction between Art and Digital Media<br />

Technologies. Convergence-The International journal of New Media Technologies<br />

11(3), pp. 104-110.<br />

Blum, F. (2007). Digital Interactive Installations: Programming interactive installations using<br />

<strong>the</strong> software package Max/MSP/Jitter, VDM Verlag Dr. Mueller e.K., p. 88<br />

Boehm, B. (2006). A view of 20th and 21st century software engineering. Proceedings of <strong>the</strong><br />

28th international conference on <strong>Software</strong> engineering. Shanghai, China, ACM<br />

87


References<br />

Boland, R. (1985). Phenomenology: A Preferred Approach to Research in Information<br />

Systems. In Research Methods in Information Systems. R. A. H. E. Mumford, G.<br />

Fitzgerald, and T. WoodHarper NorthHolland, Amsterdam, pp. 193-201.<br />

Bond, G. W. (2005). <strong>Software</strong> as art. Communications of <strong>the</strong> ACM 48(8), pp. 118-124.<br />

Bourque, P., R. Dupuis, A. Abran and J. W. Moore, Eds. (2004). Guide to <strong>the</strong> <strong>Software</strong><br />

<strong>Engineering</strong> Body of Knowledge, IEEE Press, p. 204.<br />

Boyd, J. E., G. Hushlak and C. J. Jacob (2004). SwarmArt: interactive art from swarm<br />

intelligence. Proceedings of <strong>the</strong> 12th annual ACM international conference on<br />

Multimedia, New York, NY, USA, ACM Press pp. 628-635.<br />

Byrne, M. (2001). Hermeneutics as a methodology for textual analysis - nursing applications.<br />

AORN Journal 73(5), pp. 968-970.<br />

Bødker, S. (1990). Through <strong>the</strong> Interface: A Human Activity Approach to User Interface<br />

Design, L. Erlbaum Associates Inc., p. 192<br />

Candy, L. (1999). COSTART Project Artists Survey Report: Preliminary Results.,<br />

Loughborough University<br />

Candy, L. and E. Edmonds (2002a). Explorations in art and technology, Springer-Verlag, p.<br />

282<br />

Candy, L. and E. Edmonds (2002b). Modeling co-creativity in art and technology.<br />

Proceedings of <strong>the</strong> 4th conference on Creativity & cognition, Loughborough, UK,<br />

ACM Press pp. 134-141.<br />

Cook, T. D. and D. T. Campbell (1979). Quasi-experimentation: Design and analysis issues<br />

for field settings. . Chicago, Rand McNally<br />

Cooper, H. and L. V. Hedges, Eds. (1994). Handbook of Research Syn<strong>the</strong>sis. New York,<br />

Russell Sage Foundation.<br />

Cramer, F. (2002) Concepts, Notations, <strong>Software</strong>, Art. read_me 1.2 catalogue.<br />

Cramer, F. and U. Gabriel (2001). <strong>Software</strong> Art and Writing. American Book Review 22(6).<br />

Donna, J. C. (1991). Interdisciplinary collaboration case study in computer graphics<br />

education: “Venus & Milo”. SIGGRAPH Computer Graphics 25(3), pp. 185-190.<br />

Donnell, A. (1999). The Philosophy of Science and its Implications for Astrology. Retrieved<br />

07.05.2008, from<br />

http://www.aplaceinspace.net/Pages/AndrePhilosophyofScience.html.<br />

Dybå, T. and T. Dingsøyr (2008). Strength of evidence in systematic reviews in software<br />

engineering. Proceedings of <strong>the</strong> Second ACM-IEEE international symposium on<br />

Empirical software engineering and measurement. Kaiserslautern, Germany, ACM,p.<br />

178-187<br />

Dyson, F. J. (1998). Science as a Craft Industry. Science 280(5366), pp. 1014-1015.<br />

Easterbrook, S., J. Singer, M.-A. Storey and D. Damian (2008). Selecting Empirical Methods<br />

for <strong>Software</strong> <strong>Engineering</strong> Research. In Guide to Advanced Empirical <strong>Software</strong><br />

<strong>Engineering</strong>. J. S. Forrest Shull, Dag I.K. Sjoberg, Springer.<br />

Ebert, D. S. and D. Bailey (2000). A collaborative and interdisciplinary computer animation<br />

course. ACM SIGGRAPH Computer Graphics 34(3), pp. 22-26.<br />

Edmonds, E., G. Turner and L. Candy (2004). Approaches to interactive art systems.<br />

Proceedings of <strong>the</strong> 2nd international conference on Computer graphics and interactive<br />

techniques in Australasia and South East Asia, Singapore, ACM Press pp. 113-117.<br />

Eisenhardt, K. M. (1989). Building <strong>the</strong>ories from case study research. Academy of<br />

Management Review 14(4), pp. 532-550.<br />

88


References<br />

Endres, A. and D. Rombach (2003). A Handbook of <strong>Software</strong> and Systems <strong>Engineering</strong>,<br />

Empirical Observations, Laws, and Teories, Addison-Wesley Professional<br />

Fels, S., Y. Kinoshita, C. Tzu-pei Grace, Y. Takama, S. Yohanan, A. Gadd, S. Takahashi and<br />

K. Funahashi (2005). Swimming across <strong>the</strong> Pacific: a VR swimming interface.<br />

Computer Graphics and Applications, IEEE 25(1), pp. 24-31.<br />

Finkelstein, A. and J. Kramer (2000). <strong>Software</strong> engineering: a roadmap. Proceedings of <strong>the</strong><br />

Conference on The Future of <strong>Software</strong> <strong>Engineering</strong>. Limerick, Ireland, ACM<br />

Fishwick, P. (2003). Nurturing next-generation computer scientists. Computer 36(12), pp.<br />

132-134.<br />

Fishwick, P. (2005). Enhancing experiential and subjective qualities of discrete structure<br />

representations with aes<strong>the</strong>tic computing. Journal of Visual Languages & Computing<br />

16(5), pp. 406-427.<br />

Fishwick, P., T. Davis and J. Douglas (2005). Model representation with aes<strong>the</strong>tic computing:<br />

Method and empirical study. ACM Trans. Model. Comput. Simul. 15(3), pp. 254-279.<br />

Fishwick, P. A. (2006). Aes<strong>the</strong>tic Computing (Leonardo Books), The MIT Press<br />

Fishwick, P. A. (2007). Aes<strong>the</strong>tic Computing: A Brief Tutorial. In Visual Languages for<br />

Interactive Computing: Definitions and Formalizations. F. Ferri, Idea Group Inc.<br />

Garvey, G. P. (1997). Retrofitting fine art and design education in <strong>the</strong> age of computer<br />

technology. ACM SIGGRAPH Computer Graphics 31(3), pp. 29-32.<br />

Glass, R. L. (1995). <strong>Software</strong> creativity, Prentice-Hall, Inc., p. 268<br />

Glass, R. L., V. Ramesh and I. Vessey (2004). An analysis of research in computing<br />

disciplines. Commun. ACM 47(6), pp. 89-94.<br />

Glass, R. L., I. Vessey and V. Ramesh (2002). Research in software engineering: an analysis<br />

of <strong>the</strong> literature. Information and <strong>Software</strong> Technology 44(8), pp. 491-506.<br />

Greene, R., Thames and Hudson (2004). Internet Art (World of Art), Thames \& Hudson<br />

Grey, J. (2002). Human-computer interaction in life drawing, a fine artist's perspective. Sixth<br />

International Conference on Information Visualisation (IV'02), California State Univ.,<br />

Long Beach, CA, USA, IEEE Computer Society pp. 761-770.<br />

Gross, J. B. (2005). Programming for artists: a visual language for expressive lighting design.<br />

IEEE Symposium on Visual Languages and Human-Centric Computing, 2005, IEEE<br />

Computer Society pp. 331-332.<br />

Harris, C., Ed. (1999). Art and innovation: <strong>the</strong> Xerox PARC Artist-in-Residence program.<br />

Cambridge, Massachusetts, MIT Press, p. 293.<br />

Hart, C. (1998). Doing a literature review: releasing <strong>the</strong> social science research imagination.<br />

London, Sage Publications<br />

Haungs, J., M. Fowler, R. Johnson, S. McConnell and R. Gabriel (2004). <strong>Software</strong><br />

development: arts & crafts or math & science? Companion to <strong>the</strong> 19th annual ACM<br />

SIGPLAN conference on Object-oriented programming systems, languages, and<br />

applications. Vancouver, BC, CANADA, ACM<br />

Henderson, P. B. (2008). <strong>Software</strong> engineering education (SEEd). SIGSOFT Softw. Eng.<br />

Notes 33(3), pp. 5-5.<br />

Hirschheim, R. (1992). Information Systems Epistemology: An Historical Perspective. In<br />

Information Systems Research: Issues, Methods and Practical Guidelines. R. Galliers.<br />

Oxford, Blackwell Scientific Publications, pp. 28-60.<br />

Hycner, R. H. (1985). Some guidelines for <strong>the</strong> phenomenological analysis of interview data.<br />

Human Studies 8, pp. 279-303.<br />

89


References<br />

Jaccheri, M. L. and G. Sindre (2007). <strong>Software</strong> <strong>Engineering</strong> Students meet Interdisciplinary<br />

Project work and Art. Proceedings of <strong>the</strong> 11th International Conference on<br />

Information Visualisation, Zurich, Switzerland, IEEE Computer Society pp. 925--934.<br />

Jaimes, A., N. Sebe and D. Gatica-Perez (2006). Human-centered computing: a multimedia<br />

perspective. Proceedings of <strong>the</strong> 14th annual ACM International Conference on<br />

Multimedia. Santa Barbara, CA, USA, ACM Press<br />

Jennings, P., E. Giaccardi and M. Wesolkowska (2006). About face interface: creative<br />

engagement in <strong>the</strong> new media arts and HCI. CHI '06 extended abstracts on Human<br />

factors in computing systems, Montreal, Quebec, Canada, ACM Press pp. 1663-1666.<br />

joelonsoftware. (2005). Programmer vs. Developer vs. <strong>Software</strong> Engineer. from<br />

http://discuss.joelonsoftware.com/default.asp?joel.3.112837.37.<br />

Johnson, R. B. (1997). Examining <strong>the</strong> Validity Structure of Qualitative Research. Education<br />

118(2).<br />

Jones, S. (2005a). A cultural systems approach to collaboration in art & technology.<br />

Proceedings of <strong>the</strong> 5th conference on Creativity & cognition, London, United<br />

Kingdom, ACM Press pp. 76--85.<br />

Jones, S. (2005b). A cultural systems approach to collaboration in art \& technology.<br />

Proceedings of <strong>the</strong> 5th conference on Creativity \& cognition. London, United<br />

Kingdom, ACM Press<br />

Karvonen, K. (2000). The beauty of simplicity. Proceedings on <strong>the</strong> 2000 conference on<br />

Universal Usability. Arlington, Virginia, United States, ACM<br />

Kitchenham, B. (2004). Procedures for Performing Systematic Reviews, Keele University<br />

Technical Report TR/SE-0401 and NICTA Technical Report 0400011T.1<br />

Kitchenham, B. and S. Charters (2007). Guidelines for performing systematic literature<br />

reviews in software engineering. Technical Report, Keele University and University<br />

of Durham<br />

Kluszczynski, R. W. (2005). Arts, Media, Cultures: Histories of Hybridisation. Convergence-<br />

The International Journal of New Media Technologies 11(4), pp. 124-132.<br />

Knowlton, K. and C. Machover (2001). On frustrations of collaborating with artists. ACM<br />

SIGGRAPH Computer Graphics 35(3), pp. 22-24.<br />

Knuth, D. E. (2001). Things a Computer Scientist Rarely Talks About, CSLI Publications, p.<br />

230<br />

Lester, S. (1999). An introduction to phenomenological research. from<br />

http://www.sld.demon.co.uk/resmethy.pdf.<br />

Lincoln, Y. S. and E. G. Guba (1985). Naturalistic inquiry. Beverly Hills, CA, Sage<br />

Lincoln, Y. S. and E. G. Guba (1994). Competing Paradigms in Qualitative Research. In<br />

Handbook of Qualitative Research N. K. Denzin and Y. S. Lincoln. Thousand Oaks,<br />

CA, Sage Publications.<br />

Machin, C. H. C. (2002a). Digital artworks: bridging <strong>the</strong> technology gap. Proceedings of <strong>the</strong><br />

20th Eurographics UK Conference, 2002. , IEEE Computer Society pp. 16-23.<br />

Machin, C. H. C. (2002b). Digital artworks: bridging <strong>the</strong> technology gap. Proceedings of The<br />

20th Eurographics UK Conference, 2002 p. 16-23<br />

Mamykina, L., L. Candy and E. Edmonds (2002). Collaborative creativity. Communications<br />

of <strong>the</strong> ACM 45(10), pp. 96-99.<br />

Manovich, L. (2002a). Generation Flash. International workshop Multimedia and <strong>the</strong><br />

Interactive Spectator. University of Maastricht<br />

90


References<br />

Manovich, L. (2002b). The Language of New Media (Leonardo Books), The MIT Press, p.<br />

352<br />

Marchese, F. T. (2006). The Making of Trigger and <strong>the</strong> Agile <strong>Engineering</strong> of Artist-Scientist<br />

<strong>Collaboration</strong>. Proceedings of <strong>the</strong> conference on Information Visualization, IEEE<br />

Computer Society pp. 839-844.<br />

McConnell, S. (1998). The art, science, and engineering of software development. IEEE<br />

<strong>Software</strong> 15(1), pp. 120, 118-119.<br />

Meyer, J., L. Staples, S. Minneman, M. Naimark and A. Glassner (1998a). Artists and<br />

technologists working toge<strong>the</strong>r (panel). Proceedings of <strong>the</strong> 11th annual ACM<br />

symposium on User interface software and technology, San Francisco, California,<br />

United States, ACM Press pp. 67-69.<br />

Meyer, J., L. Staples, S. Minneman, M. Naimark and A. Glassner (1998b). Artists and<br />

technologists working toge<strong>the</strong>r (panel). Proceedings of <strong>the</strong> 11th Annual ACM<br />

Symposium on User Interface <strong>Software</strong> and Technology. San Francisco, California,<br />

United States, ACM Press<br />

Morlan, J. (1993). Photographic rendering of environmental graphics in context: a<br />

collaboration between art and science made simple. ACM SIGGRAPH Computer<br />

Graphics 27(1), pp. 10-12.<br />

Myers, M. D. (1997). Qualitative research in information systems. MIS Q. 21(2), pp. 241-<br />

242.<br />

Nalder, G. (2003). Art in <strong>the</strong> Informational Mode. Proceedings of <strong>the</strong> Seventh International<br />

Conference on Information Visualization, IEEE Computer Society pp. 110.<br />

Norman, D. A. (1998). The Design of Everyday Things. London, MIT Press<br />

Oates, B. J. (2006a). New frontiers for information systems research: computer art as an<br />

information system. European Journal of Information Systems 15(6), pp. 617-626.<br />

Oates, B. J. (2006b). Researching Information Systems and Computing, SAGE Publications<br />

Ltd, p. 360<br />

Onyx, S. (2007). Sonic Onyx homepage. from www.soniconyx.org.<br />

Parberry, I., M. B. Kazemzadeh and T. Roden (2006). The art and science of game<br />

programming. Proceedings of <strong>the</strong> 37th SIGCSE technical symposium on Computer<br />

science education, Houston, Texas, USA, ACM Press pp. 510-514.<br />

Polli, A. (2004). DATAREADER: a tool for art and science collaborations. Proceedings of<br />

<strong>the</strong> 12th annual ACM international conference on Multimedia, New York, NY, USA,<br />

ACM Press pp. 520-523.<br />

Pope, C., S. Ziebland and N. Mays (2000). Analysing qualitative data. British Medical<br />

Journal 320, pp. 114-116.<br />

Redström, J., Skog, T., and Hallnäs, L. (2000). Informative art: using amplified artworks as<br />

information displays. Informative art: using amplified artworks as information<br />

displays, Elsinore, Denmark, ACM, New York, NY, 103-114.<br />

Sardon, M. (2006). Books of sand. Proceedings of <strong>the</strong> 14th annual ACM international<br />

conference on Multimedia, Santa Barbara, CA, USA, ACM Press pp. 1041-1042.<br />

SArt. (2007). SArt Project Web Page. from http://prosjekt.idi.ntnu.no/sart/.<br />

Sedelow, S. Y. (1970). The Computer in <strong>the</strong> Humanities and Fine Arts. ACM Computing<br />

Surveys (CSUR) 2(2), pp. 89-110.<br />

Shaw, M. (2002). What Makes Good Research in <strong>Software</strong> <strong>Engineering</strong>? International<br />

Journal on <strong>Software</strong> Tools for Technology Transfer (STTT) 4(1), pp. 1-7.<br />

91


References<br />

Shoniregun, C. A., O. Logvynovskiy, Z. Duan and S. Bose (2004). Streaming and security of<br />

art works on <strong>the</strong> Web. IEEE Sixth International Symposium on Multimedia <strong>Software</strong><br />

<strong>Engineering</strong> (ISMSE’04), Washington, DC, USA, IEEE Computer Society pp. 344-<br />

351.<br />

Shurville, S. (2009). Knowledge about Knowledge. Knowledge management in<br />

organizations. Adelaide, University of South Australia<br />

Sink, E. (2003). Small ISVs: You need Developers, not Programmers. Retrieved<br />

24.05.2010, 2010, from http://www.ericsink.com/No_Programmers.html.<br />

Sjoberg, D. I. K., T. Dyba and M. Jorgensen (2007). The Future of Empirical Methods in<br />

<strong>Software</strong> <strong>Engineering</strong> Research. 2007 Future of <strong>Software</strong> <strong>Engineering</strong>, IEEE<br />

Computer Society,p. 358-378<br />

Skog, T., S. Ljungblad and L. E. Holmquist (2002). Bringing computer graphics to everyday<br />

environments with informative art. ACM SIGGRAPH 2002 conference abstracts and<br />

applications. San Antonio, Texas, ACM<br />

Snow, C. P. (1964). The Two Cultures and <strong>the</strong> Scientific Revolution, Cambridge University<br />

Press<br />

Sommerville, I. (2001). <strong>Software</strong> <strong>Engineering</strong>. Harlow, UK, Pearson Education Limited, p.<br />

693<br />

Steinkamp, J. (2001). My Only Sunshine: Installation Art Experiments with Light, Space,<br />

Sound and Motion. Leonardo 34(2), pp. 109-112.<br />

Strömberg, H., A. Väätänen and V.-P. Räty (2002). A group game played in interactive<br />

virtual space: design and evaluation. Proceedings of <strong>the</strong> conference on Designing<br />

interactive systems: processes, practices, methods, and techniques, London, England,<br />

ACM Press pp. 56-63.<br />

Sung-dae, H., P. Jin-wan and L. Won-Hyung (2006). Designing Audio Visual <strong>Software</strong> for<br />

Digital Interactive Art. 16th International Conference on Artificial Reality and<br />

Telexistence--Workshops, 2006. ICAT '06. , Hangzhou, Zhejiang, China, IEEE<br />

Computer Society pp. 651-655.<br />

Svanæs, D. (1999). Understanding Interactivity - Steps to a Phenomenology of Human-<br />

Computer Interaction. Department of Computer and Information Systems.<br />

Trondheim, Norwegian University of Science and Technology. PhD,p. 273<br />

Thorne, S. (2000). Data analysis in qualitative research. Evidence Based Nursing 3(3), pp.<br />

68-70.<br />

Tichy, W. F., Lukowicz, P., Prechelt, L. and Heinz, E.A. (1995). Experimental Evaluation in<br />

Computer Science: A<br />

Quantitative Study. Journal of Systems and <strong>Software</strong> 28(1).<br />

Trifonova, A., Ø. Brandtsegg and L. Jaccheri (2008a). <strong>Software</strong> engineering for and with<br />

artists: a case study. Proceedings of <strong>the</strong> 3rd international conference on Digital<br />

Interactive Media in Entertainment and Arts, A<strong>the</strong>ns, Greece, ACM pp. 190-197.<br />

Trifonova, A., L. Jaccheri and K. Bergaust (2008b). <strong>Software</strong> <strong>Engineering</strong> Issues in<br />

Interactive Installation Art. International Journal of Arts and Technology 1(1), pp. 43-<br />

65.<br />

Turner, G. (2006). Supportive Methodology and Technology for Creating Interactive Art.<br />

Faculty of Information Technology. Sydney, Australia, University of Technology,<br />

Sydney. PhD,p. 543<br />

92


References<br />

Walden, K. L. (2002). Reviews : Peter Weibel and Timothy Druekrey (eds), Net_Condition:<br />

Art and Global Media. Convergence-The International journal of New Media<br />

Technologies 8(1), pp. 114-116.<br />

Walsham, G. (1993). Interpreting Information Systems in Organizations. Chichester, Wiley<br />

Warr, A. and E. O’Neill (2007). Tools to Support Collaborative Creativity. Tools to Support<br />

Collaborative Creativity workshop held as part of Creativity and Cognition<br />

conference 2007. Washington D.C., USA<br />

Weber, R. (2004). The Rhetoric of Positivism Versus Interpretivism: A Personal View. MIS<br />

Quarterly 28(1).<br />

Wei-Lung, W. (2002). Beware <strong>the</strong> engineering metaphor. Communications of <strong>the</strong> ACM<br />

45(5), pp. 27-29.<br />

Wilson, S. (2001). Information Arts - Intersections of Art, Science and Technology, The MIT<br />

press<br />

Writing@CSU. (2010). Writing Guide: Case Studies. Retrieved 5.10.2010, from<br />

http://writing.colostate.edu/guides/research/casestudy/index.cfm.<br />

Xia, F. (1998). What's wrong with software engineering research methodology. SIGSOFT<br />

Softw. Eng. Notes 23(1), pp. 62-65.<br />

Yin, R. K. (1989). Case study research: Design and methods (Rev. ed.). . Beverly Hills, CA,<br />

Sage Publishing<br />

Zelkowitz, M. V. and D. R. Wallace (1997). Experimental Validation in <strong>Software</strong><br />

engineering. Information and <strong>Software</strong> Technology 39, pp. 735-743.<br />

Zelkowitz, M. V. and D. R. Wallace (1998). Experimental Models for Validating<br />

Technology. Computer 31(5), pp. 23-31.<br />

Zimmerman, G. W. and D. E. Eber (2001). When worlds collide!: an interdisciplinary course<br />

in virtual-reality art. Proceedings of <strong>the</strong> thirty-second SIGCSE technical symposium<br />

on Computer Science Education, Charlotte, North Carolina, United States, ACM<br />

Press pp. 75-79.<br />

Østerlie, T. (2010). Problems and Solutions: Maintaining an integrated system in a<br />

community of volunteers. Department of Computer and Information Systems.<br />

Trondheim, Norwegian University of Science and Technology. PhD,p. 235<br />

93


94<br />

References


9 Appendix A: Selected Papers<br />

In this appendix we have included <strong>the</strong> eight papers that have contributed <strong>the</strong> most <strong>towards</strong> <strong>the</strong><br />

work presented in this <strong>the</strong>sis. The papers are included in chronological order.<br />

Paper 1: SArt: Towards Innovation at <strong>the</strong> Intersection of <strong>Software</strong> <strong>Engineering</strong> and Art<br />

Paper 2: <strong>Software</strong> <strong>Engineering</strong> Processes under <strong>the</strong> Influence of Aes<strong>the</strong>tics and Art<br />

Projects<br />

Paper 3: Achieving Pervasive Awareness through Artwork<br />

Paper 4: Conceptual Framework for <strong>the</strong> Intersection of <strong>Software</strong> and Art<br />

Paper 5: Information Technology and Art: Concepts and State of <strong>the</strong> Practice<br />

Paper 6: Aes<strong>the</strong>tics in Human-Computer Interaction: Views and Reviews<br />

Paper 7: Sonic Onyx: Case Study of an Interactive Artwork<br />

Paper 8: Developing <strong>Software</strong> Dependent Artwork in <strong>Collaboration</strong> with Students<br />

95


96<br />

Appendix A


Paper 1<br />

Anna Trifonova, Salah U. Ahmed, and Letizia Jaccheri. "SArt: Towards Innovation at<br />

<strong>the</strong> Intersection of <strong>Software</strong> <strong>Engineering</strong> and Art", In Chris Barry, Michael Lang, W.<br />

Wojtkowski, G. Wojtkowski, S. Wrycza, and J. Zupancic (Eds.): "The Inter-Networked<br />

World: ISD Theory, Practice, and Education - Post-Proc. 16th International Conference<br />

on Information Systems Development (ISD'07)", August 29-31, 2007, Galway, Ireland.<br />

Springer Science and Business Media, ISBN 978-0-3873-0403-8, Oct. 2008, 18 pp.


SArt: Towards Innovation at <strong>the</strong> Intersection<br />

of <strong>Software</strong> <strong>Engineering</strong> and Art<br />

Anna Trifonova, Salah U. Ahmed and Letizia Jaccheri<br />

Department of Computer Science, Norwegian University of Science and Technology<br />

(NTNU), {trifonova, salah, letizia}@ idi.ntnu.no<br />

Abstract Computer science and art have been in contact since <strong>the</strong> 1960s. Our<br />

hypo<strong>the</strong>sis is that software engineering can benefit from multidisciplinary research<br />

at <strong>the</strong> intersection with art for <strong>the</strong> purpose of increasing innovation and creativity.<br />

To do so, we have designed and planned a literature review in order to identify <strong>the</strong><br />

existing knowledge base in this interdisciplinary field. A preliminary analysis of<br />

both results of our review and observations of software development projects with<br />

artist participation, reveals four main issues. These are software development<br />

issues, which include requirement management, tools, development and business<br />

models; educational issues, with focus on multidisciplinary education; aes<strong>the</strong>tics<br />

of both code and user interface, and social and cultural implications of software<br />

and art. The identified issues and associated literature should help researchers design<br />

research projects at <strong>the</strong> intersection of software engineering and art. Moreover,<br />

<strong>the</strong>y should help artists to increase awareness about software engineering<br />

methods and tools when conceiving and implementing <strong>the</strong>ir software-based artworks.<br />

1 Introduction<br />

Art finds expression in numerous products in society, where <strong>the</strong> development of<br />

products is complex, competitive, global and intercultural in scope. Art and computer<br />

science are in contact from <strong>the</strong> 1960s (Sedelow 1970). The advent of multimedia<br />

technology has changed art production processes and <strong>the</strong> way both music,<br />

video, and figurative is fruited by consumers. Our assumption is that <strong>the</strong> interaction<br />

between software technology and art is also beneficial for <strong>the</strong> software technologists.<br />

In this context at <strong>the</strong> Norwegian University of Science and Technology (NTNU)<br />

we have initiated <strong>the</strong> SArt project that will explore <strong>the</strong> intersection between software<br />

engineering (SE) and art. Our first task is to answer <strong>the</strong> following questions:<br />

How do software engineering and art intersect? How do software engineering and<br />

C. Barry et al. (eds.), Information Systems Development: Challenges in Practice, Theory,<br />

and Education, Vol.2, doi: 10.1007/978-0-387-78578-3_17,<br />

© Springer Science+Business Media, LLC 2009<br />

809


810 Anna Trifonova, Salah U. Ahmed and Letizia Jaccheri<br />

art influence and can involve each o<strong>the</strong>r? What has been done until now in this<br />

area by o<strong>the</strong>r researchers in computer science?<br />

According to our knowledge, this is <strong>the</strong> first attempt to answer <strong>the</strong>se questions,<br />

although <strong>the</strong>re has been a proposal to extend <strong>the</strong> Information Systems (IS) research<br />

onto <strong>the</strong> art domain (Oates 2006a). There is no established knowledge base<br />

in this interdisciplinary field and finding what research has been done previously<br />

appears not to be a trivial task. We have initiated a literature review, <strong>the</strong> preliminary<br />

outcomes of which had confirmed that both software engineers and artists<br />

might profit by fur<strong>the</strong>r research in this interdisciplinary field.<br />

This chapter has three main goals. Firstly, we aim at promoting interest and<br />

discussion in <strong>the</strong> interdisciplinary field between art and software engineering.<br />

Secondly, we present our understanding of how <strong>the</strong> two areas influence on each<br />

o<strong>the</strong>r and stress on <strong>the</strong> potential benefits for software engineering – innovation and<br />

creativity (Glass and DeMarco 2006). Last but not least, we discuss <strong>the</strong> process of<br />

making a survey of <strong>the</strong> state-of-<strong>the</strong>-art, aiming at completeness of <strong>the</strong> literature<br />

review. We show <strong>the</strong> preliminary outcomes of it which might be a starting point<br />

for o<strong>the</strong>r researchers and practitioners in <strong>the</strong> area.<br />

Section 2 gives some more details on our project – SArt – with its objectives<br />

and current involvements. In Section 3 we discuss research methodology issues. A<br />

subsection is dedicated to <strong>the</strong> procedure of making <strong>the</strong> literature review in a systematic<br />

way. Section 4 shows <strong>the</strong> preliminary results of it. Section 5 is dedicated<br />

to a discussion and Section 6 – conclusions – is followed by references.<br />

2 The SArt Project: Goals, Background, and Motivation<br />

2.1 About <strong>the</strong> Project<br />

The SArt project (http://prosjekt.idi.ntnu.no/sart/) is conducted inside <strong>the</strong> <strong>Software</strong><br />

<strong>Engineering</strong> group at <strong>the</strong> Department of Computer Science at <strong>the</strong> NTNU. The focus<br />

of <strong>the</strong> project is <strong>the</strong> exploration of research issues in <strong>the</strong> intersection between<br />

software engineering and art. Our final objective is to propose, assess, and improve<br />

methods, models, and tools for innovation and creativity in software development.<br />

Our activities are mainly oriented at academic research. However, we<br />

also take part in different artistic projects.<br />

This project confronts <strong>the</strong> interdisciplinary problem of integrating software designs<br />

originating from different academic genre into better products for society.<br />

The research methods will be based on empirical software engineering (Kitchenham<br />

2004; Hevner et al. 2004; Wohlin et al. 2000) and will benefit from <strong>the</strong> interaction<br />

with experts from different disciplines, e.g., artists.


SArt: Towards Innovation at <strong>the</strong> Intersection of <strong>Software</strong> <strong>Engineering</strong> and Art 811<br />

2.2 Objectives<br />

The principal objective of <strong>the</strong> SArt project is to propose, and assess, and improve<br />

methods, models, and tools for innovation and creativity in software development.<br />

Particular attention will be paid to art influenced software development. Subgoals<br />

are:<br />

G1. Develop knowledge on <strong>the</strong> interdisciplinary nature of software production<br />

in which <strong>the</strong> software engineering process interacts with <strong>the</strong> artistic process.<br />

G2. Develop empirically based <strong>the</strong>ories, models, and tools to support creativity<br />

and innovation in software technology development.<br />

G3. Educate competent practitioners and researchers in <strong>the</strong> interdisciplinary<br />

field of software innovation and transfer of knowledge to <strong>the</strong> software industry<br />

and artist communities.<br />

2.3 Projects<br />

As part of SArt we are involved in three projects including both artists and software<br />

developers. Here we give a short description of those projects, showing <strong>the</strong><br />

problems and <strong>the</strong> challenges <strong>the</strong> participants have encountered.<br />

Flyndre (www.flyndresang.no) is a sculpture located in Inderøy, Norway. It<br />

has an interactive sound system that reflects <strong>the</strong> nature around <strong>the</strong> sculpture and<br />

changes depending on parameters like <strong>the</strong> local time, light level, temperature, water<br />

level, etc. The first version of <strong>the</strong> software was written by <strong>the</strong> sound composer<br />

and was a single CSound (http://csounds.com/) script file that was hard to modify,<br />

maintain and upgrade. However, <strong>the</strong> author discovered that it created a lot of interest<br />

among o<strong>the</strong>r composers and music technology enthusiasts. In order to improve<br />

<strong>the</strong> architecture of <strong>the</strong> software and publish it as open source software<br />

(OSS) with appropriate licenses, a multidisciplinary team, including software developers<br />

and NTNU students (as part of <strong>the</strong> “Experts in Team” course, see Jaccheri<br />

and Sindre 2007), was necessary. In this way (as OSS) <strong>the</strong> software attracts more<br />

developers and composers to utilize it and fur<strong>the</strong>r improve and/or upgrade it.<br />

Sonic Onyx (http://prosjekt.idi.ntnu.no/sart/school.php) is an installation project<br />

initiated by <strong>the</strong> Trondheim municipality in 2007. The goal is to decorate a junior<br />

high school with an interactive sculpture with which <strong>the</strong> people will be able to<br />

interact. The users will be allowed to send messages, images, or sound files from<br />

mobile phones, laptops, and hand-held devices through Bluetooth technology. The<br />

received files will be converted into sound and played by <strong>the</strong> sculpture. For <strong>the</strong><br />

development of <strong>the</strong> hardware and <strong>the</strong> software sound subsystems a team of students<br />

from Hist (www.hist.no) is created and is working in collaboration with <strong>the</strong><br />

artist (i.e. <strong>the</strong> sculpture designer). The members of <strong>the</strong> project use open source<br />

technology, like PureData (http://puredata.org/), Apache (http://www.apache.org/),<br />

Python (http://www.python.org/), due to availability of free software that allows


812 Anna Trifonova, Salah U. Ahmed and Letizia Jaccheri<br />

development of low-cost software and community support for maintenance and<br />

upgrade.<br />

Open Digital Canvas (http://veggidi.open<strong>the</strong>web.org/) is a project which aims<br />

to embellish a white wall at NTNU with a number of main boards with LEDs on<br />

<strong>the</strong>m, creating a big matrix of light pixels. We wish to push <strong>the</strong> concept of openness<br />

a step fur<strong>the</strong>r by keeping <strong>the</strong> hardware, software, and behavior as open as possible.<br />

In <strong>the</strong> project <strong>the</strong> artist, <strong>the</strong> student, and members of <strong>the</strong> computer science department<br />

work toge<strong>the</strong>r to create a platform that will allow freedom of artistic expression<br />

and be a source of inspiration and reflection around interdisciplinary education<br />

and research.<br />

Our experience in <strong>the</strong> described projects shows that software engineering <strong>the</strong>ories<br />

and tools can play an important role for <strong>the</strong> improvement of <strong>the</strong> development<br />

process and <strong>the</strong> design of <strong>the</strong> software architecture. We have observed functional<br />

requirements, software usage, development trends, and challenges that are common<br />

or very similar for <strong>the</strong>se projects. For example, <strong>the</strong> artists want to use some<br />

of <strong>the</strong> latest technologies in <strong>the</strong>ir artworks (e.g., different sensors in Flyndre or<br />

Bluetooth file interchange in Sonic Onyx sculpture), thus software developers are<br />

often not experienced and have to learn on <strong>the</strong> fly. The developing time and<br />

budget are limited. This might lead to neglecting <strong>the</strong> design of <strong>the</strong> software or <strong>the</strong><br />

planning of <strong>the</strong> development process and might have many negative consequences<br />

(e.g., <strong>the</strong> software is created without proper architecture, thus it is difficult for<br />

modification and upgrade; <strong>the</strong> documentation is poor or missing, thus reuse is<br />

hard). <strong>Software</strong> evaluation, testing, and maintenance might also be problematic, as<br />

<strong>the</strong> funding is generally limited to <strong>the</strong> artwork creation. The software engineering<br />

perspective helps increasing <strong>the</strong> awareness in <strong>the</strong>se issues. The artists seek for a<br />

cheap way to create <strong>the</strong>ir artwork and <strong>the</strong> software development is performed by<br />

students that are even less experienced. The software requirements are often not<br />

well defined and might change frequently. The artists would like to have a Web<br />

site in addition to <strong>the</strong> main software that will present details about <strong>the</strong> artwork itself<br />

and provide a user-friendly interface to observe and/or control <strong>the</strong> system.<br />

Common interest of using Open Source software is also visible from all three projects.<br />

Interestingly, <strong>the</strong>re is also a desire to provide <strong>the</strong> created software as an open<br />

source. However, we observe difficulties in <strong>the</strong> choice of proper OSS licenses.<br />

3 Methodological Issues<br />

The following section explains our research approach. We use <strong>the</strong> Information<br />

System Research framework developed by Hevner et al. (2004) to reflect about<br />

<strong>the</strong> SArt research framework (Fig. 1).<br />

• Knowledge base: There is an established knowledge base of foundations and<br />

methodologies in software engineering (e.g., SWEBOK; Bourque and Dupuis<br />

2004). For <strong>the</strong> field of software engineering and art <strong>the</strong>re is no established


SArt: Towards Innovation at <strong>the</strong> Intersection of <strong>Software</strong> <strong>Engineering</strong> and Art 813<br />

knowledge base. The first step to establish such knowledge base is to perform a<br />

literature review (Oates 2006b).<br />

• Environment: Our experience in collaborating with local artists, observing artistic<br />

projects available on <strong>the</strong> Web, participation to art festivals, tell us that artistic<br />

projects that involve both software engineers and artist exist and pose<br />

needs to our research. Moreover, we observe that <strong>the</strong> game industry (e.g., funcom.com<br />

in Norway) employs artists as part of <strong>the</strong>ir developing teams.<br />

• Research: Our task as researchers in this multidisciplinary field is that of contributing<br />

to establishing <strong>the</strong> knowledge base at <strong>the</strong> intersection of art and software<br />

engineering. In this phase of our research process we focus on literature<br />

review and projects observation. The next step will be that of developing new<br />

<strong>the</strong>ories and artifacts that we will evaluate by means of empirical studies,<br />

having in mind our goals as introduced in Section 2.<br />

Fig. 1. Information Systems Research Framework (Hevner et al. 2004)<br />

3.1 Literature Review<br />

A review of <strong>the</strong> available literature at <strong>the</strong> intersection between software engineering<br />

and art is necessary to answer <strong>the</strong> question posed above: What has been done<br />

until now in this area by o<strong>the</strong>r researchers in computer science? The goal of <strong>the</strong><br />

review is to establish our knowledge base, as discussed above. It will, hopefully,<br />

reveal research gaps and open questions in <strong>the</strong> field.


814 Anna Trifonova, Salah U. Ahmed and Letizia Jaccheri<br />

Performing an interdisciplinary review poses a set of challenges. One of <strong>the</strong>m<br />

is to find <strong>the</strong> proper keywords to search for relevant articles. The keyword “art” is<br />

problematic to use as part of a search in <strong>the</strong> computer science world as <strong>the</strong> combination<br />

“state of <strong>the</strong> art” is used in almost all papers. This made <strong>the</strong> keyword search<br />

difficult. Ano<strong>the</strong>r challenge is to define <strong>the</strong> criteria according to which to treat <strong>the</strong><br />

article as relevant or irrelevant.<br />

We have defined a process (Fig. 2) according to which to perform this literature<br />

review in a systematic way, following <strong>the</strong> advices, guidelines, and suggestions<br />

of Hart (1998) and Kitchenham (2004). The procedure includes a three steps<br />

process: (1) planning <strong>the</strong> review; (2) conducting <strong>the</strong> review; and (3) reporting <strong>the</strong><br />

review. We have adopted this procedure in <strong>the</strong> following way.<br />

Fig. 2. SArt process of conducting <strong>the</strong> literature review<br />

3.2 Planning <strong>the</strong> Review<br />

During <strong>the</strong> planning phase we have set in advance and agreed on common relevance<br />

criteria for inclusion/exclusion of articles in <strong>the</strong> literature review. We have<br />

also identified <strong>the</strong> search strategies, including a list of searchable electronic databases<br />

of scientific publications and a starting list of keywords.


SArt: Towards Innovation at <strong>the</strong> Intersection of <strong>Software</strong> <strong>Engineering</strong> and Art 815<br />

The selection criteria based on which to consider an article relevant or not<br />

were cleared and polished in several iterations at <strong>the</strong> beginning of <strong>the</strong> literature review.<br />

Relevant articles are those that address one or more of <strong>the</strong> following issues:<br />

• Artists’ requirements for software and/or habits in utilizing it.<br />

• <strong>Software</strong> development processes and/or methodologies used for <strong>the</strong> software<br />

developed with artist’s participation. This might include software created for<br />

artistic purposes (e.g., digital art, art installations, etc.), artists programming/producing<br />

software (e.g., software art), or participation in <strong>the</strong> development<br />

of software by o<strong>the</strong>r means.<br />

• <strong>Collaboration</strong> between artists and software developers or computer scientists<br />

• Research questions at <strong>the</strong> intersection between art and software (pose and/or<br />

answer).<br />

• The influence of software and digital culture on art and/or <strong>the</strong> influence of art<br />

on software development.<br />

During <strong>the</strong> planning phase we have identified <strong>the</strong> following search strategies<br />

for finding relevant articles, to aim at completeness of our literature review:<br />

• Keyword search in electronic databases: We have identified a starting list of<br />

searchable electronic databases (e.g., IEEE Xplorer, ACM Digital Library,<br />

Google Scholar) and an initial list of keywords (see Table 1). Searches with<br />

each keyword (from <strong>the</strong> art-related terms) and combination of keywords should<br />

be performed in each of <strong>the</strong> electronic databases. In most of <strong>the</strong> cases no limitation<br />

on <strong>the</strong> published year was applied. In those cases when <strong>the</strong> search resulted<br />

to over 100 entries <strong>the</strong> search was limited to <strong>the</strong> last 10 years of publication.<br />

Both initial lists (i.e., <strong>the</strong> search engines used and <strong>the</strong> keywords) are being continuously<br />

extended with new entries that appeared relevant during <strong>the</strong> literature<br />

review.<br />

Table 1. Initial list of keywords<br />

<strong>Software</strong> <strong>Engineering</strong>-related terms<br />

<strong>Software</strong> engineering; software development;<br />

requirements; collaboration<br />

Art-related terms<br />

Art; software art; media art; digital art; blog<br />

art; net art; generative art; art installation;<br />

artist; artwork; aes<strong>the</strong>tics; creativity<br />

• Thoroughly search <strong>the</strong> papers published in selected relevant journals and conferences:<br />

We have identified a list of relevant journals and conferences (see<br />

Table 2) that, according to our previous experience or to <strong>the</strong>ir Web site description<br />

have a high probability of containing a large number of relevant articles.<br />

These journals and conferences are mainly focused to interdisciplinary research<br />

in software and art. We have planned to thoroughly examine/read <strong>the</strong> titles and<br />

abstracts of <strong>the</strong> papers from each of <strong>the</strong>se journals and conferences for <strong>the</strong> past<br />

10 years. New entries are continuously being appended to this list during <strong>the</strong><br />

review process.


816 Anna Trifonova, Salah U. Ahmed and Letizia Jaccheri<br />

Table 2. Initial list of journals and conferences<br />

Journal/Conference<br />

MIT Press Leonardo – Online Journal on Art, Science and Technology, 40 years of publications<br />

(http://www.leonardo.info/)<br />

IEEE Computer Graphics and Applications – A journal on <strong>the</strong>ory and practice of computer<br />

graphics (www.computer.org/cga)<br />

Read_Me conference – The proceedings from years 2002-2004 are published in “READ_ME:<br />

<strong>Software</strong> Art & Cultures”, by Olga Goriunova and Alexei Shulgin (eds.), Aarhus University<br />

Press (December 2004)<br />

Convergence - The International Journal of Research into New Media Technologies, since<br />

1995 (http://convergence.beds.ac.uk/)<br />

ACM Siggraph - publications in Computer Graphics and Interactive Techniques<br />

(http://www.siggraph.org/publications)<br />

Proceeding books of ARS Electronica – festival for art, technology and society<br />

(http://www.aec.at/en/global/publications.asp)<br />

• Finding articles from <strong>the</strong> references of papers that are reviewed: On <strong>the</strong> initial<br />

step this list of papers from reference is empty and is filled on a later stage of<br />

<strong>the</strong> process. It is when we are reviewing, i.e., reading fully <strong>the</strong> relevant articles<br />

selected from search strategies described above, that we can find some referenced<br />

papers that appeared to be relevant (from <strong>the</strong> citation and title). In this<br />

case we include <strong>the</strong>m directly into <strong>the</strong> list of related papers to be reviewed/read<br />

in full, in order to gain deeper understanding of <strong>the</strong> field.<br />

• O<strong>the</strong>r resources: We have included in <strong>the</strong> review process <strong>the</strong> possibility of getting<br />

relevant articles from o<strong>the</strong>r sources. Some papers might be referred to us<br />

by colleagues and friends. O<strong>the</strong>r articles we might find by looking at <strong>the</strong> publication<br />

lists of well-known researchers in <strong>the</strong> field and/or from institutions<br />

working in this area. The list of <strong>the</strong>se papers is being continuously updated.<br />

Here we also include <strong>the</strong> articles and books that we knew from before and that<br />

have motivated our work, like Glass (1995), Greene (2004), Harris (1999) and<br />

Sedelow (1970).<br />

3.3 Conducting <strong>the</strong> Review<br />

Articles Selection: The inclusion/exclusion of <strong>the</strong> articles is made in two steps. Initially,<br />

<strong>the</strong> selection criteria (i.e., <strong>the</strong> first list given above) are interpreted liberally,<br />

so that unless <strong>the</strong> articles identified by <strong>the</strong> electronic and manual searches could<br />

be clearly excluded based on titles and abstracts, full copies were obtained. The<br />

selected articles were independently reviewed (i.e., read fully) by two or more of<br />

<strong>the</strong> authors of this paper.<br />

Data extraction: When fully reading <strong>the</strong> articles <strong>the</strong> authors analyze its content<br />

and summarize it in a table. The inclusion/exclusion in <strong>the</strong> review was discussed


SArt: Towards Innovation at <strong>the</strong> Intersection of <strong>Software</strong> <strong>Engineering</strong> and Art 817<br />

until agreement is reached. The authors also produced annotations about <strong>the</strong><br />

content.<br />

Statistics generation and syn<strong>the</strong>sis: The produced table with articles’ annotations<br />

and summaries allows easy generation of certain statistical data (years of<br />

publication; conferences in which relevant articles occur more regularly; authors<br />

actively working in <strong>the</strong> area, etc.).<br />

The conducting of <strong>the</strong> review is an iterative process in which <strong>the</strong> initial lists of<br />

keywords, relevant journals, and books is being updated with new entries found in<br />

o<strong>the</strong>r/previous articles.<br />

3.4 Reporting <strong>the</strong> Review<br />

We have conducted <strong>the</strong> first phase of <strong>the</strong> review. We have performed trial<br />

searches with most of <strong>the</strong> initial keywords defined and selected a number of papers<br />

(maximum ten from each search). In total about 50 articles have been reviewed<br />

so far. In this first iteration we have clarified <strong>the</strong> process steps and our<br />

relevance criteria which will allow us to decide <strong>the</strong> focus of our fur<strong>the</strong>r study. In<br />

this chapter we discuss <strong>the</strong> preliminary outcomes of <strong>the</strong> review. Additionally,<br />

relevant books and <strong>the</strong> observation of a number of Web sites have contributed to<br />

our understanding of <strong>the</strong> field.<br />

4 Research Issues Found in <strong>the</strong> Literature<br />

In this section we present some of <strong>the</strong> research work/papers we have reviewed in<br />

our first phase of literature review and found relevant according to <strong>the</strong> selection<br />

criteria described in Section 3. The issues presented here are nei<strong>the</strong>r complete nor<br />

exhaustive; ra<strong>the</strong>r it is aimed to make a fur<strong>the</strong>r contribution to <strong>the</strong> review result by<br />

grouping <strong>the</strong> articles according to <strong>the</strong> issues that have been discussed (Oates<br />

2006b). As certain papers discuss more than one of <strong>the</strong> issues <strong>the</strong>y are referenced<br />

more than once. This is a preliminary trial to create some classification/taxonomy<br />

of <strong>the</strong> research in <strong>the</strong> field. We also shortly propose hints for fur<strong>the</strong>r software engineering<br />

research in each category.<br />

4.1 <strong>Software</strong> Development Issues<br />

- Requirements/needs for software and software functionality within <strong>the</strong> artist<br />

community. Artist Jen Grey (2002) discusses her experimentation with an alternative<br />

input mode (3D) – Surface Drawing© by Steven Schkolne – that she<br />

evaluates as very good for producing her artworks. The author has used <strong>the</strong>


818 Anna Trifonova, Salah U. Ahmed and Letizia Jaccheri<br />

software in “a unique way to draw live models, a purpose for which it was not<br />

intended”. Though it is not discussed by <strong>the</strong> author, this article points us <strong>the</strong><br />

need for fur<strong>the</strong>r research on <strong>the</strong> artists needs for software functionality of<br />

<strong>the</strong> general-purpose software. Such research might include studies on how <strong>the</strong><br />

commercial and OSS available software match <strong>the</strong> artists needs. Meanwhile, a<br />

separate study might be needed on how to best discover <strong>the</strong> software requirements<br />

in projects that involve software development for art systems, like art<br />

installations reported by Marchese (2006) and <strong>the</strong> projects we described in<br />

Section 2.<br />

- Evaluation in art projects. Marchese (2006) describes <strong>the</strong> software developer’s<br />

perspective on <strong>the</strong> creation of an interactive art installation. The author reports<br />

that <strong>the</strong> understanding of <strong>the</strong> system requirements is “<strong>the</strong> most important part<br />

of <strong>the</strong> process”. This is consistent with <strong>the</strong> software engineering body of<br />

knowledge. <strong>Software</strong> systems are developed according to customer requirements<br />

(in art as in o<strong>the</strong>r fields). The customer (<strong>the</strong> artist in this domain) will<br />

differ from <strong>the</strong> user of <strong>the</strong> product. The artist might want certain interactions to<br />

be triggered when a spectator approaches <strong>the</strong> artwork. For creating <strong>the</strong> software<br />

in <strong>the</strong> proper way, however, it is needed to understand how <strong>the</strong> artwork<br />

as a whole will be perceived by <strong>the</strong> spectator and a special attention should be<br />

paid on <strong>the</strong> fact that user’s evaluation or acceptance testing might appear only<br />

after <strong>the</strong> product is released (i.e., <strong>the</strong> artwork is in <strong>the</strong> museum and <strong>the</strong> exhibition<br />

is opened).<br />

- <strong>Software</strong> tools. Edmonds et al. (2004) have presented <strong>the</strong>ir approach to building<br />

interactive systems. Based on <strong>the</strong> collaborative work between artists and<br />

computer scientists (<strong>the</strong> authors <strong>the</strong>mselves) report that <strong>the</strong>re is a need (for <strong>the</strong><br />

artists) for “a bridge between <strong>the</strong> use of an environment that requires programming<br />

knowledge and <strong>the</strong> ‘closed’ application, which does not provide sufficient<br />

flexibility”. They suggest that fur<strong>the</strong>r research is needed in this direction.<br />

An example of bridging such a gap is shown by Machin (2002) where a simulator<br />

and an application specific language has been developed for <strong>the</strong> artist’s<br />

experimentation in <strong>the</strong> creation of an art installation. Machin reports that <strong>the</strong><br />

offered solution was accepted very well by <strong>the</strong> artist and is a viable approach<br />

for augmenting <strong>the</strong> artists’ freedom. Similarly, Biswas et al. (2006) also point<br />

out <strong>the</strong> need of an intermediate tool to support <strong>the</strong> designers (i.e., artists) when,<br />

toge<strong>the</strong>r with software developers, are creating mobile context-aware applications.<br />

Such tool might also facilitate collaboration in multidisciplinary projects<br />

by minimizing <strong>the</strong> “semantic gap between <strong>the</strong> designer/artist’s content design<br />

artifacts and technologist’s system implementation” (Biswas et al. 2006). Many<br />

artists discuss <strong>the</strong>ir desire for more control over <strong>the</strong> software creation and<br />

experimentation (require to put <strong>the</strong>ir hands on <strong>the</strong> code), as currently available<br />

software and tools limit <strong>the</strong>ir creativity. However, <strong>the</strong>y are not always very<br />

experienced in software development and programming. An additional software<br />

level between <strong>the</strong> artists and <strong>the</strong> low-level software development might be <strong>the</strong> way<br />

to solve <strong>the</strong> problem. Shoniregun et al. (2004) discuss issues like watermarking,<br />

streaming, encryption, and conditional access for protecting <strong>the</strong> artworks. The


SArt: Towards Innovation at <strong>the</strong> Intersection of <strong>Software</strong> <strong>Engineering</strong> and Art 819<br />

authors propose a smaller granularity technique as appropriate to deal with this<br />

problem. A software engineering study on different possibilities, provision of<br />

guidelines, and if necessary, development of proper tools will be beneficial for<br />

<strong>the</strong> artists.<br />

- <strong>Software</strong> development methods. A case study discussed by Marchese (2006)<br />

shows that agile methods of software development, and more specifically <strong>the</strong><br />

Adaptive <strong>Software</strong> Development, was suitable for <strong>the</strong> specific needs of a prowhen<br />

multimedia is used, including digital art and in museums to augment ex-<br />

ject in which a multimedia art installation was created. Meanwhile, Jaimes et al.<br />

(2006) suggest that human-centered computing is appropriate in many cases<br />

hibitions. A fur<strong>the</strong>r study is needed in order to understand and provide guidelines<br />

on what software development methods are appropriate when developing<br />

software within art and in what particular cases (e.g., one method might be appropriate<br />

for art installations, ano<strong>the</strong>r for generative music; different methods<br />

might be appropriate according to <strong>the</strong> artists programming experience or programmers’<br />

specific knowledge).<br />

- <strong>Collaboration</strong> issues. Biswas et al. (2006),as mentioned above, point out that<br />

<strong>the</strong> tool <strong>the</strong>y have provided (Mobile Experience Engine) is expected to also facilitate<br />

<strong>the</strong> design transfer from artists to technologies that use it. A necessity<br />

to understand <strong>the</strong> collaboration between artists and software developers in pro-<br />

jects of common interest is also discussed in Harris (1999). For example, Harris<br />

mentions that some artists might be accustomed in working in studios instead<br />

of offices as <strong>the</strong> software developers. Different expression habits might<br />

be foreseen (e.g., artists sketching storyboards, while developers drawing<br />

software architectures); establishment of common language and understanding<br />

might be problematic. In <strong>the</strong> panel discussion of ACM Symposium on User Interface<br />

<strong>Software</strong> and Technology ’98, panelists from both art and science<br />

background discussed <strong>the</strong> pitfalls, and issues of collaboration (Meyer and<br />

Glassner 1998). They pointed out that miscommunications occur frequently<br />

and due to <strong>the</strong> varying culture, collaboration is not always smooth. The streng<strong>the</strong>ning<br />

of <strong>the</strong> collaboration between <strong>the</strong>se two communities is also an aim in<br />

more recent events (e.g. ACM SIGCHI Conference 2006). The organizers<br />

mention (Jennings et al. 2006) that one of <strong>the</strong> gaps between <strong>the</strong> HCI community<br />

and media artists is that <strong>the</strong> first one (HCI) is a formalized discipline,<br />

while artists prefer research-in-practice (experimentalism). Marchese (2006),<br />

also mentioned earlier, claims that <strong>the</strong> Adaptive <strong>Software</strong> Development method<br />

is useful in artist–scientist collaboration as it minimizes <strong>the</strong> management infrastructure<br />

and focuses on communication to foster collaborative problem solving.<br />

Candy and Edmonds (2002) have identified a number of factors underlying<br />

successful collaborations. These factors were evaluated against seven collaboration<br />

case studies which were conducted by <strong>the</strong> COSTART project (www.<br />

creativityandcognition.com/costart). They have also derived three models of<br />

cocreativity in <strong>the</strong> collaboration. A possible outcome of software engineering<br />

study over collaboration issues is to provide guidelines on how to ensure successful<br />

collaboration. Fur<strong>the</strong>r outcome might include even <strong>the</strong> design of tools<br />

for fostering it.


820 Anna Trifonova, Salah U. Ahmed and Letizia Jaccheri<br />

- Business model. In <strong>the</strong> recent years more artists are exploring <strong>the</strong> Internet as a<br />

medium to reach <strong>the</strong>ir audience/spectators. Nalder (2003) mentions that with<br />

<strong>the</strong> Internet as a way to transmit art <strong>the</strong> focus falls on <strong>the</strong> individual spectator,<br />

ra<strong>the</strong>r <strong>the</strong>n museum type of art presentation. The OSS tools, developed in cooperative<br />

spirit and distributed via <strong>the</strong> Internet, enable artists to experiment and<br />

create low-cost artworks. However, not all artworks are supposed to be free of<br />

charge – <strong>the</strong>re are entities, like software{ART}space (www.softwareartspace.com)<br />

that are providing commercially digital artworks. The proposed by Shoniregun<br />

et al. (2004) small granularity technique for artwork protection is an example<br />

to deal with this problem. O<strong>the</strong>r approaches might be proposed by <strong>the</strong> software<br />

engineering field to face this new business model of <strong>the</strong> digital/software art.<br />

4.2 Educational Issues<br />

- Artists’ mastery of computer skills. The need of interaction between artists and<br />

technology/technologists is discussed often in educational context. Garvey<br />

(1997) discusses <strong>the</strong> importance of <strong>the</strong> inclusion of computer graphics courses<br />

in <strong>the</strong> fine arts syllabus. However, keeping <strong>the</strong> balance between <strong>the</strong> traditional<br />

file arts skills (e.g., drawing, painting, sculpture) and digital skill mastery is of<br />

a great importance. According to <strong>the</strong> author, most of <strong>the</strong> largest companies in<br />

computer animation, film, and game industry have growing requirement for<br />

personnel skilled in computer 2D and 3D modeling and animation, but give<br />

preference on strong traditional art education, stating that it is easier to teach<br />

an artist to use a computer, than a programmer to create art.<br />

- Multidisciplinary collaboration between art and computer science students.<br />

Multidisciplinary courses and common projects between art and science students<br />

are gaining importance. In fact, an essential part of <strong>the</strong> publications in<br />

between art and science report experiences of such initiatives. Ebert and Bailey<br />

(2000) discuss a 3D animation course with clear and well-defined educational<br />

goals of such course. The authors also report very positive outcomes: both<br />

types of students (artists and informatics) have interacted and produced not<br />

only interesting and nice looking animations and characters, but in some cases<br />

plug-ins for one of <strong>the</strong> commercial products for 3D animation (i.e., Maya).<br />

Morlan and Nerheim-Wolfe (1993) also discuss <strong>the</strong> educational goals of a<br />

course including collaboration between art and science students. These differ<br />

slightly for <strong>the</strong> two groups and apart from mastering certain skills in <strong>the</strong>ir own<br />

domain <strong>the</strong> course had to foster “<strong>the</strong> streng<strong>the</strong>ning of interpersonal communication<br />

skills and <strong>the</strong> development of project management abilities in both art<br />

and computer science students”. Parberry et al. (2006) describe <strong>the</strong>ir mainly<br />

positive experiences from a course and projects in game programming also offered<br />

to <strong>the</strong> two groups of students. The authors mention, however, that “<strong>the</strong>re<br />

is a significant barrier to communication between <strong>the</strong> artists and <strong>the</strong> programmers”.<br />

They also discuss practical issues that were found problematic, like <strong>the</strong>


SArt: Towards Innovation at <strong>the</strong> Intersection of <strong>Software</strong> <strong>Engineering</strong> and Art 821<br />

choice of game engine and incompatible file format (commercial vs. free<br />

tools). Different approaches are taken by <strong>the</strong> educators in different courses –<br />

combining lectures with hands-on work (Ebert and Bailey 2000), allowing <strong>the</strong><br />

students to choose <strong>the</strong>ir project colleagues (Morlan and Nerheim-Wolfe 1993)<br />

or not. A fur<strong>the</strong>r study might provide guidelines for optimizing <strong>the</strong> process of<br />

art and technology students working toge<strong>the</strong>r in courses or educational projects.<br />

- Art in computer science curricula. Zimmerman and Eber (2001) describe a<br />

course on Virtual Reality and its “implications for computer science education”.<br />

The authors state that “for <strong>the</strong> majority of <strong>the</strong> computer science students,<br />

<strong>the</strong> whole concept of artistic expression was not something <strong>the</strong>y dealt with on a<br />

regular basis; simply raising <strong>the</strong>ir awareness and increasing <strong>the</strong>ir tolerance of<br />

this very different area was considered a successful outcome”. Fishwick, however,<br />

shows bigger expectations about <strong>the</strong> influence of art on computer science.<br />

In his paper (Fishwick 2003) he describes <strong>the</strong> Digital Art and Science<br />

(DAS) curricula provided at <strong>the</strong> University of Florida. The author discusses <strong>the</strong><br />

importance of combining computer science and art in <strong>the</strong> educational phase<br />

and <strong>the</strong> positive experiences obtained. The author suggests that such practices<br />

will stimulate creativity in computer science students – “A human-centered focus<br />

on experience, presence, interaction, and representation forms <strong>the</strong> core of<br />

<strong>the</strong> arts. Perhaps, <strong>the</strong>n, <strong>the</strong> arts can lead computer science in new directions”.<br />

The author discusses <strong>the</strong> need of interaction between art and science not only<br />

at College, but also in Master and PhD educational levels. Fishwick (2007)<br />

suggests that experiments and experience of <strong>the</strong> students in <strong>the</strong> aes<strong>the</strong>tic computing<br />

(see below) will “encourage students to design entirely new humancomputer<br />

interfaces for formal structures”.<br />

4.3 Aes<strong>the</strong>tics Issues<br />

- Aes<strong>the</strong>tic of <strong>the</strong> code. Bond (2005) discusses several different aspects of <strong>the</strong><br />

beauty of <strong>the</strong> software and <strong>the</strong> software as art. Firstly, he talks about Knuth’s<br />

perfectionist’s view of code and programming practices (Knuth 2001). With<br />

time it sometimes evolves into programs that do not have any utility value, like<br />

<strong>the</strong> one-line programs, but are still showing <strong>the</strong> mastery of programming. Artists,<br />

however, take a different direction (<strong>the</strong> example given is a poem written in Perl) –<br />

<strong>the</strong> programming language is used to create a syntactically correct program to<br />

convey human sentiments to humans. More recently, <strong>the</strong> programs <strong>the</strong>mselves are<br />

appreciated as artworks (at Transmediale - www.transmediale.de, Read_Me -<br />

http://readme.runme.org/ and o<strong>the</strong>r art festivals). Cramer and Gabriel (2001)<br />

state that <strong>the</strong> software “is inevitably at work in all art that is digitally produced<br />

and reproduced” and discuss its part in <strong>the</strong> aes<strong>the</strong>tics of <strong>the</strong> whole artwork.<br />

This need has led to <strong>the</strong> formation of <strong>the</strong> “software art” movement in <strong>the</strong> artistic<br />

community.


822 Anna Trifonova, Salah U. Ahmed and Letizia Jaccheri<br />

- Aes<strong>the</strong>tic in software art. Although in <strong>Software</strong> Art <strong>the</strong> software is considered<br />

artwork, it is not always about <strong>the</strong> beauty of <strong>the</strong> code, as in <strong>the</strong> previous section.<br />

Cramer (2002) writes “As a contemporary art, <strong>the</strong> aes<strong>the</strong>tics of software<br />

art includes ugliness and monstrosity just as much as beauty, not to mention<br />

plain dysfunctionality, pretension and political incorrectness”. Manovich (2002),<br />

on <strong>the</strong> o<strong>the</strong>r hand, discusses <strong>the</strong> new aes<strong>the</strong>tics in <strong>the</strong> artworks created by<br />

software artists using Flash (see http://www.macromedia.com/software/flash/<br />

about/) and similar programs – “Flash generation invites us to undergo a visual<br />

cleansing”. Such new aes<strong>the</strong>tics influences on <strong>the</strong> whole production of digital<br />

artifacts for <strong>the</strong> Internet.<br />

- Aes<strong>the</strong>tics in user interfaces. Aes<strong>the</strong>tic is addressed in <strong>the</strong> area of human–<br />

computer interaction considering interface design. Bertelsen and Pold (2004)<br />

propose aes<strong>the</strong>tics interface criticism as an alternative to <strong>the</strong> traditional assessment<br />

methods within human–computer interaction. The authors state that<br />

<strong>the</strong> interface criticism is to be done by someone with “at least some basic<br />

knowledge in aes<strong>the</strong>tics, and ideally some experience with art and literary<br />

criticism”, and that <strong>the</strong> average systems engineer would not be able to perform<br />

<strong>the</strong> needed task without prior training. This shows <strong>the</strong> importance of incorporating<br />

art community in <strong>the</strong> user interface design, which is expected to lead to<br />

production of better interfaces to <strong>the</strong> developed software, but also to an expansion<br />

of <strong>the</strong> body of knowledge in user interface design.<br />

4.4 Social and Cultural Implications of <strong>Software</strong>/Technology<br />

on Art<br />

- <strong>Software</strong> art, mentioned above, is concerned also with <strong>the</strong> cultural and social<br />

implications of <strong>the</strong> technology, and software as part of it, on <strong>the</strong> society and<br />

art. For example, Broegger (2003) discusses that one of <strong>the</strong> implications of <strong>the</strong><br />

use of commercial software when creating an artwork is <strong>the</strong> de facto coauthorship<br />

with <strong>the</strong> software developers (he exemplifies Macromedia). Manovich<br />

(2002) states that “Programming liberates art from being secondary to commercial<br />

media”. Nalder (2003) provides a reflection on <strong>the</strong> way technology<br />

changes <strong>the</strong> society and how this affects on art. For example, with <strong>the</strong> wide use<br />

of Internet people have become afraid for <strong>the</strong>ir privacy and artists explore such<br />

implications and show <strong>the</strong>m in <strong>the</strong>ir artworks. According to <strong>the</strong> author, NetArt<br />

treats <strong>the</strong> new information and communications technologies and systems “not<br />

merely as <strong>the</strong> tool of communication, but as <strong>the</strong> subject of <strong>the</strong>ir art”.


SArt: Towards Innovation at <strong>the</strong> Intersection of <strong>Software</strong> <strong>Engineering</strong> and Art 823<br />

5 Discussion<br />

In this section we will try to summarize what we have learnt from <strong>the</strong> first iteration<br />

of <strong>the</strong> literature review in its early stage. As we have mentioned in <strong>the</strong> beginning<br />

we are looking at <strong>the</strong> intersection between art and software engineering and<br />

based on <strong>the</strong> above discussed articles we answer <strong>the</strong> following question:<br />

How do software engineering and art intersect, i.e. how do software engineering<br />

and art influence and can involve each o<strong>the</strong>r?<br />

The model we depict in Fig. 3 stems from our prior understanding of <strong>the</strong> field<br />

of software engineering and art, <strong>the</strong> knowledge that had motivated us and pushed<br />

us into this field. It has been refined by <strong>the</strong> knowledge we have developed during<br />

our literature review. In addition, it has been supported by our observations on artistic<br />

projects and web sites and participation in conferences and festivals.<br />

Fig. 3. Relations between <strong>the</strong> fields of software engineering and art<br />

The field between software engineering and art is interesting for <strong>the</strong>orists and<br />

practitioners from both areas. The review shows that both computer science researchers<br />

and contemporary artists discuss issues, experiences, and problems encountered<br />

in this interdisciplinary field. The relationship is bidirectional, but <strong>the</strong><br />

points of interest might differ according to from whose perspective we look at it.<br />

On Fig. 3 <strong>the</strong> influences of software engineering on art is shown with <strong>the</strong> arrow<br />

(1). Contemporary artists often use digital technology in <strong>the</strong>ir artwork in a<br />

wide range of ways. Computer graphics, music, and animation were already popular<br />

in 1980s (see PRIXARS - http://prixars.aec.at/). Artists follow closely <strong>the</strong><br />

changes and upgrades of <strong>the</strong> technology, moving from simple digital image creation<br />

to <strong>the</strong> production of interactive installations. With <strong>the</strong> expansion of <strong>the</strong> Internet<br />

artists start to explore also <strong>the</strong> WWW technologies. There is a continuously<br />

growing need for <strong>the</strong>m to be familiar with <strong>the</strong> computer tools provided by software<br />

engineers and developers to produce <strong>the</strong>ir artworks. This need is being incorporated<br />

in <strong>the</strong> art education (see “Educational issues” in Section 4), providing<br />

more and more courses for mastering skills in production of digital art (e.g., 2D<br />

and 3D modeling, computer animation, etc.). More recently interdisciplinary<br />

courses and projects are also offered, thus often putting informatics students and<br />

art students to work side-by-side. The depth in which <strong>the</strong> artists submerge into


824 Anna Trifonova, Salah U. Ahmed and Letizia Jaccheri<br />

technology depends on <strong>the</strong> required functionality for <strong>the</strong> production of <strong>the</strong> artwork<br />

and on <strong>the</strong> availability of tools that would satisfy artists’ needs. In some cases<br />

when such tools do not exist or impose undesired limitations, <strong>the</strong> artists learn even<br />

to program and write <strong>the</strong>ir own programs (e.g., some cases in “software art”). In<br />

o<strong>the</strong>r cases <strong>the</strong>y turn to computer professionals for development of <strong>the</strong> specific<br />

hardware and/or software (most of <strong>the</strong> papers described in “software development<br />

issues” section above). This points to <strong>the</strong> need of particular attention of software<br />

engineering research <strong>towards</strong> <strong>the</strong> specific needs of artists.<br />

Looking from <strong>the</strong> perspective of software engineer, artists might be seen as<br />

customers that need especially designed software. In order to support and satisfy<br />

<strong>the</strong>ir requirements <strong>the</strong>ories, methods and tools from software engineering might be<br />

used.<br />

Interestingly, <strong>the</strong>re is a trend in artistic community of returning to <strong>the</strong> roots of<br />

software, i.e., a return to programming. The “software art” movement incorporates<br />

<strong>the</strong> idea that <strong>the</strong> artist digs into <strong>the</strong> software code for producing <strong>the</strong> artwork. Artist<br />

community acknowledges <strong>the</strong> importance of software in art and in <strong>the</strong> community<br />

in general. In fact, in 1999 one of <strong>the</strong> biggest Festivals on Digital Arts – Ars Electronica<br />

(www.aec.at) gave one of its prizes to Linux. The returning of artists to<br />

programming, however, is not always due to appreciation of <strong>the</strong> software and with<br />

<strong>the</strong> goal to raise it as an artwork. It is sometimes due to <strong>the</strong> limitations it poses on<br />

artwork creation, as discussed in Section 4.4. This gives us an indication that <strong>the</strong>re<br />

is a serious gap in <strong>the</strong> software support of <strong>the</strong> art production. There is a need of research<br />

in order to understand <strong>the</strong> artists’ needs and provide <strong>the</strong>m <strong>the</strong> appropriate<br />

tools for <strong>the</strong> artwork creation, without limiting <strong>the</strong>ir creative processes (see “software<br />

tools” subsection above). The research might also be directed on <strong>the</strong> processes<br />

of software development when artists and programmers work toge<strong>the</strong>r for<br />

creating an artwork (like interactive installations). There is a need to understand<br />

what <strong>the</strong> most appropriate methods are and how to foster <strong>the</strong> collaboration between<br />

such multidisciplinary groups.<br />

Arrow (2) on Fig. 3 shows <strong>the</strong> influences of art on software engineering. This<br />

relation is not as obvious as (1), but from <strong>the</strong> point of view of software engineers<br />

we are interested in it. The question is how can/is art influence on software development<br />

and what changes in <strong>the</strong> area of software engineering are brought by <strong>the</strong><br />

intersection with art? This means to find out how art, artists, <strong>the</strong> collaboration with<br />

<strong>the</strong>m and/or <strong>the</strong> study over existing artistic practices might help to enrich <strong>the</strong> <strong>the</strong>ories,<br />

models and tools in software engineering.<br />

One such possibility is suggested by Harris (1999) and was one of <strong>the</strong> main<br />

ideas behind <strong>the</strong> Xerox PARC Artists-in-Residence Program:<br />

PAIR is an opening into using some of <strong>the</strong> methodologies of art in scientific research,<br />

which is a creative activity itself and <strong>the</strong>refore is always on <strong>the</strong> lookout for<br />

new techniques to be borrowed from o<strong>the</strong>r professionals.<br />

In o<strong>the</strong>r words, <strong>the</strong> creativity of computer scientists or software developers<br />

might be triggered by <strong>the</strong> close interaction with artists in such a manner that to<br />

propose innovative solution to specific problems, build novel tools, discover new<br />

approaches to processes, original methodologies, etc. Similar expectations might


SArt: Towards Innovation at <strong>the</strong> Intersection of <strong>Software</strong> <strong>Engineering</strong> and Art 825<br />

be seen in some cases presented in “art in computer science curricula” above (i.e.,<br />

Fishwick 2007).<br />

Ano<strong>the</strong>r possibility is suggested by Briony Oates (2006a) – to explore <strong>the</strong> artists’<br />

understanding of visual aes<strong>the</strong>tics, developed over hundreds and thousands of<br />

years and apply it on computer artifacts. What is meant here is that when digital<br />

visualization is involved artists might be <strong>the</strong> best judges. They might also be <strong>the</strong><br />

best source of practical ideas for solving concrete visualization problems and/or<br />

propose innovative solutions. These issues are discussed in “aes<strong>the</strong>tics in user interfaces”<br />

subsection above. Meanwhile, <strong>the</strong>re are many cases that computer scientists<br />

do not involve artists in such situations. For example, a paper presented at<br />

IEEE/WIC International Conference on Web Intelligence 2003 (Yazhong et al.<br />

2003) proposes an approach for music retrieval based on mood detection, toge<strong>the</strong>r<br />

with an innovative 3D visualization of <strong>the</strong> music in which <strong>the</strong> user should browse<br />

and select. The authors suggest that <strong>the</strong> visual representation of <strong>the</strong> songs should<br />

be related to some of <strong>the</strong> parameters that identify <strong>the</strong> mood of <strong>the</strong> song (e.g., <strong>the</strong><br />

tempo). However, <strong>the</strong>ir study is not related with any study on how colors and<br />

moods are related. An inclusion of <strong>the</strong> artists’ opinion and knowledge in such<br />

study would probably lead to much better results than <strong>the</strong> somehow confusing<br />

ones shown in <strong>the</strong> article.<br />

6 Conclusions<br />

Art and software engineering intersect in a variety of ways. However, <strong>the</strong>re is no<br />

established knowledge base for this interdisciplinary domain. This field is young<br />

and <strong>the</strong>re are not established journals like in o<strong>the</strong>r interdisciplinary fields (e.g.,<br />

medical informatics). Based on our projects (shortly presented in Section 2) and<br />

our prior knowledge in this domain we have identified <strong>the</strong> need for deeper understanding<br />

of how software engineering and art intersect and how <strong>the</strong>y influence and<br />

can help each o<strong>the</strong>r. To <strong>the</strong> best of our knowledge, this is <strong>the</strong> first attempt to make<br />

a systematic review of <strong>the</strong> state-of-<strong>the</strong>-art research in between software engineering<br />

and art.<br />

Here we have presented <strong>the</strong> preliminary results of <strong>the</strong> literature review, showing<br />

in which directions research is being done. We have discussed our understanding<br />

of <strong>the</strong> intersection between art and software engineers and stressed on <strong>the</strong> possible<br />

benefits of such interaction for <strong>the</strong> software engineering. Creativity and innovation<br />

might be expected, toge<strong>the</strong>r with improvements in <strong>the</strong> aes<strong>the</strong>tics direction.<br />

We have discussed in details <strong>the</strong> process of making a systematic review of this<br />

interdisciplinary field. Our experience is that it is not a trivial task, but it is a necessary<br />

starting step for establishing <strong>the</strong> knowledge base. Some of <strong>the</strong> benefits of it<br />

are to reveal <strong>the</strong> gaps that need fur<strong>the</strong>r research, create a collection of relevant<br />

papers and show previous positive or negative experiences and lessons learned.<br />

Throughout <strong>the</strong> SArt project at NTNU we aim at gaining better understanding<br />

of how software engineering and art are connected by completing <strong>the</strong> systematic<br />

literature review described here. In our future work we will develop empirically


826 Anna Trifonova, Salah U. Ahmed and Letizia Jaccheri<br />

based <strong>the</strong>ories, models, and tools to support creativity and innovation in software<br />

technology development, fostered by <strong>the</strong> intersection with art.<br />

Acknowledgments Part of this work was carried out by Anna Trifonova during<br />

<strong>the</strong> tenure of an ERCIM “Alain Bensoussan” Fellowship Programme.<br />

References<br />

Bertelsen, O. W. and Pold, S. (2004) Criticism as an Approach to Interface Aes<strong>the</strong>tics. Nordic<br />

conference on human-computer interaction (NordiCHI ’04), Tampere, Finland, October 23–<br />

27, ACM International Conference Proceeding Series; Vol. 82.<br />

Biswas, A., Donaldson, T., Singh, J., Diamond, S., Gauthier, D. and Longford, M. (2006) Assessment<br />

of Mobile Experience Engine, <strong>the</strong> development toolkit for context aware mobile<br />

applications. ACM SIGCHI international conference on Advances in computer entertainment<br />

technology (ACE ’06), Hollywood, USA, June 14–16.<br />

Bond, G. W. (2005) <strong>Software</strong> as Art. Communications of <strong>the</strong> ACM. 48(8) August, pp. 118–124.<br />

Bourque, P. and Dupuis, R. (eds.) (2004) Guide to <strong>the</strong> <strong>Software</strong> <strong>Engineering</strong> Body of Knowledge.<br />

IEEE CS Press. ISBN 0-7695-2330-7.<br />

Broegger, A. (2003) <strong>Software</strong> Art - an introduction. The online magazine Artificial, September<br />

24, available online at http://www.artificial.dk/articles/software.htm, last visited on 21/03/07.<br />

Candy, L. and Edmonds, E. (2002) Modeling Co-Creativity in Art and Technology. The fourth<br />

Conference on Creativity & Cognition (C&C’02), Loughborough, UK, October 14–16.<br />

Cramer, F. (2002) Concepts, Notations, <strong>Software</strong>, Art. read_me 1.2 catalogue, available online at<br />

http://cramer.plaintext.cc:70/all/software_art_and_writing, last visited 13/04/2007.<br />

Cramer, F. and Gabriel U. (2001) <strong>Software</strong> Art. American Book Review, issue “Codeworks”<br />

(Alan Sondheim, ed.), Sept. 2001, available online at http://cramer.plaintext.cc:70/all/<br />

software_art_and_writing, last visited 13/04/2007.<br />

Ebert, D. S. and Bailey, D. (2000) A Collaborative and Interdisciplinary Computer Animation<br />

Course. ACM SIGGRAPH Computer Graphics 34(3), 22–26.<br />

Edmonds, E., Turner, G. and Candy, L. (2004) Approaches to Interactive Art Systems. In Yong<br />

Tsui Lee, Stephen N. Spencer, Alan Chalmers, Seah Hock Soon (eds.), Proceedings of <strong>the</strong><br />

2nd International Conference on Computer Graphics and Interactive Techniques in Australasia<br />

and Sou<strong>the</strong>ast Asia 2004, Singapore, June 15–18, 2004. ACM 2004, ISBN 1-58113-883-0.<br />

Fishwick, P. (2003) Nurturing next-generation computer scientists. IEEE Computer Magazine<br />

36(12) Dec., pp. 132–134.<br />

Fishwick, P. (2007) Aes<strong>the</strong>tic Computing: A Brief Tutorial. Book Chapter to appear in Fernando<br />

Ferri (eds.) Visual Languages for Interactive Computing: Definitions and Formalizations.<br />

Idea Group Inc.<br />

Garvey, G. R. (1997) Retrofitting Fine Art and Design Education in <strong>the</strong> Age of Computer Technology.<br />

ACM SIGGRAPH Computer Graphics 31(3), 29–32.<br />

Glass, R. L. (1995) <strong>Software</strong> Creativity. Prentice Hall. ISBN 0131473646.<br />

Glass, R. L. and DeMarco, T. (2006) <strong>Software</strong> Creativity 2.0. developer.* Books. ISBN<br />

0977213315.<br />

Greene, R. (2004) Internet Art. Thames & Hudson. ISBN 0500203768.<br />

Grey, J. (2002) Human-Computer Interaction in Life Drawing, a Fine Artist’s Perspective. Sixth<br />

International Conference on Information Visualisation (IV’02).<br />

Harris, C. (eds.) (1999) Art and Innovation: The Xerox PARC Artists-in-Residence Program.<br />

MIT Press. ISBN 0262082756.


SArt: Towards Innovation at <strong>the</strong> Intersection of <strong>Software</strong> <strong>Engineering</strong> and Art 827<br />

Hart, C. (1998) Doing a Literature Review: Releasing <strong>the</strong> Social Science Research Imagination,<br />

SAGE. ISBN 0761959742.<br />

Hevner, A. R., March, S. T., Park, J. and Ram S. (2004) Design Science in Information Systems<br />

Research. MIS Quarterly 28(1), 75–105.<br />

Jaccheri, L. and Sindre, G. (2007) <strong>Software</strong> <strong>Engineering</strong> Students meet Interdisciplinary Project<br />

work and Art. To appear in proceedings of 11th International Conference on Information<br />

Visualisation, Zurich, Switzerland, 2–6 July.<br />

Jaimes, A., Sebe, N. and Gatica-Perez D. (2006) Human-Centered Computing: A Multimedia<br />

Perspective. 14th International Annual Conference on Multimedia, Santa Barbara, CA, October<br />

23–27.<br />

Jennings, P., Giaccardi, E. and Wesolkowska M. (2006) About Face Interface: Creative Engagement<br />

in <strong>the</strong> New Media Artis and HCI. CHI workshop 2006, Montreal, Canada, April<br />

22–23.<br />

Kitchenham, B. (2004) Procedures for Performing Systematic Reviews. Keele University Technical<br />

Report TR/SE-0401. ISSN:1353-7776, available online at http://www.elsevier.com/<br />

framework_products/promis_misc/inf-systrev.pdf, last visited 13/04/2007.<br />

Knuth, D. E. (2001) Things a computer scientist rarely talks about. In CSLI Lecture Notes. Number<br />

136. Center for <strong>the</strong> Study of Language and Information, Stanford, CA, 2001.<br />

Machin, C. H. C. (2002) Digital Artworks: Bridging <strong>the</strong> Technology Gap. The 20th Eurographics<br />

UK Conference, Leicester, UK, June 11–13.<br />

Manovich, L. (2002) Generation Flash. International workshop Multimedia and <strong>the</strong> Interactive<br />

Spectator. University of Maastricht, May 16-18, available online at http://www.fdcw.<br />

unimaas.nl/is/generationflash.htm, last visited 13/04/2007.<br />

Marchese, F. T. (2006) The Making of Trigger and <strong>the</strong> Agile <strong>Engineering</strong> of Artist-Scientist <strong>Collaboration</strong>.<br />

Tenth International Conference on Information Visualisation (IV’06).<br />

Meyer, J. and Glassner, A. (1998) Artists and Technologists working toge<strong>the</strong>r. The 11th annual<br />

ACM symposium on User interface software and technology (UIST ’98), San Francisco, CA,<br />

Nov. 1–4.<br />

Morlan, J. and Nerheim-Wolfe, R., (1993) Photographic Rendering of Environmental Graphics<br />

in Context: A <strong>Collaboration</strong> Between Art and Science Made Simple. ACM SIGGRAPH<br />

Computer Graphics Journal 27(1), 10–12.<br />

Nalder, G. (2003) Art in <strong>the</strong> Informational Mode. Seventh International Conference on Information<br />

Visualization (IV’03).<br />

Oates, B. (2006a) New frontiers for information systems research: computer art as an information<br />

system. European Journal of Information Systems 15, 617–626.<br />

Oates B. (2006b) Researching Information Systems and Computing. SAGE. ISBN<br />

978141290224.<br />

Parberry, I., Kazemzadeh, M. B. and Roden, T. (2006) The Art and Science of Game Programming.<br />

ACM SIGCSE Bulletin, Proceedings of <strong>the</strong> 37th SIGCSE technical symposium on<br />

Computer science education SIGCSE ’06. 38(1).<br />

Sedelow, S. Y. (1970) The Computer in <strong>the</strong> Humanities and Fine Arts. ACM Computing Surveys<br />

2(2): 89–110.<br />

Shoniregun, C. A., Logvynovskiy, O., Duan, Z. and Bose, S. (2004) Streaming and Security of<br />

Art Works on <strong>the</strong> Web. Sixth IEEE International Symposium on Multimedia <strong>Software</strong> <strong>Engineering</strong><br />

(ISMSE’04).<br />

Wohlin, C., Runeson, P., Høst, M., Ohlsson, M. C., Regnell, B. and Wesslen, A. (2000) Experimentation<br />

in <strong>Software</strong> <strong>Engineering</strong>: An Introduction. Kluwer. ISBN 0792386825.<br />

Yazhong, F., Yueting, Z. and Yunhe P. (2003) Music Information Retrieval by Detecting Mood<br />

via Computational Media Aes<strong>the</strong>tics, IEEE/WIC International Conference on Web Intelligence<br />

(WI), Oct. 13–17, pp. 235–241.<br />

Zimmerman, G. W. and Eber, D. E. (2001) When Worlds Collide! An Interdisciplinary Course<br />

In Virtual-Reality Art”, ACM SIGCSE Bulletin, Proceedings of <strong>the</strong> thirty-second SIGCSE<br />

technical symposium on Computer Science Education (SIGCSE ’01) 33(1).


Paper 2<br />

Salah Uddin Ahmed and Anna Trifonova. "<strong>Software</strong> <strong>Engineering</strong> Processes Under <strong>the</strong><br />

Influence of Aes<strong>the</strong>tics and Art Projects", In Sandro Morasca (Ed.): Proc. 2nd Int'l<br />

Doctoral Symposium on Empirical <strong>Software</strong> <strong>Engineering</strong>, September 19, 2007, Madrid,<br />

Spain, 7 pp.


<strong>Software</strong> <strong>Engineering</strong> Processes under <strong>the</strong> Influence of Aes<strong>the</strong>tics and Art<br />

Projects<br />

Salah Uddin Ahmed and Anna Trifonova<br />

Department of Computer and Information Science, Norwegian University of Science and<br />

Technology<br />

Email: salah@idi.ntnu.no, trifonova@idi.ntnu.no<br />

Abstract<br />

The main focus of <strong>the</strong> study is to investigate <strong>the</strong><br />

interdisciplinary domain of art and software<br />

engineering for <strong>the</strong> purpose of understanding <strong>the</strong><br />

different issues, ideas, and concepts that are worth<br />

investigating for software engineering discipline in<br />

order to leverage technology to <strong>the</strong> artists as well as<br />

enriching <strong>the</strong> discipline with <strong>the</strong> experience ga<strong>the</strong>red<br />

from art discipline. For this study, we have identified<br />

four main research questions and designed four<br />

empirical studies to investigate <strong>the</strong> identified<br />

questions. In this paper we present <strong>the</strong> questions in<br />

detail and <strong>the</strong> study design and arrangements that we<br />

have planned to implement for investigating each of<br />

<strong>the</strong> question.<br />

1. Introduction<br />

With <strong>the</strong> rapid development of technology,<br />

software is being used in almost every sector of life.<br />

As many o<strong>the</strong>r fields, art has been influenced by<br />

Information Technology. The interconnection between<br />

art and computer science has a long history that dates<br />

back to <strong>the</strong> early seventies [1]. The intersection of <strong>the</strong><br />

two fields has interested many artists, researchers and<br />

<strong>the</strong>orists in <strong>the</strong> recent years. The literature is rife with<br />

examples of artists applying ma<strong>the</strong>matics, technology,<br />

and most recently, computing (i.e. artificial life,<br />

genetic algorithms, artificial intelligence etc.) to <strong>the</strong><br />

creation of art [2],[3]. Research institutes (e.g. MIT<br />

Media Lab, Creativity and Cognition studios), art<br />

festivals like Transmediale (www.transmediale.de),<br />

Read_Me (http://readme.runme.org), ARS Electronica<br />

(www.aec.at), Make Art (http://makeart.goto10.org),<br />

FILE(www.file.org.br), Trondheim MatchMaking<br />

(http://matchmaking.teks.no) and articles appearing in<br />

<strong>the</strong> journals on art, science and technology (e.g. MIT<br />

press Leonardo, Convergence) or found in ACM<br />

digital library or IEEE Xplore give us <strong>the</strong> indication of<br />

recent interest of many researchers and <strong>the</strong>orists in <strong>the</strong><br />

intersection of software and art. While in <strong>the</strong> literature<br />

<strong>the</strong> influence of technology including software and<br />

information technology on art is clearly visible, <strong>the</strong><br />

opposite, i.e. <strong>the</strong> influence of art <strong>the</strong>ories and artistic<br />

practices in computing technology is not as obvious<br />

[2]. We assume that <strong>the</strong> intersection between software<br />

and art is beneficial to both <strong>the</strong> field of software<br />

engineering and art. Our research is an<br />

interdisciplinary research in this intersection of<br />

software and art.<br />

Though lot of interest is shown <strong>towards</strong> software<br />

from <strong>the</strong> artists and <strong>the</strong>orists comparatively little<br />

research effort exists from <strong>the</strong> software engineering<br />

discipline. It is acknowledged by <strong>the</strong> research<br />

community that <strong>the</strong> science community should be<br />

proactive to address research involving art [4]. Even<br />

though interdisciplinary research is increasingly used<br />

in many o<strong>the</strong>r fields, yet software engineers are<br />

remarkably reluctant to look outside of own discipline<br />

for inspiration and answers both in terms of research<br />

and practice [5]. Glass, Ramesh and Vessey pointed<br />

out that only 1.9% of <strong>the</strong> <strong>Software</strong> <strong>Engineering</strong> papers<br />

use <strong>the</strong>ories and models from o<strong>the</strong>r discipline [6].<br />

Computer Science papers used o<strong>the</strong>r disciplines in<br />

10.77% of <strong>the</strong> cases, while Information Systems<br />

papers used o<strong>the</strong>r disciplines in 67.9% of <strong>the</strong> cases.<br />

Art and software have been in contact in <strong>the</strong> recent<br />

years in numerous ways: such as artists participating<br />

in multimedia software projects or in <strong>the</strong> creation of<br />

games and software engineers participating in <strong>the</strong><br />

creation of interactive art installations or software<br />

dependent art projects. With <strong>the</strong> increased use of<br />

technology <strong>the</strong> field is growing in number, size,<br />

aspects and context each year. Through this PhD<br />

research we would like to investigate <strong>the</strong> intersection<br />

of art and software engineering and contribute to <strong>the</strong>


knowledge base. The intersection is quite broad and it<br />

involves many issues. We have identified several<br />

questions for <strong>the</strong> research, which we assume are too<br />

many to be completed during <strong>the</strong> PhD period. We<br />

have found difficulties in focusing on a certain<br />

direction at this early stage. Meanwhile it will be also<br />

good to mention <strong>the</strong> tension between our attempt to<br />

focus more on software engineering aspects and on <strong>the</strong><br />

o<strong>the</strong>r hand, not to overlook <strong>the</strong> art aspects. We would<br />

like to get feedback on <strong>the</strong> research questions in terms<br />

of suitability for an interdisciplinary research<br />

conducted by <strong>the</strong> software engineering discipline and<br />

<strong>the</strong> feasibility in terms of completion time and<br />

complexity.<br />

2. Relevant Prior Works<br />

In his book ‘Information Arts’ Stephen Wilson has a<br />

brief description of <strong>the</strong> intersection of art, science and<br />

technology [3]. He has presented how and where<br />

artists and technologists work toge<strong>the</strong>r and how artists<br />

are using different technologies as media of art. It is a<br />

challenge for software engineers to bring <strong>the</strong><br />

technology within <strong>the</strong> reach of <strong>the</strong> artists. Colin<br />

Machin described some of <strong>the</strong> challenges that software<br />

engineers face in an art project [7]. He mentions for<br />

example, <strong>the</strong> technology that serves <strong>the</strong> artwork may<br />

be simple as any o<strong>the</strong>r controllers for industrial<br />

machines, but software engineers who provide <strong>the</strong><br />

firmware strive to make <strong>the</strong> technology more<br />

accessible to <strong>the</strong> artists.<br />

The application of art <strong>the</strong>ories and processes to<br />

computing is referred as aes<strong>the</strong>tic computing. Donald<br />

Knuth showed himself to be a strong advocate of<br />

aes<strong>the</strong>tics in programming [8]. According to Paul<br />

Fishwick [2], <strong>the</strong> idea of aes<strong>the</strong>tics processing was<br />

first explored in 1974 by Frieder Nake. Later,<br />

Gelernter has provided significant justification for<br />

aes<strong>the</strong>tics in computing [9],[10]. The design of web<br />

pages and operating system interfaces are some of<br />

fields of computing that use aes<strong>the</strong>tics. Paul Fishwick<br />

recommends that significantly greater diversity and<br />

depth of aes<strong>the</strong>tics needs to be applied to all o<strong>the</strong>r<br />

areas of computing, from notations, to formal<br />

structures. In [2], Fishwick mentions that <strong>the</strong> National<br />

Academy study on computing recommends<br />

considering <strong>the</strong> effects of <strong>the</strong> arts within <strong>the</strong><br />

computing field. <strong>Software</strong> engineering being a major<br />

field of computing also requires <strong>the</strong> same amount of<br />

focus of applying aes<strong>the</strong>tics in <strong>the</strong> discipline.<br />

Apart from software supported artworks or<br />

projects, collaboration between artists and<br />

technologists is also wanted in o<strong>the</strong>r cases, for<br />

example, industries and research institutes want it to<br />

nurture innovation and creativity [3],[11]. But<br />

collaboration is not always smooth and some of <strong>the</strong><br />

challenges appear due to <strong>the</strong> fact that <strong>the</strong> two cultures<br />

are very different [4] . Researchers from both<br />

software and art domain have worked to smoo<strong>the</strong>n this<br />

collaboration. Earlier research in this arena includes<br />

case studies of practice based collaborative art<br />

research [12], a “reflective approach” <strong>towards</strong> practice<br />

based research by Legget [13], collaboration viewed<br />

from <strong>the</strong> educational perspective through<br />

interdisciplinary courses such as animation, virtual<br />

reality [14] and many more. In [12], authors have<br />

identified issues essential to collaborative practices<br />

such as shared language, construction of boundary<br />

objects, and accommodation of differing epistemic<br />

cultures. Robert Glass mentions how creativity can be<br />

incorporated in <strong>the</strong> software development process<br />

[15]. Artist in residency has also been implemented by<br />

many o<strong>the</strong>r industries and institutes [3], but it should<br />

be noted that <strong>the</strong>se kinds of programs need a special<br />

industrial/research setting that is not always possible.<br />

We have not found many research works so far that<br />

address this artist-scientist collaboration from <strong>the</strong> view<br />

point of project management and software<br />

methodologies. Linda Candy describes some features<br />

of <strong>the</strong> collaboration and investigates how co-creativity<br />

takes place in [16]. Machin presents two models of<br />

collaboration in [7] . The only paper that we have<br />

found about software process so far is [17], where<br />

Marchese has shown how agile process was used<br />

successfully in <strong>the</strong> multimedia art installation project<br />

Trigger. Adaptive software Development (ASD) was<br />

used in that project. It is interesting for software<br />

engineering community to find out how this<br />

collaboration can be improved and adapted with <strong>the</strong><br />

software engineering processes without hampering <strong>the</strong><br />

artistic processes [7].<br />

As part of this interdisciplinary research, we<br />

collaborate with Trondheim Academy of Fine Arts,<br />

Midgaard Media Lab (http://www.ntnu.no/midgard/),<br />

and Trondheim Electronic Arts Centre (TEKS) and<br />

have participated in different art festivals such as<br />

Trondheim MatchMaking ’06 (an annual festival for<br />

electronic arts and new technology) and Transmediale<br />

’07. The main objective is to keep us updated about<br />

<strong>the</strong> latest works and build a network with o<strong>the</strong>r<br />

researchers and artists. Through this network, we will<br />

look for relevant projects that we want to select for<br />

conducting case study in our research. It should be<br />

mentioned that getting an art project that match all <strong>the</strong><br />

criteria to be chosen for a case study is not easy as<br />

finding an industrial project, as art projects


implementation are less in number and <strong>the</strong>y have<br />

limitations in terms of software development issues.<br />

Following is a short description of <strong>the</strong> three projects<br />

that we have observed as a pre-study in order to gain<br />

better understanding for conducting a case study and<br />

<strong>the</strong> future research.<br />

1. Flyndre: is a sculpture with an interactive sound<br />

system that plays music generated by a software and<br />

changes <strong>the</strong> music dynamically based on parameters<br />

(such as water level, temperature, time, etc.) received<br />

from environment through some sensors. The sound<br />

generating software was written by <strong>the</strong> sound<br />

composer. It was a single script file, and <strong>the</strong> composer<br />

having no software engineering knowledge later<br />

struggled to upgrade and modify <strong>the</strong> code. Later on<br />

<strong>Software</strong> <strong>Engineering</strong> students working in <strong>the</strong> project<br />

helped to improve <strong>the</strong> architecture of <strong>the</strong> software and<br />

made it available as open source for <strong>the</strong> artist so that<br />

he can ensure utilization and improvement of <strong>the</strong><br />

software by <strong>the</strong> interested community of developers<br />

and users.<br />

2. Sculpture with Interactive 3D sound: is an<br />

installation project that aims to decorate a junior high<br />

school with an interactive sculpture where people can<br />

be able to interact with <strong>the</strong> sculpture by sending<br />

messages, images or sound files from mobile phones,<br />

laptops and hand held devices through Bluetooth<br />

technology. The received files will be converted into<br />

sound and played by <strong>the</strong> sculpture. For <strong>the</strong><br />

development of <strong>the</strong> hardware and <strong>the</strong> software sound<br />

sub-systems a team of students from a College<br />

(Trondheim and Sor Trondelag University College) is<br />

created and is working in collaboration with <strong>the</strong> artist<br />

(i.e. <strong>the</strong> sculpture designer). The members of <strong>the</strong><br />

project use open source technology (e.g. PureData,<br />

Apache, Python) due to availability of free software<br />

that allows development of low cost software,<br />

community support for maintenance and upgrade. The<br />

developed software will be made accessible as open<br />

source through <strong>the</strong> project web site at <strong>the</strong> end of <strong>the</strong><br />

project.<br />

3. Open Digital Canvas: is a project which aims to<br />

embellish a white wall at NTNU with a number of<br />

main boards with LEDs on <strong>the</strong>m, creating a big matrix<br />

of light pixels.<br />

Observation of <strong>the</strong> projects has provided us some<br />

important issues; we discovered some similarities in<br />

<strong>the</strong> projects’ requirements, development methods, etc.<br />

such as flexible requirements, low budget, afterward<br />

maintenance and upgrading problems. Artists’ desire<br />

to use latest technologies, trend to use open source<br />

technologies, attempts to attract interested users and<br />

developers to contribute afterwards are also visible<br />

from <strong>the</strong> projects.<br />

3. Research Objectives and Questions<br />

As mentioned earlier <strong>the</strong> objective of this research is<br />

to contribute by establishing a knowledge base at <strong>the</strong><br />

intersection art and software engineering. This<br />

knowledge base will later help us develop empirically<br />

based <strong>the</strong>ories, models, and tools to support creativity<br />

and innovation in software technology development.<br />

Given <strong>the</strong> problem description and objective of <strong>the</strong><br />

study, we would like to look into <strong>the</strong> following<br />

underlying questions in detail.<br />

1. How do software engineering and art intersect,<br />

i.e., how do software engineering and art can<br />

influence and involve each o<strong>the</strong>r?<br />

This question can be broken down into <strong>the</strong><br />

following sub questions:<br />

a) What are <strong>the</strong> areas where software engineers<br />

and artists involve each o<strong>the</strong>r? When, how<br />

and where <strong>the</strong>y work toge<strong>the</strong>r?<br />

b) What tools and technologies are used in this<br />

intersection of two domains?<br />

c) What are <strong>the</strong> artists’ needs, usage for<br />

software?<br />

d) How <strong>the</strong> collaboration between artists and<br />

software engineers takes place? What are <strong>the</strong><br />

features and characteristics that make it<br />

successful?<br />

As seen from <strong>the</strong> questions above, in this part, we<br />

will cover many issues that we have found in <strong>the</strong> state<br />

of <strong>the</strong> art (i.e. collaboration, methodologies, different<br />

art forms etc.) and ra<strong>the</strong>r be focused on a broad<br />

concept of relationship between software and art to<br />

discover as much information as possible in order to<br />

create <strong>the</strong> knowledge base.<br />

2. How we can characterize <strong>the</strong> development<br />

process for software supported artworks and<br />

projects?<br />

This question can be broken down into smaller,<br />

more specific questions like:<br />

a) How <strong>the</strong> software supported art projects<br />

differ from o<strong>the</strong>r projects? What are<br />

characteristics and features that make this<br />

difference?<br />

b) What are <strong>the</strong> issues and <strong>the</strong> challenges that<br />

software developers have to tackle to<br />

implement that kind of projects?<br />

c) What are <strong>the</strong> features and <strong>the</strong> criteria that<br />

make <strong>the</strong> collaboration between software<br />

engineers and artists in an interdisciplinary<br />

project successful in a particular context?


d) Which tool, methodology is more suitable<br />

than <strong>the</strong> o<strong>the</strong>rs and how and in what context<br />

<strong>the</strong>y perform better than <strong>the</strong> o<strong>the</strong>rs in<br />

addressing <strong>the</strong> art projects?<br />

In our ongoing literature survey [18], we have<br />

observed that art projects differ from o<strong>the</strong>r industrial<br />

projects. The most significant differences that we have<br />

observed are <strong>the</strong> flexibility of requirements and artists’<br />

need for intermediate tools and artists’ nature of<br />

pushing technologists beyond <strong>the</strong> boundary.<br />

When <strong>the</strong> art projects differ from ordinary<br />

industrial projects, it is assumable that <strong>the</strong> issues and<br />

challenges that software engineers face in art projects<br />

might differ as well. One challenge that software<br />

engineers face is to make <strong>the</strong> software more accessible<br />

to <strong>the</strong> artists. Machin posed some questions and future<br />

work such as how we can seek ways out to enable<br />

artist’s ideas without inhibiting <strong>the</strong> artistic process [7].<br />

From our observation on <strong>the</strong> projects (i.e. sculpture<br />

with 3D interactive sound and Flyndre), we see that<br />

maintenance and upgrade of software is often a big<br />

challenge in <strong>the</strong> art projects. We want to review<br />

literature to find out what o<strong>the</strong>r challenges exist <strong>the</strong>re.<br />

We would also investigate this question while we<br />

conduct case study of interdisciplinary projects in <strong>the</strong><br />

future.<br />

We have found some models of collaboration in <strong>the</strong><br />

literature. There are also a number of researches that<br />

focus on <strong>the</strong> different features of collaboration. What<br />

we want to do here is to collect <strong>the</strong> different features<br />

and characteristics of collaboration and study <strong>the</strong><br />

examples of some completed projects. We would like<br />

to see from <strong>the</strong> study what features of collaboration<br />

made a particular case successful. In o<strong>the</strong>r words,<br />

what distinguishes <strong>the</strong> successful collaborations from<br />

<strong>the</strong> less successful ones? Which model of<br />

collaboration works better in which context?<br />

In <strong>the</strong> fourth question we want to study what tools,<br />

techniques and processes of software engineering are<br />

suitable for a particular art project in a particular<br />

context. By tools we mean tools used for <strong>the</strong> software<br />

development, such as software requirements tools,<br />

software engineering management tool etc. Methods<br />

can be like Heuristic methods, formal methods, or<br />

prototyping methods. We would like to investigate<br />

which of <strong>the</strong>m are more suitable for art projects.<br />

3. How <strong>the</strong> software engineering discipline can<br />

benefit from utilising experience, <strong>the</strong>ories, or<br />

concepts from <strong>the</strong> art domain?<br />

To answer this question we need to get<br />

understanding of art <strong>the</strong>ories, concepts and processes.<br />

Thus here we will use <strong>the</strong> knowledge gained from<br />

results of question 1 where we explore <strong>the</strong> intersection<br />

of art and software from both software engineering<br />

and artists’ point of view. This question can be fur<strong>the</strong>r<br />

broken into following smaller questions:<br />

a) What are <strong>the</strong> areas, tools, artefacts,<br />

methodologies in software engineering where<br />

aes<strong>the</strong>tics can be applied?<br />

b) What are <strong>the</strong> art <strong>the</strong>ories and or concepts that<br />

can be applied to software engineering?<br />

c) What are <strong>the</strong> expected results of <strong>the</strong><br />

application of aes<strong>the</strong>tics into software<br />

engineering? Is it better artefacts? Theories?<br />

With better representation and interaction or<br />

better processes of developing software?<br />

d) Can we use <strong>the</strong>ories and experiences from art<br />

to nurture creativity and innovation in<br />

software engineering?<br />

Question (3b) is about finding out <strong>the</strong> concepts of<br />

arts and art <strong>the</strong>ories. Many researchers working in <strong>the</strong><br />

interdisciplinary domain have tried to figure out <strong>the</strong><br />

art <strong>the</strong>ories that can be applied in science [2]. Our<br />

objective will be to find out <strong>the</strong> <strong>the</strong>ories and concepts<br />

from <strong>the</strong> literature and analyze <strong>the</strong>ir applicability to<br />

different fields of software engineering.<br />

We also want to investigate what outcome we<br />

might get by applying <strong>the</strong> art <strong>the</strong>ories. We would like<br />

to look into <strong>the</strong> o<strong>the</strong>r fields of computing where <strong>the</strong>y<br />

have already applied aes<strong>the</strong>tics, art <strong>the</strong>ories, and what<br />

results <strong>the</strong>y have achieved. Is it possible that we can<br />

get <strong>the</strong> same results in software engineering too?<br />

Planned study to answer this question is based on<br />

qualitative analysis of literature. A complementary<br />

survey to support our hypo<strong>the</strong>sis, (for example,<br />

applying aes<strong>the</strong>tics would result in better<br />

representation of <strong>the</strong> artefacts) can be conducted in<br />

order to justify <strong>the</strong> relevance of our hypo<strong>the</strong>ses with<br />

<strong>the</strong> opinions of <strong>the</strong> practitioners and experts. For<br />

example, we can conduct survey and interview<br />

software engineers.<br />

The fourth sub-question (3d.) fruits from <strong>the</strong> results<br />

of <strong>the</strong> earlier questions. There is evidence that<br />

creativity and innovation can be nurtured through<br />

flexibility of process. Many researchers think that<br />

software development is much similar to an artwork. If<br />

such, what <strong>the</strong>ories of art can be tied with creativity in<br />

software?<br />

4. How can we proffer technology to <strong>the</strong> artists<br />

through software engineering i.e., providing better<br />

tools, processes and roles?<br />

The question can be broken down into following<br />

questions:<br />

a) What are <strong>the</strong> artists’ needs, usages, and<br />

requirements for software?


) What kind of intermediate tools <strong>the</strong> artists<br />

need?<br />

c) Why do artists move <strong>towards</strong> open source<br />

software? Or what are <strong>the</strong> issues and features<br />

of Open Source <strong>Software</strong> (OSS) which makes<br />

it more desirable for artists?<br />

d) What is <strong>the</strong> role of open source in art?<br />

The third sub-question is derived from our<br />

observation that artists are very interested in open<br />

source software. Our attempt will be to address artists’<br />

attitudes and needs <strong>towards</strong> software through which<br />

we can understand how software and technology can<br />

be made more accessible to <strong>the</strong> artists.<br />

It will be good to define at this point what we mean<br />

by artists as <strong>the</strong>re are people who can be both a<br />

programmer and an artist at <strong>the</strong> same time. Even<br />

though some artists might have significant knowledge<br />

about technology, but for our research and in general,<br />

for large art works like interactive artworks,<br />

sculptures, installation arts, when we say artists we do<br />

not expect <strong>the</strong>m to have sound knowledge of<br />

technology. This is <strong>the</strong> scenario that is common in<br />

most cases and also this is where <strong>the</strong> role of software<br />

engineers are more pronounced.<br />

4. Empirical Study Design and<br />

Arrangements<br />

For <strong>the</strong> method of our research, we use <strong>the</strong><br />

Information system research framework developed by<br />

Hevner [19]. We will mainly follow literature review<br />

and case study strategies for this research. The data<br />

collection methods will be based on interviews,<br />

observation, questionnaires and documents [20]. The<br />

research in <strong>the</strong> PhD work will be based on four types<br />

of studies.<br />

4.1. Literature study<br />

Goal: To understand <strong>the</strong> <strong>the</strong>ories and concepts of<br />

art and how computing fields have used aes<strong>the</strong>tics.<br />

Result: one or more journal article (essay type) to<br />

publish <strong>the</strong> findings from <strong>the</strong> literature on how<br />

software engineering can be applied through <strong>the</strong><br />

catalysis of aes<strong>the</strong>tics.<br />

The study will cover all <strong>the</strong> questions that come<br />

under <strong>the</strong> research question 3.<br />

4.2. Systematic review<br />

Goal: To understand <strong>the</strong> intersection of software<br />

engineering and art. More specifically to gain an<br />

overview of <strong>the</strong> current shape of collaboration<br />

between software engineering and art: when do <strong>the</strong>y<br />

involve each o<strong>the</strong>r?<br />

Result: A journal article publishing <strong>the</strong> systematic<br />

review. A conference paper will be also published<br />

describing <strong>the</strong> survey strategy.<br />

For <strong>the</strong> systematic review we have been searching<br />

<strong>the</strong> following electronic databases: IEEE Xplore,<br />

ACM Digital Library, Google Scholar, ScienceDirect<br />

– Elsevier, Springer, and Convergence. The<br />

systematic review is ongoing and <strong>the</strong> list of database is<br />

being continuously updated. Systematic review is<br />

being done according to <strong>the</strong> principles defined by<br />

Kitchenham in [21].<br />

4.3. Observation<br />

Goal: To understand <strong>the</strong> different issues related to<br />

art projects and <strong>the</strong> nature of collaboration.<br />

Result: One or more article to conferences.<br />

Our observation focus on collecting data on <strong>the</strong><br />

following issues:<br />

- Artists’ and software developers’ understanding of<br />

each o<strong>the</strong>r and <strong>the</strong>ir domains<br />

- Common language, mode of communication and<br />

interaction<br />

- Issues related to art projects such as aes<strong>the</strong>tics,<br />

budget, maintenance, upgrade, etc.<br />

We have already started observing one art<br />

installation project in Trondheim, Norway. We will<br />

observe one or more projects in <strong>the</strong> future.<br />

4.4. Case-studies<br />

Goal: To collect and analyze data from art projects<br />

to better understand <strong>the</strong> model of collaboration<br />

between artists and software developers and study <strong>the</strong><br />

software development process to analyze how<br />

successful it is in terms of addressing different issues<br />

of <strong>the</strong> project and compared to o<strong>the</strong>r processes in<br />

some o<strong>the</strong>r case studies. .<br />

Result: Two or more conference article, one article<br />

describing <strong>the</strong> collaboration and lessons learned from<br />

it, <strong>the</strong> second one about <strong>the</strong> software process followed<br />

in <strong>the</strong> project.<br />

Context: <strong>the</strong> case for <strong>the</strong> study, which has not been<br />

selected yet, will be chosen based on <strong>the</strong> following<br />

context:<br />

Size: medium to big art installation/multimedia<br />

installation project. It will have minimum one or two<br />

artists with six to ten software developers.<br />

Duration: <strong>the</strong> project will be at minimum a six<br />

months long project.


<strong>Software</strong>: <strong>the</strong> art work will be interactive and<br />

heavily dependent on software for its functionalities<br />

and aes<strong>the</strong>tics.<br />

It should be noted that <strong>the</strong>re is no big distinction<br />

between in study C and D from <strong>the</strong> design point of<br />

view. We mentioned it separately just to state that C is<br />

a pre study and is ongoing right now whereas D will<br />

be more detailed and focused. It should be mentioned<br />

again that study D depends on finding a suitable<br />

project defined in <strong>the</strong> context above. In <strong>the</strong> following<br />

section, we describe how <strong>the</strong> research questions<br />

mentioned in section 4 will be tackled regarding <strong>the</strong><br />

studies presented above.<br />

RQ1. We will mainly use literature study and<br />

systematic review (4.1. and 4.2.) for this part. RQ2.<br />

Question 2 will be investigated by systematic review,<br />

observation and case study, i.e., study B, C, and D.<br />

Some case study examples of art projects from <strong>the</strong><br />

literature will be reviewed. Questions 2c will be<br />

mainly based on reviewing literature on collaboration<br />

in software art projects. Interviewing software<br />

engineers, artists and observing projects are also<br />

applicable to collect <strong>the</strong> features and criteria of<br />

collaboration. It should be noted that to get a right<br />

project to run case study will present different<br />

challenges than in industrial projects. RQ3. Question 3<br />

(a, b, c and d) will be investigated mainly through<br />

literature study. RQ4. Question 4 will be mainly<br />

investigated through literature study and systematic<br />

review.<br />

Our literature review will finish at <strong>the</strong> end of<br />

October 2007. By that time, we plan to be able to<br />

choose one or at most two of our main research<br />

questions. The main investigation will start at <strong>the</strong><br />

beginning of 2008. By that time we will have selected<br />

one or more concrete projects to study and one<br />

specific research method (qualitative in depth or<br />

quantitative in breadth) that suits <strong>the</strong> project.<br />

Depending on <strong>the</strong> nature of <strong>the</strong> projects, <strong>the</strong> number of<br />

developers, <strong>the</strong> nature of <strong>the</strong> code developed and <strong>the</strong><br />

research method chosen, we will be able to design<br />

data collection and data analysis.<br />

5. Conclusion<br />

The planned research will contribute to <strong>the</strong><br />

knowledge base of interdisciplinary research between<br />

<strong>the</strong> fields of software engineering and art. One of <strong>the</strong><br />

main goals of this research is to create <strong>the</strong> knowledge<br />

base which does not exist at <strong>the</strong> moment. The study<br />

has been planned mostly based on literature study and<br />

systematic reviews. At <strong>the</strong> end of <strong>the</strong> research we<br />

expect to have some frameworks or conceptualized<br />

view of different issues and <strong>the</strong>mes at <strong>the</strong> intersection<br />

of software and art. As <strong>the</strong> interdisciplinary domain of<br />

software engineering and art is relatively new and<br />

<strong>the</strong>re is no established knowledge base, it is<br />

understandable that controlled study to validate<br />

certain claim or <strong>the</strong>ory is not planned in our research.<br />

Ra<strong>the</strong>r at <strong>the</strong> early stage of research we planned to<br />

collect important and relevant data by systematic<br />

review and case study observation which will later<br />

form <strong>the</strong> basement for <strong>the</strong>ories and axioms. One<br />

important threat can be biasness to certain focus while<br />

observing projects and literature study. As in <strong>the</strong> case<br />

of case study, we do not have much control to see <strong>the</strong><br />

effects of confounding factors, and due to <strong>the</strong> nature<br />

of case study it is hard to generalize <strong>the</strong> result of <strong>the</strong><br />

study. Qualitative analysis <strong>the</strong>refore is preferred to<br />

analyze <strong>the</strong> data collected from <strong>the</strong> studies and careful<br />

design and implementation of case study is considered<br />

to be followed in every steps.<br />

6. References<br />

[1] S. Y. Sedelow, "The Computer in <strong>the</strong> Humanities and<br />

Fine Arts," ACM Comput. Surv., vol. 2, pp. 89-110, 1970.<br />

[2] P. Fishwick, Aes<strong>the</strong>tic Computing. Cambridge: MIT<br />

Press, 2006.<br />

[3] S. Wilson, Information Arts: Intersections of Art,<br />

Science, and Technology MIT Press, 2003.<br />

[4] J. Meyer, L. Staples, S. Minneman, M. Naimark, and A.<br />

Glassner, "Artists and technologists working toge<strong>the</strong>r<br />

(panel)," in Proceedings of <strong>the</strong> 11th annual ACM<br />

symposium on User interface software and technology San<br />

Francisco, California, United States: ACM Press, 1998.<br />

[5] N. Mehandjiev, P. Brereton, and J. Hosking, "Second<br />

international workshop on interdisciplinary software<br />

engineering research (WISER)," in Proceeding of <strong>the</strong> 28th<br />

international conference on <strong>Software</strong> engineering, ICSE06,<br />

2006.<br />

[6] R. L. Glass, V. Ramesh, and I. Vessey, "An analysis of<br />

research in computing disciplines," Commun. ACM, vol. 47,<br />

pp. 89-94, 2004.<br />

[7] C. H. C. Machin, "Digital artworks: bridging <strong>the</strong><br />

technology gap," in Eurographics UK Conference, 2002.<br />

Proceedings. The 20th, 2002, pp. 16-23.<br />

[8] D. E. Knuth, Things a Computer Scientist Rarely Talks<br />

About: CSLI Publications, 2001.<br />

[9] D. Gelernter, Machine Beauty: Elegance and <strong>the</strong> Heart<br />

of Technology. New York: HarperCollins Publishers, 1998.


[10] D. Gelernter, The Aes<strong>the</strong>tics of Computing. Detroit:<br />

Phoenix Press, 1998.<br />

[11] C. Harris, "Art and innovation: <strong>the</strong> Xerox PARC<br />

Artist-in-Residence program," C. Harris, Ed.: MIT Press,<br />

1999, p. 293.<br />

[12] C. L. Salter and X. Wei, "A case study in practice<br />

based collaborative Art Research," in ACM conference on<br />

Creativity and cognition, 2005.<br />

[13] M. Leggett, "Interdisciplinary collaboration and<br />

practice based research,," Convergence- The International<br />

Journal of research into new media technologies, vol. 12,<br />

2006.<br />

[14] G. W. Zimmerman and D. E. Eber, "When worlds<br />

collide!: an interdisciplinary course in virtual-reality art," in<br />

Proceedings of <strong>the</strong> thirty-second SIGCSE technical<br />

symposium on Computer Science Education Charlotte,<br />

North Carolina, United States: ACM Press, 2001.<br />

[15] R. L. Glass and T. DeMarco, <strong>Software</strong> Creativity 2.0:<br />

developer.* Books, 2006.<br />

on Creativity \& cognition Loughborough, UK: ACM Press,<br />

2002.<br />

[17] F. T. Marchese, "The Making of Trigger and <strong>the</strong> Agile<br />

<strong>Engineering</strong> of Artist-Scientist <strong>Collaboration</strong>," in<br />

Proceedings of <strong>the</strong> conference on Information<br />

Visualization, 2006.<br />

[18] A. Trifonova, S. U. Ahmed, and L. Jaccheri, "SArt:<br />

Towards Innovation at <strong>the</strong> intersection of <strong>Software</strong><br />

engineering and art," in (accepted) The 16th International<br />

Conference on Information Systems Development Galway,<br />

Ireland: Springer, 2007.<br />

[19] A. R. Hevner, S. T. March, J. Park, and S. Ram,<br />

"Design science in Information Systems research," Mis<br />

Quarterly, vol. 28, pp. 75-105, Mar 2004.<br />

[20] B. J. Oates, Researching Information Systems and<br />

Computing: SAGE Publications Ltd, 2006.<br />

[21] B. Kitchenham, "Procedures for Performing Systematic<br />

Reviews," Keele University Technical Report TR/SE-0401<br />

and NICTA Technical Report 0400011T.1 2004.<br />

[16] L. Candy and E. Edmonds, "Modeling co-creativity in<br />

art and technology," in Proceedings of <strong>the</strong> 4th conference


Paper 3<br />

Salah Uddin Ahmed. “Achieving pervasive awareness through artwork”. In 3rd ACM<br />

International Conference on Digital Interactive Media in Entertainment and Arts DIMEA<br />

2008. ACM Press 2008. ISBN 978-1-60558-248-1.


488 DIMEA 2008<br />

Achieving pervasive awareness through artwork<br />

Salah Uddin Ahmed<br />

Department of Computer and Information Science<br />

Norwegian University of Science and Technology<br />

Sem Sælands vei 7-9<br />

7491 Trondheim, Norway<br />

salah@idi.ntnu.no<br />

ABSTRACT<br />

Aes<strong>the</strong>tics and ludic aspects of pervasive awareness applications<br />

make <strong>the</strong> awareness system more attractive and aes<strong>the</strong>tically<br />

pleasing to its users. The same objective can be achieved by<br />

adding pervasive awareness features to an aes<strong>the</strong>tic object such as<br />

an artwork. In this article we describe how an artwork can be<br />

transformed to an pervasive awareness application by adding<br />

awareness features into <strong>the</strong> artwork.<br />

Categories and Subject Descriptors<br />

J.5 [Computer Applications]: Arts and Humanities: Fine arts.<br />

General Terms<br />

Performance, Design, Human Factors.<br />

Keywords<br />

Pervasive Awareness, informative artwork, installation, aes<strong>the</strong>tics<br />

1. INTRODUCTION<br />

Art in public space such as installation arts have a good<br />

opportunity to convey messages to its spectators apart from<br />

providing aes<strong>the</strong>tically pleasant experience to <strong>the</strong> users. The<br />

concept of pervasive computing promotes <strong>the</strong> idea of integrating<br />

computing in everyday objects and activities. In this way it makes<br />

scope for providing pervasive awareness in a certain context to its<br />

users. New media art especially artworks using computing<br />

technology placed in a public place can be a media to support<br />

pervasive awareness. In this paper we would like to present Open<br />

Digital Canvas, an artwork, placed in a working space and discuss<br />

<strong>the</strong> possibilities to make <strong>the</strong> artwork informative for its spectators<br />

by incorporating pervasive awareness features in it.<br />

2. RESEARCH CONTEX<br />

Open Digital Canvas is an art project which is part of <strong>the</strong> SArt<br />

project conducted inside <strong>the</strong> <strong>Software</strong> <strong>Engineering</strong> group at <strong>the</strong><br />

Department of Computer Science in <strong>the</strong> Norwegian University of<br />

Science and Technology. The main objective of SArt group is to<br />

Permission to make digital or hard copies of all or part of this work for<br />

personal or classroom use is granted without fee provided that copies are<br />

not made or distributed for profit or commercial advantage and that copies<br />

bear this notice and <strong>the</strong> full citation on <strong>the</strong> first page. To copy o<strong>the</strong>rwise, or<br />

republish, to post on servers or to redistribute to lists, requires prior specific<br />

permission and/or a fee.<br />

DIMEA’08, September 10–12, 2008, A<strong>the</strong>ns, Greece.<br />

Copyright 2008 ACM 978-1-60558-248-1/08/09…$5.00.<br />

explore research issues in <strong>the</strong> intersection between software<br />

engineering and art. Oates looks at computer art as an information<br />

system and proposes to extend IS research agenda to include<br />

computer art [1].Similarly we regard <strong>the</strong> software developed in<br />

<strong>the</strong> context of art as to be considered for software engineering<br />

research and thus extend <strong>the</strong> scope of software engineering<br />

research to include research issues found in <strong>the</strong> intersection of<br />

software and art.<br />

Since 2006, members of SArt have taken part in three<br />

interdisciplinary projects involving both artists and software<br />

engineers: Flyndre (http://www.flyndresang.no), Sonic Onyx<br />

(http://www.soniconyx.org) and Open Digital Canvas<br />

(http://mediawiki.idi.ntnu.no/wiki/sart/index.php/Main_Page). In<br />

<strong>the</strong> first two projects <strong>the</strong> artworks are sculptures with interactive<br />

sound systems. Flyndre takes as input parameters from <strong>the</strong><br />

environment such as <strong>the</strong> local time, light level, temperature, water<br />

level and depending on <strong>the</strong>se parameters creates music by<br />

exploiting algorithmic composition techniques. Sonic Onyx takes<br />

as input audio files and text files which are sent by users from<br />

<strong>the</strong>ir handheld devices such as mobiles or PDAs through<br />

Bluetooth technology. It converts those files into sound files<br />

which are later played by <strong>the</strong> sculpture. The third project, Open<br />

Digital Canvas, aims to embellish a white wall with a number of<br />

main boards with LEDs (Light Emitting Diodes) on <strong>the</strong>m,<br />

creating a big matrix of light pixels. The project creates a<br />

platform that allows freedom of artistic expression and holds <strong>the</strong><br />

concept of openness by keeping <strong>the</strong> hardware, software and<br />

behavior as open as possible.<br />

We have observed that <strong>the</strong> evaluation of <strong>the</strong>se kinds of artworks<br />

do not solely depend on <strong>the</strong> aes<strong>the</strong>tic evaluation or <strong>the</strong> aes<strong>the</strong>tic<br />

experience gained by <strong>the</strong> users. Ra<strong>the</strong>r <strong>the</strong> evaluation is a<br />

complex equation here which includes <strong>the</strong> social and<br />

psychological effect of <strong>the</strong> interactive work on its users. This is an<br />

interactive experience that involves its users/spectators with<br />

actions and following reactions which can be integrated with<br />

issues like social, educational, learning, awareness and personal<br />

preferences etc. In this article we would like to present how an<br />

artwork which was built with <strong>the</strong> intention of presenting<br />

aes<strong>the</strong>tics by means of technology can be extended with added<br />

layers of features to convert it into a pervasive awareness system<br />

while maintaining <strong>the</strong> original idea of aes<strong>the</strong>tics undisturbed.<br />

3. OPEN DIGITAL CANVAS<br />

The history of <strong>the</strong> project starts in 2005, when an architect<br />

student, Åsmund Gamlesæter wanted to build a LED facade for a<br />

house. A sister LED wall was built as a result of <strong>the</strong> same project<br />

at Samfundet, student social activities building of NTNU. Later a<br />

first prototype at <strong>the</strong> department of computer and information was<br />

3rd International Conference on Digital Interactive Media in Entertainment and Arts


Pervasive Awareness applications: addressing <strong>the</strong>ir Aes<strong>the</strong>tic and Ludic aspects 489<br />

built in 2007 by Nicolas Mendoza, a master’s student in this<br />

department [2]. In 2008, students from <strong>the</strong> course expert in team<br />

mounted <strong>the</strong> cards in a room in <strong>the</strong> IT building which is now<br />

called as open digital canvas. The room is used for meetings,<br />

seminars and as a lunch room in general.<br />

The main artistic idea behind <strong>the</strong> wall is to make it an accessible<br />

display screen for all who wish to participate. Three groups each<br />

with six members from <strong>the</strong> course TBA4850 – Experts in Team<br />

worked on setting up <strong>the</strong> canvas and tried some artistic<br />

expressions to be portrayed by <strong>the</strong> canvas. The canvas itself is<br />

media or tool for artistic expression. The idea was to keep it open<br />

for artistic expression and keep <strong>the</strong> system open for users. Users<br />

can access <strong>the</strong> canvas from internet and use <strong>the</strong> canvas to display<br />

whatever <strong>the</strong>y want.<br />

The groups of students have utilized several artistic expressions,<br />

for example one group called as group yellow, proposed peaceful,<br />

organic imagery considering <strong>the</strong> room as a functioning space [3].<br />

Such images were that of waves, a slowly burning fire or birds<br />

flying around. These ideas were directed <strong>towards</strong> a sort of interior<br />

decoration of <strong>the</strong> room, designing an integration of <strong>the</strong> display<br />

with <strong>the</strong> room. Although this group had a lot of interesting ideas<br />

about what to display on <strong>the</strong> canvas, due to <strong>the</strong> lack time <strong>the</strong>y<br />

could not decide what was possible or presentable on this wall.<br />

Finally, <strong>the</strong>y ended up with written words which <strong>the</strong>y regarded as<br />

one of <strong>the</strong> most powerful and lasting methods of conveying a<br />

message. These symbols i.e., texts, create messages that can<br />

express pretty much anything, from <strong>the</strong> tedious to that of an<br />

intellectual spark, evoking emotions ranging from love to hate<br />

and burning passion.<br />

The second group, group orange, had several artistic ideas at <strong>the</strong><br />

beginning, but finally <strong>the</strong>y created a little bunny which will<br />

change its mood corresponding to <strong>the</strong> sound level in <strong>the</strong> room [4].<br />

Little bunny animation can have several states such as sleeping,<br />

wake up, jumping, stretching, flapping ears and spinning<br />

depending on <strong>the</strong> sound level in <strong>the</strong> room. The more <strong>the</strong> sound<br />

level in <strong>the</strong> room, <strong>the</strong> more active <strong>the</strong> bunny will be.<br />

Figure 1. The Animation of Bunny.<br />

The third group had an idea to create some form of interaction<br />

between <strong>the</strong> screen and <strong>the</strong> people using <strong>the</strong> room [5]. The final<br />

idea that <strong>the</strong>y settled for was to display an ECG wave propagating<br />

along <strong>the</strong> screen on <strong>the</strong> wall in <strong>the</strong> same manner as one would see<br />

it on an ECG monitor.<br />

Figure 2. The complete ECG wave after having traveled from<br />

left to right on <strong>the</strong> screen<br />

If <strong>the</strong> system could monitor <strong>the</strong> sound level in <strong>the</strong> room, this level<br />

could be visualized by varying <strong>the</strong> distance between each ECG<br />

wave. The canvas is placed in a meeting/lunch room where most<br />

of <strong>the</strong> people attending <strong>the</strong> room are employees. The group<br />

consists of mainly grown up people who are working most of <strong>the</strong><br />

time sitting in <strong>the</strong>ir desks and looking at <strong>the</strong> computer screen and<br />

presumably doing less physical exercises. The group had <strong>the</strong><br />

concept that by watching <strong>the</strong> heart and art, with <strong>the</strong> ECG wave,<br />

maybe some people start to think of <strong>the</strong>ir own heart as a concrete<br />

thing which needs nursing and training and hopefully start to do<br />

something to keep it healthy as long as possible<br />

4. TOWARDS PERVASIVE AWARENESS<br />

4.1 Different Kinds of Awareness<br />

The concept of ‘awareness’ has come to play a central role in<br />

Computer Supported Collaborative Work (CSCW), and from <strong>the</strong><br />

very beginning CSCW researchers have been exploring how<br />

computer-based technologies might facilitate some kind of<br />

‘awareness’ among and between cooperating actors.<br />

CSCW researchers use <strong>the</strong> term awareness in combination with<br />

different adjectives to mean specifically <strong>the</strong> type of awareness,<br />

e.g., ‘general awareness’ ‘collaboration awareness’, ‘peripheral<br />

awareness’ background awareness’ ‘passive awareness’<br />

‘reciprocal awareness’ ‘mutual awareness’ etc [6]. In a Pervasive<br />

awareness system <strong>the</strong> awareness information is generated from<br />

ubiquitous devices located in a particular environment. In <strong>the</strong><br />

following section we describe how we can add general awareness<br />

and perspective awareness features in <strong>the</strong> described artwork.<br />

4.2 Adding Informative features to an<br />

artwork<br />

The concept of adding features to an ordinary artwork is not a<br />

new idea. Interactive institute in Go<strong>the</strong>nburg, Sweden used <strong>the</strong><br />

idea of adding layers of information on artworks to make <strong>the</strong><br />

artwork as information displays. Redstrom et. el describe how<br />

o<strong>the</strong>r kinds of information can be mapped onto <strong>the</strong> design surface<br />

as well, making pieces of art more explicitly reflect aspects of its<br />

environment [7]. They call this kind of art “Informative art”.<br />

We argue that <strong>the</strong> information when carefully collected, organized<br />

and displayed can turn an ordinary artwork to an informative art.<br />

3rd International Conference on Digital Interactive Media in Entertainment and Arts


490 DIMEA 2008<br />

For example, in <strong>the</strong> artwork described here, <strong>the</strong> first group<br />

presents texts on <strong>the</strong> display that provokes some ideas in its<br />

viewers. These texts can provide general awareness. In order to<br />

make this artwork to convey awareness about <strong>the</strong> workplace, <strong>the</strong><br />

environment and <strong>the</strong> people where <strong>the</strong> artwork is located, we can<br />

choose information relevant to <strong>the</strong> workplace.<br />

The department has five floors and eleven research groups. The<br />

physical divide by <strong>the</strong> floor and <strong>the</strong> activity divide by <strong>the</strong> groups<br />

make <strong>the</strong> intercommunication between <strong>the</strong> groups hard and<br />

limited. But <strong>the</strong> meeting and lunch room which is shared by all<br />

employees can convey information about one group to <strong>the</strong> o<strong>the</strong>rs.<br />

Even though <strong>the</strong> department’s website has a page dedicated for<br />

news and events but that needs a person’s direct attention. Besides<br />

some information are not published <strong>the</strong>re for example, group<br />

specific or out of <strong>the</strong> department or out dated news.<br />

Here we represent some scenarios which can convert this artwork<br />

into an informative art and work as workspace awareness system:<br />

1. Two more Chinese PhD students are joining in <strong>the</strong> software<br />

engineering group in <strong>the</strong> project of Alf Inge from August 2008.<br />

The department has many foreign students. It might happen due<br />

to <strong>the</strong> grouping divide in <strong>the</strong> workplace a Chinese student at <strong>the</strong><br />

artificial intelligence group does not know <strong>the</strong> news at all until <strong>the</strong><br />

new students arrive here. Besides, this is a kind of information<br />

which is not published in <strong>the</strong> department news as well.<br />

2. Guest lecturer from Brazil will give a presentation on his<br />

research institute in <strong>the</strong> next software engineering group meeting<br />

dated 29 th june 2008.<br />

This is an internal group meeting and even though <strong>the</strong><br />

presentation may not be relevant for many o<strong>the</strong>rs, but some<br />

people from o<strong>the</strong>r group might be interested to learn about<br />

research institute in Brazil.<br />

4.3 Adding Pervasive awareness features to<br />

an artwork<br />

The purpose of pervasive awareness is to help connected<br />

individuals or groups to maintain a peripheral awareness of <strong>the</strong><br />

activities and <strong>the</strong> situation of each o<strong>the</strong>r, e.g., <strong>the</strong>ir well-being,<br />

<strong>the</strong>ir availability for interactions, or an overview of <strong>the</strong>ir<br />

activities. To achieve pervasive awareness we need to add data<br />

collected from peoples current activities. The second and <strong>the</strong> third<br />

group have used <strong>the</strong> idea to collect sound data through sensors.<br />

With little modification second and third group’s idea can be used<br />

to collect peripheral awareness data. For example, instead of<br />

placing <strong>the</strong> sensor in <strong>the</strong> same room, it can be placed in ano<strong>the</strong>r<br />

room and <strong>the</strong>n <strong>the</strong> change of bunny’s mood will reflect <strong>the</strong> level<br />

of activity in o<strong>the</strong>r room. When placed in <strong>the</strong> same room it<br />

provides redundant data as <strong>the</strong> people in <strong>the</strong> room can see <strong>the</strong><br />

number of people and increase of sound level and activities<br />

directly. Apart from <strong>the</strong> room where <strong>the</strong> canvas is placed, <strong>the</strong>re<br />

are two o<strong>the</strong>r lunch rooms in o<strong>the</strong>r floors. So it might be<br />

interesting to see what is going on those rooms. Alternatively, six<br />

sensors can be placed in six floors and <strong>the</strong> canvas can have six<br />

animations of bunny corresponding to each floor. In this way <strong>the</strong><br />

canvas can show <strong>the</strong> level of activity and people’s movement in<br />

each floor. A webcam can capture <strong>the</strong> image of <strong>the</strong> canvas which<br />

can be live streamed on a website. Thus all <strong>the</strong> employees can see<br />

<strong>the</strong> status of people’s movements in different floors sitting in front<br />

of <strong>the</strong>ir desks.<br />

Each LED in <strong>the</strong> canvas can be individually programmed and<br />

accessed from internet, so it can be used to represent an individual<br />

employee by a LED. Thus number of LED lit can represent how<br />

many people are present <strong>the</strong>re in each floor. This gives <strong>the</strong> viewer<br />

a feeling of connectedness or improves visibility to see each<br />

o<strong>the</strong>rs co-existence when <strong>the</strong>y are hidden by <strong>the</strong> walls and floors<br />

placed in between <strong>the</strong>m. While part of <strong>the</strong> screen can be used for<br />

this, <strong>the</strong> o<strong>the</strong>r part can be used for posting text messages. Text<br />

message like “A and B will have a small coffee break at<br />

lunchroom 054 at 14:00.” This message not only informs o<strong>the</strong>r<br />

colleagues about <strong>the</strong> status/activities of A and B, but also is a sort<br />

of invitation for o<strong>the</strong>rs who want to join <strong>the</strong>m for a coffee and<br />

chat. In this way <strong>the</strong> canvas can play <strong>the</strong> role of a pervasive<br />

awareness system in <strong>the</strong> department.<br />

5. CONCLUSION<br />

Art Installations has a special advantage of supporting ubiquitous<br />

computing along with provision of aes<strong>the</strong>tics and pleasant<br />

experience for its users. In this article we have shown how an<br />

artwork can be configured and upgraded to support pervasive<br />

awareness in a workplace setting. Feeling connectedness is an<br />

important issue; <strong>the</strong> increasing popularity of social networking<br />

applications like myspace, facebook, wayn and so on reveals<br />

peoples need <strong>towards</strong> feeling connectedness. We believe that<br />

implementing different prototypes of pervasive awareness<br />

applications in workplace will reveal <strong>the</strong> importance of feeling<br />

connectedness among <strong>the</strong> employees.<br />

6. ACKNOWLEDGMENTS<br />

Thanks to Espen Gangvik, <strong>the</strong> artist of <strong>the</strong> project for helping <strong>the</strong><br />

students with <strong>the</strong> aes<strong>the</strong>tics part. Thanks to technical people at <strong>the</strong><br />

department of computer and Information science for helping in<br />

<strong>the</strong> process of mounting <strong>the</strong> canvas on <strong>the</strong> Wall. Finally thanks to<br />

all <strong>the</strong> students who have worked for <strong>the</strong> project. Thanks to<br />

Letizia Jaccheri for supervising <strong>the</strong> projects, motivating and<br />

supporting <strong>the</strong> students to handle <strong>the</strong> intensive load in <strong>the</strong> short<br />

duration of <strong>the</strong> projects.<br />

7. REFERENCES<br />

[1] Oates, B.J., New frontiers for information systems research:<br />

computer art as an information system. European Journal of<br />

Information Systems, 2006. 15(6): p. 617-626<br />

[2] Mendoza, N., Open Digital Canvas, in Department of<br />

Computer and Information Science, Faculty of Information<br />

Technology, Ma<strong>the</strong>matics and Electrical <strong>Engineering</strong>. 2007,<br />

Norwegian University of Science and Technology (NTNU):<br />

Trondheim, Norway. p. 123.<br />

[3] Pål Grana, B.R., Lars Skjelbreia, Magnus Nordahl, Stefan<br />

Pedersen, Christian Carlson The IDI-wall Project in<br />

TBA4850 – Experts in Team. 2008, Norwegian University of<br />

Science and Technology: Trondheim, Norway.<br />

[4] Anders Frostad Pedersen, A.J.R., Finn Kristian, Jacob Berent<br />

Knyvi, Marianne Haug Omdahl, Phoung Dan D. Tran Lux<br />

Vitae in TBA4850 – Experts in Team. 2008, Norwegian<br />

University of Science and Technology: Trondheim, Norway..<br />

3rd International Conference on Digital Interactive Media in Entertainment and Arts


Pervasive Awareness applications: addressing <strong>the</strong>ir Aes<strong>the</strong>tic and Ludic aspects 491<br />

[5] Elisabeth Abrahamsen, E.T.B., Kjell Høyland, Vegard Moe<br />

Iversen, Christina Reenberg Jensen, Chung-Eun Kim, Heart<br />

and <strong>Software</strong>, in TBA4850 – Experts in Team. 2008,<br />

Norwegian University of Science and Technology:<br />

Trondheim, Norway.<br />

[6] Schmidt, K., The Problem with `Awareness': Introductory<br />

Remarks on `Awareness in CSCW' Computer Supported<br />

Cooperative Work (CSCW), 2002. 11(3-4): p. 285-298.<br />

[7] Redström, J., Skog, T., and Hallnäs, L. . Informative art:<br />

using amplified artworks as information displays. in<br />

Informative art: using amplified artworks as information<br />

displays. 2000. Elsinore, Denmark: ACM, New York, NY,<br />

103-114.<br />

3rd International Conference on Digital Interactive Media in Entertainment and Arts


Paper 4<br />

Salah U. Ahmed, Letizia Jaccheri, Guttorm Sindre, and Anna Trifonova. "Conceptual<br />

framework for <strong>the</strong> intersection of software and art". In James Braman, Giovanni Vincenti,<br />

and Göran Trajkovski (Eds.): Handbook of Research on Computational Arts and Creative<br />

Informatics, IGI Global Publishing, May 2009, ISBN 978-1-60566-352-4, 500 pages,<br />

chapter 2, pp. 26-44.


Intersection of <strong>Software</strong> and Art 1<br />

Conceptual framework for <strong>the</strong> intersection of software and art<br />

Salah Uddin Ahmed, Letizia Jaccheri, Guttorm Sindre, Anna Trifonova<br />

Norwegian University of Science and Technology (NTNU), Trondheim, Norway<br />

{salah, letizia, guttors, trifonova @idi.ntnu.no}


Intersection of <strong>Software</strong> and Art 2<br />

Abstract<br />

The interaction between art and technology, especially computing technology, is an increasing trend<br />

in <strong>the</strong> recent days. The context of this intersection is growing in numbers, size and aspects each year.<br />

The number of artists participating in multimedia software or games development projects is<br />

continuously increasing and so is <strong>the</strong> number of software engineers participating in art projects like<br />

interactive art installations. As this intersection of art and technology grows, it involves people from<br />

different disciplines with varying interests creating a milieu of interdisciplinary collaborations. In this<br />

context at <strong>the</strong> Norwegian University of Science and Technology, we explore <strong>the</strong> intersection of<br />

software and art to understand different entities that are involved in <strong>the</strong> intersection. This is done by<br />

literature review and inspired by our previous experiences from participation in art projects. The<br />

objective is to conceptualize <strong>the</strong> framework of <strong>the</strong> intersection between software and art and develop a<br />

knowledge base at this interdisciplinary domain.


Intersection of <strong>Software</strong> and Art 3<br />

1 Introduction<br />

Art finds expression in numerous products in society, where <strong>the</strong> development of products is complex,<br />

competitive, global and intercultural in scope. The literature is full with examples of artists applying<br />

ma<strong>the</strong>matics, technology, and computing e.g. genetic art, algorithmic art, artificial intelligence to <strong>the</strong><br />

creation of art. With <strong>the</strong> rapid development of technology, software is being used in almost every<br />

sector of life. The interconnection between art and computer science has a long history that dates back<br />

to <strong>the</strong> early sixties (1970) and it has interested many artists, researchers, art critics and <strong>the</strong>orists in <strong>the</strong><br />

recent years. As <strong>the</strong> intersection is drawing attention of people from a diverse background and<br />

growing in size and scope, it is beneficiary for people interested in software and art to know each<br />

o<strong>the</strong>r’s background and interests well. In a multidisciplinary collaboration, <strong>the</strong> success depends on<br />

how well <strong>the</strong> different actors in <strong>the</strong> project collaborate and understand each o<strong>the</strong>r. Both researchers<br />

and artists report problems regarding collaboration in multidisciplinary projects involving<br />

technologists and artists (Meyer, Staples, Minneman, Naimark, & Glassner, 1998). Thus<br />

understanding each o<strong>the</strong>r’s interests and background knowledge is important for having a smooth<br />

collaboration and successful cooperation with all actors during an interdisciplinary project. The<br />

objective of this chapter is to provide a basic understanding of <strong>the</strong> interdisciplinary domain of<br />

software and art through a literature review. We describe <strong>the</strong> intersection through a conceptual<br />

framework which is represented by <strong>the</strong> different entities that we have encountered in our literature<br />

review as part of SArt project at <strong>the</strong> intersection of software and art. The framework is described by<br />

several entities such as who, why, where, what which stand, respectively, short for who are <strong>the</strong> people<br />

involved, why <strong>the</strong> people are interested to <strong>the</strong> intersection, where <strong>the</strong> intersection takes place, what<br />

tools and software are used in this intersection of software and art.<br />

2 Background and Research Method<br />

2.1 Background<br />

The SArt project is conducted inside <strong>the</strong> <strong>Software</strong> <strong>Engineering</strong> group at <strong>the</strong> Department of Computer<br />

Science in <strong>the</strong> Norwegian University of Science and Technology. The focus of <strong>the</strong> project is <strong>the</strong><br />

exploration of research issues in <strong>the</strong> intersection between software engineering and art. Our final<br />

objective is to propose, assess, and improve methods, models, and tools for software development in<br />

art context while facilitating collaboration with artists. Oates (2006) looks at computer art as an<br />

information system and proposes to extend Information Systems research agenda to include computer<br />

art. Similarly we regard <strong>the</strong> software developed in <strong>the</strong> context of art as to be considered for software<br />

engineering research and thus extend <strong>the</strong> scope of software engineering research to include research<br />

issues found in <strong>the</strong> intersection of software and art.<br />

Since 2006, members of SArt have taken part in three interdisciplinary projects involving both artists<br />

and software engineers: Flyndre (http://www.flyndresang.no), Sonic Onyx<br />

(http://www.soniconyx.org) and Open Digital Canvas<br />

(http://mediawiki.idi.ntnu.no/wiki/sart/index.php/Main_Page). In <strong>the</strong> first two projects <strong>the</strong> artworks<br />

are sculptures with interactive sound systems. Flyndre takes as input parameters from <strong>the</strong> environment<br />

such as <strong>the</strong> local time, light level, temperature, water level and depending on <strong>the</strong>se parameters creates<br />

music by exploiting algorithmic composition techniques. Sonic Onyx takes as input audio files and<br />

text files which are sent by users from <strong>the</strong>ir handheld devices such as mobiles or PDAs through<br />

Bluetooth technology. It converts those files into sound files which are later played by <strong>the</strong> sculpture.<br />

The third project, Open Digital Canvas, aims to embellish a white wall with a number of main boards<br />

with LEDs (Light Emitting Diodes) on <strong>the</strong>m, creating a big matrix of light pixels. The project creates<br />

a platform that allows freedom of artistic expression and holds <strong>the</strong> concept of openness by keeping <strong>the</strong><br />

hardware, software and behavior as open as possible.


Intersection of <strong>Software</strong> and Art 4<br />

Our experience shows that software engineering can play important role in such interdisciplinary<br />

projects. For example, often <strong>the</strong> developing time and budget are limited in an art project which might<br />

lead to neglecting <strong>the</strong> design of <strong>the</strong> software and lead to a quick trial and error based solution. As a<br />

consequence, <strong>the</strong> software is often created without proper architecture, thus becomes difficult for later<br />

modification and upgrade; <strong>the</strong> documentation is poor or missing which makes software reuse hard and<br />

complex. We believe that software engineering perspective can help increasing awareness in <strong>the</strong>se<br />

issues. We have also observed some common interests of <strong>the</strong> artists, for example <strong>the</strong>y tend to use<br />

latest technologies in <strong>the</strong>ir art work. For example, Bluetooth technology is used in Sonic Onyx and a<br />

variety of sensors are used in Flyndre. Artists also want publicity of <strong>the</strong>ir works, in all of <strong>the</strong><br />

mentioned projects, artists wanted websites to publish <strong>the</strong>ir artworks. Common interest of using open<br />

source software is also noticeable from <strong>the</strong> projects.<br />

The experience gained from <strong>the</strong> projects give us insights about some of <strong>the</strong> issues in <strong>the</strong> development<br />

of software based artworks and provides us interesting information about <strong>the</strong> artists, <strong>the</strong>ir ideas and<br />

interests. Fur<strong>the</strong>rmore, a preliminary literature investigation showed that art’s relationship with<br />

software involves people from diverse background and interest, for example art critics, software<br />

developers, educators and each has his/her own interests and attitudes. In order to get a wider picture<br />

of <strong>the</strong> intersection and capture issues related to software engineering beyond software dependent art<br />

projects, we extended our focus and conducted <strong>the</strong> review on <strong>the</strong> intersection of software and art. The<br />

objective of our literature review here in <strong>the</strong> context of SArt is to answer to <strong>the</strong> questions: where and<br />

how software and art intersect each o<strong>the</strong>r? Who are <strong>the</strong> important actors / entities in this intersection<br />

and how can we conceptualize <strong>the</strong> intersection with respect to <strong>the</strong>se entities?<br />

2.2 Research Method<br />

The conceptual framework presented in this chapter is <strong>the</strong> result of our literature review which has<br />

been conducted following <strong>the</strong> systematic review process suggested by Kitchenham (Kitchenham,<br />

2004). The details of <strong>the</strong> process have been published in our article (Trifonova, Ahmed, & Jaccheri,<br />

2007). In this section we present <strong>the</strong> criteria that we have used to select <strong>the</strong> articles in order that <strong>the</strong><br />

readers get an overview of <strong>the</strong> scope and <strong>the</strong> focus of our literature review. We have set in advance<br />

and agreed on common relevance criteria for inclusion/exclusion of articles in <strong>the</strong> literature review.<br />

We have also identified <strong>the</strong> search strategies, including a list of searchable electronic databases of<br />

scientific publications and a starting list of keywords. Criteria were cleared and polished in several<br />

iterations at <strong>the</strong> beginning of <strong>the</strong> literature review. Relevant articles are those that address one or more<br />

of <strong>the</strong> following:<br />

• artists attitude <strong>towards</strong> software<br />

• software engineers attitude <strong>towards</strong> art<br />

• influence and usage of software in art<br />

• <strong>the</strong> influence of arts in computing<br />

• artists’ and software developers’ joint works such as art projects, multimedia installations,<br />

multidisciplinary courses.<br />

• working process related issues such as collaboration problems, communication problems<br />

between artists and software developers.<br />

• software development related issues such as maintenance, requirements, development process<br />

and CASE (Computer Aided <strong>Software</strong> <strong>Engineering</strong>) tools in context of software development<br />

projects involving artists.<br />

• features of artistic software, <strong>the</strong>ir development history, usage and evolvement including both<br />

<strong>the</strong> communities of artists and software developers.<br />

Articles that are not published in any scientific journal or conference are excluded from <strong>the</strong> review,<br />

for example, online articles, articles accompanying art festivals and workshops were excluded on<br />

account of this reason. We want to mention here that <strong>the</strong> conceptual framework presented later in this<br />

chapter includes not only reviewed articles from our literature review, but also includes relevant


Intersection of <strong>Software</strong> and Art 5<br />

books and knowledge gained from our participation into several art festivals, art projects and<br />

conferences.<br />

3 The Intersection of <strong>Software</strong> and Art<br />

The intersection between software and art includes people with varying backgrounds such as artists,<br />

developers, critics who involve <strong>the</strong>mselves into <strong>the</strong> intersection with purposes that vary for each of<br />

<strong>the</strong>m. This leads to <strong>the</strong> people at <strong>the</strong> intersection having different viewpoints on different issues in this<br />

interdisciplinary domain. For example, a software engineer has a different purpose/interest than that<br />

of an art critic when he/she involves him/her self in <strong>the</strong> intersection. In <strong>the</strong> following section we<br />

describe <strong>the</strong> intersection of software and art in <strong>the</strong> view of <strong>the</strong> entities that exist in <strong>the</strong> intersection,<br />

such as actors (who are involved?), interests/viewpoints (Why are <strong>the</strong> people interested?), places<br />

(where this involvement takes place?), tools and technologies (what tools and technologies has bound<br />

this relationship?).<br />

3.1 Who (are <strong>the</strong> people involved in this domain)<br />

The people involved in <strong>the</strong> intersection of software and art can be identified as artists, designers,<br />

software developers, software engineers, <strong>the</strong>orists, critics and researchers. It should be mentioned here<br />

that <strong>the</strong>se categorizations are based on <strong>the</strong> roles of <strong>the</strong> individuals involved and <strong>the</strong>y are not mutually<br />

exclusive. This list is nei<strong>the</strong>r complete nor exhaustive; ra<strong>the</strong>r it covers <strong>the</strong> roles that we have found in<br />

our literature review. One person can have many roles at <strong>the</strong> same time, for example, when <strong>the</strong><br />

interactive filmmaker Florian Thalhofer creates interactive documentary software Korsakov; he is<br />

both an artist and a software developer (Blassnigg, 2005).<br />

3.1.1 Artists<br />

Artists here refer to those artists who are using software for realizing some part of <strong>the</strong>ir artwork. This<br />

includes new media artists, photographers, filmmakers, curators, animators and all o<strong>the</strong>rs who utilize<br />

software to accomplish <strong>the</strong>ir work. Many artists use software technology not directly for <strong>the</strong>ir work,<br />

but for publishing <strong>the</strong>ir work or communicating with o<strong>the</strong>rs through web tools and technologies. It is<br />

interesting to note that some of <strong>the</strong> artists coin <strong>the</strong> term ‘info-architect’ to refer to <strong>the</strong> artists working<br />

with new media technologies (Blassnigg, 2005).<br />

Artists, toge<strong>the</strong>r with <strong>the</strong>orists and art critics (see below) are more involved in discussions about <strong>the</strong><br />

intersection of software and art compare to <strong>the</strong> software practitioners. For example, according to Bond<br />

(2005), it is <strong>the</strong> new media artists, not <strong>the</strong> software practitioners that take part in <strong>the</strong> movement of<br />

software art. This movement of software art refers to <strong>the</strong> viewpoints of <strong>the</strong> artists who believe that<br />

software itself, that is, <strong>the</strong> raw code of software that works behind every software application should<br />

be treated as a medium or material of art. Bond (2005)states, “Casting software as an artistic medium<br />

might strike many readers as odd, or even objectionable, but <strong>the</strong>re is a growing body of evidence to<br />

show that it is perceived and utilized in just this way” (p. 118). Theorists Florian Cramer and Ulrike<br />

Gabriel extend <strong>the</strong> view of software art by focusing on <strong>the</strong> underlying code (Cramer & Gabriel, 2001).<br />

3.1.2 Theorists and Art Critics<br />

Development of digital, information and communication technologies has built a complex corpus<br />

called cyber-culture. “Media and multimedia information and communication technologies generate<br />

new promises, problems and threats; and artists undertake efforts to examine this emerging area that<br />

has been repeatedly considered as a post biological syndrome. In o<strong>the</strong>r words artists do not only use<br />

media technologies but also scrutinize and challenge <strong>the</strong>m” (Kluszczynski, 2005, p. 124). Thus, in <strong>the</strong><br />

intersection of software and art we find a number of <strong>the</strong>orists and art critics as well. As an example,<br />

Erkki Huhtamo, Ma<strong>the</strong>w Fuller, Florian Cramer, Jeffery Cox, Lev Manovich are a few of <strong>the</strong> names


Intersection of <strong>Software</strong> and Art 6<br />

to list in this category. Many of <strong>the</strong> people mentioned here have several roles, varying from artist,<br />

teacher, <strong>the</strong>orist and programmer. For example Erkki Huhatamo is a lecturer, researcher, writer and<br />

curator all by <strong>the</strong> same time. Manovich is a lecturer and writer of many articles and books. His book,<br />

“The Language of New Media” is considered by many reviewers to be <strong>the</strong> first rigorous and far<br />

reaching <strong>the</strong>orization of <strong>the</strong> subject. Even though <strong>the</strong>re might not be a person who can be termed as<br />

only <strong>the</strong>orist, we mention <strong>the</strong>m as a separate category here as we find a significant portion of research<br />

articles that we have reviewed are contributed by <strong>the</strong>se <strong>the</strong>orists and art critics.<br />

3.1.3 <strong>Software</strong> Engineers<br />

In context of <strong>the</strong> intersection between software and art, by software engineers we mean any person<br />

who is involved in <strong>the</strong> development of what we call ‘artwork support tools’, i.e. software developed<br />

for <strong>the</strong> artists and intended to be used for some art purposes. These software engineers or developers<br />

might be students who follow some interdisciplinary courses and/or work toge<strong>the</strong>r with artists in art<br />

projects. In many cases, software developers take part in art projects and work with artists for a short<br />

period. Sometimes artists working with digital media recruit <strong>the</strong>ir personal developers, for example,<br />

Paris based artist Christophe Bruno employs his personal software developer to realize his concepts<br />

with <strong>the</strong> help of software (http://www.christophebruno.com). However, <strong>the</strong>re are new media<br />

application developing groups or companies run by artists that recruit software developers for long<br />

time collaboration, example of which might be <strong>the</strong> Mediamatic Lab in <strong>the</strong> Ne<strong>the</strong>rlands<br />

(www.mediamatic.nl) and Soundscape Studios in Norway (www.soundscape-studios.no).<br />

In addition, <strong>the</strong>re are some software engineers who do not have direct involvement with artists, but<br />

are involved with <strong>the</strong> debate of <strong>the</strong> role of art versus science in software engineering. The debate<br />

focuses on <strong>the</strong> creativity and innovativeness in software engineering discipline. For example, referring<br />

to <strong>the</strong> process of solving complex problems where <strong>the</strong>re is no perfect solution achievable through<br />

rigorous methods of science, Bollinger (1997) states “<strong>the</strong> artistic part of this process lets science move<br />

unexpectedly into new currents and previously unmapped understanding” (p. 125). It is interesting to<br />

see that <strong>the</strong> panel discussion of OOPSLA 2004 was titled “<strong>Software</strong> Development: Arts & Crafts or<br />

Math & Science?” But <strong>the</strong>re are also o<strong>the</strong>rs who think different, for example, McConnell says that<br />

this debate was appropriate at <strong>the</strong> beginning, at least 30 years back when it started, as at that time<br />

software engineering didn’t have an established body of knowledge. But now, <strong>the</strong> author recommends<br />

that it should be called engineering as <strong>the</strong>re is significant body of knowledge (McConnell, 1998). A<br />

viewpoint combining <strong>the</strong> both parties could be “Building software is a complex and exciting task that<br />

is a unique confluence of engineering, ma<strong>the</strong>matics and artistic insight, and it is important we resist<br />

<strong>the</strong> tendency to view it in a single dimension”(Wei-Lung, 2002, p. 29).<br />

There are o<strong>the</strong>r software engineers who refer some software as “art for art’s sake”. Knuth includes in<br />

this categorization programs which are appreciated in light of <strong>the</strong> challenge <strong>the</strong> programmers face in<br />

creating it, for example one line programs, programs that output <strong>the</strong>mselves, etc. (Bond, 2005). Knuth<br />

also compares <strong>the</strong> beauty of a program to <strong>the</strong> beauty in literature or music – programs whose tasks are<br />

stated elegantly and whose parts come toge<strong>the</strong>r symphonically are beautiful programs.<br />

3.1.4 Researchers<br />

Many people are involved with software and art for <strong>the</strong> purpose of research in areas such as user<br />

interface, collaboration, creativity and innovation. These researchers may come both from art and<br />

computing disciplines. Human Computer Interaction (HCI) community is interested in aes<strong>the</strong>tics of<br />

user interface. Bertelsen and Pold assert that interacting with <strong>the</strong> interface is a cultural activity. They<br />

propose an approach to interface design in which <strong>the</strong> interface should be ‘criticized’ by someone with<br />

knowledge in aes<strong>the</strong>tics and ideally some experience with art and literature. This approach might be<br />

used for increasing <strong>the</strong> aes<strong>the</strong>tic value in <strong>the</strong> user interface (Bertelsen & Pold, 2004).<br />

Creativity and Cognition Studios research group is an active group interested and involved in <strong>the</strong><br />

intersection of software and art. Researchers like Linda Candy, Ernest Edmonds and many o<strong>the</strong>rs<br />

working in <strong>the</strong> Creativity and Cognition Studios have contributed in numerous collaborative research<br />

works involving art and technology. In fact, creativity and cognition conference which was instigated


Intersection of <strong>Software</strong> and Art 7<br />

by Ernest Edmonds and Linda Candy has turned into a regular event in Association of Computing<br />

Machinery's SIGCHI calendar.<br />

There are also many art researchers who have addressed significantly <strong>the</strong> collaboration between artists<br />

and technologists. For example, UIST 98 panel discussion was about artists and technologists working<br />

toge<strong>the</strong>r where artists like Michael Naimark, Loretta Staples were in <strong>the</strong> panel with <strong>the</strong> technologistresearchers<br />

Jon Meyer, Andrew Glassner and Scott Minneman (Meyer et al., 1998). Individual<br />

researchers and researchers whose main stream research is not focused on ‘software and art’ are also<br />

found to be interested in <strong>the</strong> intersection. An example is Briony J. Oates who proposes to extend <strong>the</strong><br />

scope of information systems’ research by including computer art (Oates, 2006).<br />

3.2 Why (art and software need interaction)<br />

<strong>Software</strong> engineers and artists work toge<strong>the</strong>r for many reasons, varying from personal interests to <strong>the</strong><br />

more general interests of <strong>the</strong>ir respective disciplines. In this section we highlight some of <strong>the</strong> reasons<br />

that we have found in <strong>the</strong> literature review that brings artists toge<strong>the</strong>r with <strong>the</strong> developers.<br />

3.2.1 Artists need tools support<br />

One of <strong>the</strong> main reasons artists seek help from <strong>the</strong> technologists is to get support with <strong>the</strong> tools that<br />

<strong>the</strong>y need for <strong>the</strong> realizations of <strong>the</strong>ir artwork. “… <strong>the</strong>y [artists] are often ill equipped to work with<br />

complex technologies. It is this factor that may incline any artist wishing to work within <strong>the</strong> domain<br />

of contemporary Art & Technology and digital art <strong>towards</strong> collaboration as a necessary means for<br />

realising <strong>the</strong>ir intentions” (Jones, 2005, p. 76).<br />

Supporting artists with necessary tools invoke many questions, such as: What kind of tools artists<br />

want? What desired features might be included in <strong>the</strong>se tools? For what purposes <strong>the</strong> available tools<br />

are used? and so on. Many researchers have addressed issues related to <strong>the</strong> creation of tools to support<br />

artists, designers or creative people in general. Here are some examples: (Machin, 2002) aims at<br />

reducing <strong>the</strong> gap between developers and artists and enhancing creativity; Warr and O’Neill (2007)<br />

focus on visualization at early stage of collaborative work, supporting individual creativity;<br />

Mamykina et al. (2002) discuss <strong>the</strong> importance of <strong>the</strong> ability to track progress and revisit design<br />

decision. Referring to Macromedia Director Machin (2002) states “this kind of software provides <strong>the</strong><br />

artists with a powerful tool which assist in visualising <strong>the</strong> piece even at a very early stage of its<br />

design” (p.3). Biswas et al. (2006) described that a development toolkit (for new media content<br />

design) should support separate design (by <strong>the</strong> artists) and implementation (by software developers) of<br />

<strong>the</strong> final application. Thus, it should be able to decrease <strong>the</strong> semantic gap between artists and<br />

technologists and assist <strong>the</strong>ir dialogue. Gross (2005) believes that when it comes to build software<br />

tools for artists, pragmatics analysis (context and behaviour) is crucial because art is heavily<br />

immersed in practice and action, and because art is valued on its ability to communicate.<br />

3.2.2 Art projects need software engineering<br />

<strong>Software</strong> developers who have <strong>the</strong> experience of working toge<strong>the</strong>r with artists in artistic projects have<br />

realized <strong>the</strong> need of software engineering knowledge in those projects. This is what we have also<br />

realized from our participation into <strong>the</strong> art projects. Machin (2002) states “What is required now is to<br />

carry out fur<strong>the</strong>r work in order to establish methods that can be utilized in future requirements capture<br />

software. By working with artists in <strong>the</strong> installation art field, we can seek out ways to enable <strong>the</strong><br />

capture of <strong>the</strong> artist's ideas without inhibiting <strong>the</strong> artistic process.” (p. 8). Many researchers/software<br />

engineers are also interested in comparing <strong>the</strong> software development method and analyze which ones<br />

suit better an art project in a certain context. Fur<strong>the</strong>rmore, Candy and Edmonds (2002) investigate<br />

what are <strong>the</strong> most appropriate evaluation methods in software intensive art and if <strong>the</strong> evaluation<br />

should be done only by <strong>the</strong> artists or should include <strong>the</strong> software engineers as well. Where <strong>the</strong><br />

artworks are implemented in limited time and budget and where artists leads <strong>the</strong> project, <strong>the</strong><br />

maintenance and upgrading issues are often overlooked. Thus <strong>the</strong> maintenance and upgrade of <strong>the</strong>se


Intersection of <strong>Software</strong> and Art 8<br />

kinds of software supported artworks becomes one of <strong>the</strong> prime sectors where art projects need<br />

software engineering help.<br />

3.2.3 Computing needs aes<strong>the</strong>tics<br />

Fishwick (2005) reports <strong>the</strong> result of a survey on <strong>the</strong> usefulness of aes<strong>the</strong>tic methods on several areas<br />

of computer science. The result shows that data structure, algorithms, digital logic, computer<br />

architecture was chosen by <strong>the</strong> respondents as some of <strong>the</strong> fields where aes<strong>the</strong>tic computing can be<br />

used. Information visualization and software visualization are o<strong>the</strong>r fields that can contribute to<br />

bringing art/aes<strong>the</strong>tics inside of computing (P. A. Fishwick, 2007).<br />

Adams (1995) addresses <strong>the</strong> importance of teaching aes<strong>the</strong>tics in engineering education and <strong>the</strong> role<br />

of aes<strong>the</strong>tics in engineering. Paul Fishwick has coined a term “Aes<strong>the</strong>tic Computing” to refer to a new<br />

area of study, which is concerned with <strong>the</strong> impact and effects of aes<strong>the</strong>tics on <strong>the</strong> field of computing.<br />

As an example, <strong>the</strong> discrete models found in computing can be transformed into visual and interactive<br />

models which might increase <strong>the</strong> understanding of <strong>the</strong> students. Fishwick et al. (2005) represents a<br />

method for customizing discrete structures found in ma<strong>the</strong>matics, programming and computer<br />

simulation. Based on <strong>the</strong> method, <strong>the</strong>y transform some discrete models (for example finite state<br />

machine) to geometric models and assess students’ perception on how customized models affected<br />

<strong>the</strong>ir understanding and preferences regarding visual and interactive model representations.<br />

3.2.4 Technology changes art’s medium, audience and business<br />

In <strong>the</strong> recent years more artists are exploring <strong>the</strong> Internet as a medium to reach <strong>the</strong>ir<br />

audience/spectators. When Internet is used as a way to transmit art <strong>the</strong> focus falls on <strong>the</strong> individual<br />

spectator, in contrast from <strong>the</strong> museum type of art presentation (Nalder, 2003). The Open Source<br />

<strong>Software</strong> tools developed in cooperative spirit and distributed via <strong>the</strong> internet, enable artists to<br />

experiment and create low-cost artworks. Besides <strong>the</strong> new way of reaching <strong>the</strong> target audience,<br />

Internet and Web has created new business models as well. For example, softwareARTspace<br />

(http://www.softwareartspace.com) is a website which provides digital artworks commercially. Usage<br />

of information technologies implies fur<strong>the</strong>r improvements of tools and technologies to address <strong>the</strong><br />

issues related to business and publicity, such as protection of artworks and copyrights. Thus, it brings<br />

artists and technologists toge<strong>the</strong>r to solve <strong>the</strong>se issues. As an example, small granularity technique has<br />

been proposed by Shoniregun et al. (2004) for <strong>the</strong> protection of artwork. The potential reciprocal<br />

interaction between artists and technologists in <strong>the</strong> form of demands of <strong>the</strong> user (artists) which<br />

stimulate an engineer to extend <strong>the</strong> technology in some way thus extends <strong>the</strong> possibility of its use<br />

(Jones, 2005). This helps both technology and art to co-evolve in a configuration of mutual<br />

interdependence.<br />

3.3 Where (<strong>the</strong> intersection happens)<br />

The influence of technology on art has also created a number of new genres of arts, such as internet<br />

art, generative art, new media art, net art, software art and many more (Nalder, 2003). Many of <strong>the</strong>se<br />

fields might still not be well defined or still at an early stage of evolvement. Professor Peter Weibel<br />

coins all of <strong>the</strong>se fields by a single term “Computer art”. For example, he states in <strong>the</strong> jury statement<br />

at <strong>the</strong> Ars Electronica ’92, “Computer art is concerned with artworks that ‘were impossible to produce<br />

before <strong>the</strong> invention of <strong>the</strong> computer … even unimaginable” (Oates, 2006). Some sectors of art where<br />

interaction between software and art happens extensively are computer generated sound and<br />

electronic music, visual arts, virtual reality, performance arts etc. Interdisciplinary events and<br />

activities are often supported by institutions or organizations. Thus, even though software is<br />

accessible to individual artists, it is not unusual to find most of <strong>the</strong> cases of intersection described in<br />

<strong>the</strong> reviewed articles have occurred in <strong>the</strong> context of some institutional support. Here we present some<br />

major places/sectors that we have identified from <strong>the</strong> literature where art and software meet each<br />

o<strong>the</strong>r.


Intersection of <strong>Software</strong> and Art 9<br />

3.3.1 In Educational Institutes<br />

In art schools and computing schools interdisciplinary courses are conducted which include students<br />

from both art and computing discipline. Besides <strong>the</strong>se interdisciplinary courses, <strong>the</strong>re are also cases<br />

where <strong>the</strong> need of computing education is realized in <strong>the</strong> art discipline, and <strong>the</strong> need of art education<br />

in <strong>the</strong> computing discipline.<br />

In Art Schools<br />

Donna (1991) mentions “It is a fundamental mistake for a university not to provide such training<br />

[computer training] to non computer science majors because of <strong>the</strong> rapid growth of computing in arts<br />

and humanities” (p.2). The importance of <strong>the</strong> inclusion of computer graphics courses in <strong>the</strong> fine arts<br />

syllabus is recognized by art institutes (Garvey, 1997; Sardon, 2006). However, keeping <strong>the</strong> balance<br />

between <strong>the</strong> traditional fine arts skills (e.g. drawing, painting, sculpture) and digital skill mastery is of<br />

a great importance. Designing and conducting multidisciplinary courses need consideration of special<br />

issues such as ensuring good team work, having common language and understanding each o<strong>the</strong>r’s<br />

skills and abilities as well as having respect for each o<strong>the</strong>r’s domain. While presenting <strong>the</strong>ir<br />

experience of organizing and conducting an interdisciplinary computer animation course in Ebert and<br />

Bailey (2000) mention <strong>the</strong> importance of effective teamwork and learning from each o<strong>the</strong>r’s<br />

disciplines.<br />

In Computing Schools<br />

Parberry et al. (2006) describe <strong>the</strong>ir mainly positive experiences from a course and projects in game<br />

programming offered to <strong>the</strong> two groups (art and computer science) of students. Argent (2006)<br />

describes two game development courses offered at <strong>the</strong> University of Denver which were built upon a<br />

four way partnership between computer science, digital media studies, electronic media arts design<br />

and studio art. The role of teaching aes<strong>the</strong>tics to engineering students was addressed by Adams almost<br />

12 years earlier (Adams, 1995). Zimmerman et al. (2001) describe a course on Virtual Reality and its<br />

“implications for computer science education”. Jaccheri et al. (2007) reports <strong>the</strong>ir experience of<br />

running an interdisciplinary course for three years where <strong>the</strong>y have reported that such an<br />

interdisciplinary course gives software students learning outcomes that are quite different from what<br />

<strong>the</strong>y get from more traditional software engineering team projects, in particular concerning<br />

interdisciplinary skills and self insight. Fishwick (2003) describes <strong>the</strong> Digital Art and Science (DAS)<br />

curricula provided at <strong>the</strong> University of Florida where he discusses <strong>the</strong> importance of combining<br />

computer science and art in <strong>the</strong> educational phase and <strong>the</strong> positive experiences obtained. He suggests<br />

that such practices will stimulate creativity in Computer Science students.<br />

3.3.2 In <strong>Software</strong> Industry<br />

Art meets with software in <strong>the</strong> software industry as well, for example in building entertainment and<br />

leisure related applications, games, and demo-scenes. Computer based entertainment and leisure<br />

related applications range over a wide spectrum evolving from console based ones to<br />

augmented/mixed reality, pervasive, ubiquitous, immersive, context aware and social computing<br />

experiences. The involvement of artists and developers takes place in <strong>the</strong> industry in <strong>the</strong> following<br />

way: technologists develop more intelligent interactive context-aware systems while designers, artists<br />

and design-art researchers use <strong>the</strong> existing technologies as a "new media" to design with, and deliver<br />

"values" and "experiences" which go beyond <strong>the</strong> notional functionalities of technology (Biswas et al.,<br />

2006). The major areas where <strong>the</strong> collaboration takes place can be identified as Game Development,<br />

Human Computer Interaction, User Interface Design and Web Design. Game development is an<br />

interdisciplinary field which requires both technical and creative appreciation. Games are considered<br />

as a rich field for art not only because of <strong>the</strong> design, but also because of <strong>the</strong> cultural issues and<br />

perspectives that might be identified within <strong>the</strong> games (Blais & Ippolito, 2006).


Intersection of <strong>Software</strong> and Art 10<br />

3.3.3 In Research Institutes<br />

Apart from <strong>the</strong> industry and <strong>the</strong> art or computing schools, <strong>the</strong>re are also many research institutes<br />

where a research setting is intentionally created for artists and technologists to work closely toge<strong>the</strong>r.<br />

Even though <strong>the</strong>se research institutes may be a part of a university or an industry, <strong>the</strong> objective of<br />

research setting is different from general purpose art projects. Often, this kind of collaboration is done<br />

through “Artist-in-residence” programs, for example, <strong>the</strong> Xerox PARC artist-in-residence program<br />

(Harris, 1999), COSTART project (Candy, 1999). The objectives of <strong>the</strong>se programs are different, in a<br />

way that <strong>the</strong>y are aimed for innovation, creativity or elegant solutions of a complex problem, whereas<br />

in a general art project, <strong>the</strong> objective is to realize an art work without any explicit intention of<br />

innovation. Many industries also arrange artists in residence program from time to time. This situation<br />

differs from <strong>the</strong> one where artists work in <strong>the</strong> same enterprise with o<strong>the</strong>r technologists as part of<br />

regular production work.<br />

3.3.4 In Art Projects<br />

In public art especially new media art projects, art meets software for <strong>the</strong> realization of <strong>the</strong> projects.<br />

Sometimes artists learn to use or code <strong>the</strong> software by <strong>the</strong>mselves; sometimes <strong>the</strong>y work toge<strong>the</strong>r with<br />

<strong>the</strong> technologists to get <strong>the</strong> software developed. The art projects can be creation of simple piece<br />

artwork such as internet art, software art, and digital art and so on where a single artist works with <strong>the</strong><br />

software. On <strong>the</strong> o<strong>the</strong>r hand it can be an interactive art installation, or a multimedia presentation, film<br />

or electronic music where one or more artist work with software and collaborates with o<strong>the</strong>r<br />

technologists.<br />

3.3.5 In Art Centres and Festivals<br />

Art is promoted by many festivals where artists get chance of exhibiting <strong>the</strong>ir works to <strong>the</strong> audience,<br />

communicating ideas and concepts, and evaluating and/or criticising artworks. Many art festivals<br />

along with art institutes promote new media art which lies at <strong>the</strong> intersection of art and software.<br />

Examples include Ars Electronica (http://www.aec.at/de/index.asp), PixelACHE<br />

(http://www.pixelache.ac/), Read_me (http://readme.runme.org/), Transmediale<br />

(http://www.transmediale.de), Piksel (http://www.piksel.no/), Make Art<br />

(http://makeart.goto10.org/2007/), Trondheim Matchmaking (http://matchmaking.teks.no/).<br />

Competitions like PrixArs (International competitions for Cyber Arts organized by Ars Electronica)<br />

offers prizes on different categories such as computer animation, films, interactive art, digital music,<br />

hybrid art, digital communities and media art research. ARCO BEEP new media art awards targets <strong>the</strong><br />

goal of advancing <strong>the</strong> production and exhibition of new media art and art linked to new technologies<br />

(www.arco.beep.es). PixelACHE presents projects experimenting with new media and technology<br />

with a goal to act as a bridge between <strong>the</strong> traditional creative discipline and <strong>the</strong> rapidly developing<br />

electronic subcultures. O<strong>the</strong>r institutes and festivals mentioned here also stress importance on media<br />

art and use of technology.<br />

3.4 What (software tools are used in this domain)<br />

After we have identified people (who), reasons behind <strong>the</strong>ir interest at <strong>the</strong> intersection (why) and <strong>the</strong><br />

places/sectors (where) art intersects with software, here we present some practical examples of what<br />

(tools and technologies) binds <strong>the</strong> relationship between software and art. Artists tend to use software<br />

for different purposes. Quite often <strong>the</strong>y use commercial software; often <strong>the</strong>y are interested in open<br />

source software as a cheap alternative. In few cases, artists develop <strong>the</strong>ir own software. Most of <strong>the</strong><br />

time <strong>the</strong>y use <strong>the</strong> software as it was intended to be used by <strong>the</strong> creator of <strong>the</strong> software but sometimes<br />

<strong>the</strong>y can be creative and use it in a different way which was not intended. For example <strong>the</strong> artist Jen<br />

Grey used <strong>the</strong> proprietary software Surface Drawing in a unique way to draw live models, a purpose<br />

which was not intended (Grey, 2002). Some software is used as a tool to develop artwork; some as a<br />

media to support artists’ activities indirectly (for example collaboration) while o<strong>the</strong>rs are general


Intersection of <strong>Software</strong> and Art 11<br />

purpose programming languages used to build applications. Besides <strong>the</strong>se, <strong>the</strong>re is also customized<br />

software i.e., software that is built for a specific artistic purpose. Several articles mention this kind of<br />

software (example, Datareader, Korsakov mentioned in <strong>the</strong> table below) which was developed by<br />

ei<strong>the</strong>r artists alone, or with <strong>the</strong> help of programmers as part of an art project. In this section we list <strong>the</strong><br />

software/tools that were mentioned in <strong>the</strong> literature. These tools provide <strong>the</strong> reader an overview of<br />

what type of software and tools are used or required by <strong>the</strong> artists.<br />

Artwork support tools, i.e. tools used to develop artworks are mainly special purpose artistic software<br />

which specializes on some tasks such as visualization, sound manipulation or animation. The<br />

following table gives a list of <strong>the</strong>se kinds of software that were mentioned in different articles found<br />

in our literature review along with <strong>the</strong>ir purposes/ functionalities. The list gives <strong>the</strong> readers an idea<br />

about <strong>the</strong> tools that artists are using/ interested in using for different art purposes. The list also<br />

contains customized tools that were developed for some specific artwork or art purpose, for example<br />

Datareader was developed for taking as input meteorological data.<br />

Table1. <strong>Software</strong> tools mentioned in different articles<br />

Category <strong>Software</strong> Name Description Referenced in<br />

1. Graphics<br />

Manipulation<br />

2. Multimedia<br />

Authoring<br />

3. 3D<br />

graphics<br />

Manipulation<br />

4. Sound<br />

Manipulation<br />

Illustrator Vector based drawing program (Garvey, 1997)<br />

Freehand Tool to create layouts and illustrations (Garvey, 1997)<br />

for print /Web designs<br />

CorelDraw A vector graphics editing software (Garvey, 1997)<br />

Photoshop A graphics editor software (Grey, 2002)<br />

Painter 6.0 Painting tool for graphic designers and (Grey, 2002)<br />

fine artists.<br />

Flash Animation and interactivity (Sung-dae, Jin-wan, & Won-<br />

Hyung, 2006) (Sardon, 2006)<br />

(Marchese, 2006)<br />

Director Creating interactive content for fixed (Garvey, 1997) (Sardon, 2006)<br />

media and internet<br />

(Machin, 2002)<br />

SoftImage 3D 3D animation software for games, film (Jennings, Giaccardi, &<br />

and television<br />

Wesolkowska, 2006)<br />

3DStudio Max Professional 3D modeling, rendering<br />

and animation software<br />

(Garvey, 1997) (Strömberg,<br />

Väätänen, & Räty, 2002)<br />

Mini CAD, Auto A suite of CAD (Computer Aided (Garvey, 1997)<br />

CAD<br />

Design) software products for 2- and<br />

3-dimensional design and drafting<br />

Alias /Wavefront 3D graphics software (Garvey, 1997)<br />

WorldUp<br />

Maya<br />

Breve swarm<br />

simulation<br />

Pure Data<br />

Max/MSP<br />

<strong>Software</strong> development environment for<br />

building 3D/VR applications<br />

High end 3D computer graphics<br />

software<br />

A package for building 3D simulations<br />

of multi-agent systems and artificial life<br />

Tool for creating interactive computer<br />

music and multimedia works<br />

A graphical programming environment<br />

for music and multimedia<br />

(Zimmerman & Eber, 2001)<br />

(Zimmerman & Eber, 2001)<br />

(Steinkamp, 2001)<br />

(Boyd, Hushlak, & Jacob,<br />

2004)<br />

(Jennings et al., 2006)<br />

(Jennings et al., 2006)<br />

(Marchese, 2006) (Edmonds,<br />

Turner, & Candy, 2004)<br />

GigaStudio 160 <strong>Software</strong> for music and sound effects (Strömberg et al., 2002)


Intersection of <strong>Software</strong> and Art 12<br />

Category <strong>Software</strong> Name Description Referenced in<br />

5. Video<br />

Manipulation<br />

6. O<strong>the</strong>r<br />

Applications<br />

SoftVNS video<br />

toolkit<br />

A real time video processing and<br />

tracking software for MAX/MSP<br />

(Edmonds et al., 2004)<br />

Jitter<br />

Extends MAX/MSP to support real (Polli, 2004)<br />

time manipulation of video data<br />

Korsakov Interactive Documentary software (Blassnigg, 2005)<br />

ELE (Expressive<br />

Lighting Engine)<br />

Mobile Bristol<br />

toolkit<br />

Mobile<br />

Experience<br />

Engine<br />

Sculpture<br />

simulator<br />

Control Lighting for a virtual<br />

environment<br />

A tool to create and share mobile,<br />

location–based media<br />

A software development platform for<br />

creating advanced context-aware<br />

applications and media-rich<br />

experiences for mobile devices<br />

A sculpture simulator with its own<br />

programming language<br />

(Gross, 2005)<br />

(Biswas & Singh, 2006)<br />

(Biswas & Singh, 2006)<br />

(Machin, 2002)<br />

Particle dynamics A software tool set for simulating<br />

natural phenomena.<br />

(Steinkamp, 2001)<br />

Datareader A Max/MSP object to read text data (Polli, 2004)<br />

and convert <strong>the</strong>m into sound<br />

VRML Virtual Reality Modeling language (Nalder, 2003)<br />

7.<br />

Programming<br />

languages<br />

/API<br />

General purpose<br />

programming<br />

languages such as<br />

python, C++, Java<br />

etc.<br />

OpenGL<br />

To create wide range of applications (Nalder, 2003)<br />

Industry standard and API for high<br />

performance graphics<br />

(Fels et al., 2005)<br />

Apart from <strong>the</strong> artwork support tools <strong>the</strong>re are o<strong>the</strong>r tools and software that artists use for supporting<br />

o<strong>the</strong>r activities such as communication, publicity, sharing works, ideas etc. Internet and Web tools has<br />

become not only a medium for <strong>the</strong> artist to publish and present <strong>the</strong>ir work and activities but also a<br />

medium for communicating and collaborating with o<strong>the</strong>r artists. “The digital arts site Rhizome is<br />

recognized for <strong>the</strong> crucial role it plays enabling exchange and collaboration among artists through <strong>the</strong><br />

network” states Walden in his review on <strong>the</strong> book Net_Condition: Art and Global Media (Walden,<br />

2002). The tendency of publishing artists work through websites to reach audience was also observed<br />

during our participation in <strong>the</strong> three projects described in section 2. The o<strong>the</strong>r purposes of website<br />

includes, publishing artworks, selling art products, virtual tour of museums and creating online<br />

communities, discussion groups or forums, and blogging.<br />

Domain specific programming language is preferred by <strong>the</strong> artists compared to <strong>the</strong> general purpose<br />

programming languages unless <strong>the</strong> artist does not aspire to be a professional programmer. This is<br />

because general languages can be daunting due to <strong>the</strong> steep learning curve associated with learning<br />

programming. Besides, artists often prefer to work with intermediate tools where <strong>the</strong> need for<br />

programming is reduced. But that does not make any limitations for artists to learn <strong>the</strong> general<br />

purpose programming languages. In some of <strong>the</strong> articles that we have reviewed mentions a number of<br />

general purpose languages which was used to realize artworks or some artistic software, for example,<br />

C++, ActionScript, UML, 2D OpenGL.<br />

Last but not <strong>the</strong> least, <strong>the</strong> role of open source software has to be mentioned as an important factor for<br />

making artists more interested to software. Artists tend to move <strong>towards</strong> using open source technology


Intersection of <strong>Software</strong> and Art 13<br />

not only because <strong>the</strong>y are cheap, even free of charge, but also because many artists believe in <strong>the</strong> open<br />

source ideology. Halonen (2007) mentions that new media art is based on cooperation to a greater<br />

degree than many art forms that can be created alone. He identified four groups with diverse motives:<br />

i) using open source network as an important reference for professional image, ii) using open source<br />

projects as a platform for learning, iii) an opportunity to seek jobs and iv) enrich professional<br />

networks. From our project experience, we identified that some artists want to have open source<br />

projects so that <strong>the</strong>y can build an interested community around <strong>the</strong> project which might assist in <strong>the</strong><br />

fur<strong>the</strong>r development, upgrade and maintenance of <strong>the</strong> project at a low cost (Flyndre and SonicOnyx).<br />

Open source and free software usage in artists community is also encouraged by different art festivals<br />

such as piksel (http://www.piksel.org), makeart (http://makeart.goto10.org/). The interest is also<br />

visible by <strong>the</strong> activities of different art organizations/institutes such as APO33 (http://apo33.org)<br />

ap/xxxxx (http://1010.co.uk/) Piet Zwart Institute (http://pzwart.wdka.hro.nl/).<br />

3.5 The Framework<br />

In <strong>the</strong> earlier sections we have presented <strong>the</strong> framework of <strong>the</strong> intersection in terms of different<br />

entities in <strong>the</strong> intersection, i.e. people and views, place and tools. Here <strong>the</strong> framework is presented<br />

through a table (table2). In <strong>the</strong> table, rows represent where (software and art meet) column represent<br />

who (are <strong>the</strong> actors), entry in each cell represent <strong>the</strong> reason why <strong>the</strong> actors participate in a given place.<br />

Table2: Where, who and why dimension of <strong>the</strong> intersection of software and art.<br />

Who<br />

Artists<br />

<strong>Software</strong><br />

Researchers<br />

Theorists &<br />

Where<br />

Engineers<br />

Art Critics<br />

Educational 4, 5, 10 5 1, 2, 3 X<br />

Institutes<br />

(Computing<br />

and Art<br />

schools)<br />

Research 3, 17 3,6, 17 3, 18, 17 X<br />

Institutes<br />

<strong>Software</strong> 8,9 7, 8, 9 7 X<br />

Industry<br />

Public Art, 10 11, 12 18 16<br />

Art Projects<br />

Festivals 13, 14, 15 12, 15 17 16<br />

Here we present <strong>the</strong> list of reasons (Why):<br />

1. Design and conduct interdisciplinary courses<br />

2. Conduct research and disseminate knowledge of conducting interdisciplinary courses<br />

3. Foster innovation and creativity<br />

4. Learn technology<br />

5. Learn to work in multidisciplinary projects<br />

6. Apply aes<strong>the</strong>tics in computing<br />

7. Do research and development of products<br />

8. Design user interface and enhance/improve human computer interaction


Intersection of <strong>Software</strong> and Art 14<br />

9. Enhance user experience<br />

10. Use technology in artworks<br />

11. Realize <strong>the</strong> artwork through software<br />

12. Provide tools and technology support<br />

13. Share and exchange knowledge<br />

14. Exhibit art work in public<br />

15. Extend collaboration between artists and software engineers<br />

16. Follow <strong>the</strong> changes of art and <strong>the</strong>ir social and cultural effects<br />

17. Present research works<br />

18. Conduct research on artists-technologists collaboration and reduce <strong>the</strong> gap between <strong>the</strong>m<br />

Different people have different reasons to involve <strong>the</strong>mselves with <strong>the</strong> interdisciplinary domain. The<br />

fact that different actors have different viewpoints is largely due to <strong>the</strong>ir varying roles and background<br />

knowledge. That is why, while we see artists picking up different software tools and technologies and<br />

even <strong>the</strong> naked codes as a material for artworks, software engineers are seen debating over <strong>the</strong> role of<br />

art in software engineering.<br />

4 Future Trends<br />

The interaction between software and art is an increasing trend followed by many artists, software<br />

developers and technologists. As <strong>the</strong> technology advances, more and more sectors of life are<br />

influenced by <strong>the</strong> use of technology. Art finds its way to reflect on every artefact of life, so <strong>the</strong><br />

intersection of art with software takes place naturally as it happens with o<strong>the</strong>r technologies. The<br />

application of different computing tools and technologies has already been established in arts. The<br />

trend to include <strong>the</strong> aes<strong>the</strong>tics in computing, especially in aspects of design is a recent but growing<br />

trend. In future when <strong>the</strong> computing speed and network speed will increase fur<strong>the</strong>r, <strong>the</strong> value of<br />

aes<strong>the</strong>tics will be even more recognized in computing (Hoffmann & Krauss, 2004). Until now<br />

aes<strong>the</strong>tics is recognized mostly in human computing interaction, but in future o<strong>the</strong>r fields of<br />

computing such as data structure, algorithms, digital logic, computer architecture might be also using<br />

more aes<strong>the</strong>tics as anticipated by Paul Fishwick (2005).<br />

As time moves on and <strong>the</strong> interdisciplinary domain matures, this collaboration between art and<br />

computing attracts not only more people but also more disciplines and it gives birth to new issues and<br />

new perspectives. For example, <strong>the</strong> need of software technology for artists leaded to <strong>the</strong> inclusion of<br />

different computer courses in art and computing institutes. This in turn has raised <strong>the</strong> pedagogic<br />

perspectives of conducting interdisciplinary courses involving art and computing students. In future<br />

this might also raise <strong>the</strong> importance of learning technology through art and fun especially for children.<br />

<strong>Software</strong> dependent arts such as installation arts that are placed in public space attract <strong>the</strong> attention of<br />

many viewers including children and old people. Thus it involves social and cultural aspects which<br />

include perspectives of learning, consciousness in <strong>the</strong> society through computational arts. In future<br />

when <strong>the</strong>re will be more software dependent arts placed in public space, it will be interesting to<br />

consider <strong>the</strong>se findings, in relation to <strong>the</strong> different people and different perspectives of life<br />

surrounding computational arts as well as building a knowledge base in this growing interdisciplinary<br />

domain.


Intersection of <strong>Software</strong> and Art 15<br />

5 Conclusion<br />

In this article we present an outline of different entities (who, why, where, what) at <strong>the</strong><br />

interdisciplinary research domain of software and art. The interaction between art and software<br />

happens naturally as technology finds its way to influence every sphere of our life and artists reflect,<br />

scrutinize and challenge technology at <strong>the</strong> same time as <strong>the</strong>y use it for extending <strong>the</strong>ir expressions.<br />

Artists working with technology are faced with multiple tasks that demand <strong>the</strong>m to perform different<br />

roles such as researcher, engineer, programmer etc. In many cases artists have background knowledge<br />

of technology from <strong>the</strong>ir previous career or education, in o<strong>the</strong>r cases <strong>the</strong>y learn a bit of <strong>the</strong> technology<br />

while working with it. But in general case, artists require support from <strong>the</strong> technologists to realize<br />

<strong>the</strong>ir visions. This brings artists toge<strong>the</strong>r with technologists and <strong>the</strong> whole phenomenon brings<br />

toge<strong>the</strong>r o<strong>the</strong>r professionals who are interested or get involved with this intersection of technology<br />

and art. The conceptual framework that we present in this chapter provides a detailed insight of how<br />

<strong>the</strong> intersection between software and art is. This intersection is mostly based on <strong>the</strong> articles from our<br />

literature survey and our experience from art projects. So it might not include all <strong>the</strong> actors and<br />

entities in this interdisciplinary domain. We have limited our literature review to scientific<br />

publications, but many recent trend and relevant information in <strong>the</strong> intersection of art and software is<br />

available in sources such as websites, online articles, and artists’ biographies. The framework might<br />

look different if we include <strong>the</strong>se sources.<br />

Even though art has connection with software since a long while, but <strong>the</strong> intersection between art and<br />

software is a very recent trend and it is continuously changing and growing. Thus, in future this<br />

framework will have more entities to include. The conceptual framework adds value to <strong>the</strong> knowledge<br />

base of <strong>the</strong> interdisciplinary domain by structuring <strong>the</strong> information about <strong>the</strong> intersection. A<br />

knowledge base is a necessary element for an interdisciplinary domain based on which <strong>the</strong> domain<br />

can prosper and grow. The conceptual framework will thus act as basis for getting into detailed<br />

understanding of this domain. Future work regarding this conceptual framework might include<br />

extension and improvement which will fur<strong>the</strong>r enhance <strong>the</strong> knowledge base of this interdisciplinary<br />

domain.


Intersection of <strong>Software</strong> and Art 16<br />

6 References<br />

Adams, C. C. (1995). Technological allusivity: appreciating and teaching <strong>the</strong> role of aes<strong>the</strong>tics in engineering<br />

design. In Proceedings of <strong>the</strong> Frontiers in Education Conference, 1995. (pp. 3a5.1-3a5.8). Washington,<br />

DC, USA: IEEE Computer Society.<br />

Argent, L., Depper, B., Fajardo, R., Gjertson, S., Leutenegger, S. T., Lopez, M. A., et al. (2006). Building a<br />

game development program. Computer, 39(6), 52-60.<br />

Bertelsen, O. W., & Pold, S. (2004). Criticism as an approach to interface aes<strong>the</strong>tics. In Proceedings of <strong>the</strong><br />

third Nordic conference on Human-computer interaction (pp. 23-32). New York, NY, USA: ACM<br />

Press.<br />

Biswas, A., Donaldson, T., Singh, J., Diamond, S., Gauthier, D., & Longford, M. (2006). Assessment of mobile<br />

experience engine, <strong>the</strong> development toolkit for context aware mobile applications. In Proceedings of<br />

<strong>the</strong> 2006 ACM SIGCHI international conference on Advances in computer entertainment technology<br />

(pp. 8). New York, NY, USA: ACM Press.<br />

Biswas, A., & Singh, J. (2006). <strong>Software</strong> <strong>Engineering</strong> Challenges in New Media Applications. In <strong>the</strong><br />

Proceedings of <strong>Software</strong> <strong>Engineering</strong> Applications (~SEA 2006~) (pp. 7). Dallas, TX, USA: ACTA<br />

Press.<br />

Blais, J., & Ippolito, J. (2006). At <strong>the</strong> Edge of Art. London: Thames & Hudson Ltd.<br />

Blassnigg, M. (2005). Documentary Film at <strong>the</strong> Junction between Art and Digital Media Technologies.<br />

Convergence-The International journal of New Media Technologies, 11(3), 104-110.<br />

Bollinger, T. (1997). The interplay of art and science in software. Computer, 30(10), 128, 125-127.<br />

Bond, G. W. (2005). <strong>Software</strong> as art. Communications of <strong>the</strong> ACM, 48(8), 118-124.<br />

Boyd, J. E., Hushlak, G., & Jacob, C. J. (2004). SwarmArt: interactive art from swarm intelligence. In<br />

Proceedings of <strong>the</strong> 12th annual ACM international conference on Multimedia (pp. 628-635). New<br />

York, NY, USA: ACM Press.<br />

Candy, L. (1999). COSTART Project Artists Survey Report: Preliminary Results.: Loughborough University.<br />

Candy, L., & Edmonds, E. (2002). Modeling co-creativity in art and technology. In Proceedings of <strong>the</strong> 4th<br />

conference on Creativity & cognition (pp. 134-141). New York, NY, USA: ACM Press.<br />

Cramer, F., & Gabriel, U. (2001). <strong>Software</strong> Art and Writing. American Book Review, 22(6).<br />

Donna, J. C. (1991). Interdisciplinary collaboration case study in computer graphics education: “Venus &<br />

Milo”. SIGGRAPH Computer Graphics, 25(3), 185-190.<br />

Ebert, D. S., & Bailey, D. (2000). A collaborative and interdisciplinary computer animation course. ACM<br />

SIGGRAPH Computer Graphics, 34(3), 22-26.<br />

Edmonds, E., Turner, G., & Candy, L. (2004). Approaches to interactive art systems. In Proceedings of <strong>the</strong> 2nd<br />

international conference on Computer graphics and interactive techniques in Australasia and South<br />

East Asia (pp. 113-117). New York, NY, USA: ACM Press.<br />

Fels, S., Kinoshita, Y., Tzu-pei Grace, C., Takama, Y., Yohanan, S., Gadd, A., et al. (2005). Swimming across<br />

<strong>the</strong> Pacific: a VR swimming interface. Computer Graphics and Applications, IEEE, 25(1), 24-31.<br />

Fishwick, P. (2003). Nurturing next-generation computer scientists. Computer, 36(12), 132-134.<br />

Fishwick, P. (2005). Enhancing experiential and subjective qualities of discrete structure representations with<br />

aes<strong>the</strong>tic computing. Journal of Visual Languages & Computing, 16(5), 406-427.<br />

Fishwick, P., Davis, T., & Douglas, J. (2005). Model representation with aes<strong>the</strong>tic computing: Method and<br />

empirical study. ACM Trans. Model. Comput. Simul., 15(3), 254-279.<br />

Fishwick, P. A. (2007). Aes<strong>the</strong>tic Computing: A Brief Tutorial. In F. Ferri (Ed.), Visual Languages for<br />

Interactive Computing: Definitions and Formalizations: Idea Group Inc.<br />

Garvey, G. P. (1997). Retrofitting fine art and design education in <strong>the</strong> age of computer technology. ACM<br />

SIGGRAPH Computer Graphics, 31(3), 29-32.<br />

Grey, J. (2002). "Human-computer interaction in life drawing, a fine artist's perspective". In Sixth International<br />

Conference on Information Visualisation (IV'02) (pp. 761-770). Los Alamitos, CA, USA: IEEE<br />

Computer Society.<br />

Gross, J. B. (2005). Programming for artists: a visual language for expressive lighting design. In IEEE<br />

Symposium on Visual Languages and Human-Centric Computing, 2005 (pp. 331-332). Los Alamitos,<br />

CA, USA: IEEE Computer Society.<br />

Halonen, K. (2007). Open Source and New Media Artists. Human Technology - An interdisciplinary journal on<br />

humans in ICT environments, 3(1), 98-114.


Intersection of <strong>Software</strong> and Art 17<br />

Harris, C. (Ed.). (1999). Art and innovation: <strong>the</strong> Xerox PARC Artist-in-Residence program. Cambridge,<br />

Massachusetts: MIT Press.<br />

Hoffmann, R., & Krauss, K. (2004). A critical evaluation of literature on visual aes<strong>the</strong>tics for <strong>the</strong> web. In<br />

Proceedings of <strong>the</strong> 2004 annual research conference of <strong>the</strong> South African institute of computer<br />

scientists and information technologists on IT research in developing countries (pp. 205-209). South<br />

Africa: South African Institute for Computer Scientists and Information Technologists.<br />

Jaccheri, M. L., & Sindre, G. (2007). <strong>Software</strong> <strong>Engineering</strong> Students meet Interdisciplinary Project work and<br />

Art. In Proceedings of <strong>the</strong> 11th International Conference on Information Visualisation (pp. 925--934).<br />

Washington, DC, USA: IEEE Computer Society.<br />

Jennings, P., Giaccardi, E., & Wesolkowska, M. (2006). About face interface: creative engagement in <strong>the</strong> new<br />

media arts and HCI. In CHI '06 extended abstracts on Human factors in computing systems (pp. 1663-<br />

1666). New York, NY, USA: ACM Press.<br />

Jones, S. (2005). A cultural systems approach to collaboration in art & technology. In Proceedings of <strong>the</strong> 5th<br />

conference on Creativity & cognition (pp. 76--85). New York, NY, USA: ACM Press.<br />

Kitchenham, B. (2004). Procedures for Performing Systematic Reviews: Keele University Technical Report<br />

TR/SE-0401 and NICTA Technical Report 0400011T.1.<br />

Kluszczynski, R. W. (2005). Arts, Media, Cultures: Histories of Hybridisation. Convergence-The International<br />

Journal of New Media Technologies, 11(4), 124-132.<br />

Machin, C. H. C. (2002). Digital artworks: bridging <strong>the</strong> technology gap. In Proceedings of <strong>the</strong> 20th<br />

Eurographics UK Conference, 2002. (pp. 16-23). Washington, DC, USA: IEEE Computer Society.<br />

Mamykina, L., Candy, L., & Edmonds, E. (2002). Collaborative creativity. Communications of <strong>the</strong> ACM,<br />

45(10), 96-99.<br />

Marchese, F. T. (2006). The Making of Trigger and <strong>the</strong> Agile <strong>Engineering</strong> of Artist-Scientist <strong>Collaboration</strong>. In<br />

Proceedings of <strong>the</strong> conference on Information Visualization (pp. 839-844). Washington, DC, USA:<br />

IEEE Computer Society.<br />

McConnell, S. (1998). The art, science, and engineering of software development. IEEE <strong>Software</strong>, 15(1), 120,<br />

118-119.<br />

Meyer, J., Staples, L., Minneman, S., Naimark, M., & Glassner, A. (1998). Artists and technologists working<br />

toge<strong>the</strong>r (panel). In Proceedings of <strong>the</strong> 11th annual ACM symposium on User interface software and<br />

technology (pp. 67-69). New York, NY, USA: ACM Press.<br />

Nalder, G. (2003). Art in <strong>the</strong> Informational Mode. In Proceedings of <strong>the</strong> Seventh International Conference on<br />

Information Visualization (pp. 110). Washington, D.C, USA: IEEE Computer Society.<br />

Oates, B. J. (2006). New frontiers for information systems research: computer art as an information system.<br />

European Journal of Information Systems, 15(6), 617-626.<br />

Parberry, I., Kazemzadeh, M. B., & Roden, T. (2006). The art and science of game programming. In<br />

Proceedings of <strong>the</strong> 37th SIGCSE technical symposium on Computer science education (pp. 510-514).<br />

New York, NY, USA: ACM Press.<br />

Polli, A. (2004). DATAREADER: a tool for art and science collaborations. In Proceedings of <strong>the</strong> 12th annual<br />

ACM international conference on Multimedia (pp. 520-523). New York, NY, USA: ACM Press.<br />

Sardon, M. (2006). Books of sand. In Proceedings of <strong>the</strong> 14th annual ACM international conference on<br />

Multimedia (pp. 1041-1042). New York, NY, USA: ACM Press.<br />

Sedelow, S. Y. (1970). The Computer in <strong>the</strong> Humanities and Fine Arts. ACM Computing Surveys (CSUR), 2(2),<br />

89-110.<br />

Shoniregun, C. A., Logvynovskiy, O., Duan, Z., & Bose, S. (2004). Streaming and security of art works on <strong>the</strong><br />

Web. In IEEE Sixth International Symposium on Multimedia <strong>Software</strong> <strong>Engineering</strong> (ISMSE’04) (pp.<br />

344-351). Washington, DC, USA: IEEE Computer Society.<br />

Steinkamp, J. (2001). My Only Sunshine: Installation Art Experiments with Light, Space, Sound and Motion.<br />

Leonardo, 34(2), 109-112.<br />

Strömberg, H., Väätänen, A., & Räty, V.-P. (2002). A group game played in interactive virtual space: design<br />

and evaluation. In Proceedings of <strong>the</strong> conference on Designing interactive systems: processes,<br />

practices, methods, and techniques (pp. 56-63). New York, NY, USA: ACM Press.<br />

Sung-dae, H., Jin-wan, P., & Won-Hyung, L. (2006). Designing Audio Visual <strong>Software</strong> for Digital Interactive<br />

Art. In 16th International Conference on Artificial Reality and Telexistence--Workshops, 2006. ICAT<br />

'06. (pp. 651-655). Washington, DC, USA: IEEE Computer Society.<br />

Trifonova, A., Ahmed, S. U., & Jaccheri, L. (2007). SArt: Towards Innovation at <strong>the</strong> intersection of <strong>Software</strong><br />

engineering and art. Paper presented at 16th International Conference on Information Systems<br />

Development, Galway, Ireland.<br />

Walden, K. L. (2002). Reviews : Peter Weibel and Timothy Druekrey (eds), Net_Condition: Art and Global<br />

Media. Convergence-The International journal of New Media Technologies, 8(1), 114-116.


Intersection of <strong>Software</strong> and Art 18<br />

Warr, A., & O’Neill, E. (2007). Tools to Support Collaborative Creativity. Paper presented at Tools to Support<br />

Collaborative Creativity workshop held as part of Creativity and Cognition conference 2007,<br />

Washington D.C., USA.<br />

Wei-Lung, W. (2002). Beware <strong>the</strong> engineering metaphor. Communications of <strong>the</strong> ACM, 45(5), 27-29.<br />

Zimmerman, G. W., & Eber, D. E. (2001). When worlds collide!: an interdisciplinary course in virtual-reality<br />

art. In Proceedings of <strong>the</strong> thirty-second SIGCSE technical symposium on Computer Science Education<br />

(pp. 75-79). New York, NY, USA: ACM Press.


Intersection of <strong>Software</strong> and Art 19<br />

Key Terms and Their Definitions<br />

Installation Art: Merriam Webster defines Installation as “a work of art that usually consists of<br />

multiple components often in mixed media and that is exhibited in a usually large space in an<br />

arrangement specified by <strong>the</strong> artist”. In wikipedia we find following definition of Installation Art:<br />

“Installation art uses sculptural materials and o<strong>the</strong>r media to modify <strong>the</strong> way we experience a<br />

particular space. Installation art is not necessarily confined to gallery spaces and can be any material<br />

intervention in everyday public or private spaces. Installation art incorporates almost any media to<br />

create an experience in a particular environment. Materials used in contemporary installation art range<br />

from everyday and natural materials to new media such as video, sound, performance, computers and<br />

<strong>the</strong> internet. Some installations are site-specific in that <strong>the</strong>y are designed to only exist in <strong>the</strong> space for<br />

which <strong>the</strong>y were created.”<br />

Art Projects: In <strong>the</strong> context of this chapter, with <strong>the</strong> word art projects we mean Art projects that use<br />

technology for <strong>the</strong> development of <strong>the</strong> final product which is usually an artwork. These projects<br />

include at least one artist and a number of technologists. In context of this chapter, technologists are<br />

software engineers. But in general, besides <strong>the</strong> software engineers <strong>the</strong>re can be many o<strong>the</strong>r<br />

technologists such as sound engineers, electrical engineers and so on. Often art projects are<br />

multidisciplinary projects which involve many people including <strong>the</strong> sponsors and public<br />

administration, researchers and so on.<br />

Artwork Support Tools: <strong>Software</strong> used to realize a certain artwork by implementing <strong>the</strong> core<br />

functionalities of <strong>the</strong> artwork. This software can be commercial off <strong>the</strong> shelf (COTS) software or open<br />

source software or even customized software that is developed only to realize a particular art project.<br />

By artwork support tools we mean <strong>the</strong> whole application that works behind <strong>the</strong> artwork.<br />

Conceptual Framework: Conceptual framework can be described in many ways: i) a set of<br />

coherent ideas or concepts organized in a manner that makes <strong>the</strong>m easy to communicate to o<strong>the</strong>rs. Or<br />

ii) an organized way of thinking about how and why a project takes place, and about how we<br />

understand its activities or iii) An overview of ideas and practices that shape <strong>the</strong> way work is done in<br />

a project. Wikipedia defines it as “A conceptual framework is used in research to outline possible<br />

courses of action or to present a preferred approach to a system analysis project. The framework is<br />

built from a set of concepts linked to a planned or existing system of methods, behaviours, functions,<br />

relationships, and objects”.<br />

<strong>Software</strong> <strong>Engineering</strong>: According to IEEE Standard Glossary of <strong>Software</strong> <strong>Engineering</strong><br />

Terminology, <strong>Software</strong> engineering (SE) is <strong>the</strong> application of a systematic, disciplined, quantifiable<br />

approach to <strong>the</strong> development, operation, and maintenance of software. According to <strong>the</strong> <strong>Software</strong><br />

<strong>Engineering</strong> Body of Knowledge, <strong>the</strong> discipline of software engineering encompasses knowledge,<br />

tools, and methods for defining software requirements, and performing software design, computer<br />

programming, user interface design, software testing, and software maintenance tasks. It also draws<br />

on knowledge from fields such as computer science, computer engineering, management,<br />

ma<strong>the</strong>matics, project management, quality management, software ergonomics, and systems<br />

engineering. In industry software engineers can have several specialized roles such as analysts,<br />

architects, developers, testers (according to Wikipedia). In context of this chapter, we call all people<br />

who are involved in <strong>the</strong> development of software for art projects as software engineers irrespective of<br />

<strong>the</strong>ir specialization.<br />

Computer Art: Wikipedia defines Computer art as any art in which computers played a role in<br />

production or display of <strong>the</strong> artwork. Such art can be an image,` sound, animation, video, CD-ROM,<br />

videogame, web site, algorithm, performance or gallery installation. Often computer art is used in<br />

general to refer to artworks that were impossible to create before <strong>the</strong> invention of computer.


Intersection of <strong>Software</strong> and Art 20


Paper 5<br />

Salah U. Ahmed, Cristoforo Camerano, Luigi Fortuna, Mattia Frasca, and Letizia<br />

Jaccheri. "Information technology and art: Concepts and state of <strong>the</strong> practice", In Borko<br />

Furht (Ed.): Handbook of Multimedia for Digital Entertainment and Arts, Springer<br />

Science+Business Media B.V., 2009, 769 pages, ISBN 978-0-387-89023-4, ch. 4, pp. 567-<br />

592. .


Chapter 25<br />

Information Technology and Art: Concepts<br />

and State of <strong>the</strong> Practice<br />

Salah Uddin Ahmed, Cristoforo Camerano, Luigi Fortuna, Mattia Frasca,<br />

and Letizia Jaccheri<br />

Introduction<br />

The interaction between information technology (IT) and art is an increasing trend.<br />

Science, art and technology have been connected since <strong>the</strong> 60’s, when scientists,<br />

artists, and inventors started to cooperate and use electronic instruments to create<br />

art. In 1960 Marshall McLuhan predicted <strong>the</strong> idea that <strong>the</strong> era of “machine-age”<br />

technology was next to close, and <strong>the</strong> electronic media were creating a new way to<br />

perform art [1].<br />

The literature is full with examples of artists applying ma<strong>the</strong>matics, robotic technology,<br />

and computing to <strong>the</strong> creation of art. The work in [2] is a good introduction<br />

to <strong>the</strong> merge of IT and art and introduces genetic art, algorithmic art, applications<br />

of complex systems and artificial intelligence. The intersection is drawing<br />

attention of people from diverse background and it is growing in size and scope. For<br />

<strong>the</strong>se reasons, it is beneficiary for people interested in art and technology to know<br />

each o<strong>the</strong>r’s background and interests well. In a multidisciplinary collaboration, <strong>the</strong><br />

success depends on how well <strong>the</strong> different actors in <strong>the</strong> project collaborate and<br />

understand each o<strong>the</strong>r. See [3] for an introduction about multidisciplinary issues.<br />

Meyer and o<strong>the</strong>rs in [4] explains <strong>the</strong> collaboration process between artists and technologists.<br />

The definitions of visual art have extended far beyond <strong>the</strong> canvas since <strong>the</strong><br />

beginning of <strong>the</strong> twentieth century. The increased availability of computers has<br />

caused a burgeoning of computer based visual art, also known as digital art. This<br />

has developed into a broad range of computer graphics, animation, cybernetic sculptures,<br />

laser shows and Internet-gaming. While <strong>the</strong> aes<strong>the</strong>tic experience has always<br />

S.U. Ahmed and L. Jaccheri ()<br />

Norwegian University of Science and Technology, Norway<br />

e-mail: fsalah, letiziag@idi.ntnu.no<br />

C. Camerano, L. Fortuna, and M. Frasca<br />

<strong>Engineering</strong> Faculty, Dipartimento di Ingegneria Elettrica, Elettronica e dei Sistemi (DIEES),<br />

University of Catania, Italy<br />

e-mail: fcristoforo.camerano, lfortuna, mfrascag@diees.unict.it<br />

B. Furht (ed.), Handbook of Multimedia for Digital Entertainment and Arts,<br />

DOI 10.1007/978-0-387-89024-1 25, c Springer Science+Business Media, LLC 2009<br />

567


568 S.U. Ahmed et al.<br />

meant some interaction among <strong>the</strong> creator (artist), <strong>the</strong> creation (artwork), <strong>the</strong> viewer<br />

(spectator), <strong>the</strong> current “electronic age” allows a truly two-way involvement, with<br />

<strong>the</strong> possibility of input from both <strong>the</strong> creator and <strong>the</strong> viewer altering <strong>the</strong> creation.<br />

The “new media art” is an umbrella term, which generically describes artwork<br />

that incorporates an element of new media technology. New media technologies<br />

are defined as technologies that were invented, or began integration into society<br />

from <strong>the</strong> mid 20th century. The most significant new technology, which has affected<br />

visual art is computer software, which enables individuals to digitally manipulate<br />

images. Traditional visual art is enriched through new way of expression: ano<strong>the</strong>r<br />

art form, which has become prevalent in <strong>the</strong> digital age is “interactive art”. In this<br />

genre, <strong>the</strong> aim of <strong>the</strong> artist is to stimulate a two-way interaction between his works<br />

and <strong>the</strong> spectator. This process has become increasingly possible via new media<br />

technologies. It implicates creative activity in a context which now not only includes<br />

professionals such as graphic artists and composers, but <strong>the</strong> wider public as well.<br />

Spectators are no longer situated within a pure passive role: spectators today play<br />

an interactive role within <strong>the</strong> artist to create new media art.<br />

The relationship between technology and visual art is well explained in [5]<br />

and [6]. In <strong>the</strong>se works F. Popper introduces <strong>the</strong> concept of “synaes<strong>the</strong>sia” between<br />

art, human emotion and technology. The emphasis is on <strong>the</strong> visual aspects and <strong>the</strong>ir<br />

strict connection to emotions. Popper in his work “Art-Action and Participation”<br />

examines <strong>the</strong> interplay of art, craft, and technology in five major categories: laser<br />

and holographic art, video art, computer art, communication art, and installation<br />

demonstration and performance art [7]. At a time in which simulation and reality<br />

become interchangeable and humans and machines are intellectually connected,<br />

Popper began to study <strong>the</strong> new way of conceiving <strong>the</strong> visual arts through <strong>the</strong> experiences<br />

of o<strong>the</strong>r artists. Popper also looks at <strong>the</strong> social and political impact of <strong>the</strong><br />

rapid communication of ideas, experience, and images. Popper in his works shows<br />

how <strong>the</strong> kinetics art influences all contemporary art expressions.<br />

Cultural and social transformation from this age to nowadays elaborates a new<br />

method to reflect on art and technology. Nowadays, <strong>the</strong> number of artists participating<br />

in multimedia software games, interactive robotics and new electronic<br />

applications is continuously increasing in art projects like interactive art installations.<br />

As this intersection of art and technology grows, it involves people from<br />

different disciplines with different interests creating a milieu of interdisciplinary collaborations.<br />

At <strong>the</strong> <strong>Engineering</strong> Faculty of University of Catania and <strong>the</strong> Norwegian<br />

University of Science and Technology we explore <strong>the</strong> intersection of information<br />

technology and art to understand different entities that are involved in <strong>the</strong> intersection.<br />

In <strong>the</strong> general context of <strong>the</strong> intersection between IT and art we focus on three<br />

subsets of IT, which are software, electronics, and robotics. This choice is dictated<br />

by <strong>the</strong> nature of research and art projects we are working on.<br />

The objective of this chapter is to provide a framework of <strong>the</strong> intersection<br />

between IT and art based on our <strong>the</strong>oretical (literature review) and practical<br />

work (participation to IT intensive art projects). We have explored <strong>the</strong> intersection<br />

between technology and art through a deep investigation based on papers, articles


25 IT and Art: Concepts and State of <strong>the</strong> Practice 569<br />

and books, conferences, art projects, festivals and art centres, practical examples<br />

of interaction between information technology and art carried out in university of<br />

all over <strong>the</strong> world and in laboratories and research centres. We have explored this<br />

intersection through a detailed and systematic study of literature and we have also<br />

presented <strong>the</strong> criteria used to select <strong>the</strong> articles in order that <strong>the</strong> readers get an<br />

overview of <strong>the</strong> scope and <strong>the</strong> focus of <strong>the</strong> literature review. In [8] wehavealso<br />

identified <strong>the</strong> search strategies, including a list of searchable electronic database<br />

of scientific publications and a starting list of keywords. Relevant publications are<br />

those that address artist attitude <strong>towards</strong> technology, engineer attitude <strong>towards</strong> art,<br />

influence and usage of IT in art or of art in computing, and features of artistic<br />

software.<br />

The Conceptual Framework<br />

The conceptual framework described in [8] is our attempt to clarify <strong>the</strong> intersection<br />

of IT and art by identifying <strong>the</strong> involved actors, <strong>the</strong>ir interests, place of interaction,<br />

and reasons behind collaboration. In this section we will present <strong>the</strong> conceptual<br />

framework. The study and our literature review is described by several entities such<br />

as “who”, “where”, “why” and “what” which stand, respectively, short for “who” are<br />

people involved, “where” <strong>the</strong> intersection take place, “why” <strong>the</strong> people are interested<br />

to <strong>the</strong> intersection and “what” tools or electronics or software are used in this intersection<br />

between IT and art.<br />

Who<br />

In <strong>the</strong> intersection between art and IT we find artists like cyber-artists, designers,<br />

software engineers [9, 10], researchers, electronic and robotic engineers, <strong>the</strong>orists<br />

and critics [11] engineers and researchers [12,13,14]. The roles of artists,<br />

researchers, engineers and critics are nei<strong>the</strong>r exhaustive nor mutually exclusive.<br />

These roles have different backgrounds and viewpoints. One person can have<br />

many roles at <strong>the</strong> same time, for example, when <strong>the</strong> interactive filmmaker Florian<br />

Thalhofer creates <strong>the</strong> interactive documentary software Korsakov; he is both an<br />

artist and a software developer [15]. Technologists include people like software engineers<br />

and hardware engineers. But if we take <strong>the</strong> wider intersection of technology<br />

and art, technologists will include engineers from different disciplines like, mechanical,<br />

robotics and electrical engineers, just to cite some examples. In <strong>the</strong> following<br />

we will tend to refer to engineers and artists without trying to classify, each time,<br />

which kind of engineer and artist we are referring to.<br />

Nowadays software, electronics, ma<strong>the</strong>matics, robotic technology, genetic art,<br />

algorithmic art, led installations and artificial intelligence in union with music,


570 S.U. Ahmed et al.<br />

dance, sculpture and painting expression are used to involve <strong>the</strong> audience as part<br />

of an interactive dialog with technology. Ref. [16] provides a good example of explanation<br />

about how <strong>the</strong>se different technologies can be used to involve audience<br />

and create interactive dialog processes.<br />

The role of software developer is explained for example by Machin in [17]. In<br />

order to build software tools for artists, pragmatics analysis of context and behaviour<br />

is crucial because art is heavily immersed in practice and action, and because art is<br />

valued on its ability to communicate [18].<br />

At <strong>the</strong> same time o<strong>the</strong>r artists, such as Marco Cardini in his cyber art installation,<br />

want to create an immersive atmosphere in which <strong>the</strong> artist set an interactive<br />

dialog with audience involved [19]. In [20, 21, 22] a new way to create visual art<br />

is explored, through <strong>the</strong> research of strange attractors, patterns and shapes, through<br />

kinematics ad robotics. The importance of aes<strong>the</strong>tics in engineering is ano<strong>the</strong>r topic<br />

discussed several times by various authors such as for example Adams [23].<br />

Where<br />

The dimension of <strong>the</strong> framework ‘where’ refers to <strong>the</strong> places or <strong>the</strong> context where IT<br />

and art meets each o<strong>the</strong>r. It is common that <strong>the</strong> intersection happens in <strong>the</strong> context<br />

of some institutional support. In <strong>the</strong> framework presented in [8], <strong>the</strong> following contexts<br />

are mentioned: educational institutes such as Art schools, computing schools,<br />

software industry, research institutes, art projects and art centres and festivals.<br />

Ano<strong>the</strong>r place of intersection between technology and art is Internet: in <strong>the</strong> recent<br />

years more and more artists are exploring <strong>the</strong> Internet as a medium to reach <strong>the</strong>ir<br />

audience and spectators [24], so Internet has became a new dimension where people<br />

can create different kind of web-art through special tool for artist [25, 26, 27, 28].<br />

In art schools and computing schools interdisciplinary courses are conducted<br />

which include students from both art, computing discipline, robotic course, complex<br />

systems course [29]. Besides <strong>the</strong>se interdisciplinary courses, <strong>the</strong>re are also cases<br />

where <strong>the</strong> need of computing education is realized in <strong>the</strong> art discipline, and <strong>the</strong> need<br />

of art education in <strong>the</strong> computing discipline.<br />

In addition to IT and entertainment industry, art and computing schools, <strong>the</strong>re<br />

are research institutes where a research setting is intentionally created for artists<br />

and technologists to work closely toge<strong>the</strong>r. These research institutes may be a part<br />

of a university or an industry. Often, this kind of collaboration is done through<br />

“Artist-in-residence” programs, for example, <strong>the</strong> Xerox PARC artist-in-residence<br />

program [30], COSTART project [31], “Robot Artist in Resident Project” [32]. The<br />

objectives of <strong>the</strong>se programs are fostering of innovation and creativity. In an art<br />

project, <strong>the</strong> objective is to realize an artwork, whose main mission is to convey <strong>the</strong><br />

artistic message that <strong>the</strong> artist wants to express.


25 IT and Art: Concepts and State of <strong>the</strong> Practice 571<br />

Why<br />

The ‘Why’ dimension refers to <strong>the</strong> reasons why artists and technologists want to<br />

interact. One of <strong>the</strong> main reasons artists seek help from <strong>the</strong> technologists is to get<br />

support with <strong>the</strong> tools that <strong>the</strong>y need for <strong>the</strong> realizations of <strong>the</strong>ir artwork [33].<br />

We make an attempt to classify <strong>the</strong> reasons for cooperation into six categories:<br />

– Learning about interdisciplinary cooperation. The potential reciprocal interaction<br />

between artists and technologists is challenged by <strong>the</strong> demands of <strong>the</strong> user<br />

(artists). These demands stimulate engineers and researchers to extend technology<br />

with possibilities that go beyond its intended use [33].<br />

– Innovation of products and interfaces. As an example we look into Human-<br />

Robot-Interaction (HRI), which aims at developing principles and algorithms to<br />

allow more natural and effective communication and interaction between humans<br />

and robots. Research ranges from how humans will work with remote, teleoperated<br />

unmanned vehicles to peer-to-peer collaboration with anthropomorphic<br />

robots. Many researchers in <strong>the</strong> field of HRI study how humans collaborate and<br />

interact and use those studies to motivate how robots should interact with humans<br />

34.<br />

– Aes<strong>the</strong>tics in computing. In [35] Fishwick reports <strong>the</strong> result of a survey on <strong>the</strong><br />

usefulness of aes<strong>the</strong>tic methods on several areas of computer science. The result<br />

shows that data structure, algorithms, digital logic, computer architecture was<br />

chosen by <strong>the</strong> respondents as some of <strong>the</strong> fields where aes<strong>the</strong>tic computing can<br />

be used. Information visualization and software visualization are o<strong>the</strong>r fields that<br />

can contribute to bringing art/aes<strong>the</strong>tics inside of computing [36]. Paul Fishwick<br />

has coined <strong>the</strong> term “Aes<strong>the</strong>tic Computing” to refer to a new area of study, which<br />

is concerned with <strong>the</strong> impact and effects of aes<strong>the</strong>tics on <strong>the</strong> field of computing.<br />

As an example, <strong>the</strong> discrete models found in computing can be transformed into<br />

visual and interactive models, which might increase <strong>the</strong> understanding of <strong>the</strong> students.<br />

Fishwick represents a method for customizing discrete structures found<br />

in ma<strong>the</strong>matics, programming and computer simulation. In [35] discrete models<br />

are transformed to geometric models. Moreover, Adams addresses <strong>the</strong> importance<br />

of teaching aes<strong>the</strong>tics in engineering education and <strong>the</strong> role of aes<strong>the</strong>tics in<br />

engineering [37].<br />

– Develop and exhibit IT based Artworks. One main motivation for <strong>the</strong> cooperation<br />

between artists and engineers is that large artistic projects must rely on<br />

IT knowledge to be successful. For example, in [17] Machin underlines <strong>the</strong> importance<br />

of mature requirement elicitation techniques, which enable <strong>the</strong> capture<br />

of <strong>the</strong> artist’s ideas without inhibiting <strong>the</strong> artistic process. Researchers are interested<br />

in comparing <strong>the</strong> software development methods in art projects and analyze<br />

which ones suit better an art project in a certain context. In [13] Candy and<br />

Edmonds investigate <strong>the</strong> most appropriate evaluation methods in software intensive<br />

art projects and if <strong>the</strong> evaluation should be done by artists or it should include<br />

software engineers as well. Where <strong>the</strong> artworks are implemented in limited time<br />

and budget and where artists lead <strong>the</strong> project, <strong>the</strong> maintenance and upgrading


572 S.U. Ahmed et al.<br />

issues are often overlooked. Thus <strong>the</strong> maintenance and upgrade of <strong>the</strong>se kinds of<br />

software supported artworks become one of <strong>the</strong> prime sectors where art projects<br />

need engineering help.<br />

– Reflection on society through art. Erkki Huhtamo, Ma<strong>the</strong>w Fuller, Florian<br />

Cramer, Jeffery Cox, Lev Manovich fall in this category. The people in this category<br />

are often called <strong>the</strong>orist or art critics whose main role is to besides o<strong>the</strong>r<br />

criticize artworks and social and cultural affects of art in our society. Many of <strong>the</strong><br />

people mentioned here have several roles, varying from artist, teacher, <strong>the</strong>orist<br />

and programmer. For example Erkki Huhatamo is a lecturer, researcher, writer<br />

and curator all by <strong>the</strong> same time. Manovich is a lecturer and writer of many articles<br />

and books. His book, “The Language of New Media” is considered by many<br />

reviewers to be <strong>the</strong> first rigorous <strong>the</strong>orization of <strong>the</strong> subject. Even though <strong>the</strong>re<br />

might not be a person who can be termed as only <strong>the</strong>orist, we mention <strong>the</strong>m as<br />

a separate category here as we find a significant portion of research articles that<br />

we have reviewed are contributed by <strong>the</strong>se <strong>the</strong>orists and art critics.<br />

– Dissemination of research results. In recent years emergent scientists create interactive<br />

installations that allow for immersive relationships to develop between<br />

<strong>the</strong> spectator and <strong>the</strong> artwork. For examples one of <strong>the</strong> five presented projects in<br />

<strong>the</strong> Section “Description of <strong>the</strong> Projects” is “Chaotic Robots for Art”: <strong>the</strong> realization<br />

of this, takes inspiration from <strong>the</strong> <strong>the</strong>ory of strange attractors of Chua’s<br />

circuit [38] and from <strong>the</strong> innovative conception of visual art developed by Frank<br />

Popper. The gallery of strange attractors of <strong>the</strong> Chua’s circuit [39, 40] iswidely<br />

known in <strong>the</strong> literature. The wide variety of patterns based on strange attractors<br />

achieved an aes<strong>the</strong>tic level such that more people worked in order to emphasize<br />

in art <strong>the</strong> impressive features of strange attractors considering chaos as bridge<br />

between Art and Science. Many engineers such as Moura L., and Reichardt J.,<br />

also start in <strong>the</strong>ir work a new way to create cyber paint through robotics [41, 42].<br />

The role played by simple mechanical systems that generates complex strange<br />

attractors has been remarked in different works and with different strategy, and<br />

<strong>the</strong> emergence concepts in generating new patterns has been emphasized in researches<br />

with <strong>the</strong> final objective to demonstrate <strong>the</strong> new paradigm of shapes and<br />

complexity [43, 44]. There is a growing tendency to develop new kind of robots<br />

for art [45] and <strong>the</strong> research of new modelling methods with a biological approach<br />

applied to entertainment robotics and bio-robotics [46]. In this sense for<br />

example bio-robotics for art is ever closer to <strong>the</strong> mechanism that ensure that a<br />

robot can have a brain similar to <strong>the</strong> man’s brain. For example a new class of<br />

visual-motor neurons, recently discovered in <strong>the</strong> monke’s brain, <strong>the</strong> so called<br />

“Mirror neurons” are used in robotics and <strong>the</strong>y represent today <strong>the</strong> key element<br />

in <strong>the</strong> understanding of phenomena like imitation, evolution of language, autism,<br />

knowledge of <strong>the</strong> behaviour of o<strong>the</strong>rs [47]. In [48] Wolpert studied practical examples<br />

and models for <strong>the</strong> motor commands inside <strong>the</strong> brain through <strong>the</strong> concepts<br />

of mirror neurons and with <strong>the</strong> background of <strong>the</strong> Simulation <strong>the</strong>ory of Mind-<br />

Reading of Gallese and Goldman, [49]. All <strong>the</strong> concepts and <strong>the</strong> <strong>the</strong>ories studied<br />

by Wolpert and Gallese are often used in robotics because of <strong>the</strong> increasing trend<br />

to combine art and bio-inspired robotics.


25 IT and Art: Concepts and State of <strong>the</strong> Practice 573<br />

Table 1 Who, where, and why dimension of <strong>the</strong> intersection of software and art<br />

Who Where Artists IT Engineers Researchers Theorists<br />

Education<br />

Institutes<br />

Learning,<br />

Develop<br />

Learning<br />

Learning,<br />

Innovation<br />

Research<br />

Institutes<br />

Innovation,<br />

Disseminate<br />

Innovation, Aes<strong>the</strong>tics,<br />

Disseminate<br />

Learning,<br />

Innovation,<br />

Disseminate<br />

IT Industry Innovation Innovation Innovation<br />

Public Art Develop Develop, Innovation Learning Reflection<br />

projects<br />

Festivals Learning,<br />

Develop<br />

Innovation, Learning Disseminate Reflection<br />

In Table 1 we give a visual representation of <strong>the</strong> where, who, and why dimension.<br />

What<br />

The ‘what’ dimension of <strong>the</strong> framework refers to <strong>the</strong> tools and technologies used<br />

in <strong>the</strong> intersection of art and IT. After identifying people (who), reasons behind<br />

<strong>the</strong>ir interest at <strong>the</strong> intersection (why) and <strong>the</strong> places/sectors (where) art intersects<br />

with software, here we present some practical examples of what (tools and<br />

technologies) binds <strong>the</strong> relationship between software and art. In <strong>the</strong> framework presented<br />

in [8] different categories of tools and software are identified, for example,<br />

graphics manipulation software, multimedia authoring, 3D graphics manipulation<br />

software, sound manipulation software, video manipulation software, and o<strong>the</strong>r<br />

applications.<br />

Here we take a wider perspective by looking at kinetic art in addition to software<br />

art. The term kinetic art refers to a particular class of artistic sculpture made primarily<br />

at <strong>the</strong> end of years 1950s. Kinetics art contains moving parts or depends on<br />

motion for its effect: for example wind, a motor, or <strong>the</strong> observer generally powers<br />

<strong>the</strong> moving parts.<br />

Jean Tinguely is ano<strong>the</strong>r artist that with his works realises an infinity of constructivist<br />

images by means of constructions whose elements rotate with different,<br />

incommensurable speeds. The Meta Matics of Tinguely at CAMeC (Centro Arte<br />

Moderna e Contemporanea at La Spezia) are machines, which automatically create<br />

infinite sequences of drawings. The principle of <strong>the</strong>se machines is that of Lissajous<br />

figures, i.e: <strong>the</strong> superposition of different harmonic oscillations [50]. Carried out in<br />

a precise way, such movements result in stark geometric images with pretty Moirépattern-effects:<br />

this is what we see in many early computer-generated graphics. But<br />

<strong>the</strong> mechanical imperfections of Tinguely’s machines create an abundance of irregularities,<br />

deviations and interruptions, which result in a suggestion of expressive<br />

human gesture. The Meta Matics presented a pastiche of <strong>the</strong> abstract-expressive<br />

painting of <strong>the</strong> 1950’s. Their position in art history may be compared with Jackson<br />

Pollock’s all-over’s.


574 S.U. Ahmed et al.<br />

Pontus Hultèn organized a futuristic exhibition on art and mechanical technology<br />

at <strong>the</strong> Museum of Modern Art in New York (MOMA) in 1968 with <strong>the</strong> title<br />

“The Machine: As Seen at <strong>the</strong> End of <strong>the</strong> Mechanical Age”. Today this art sculpture<br />

of P. Hulten is shown at MOMA gallery of New York [51]. Pontus Hultèn<br />

understood such transformation to make an impact on <strong>the</strong> audience visually, but<br />

often on <strong>the</strong> exhibition space as well via sound, smell, taste, image and light<br />

effects.<br />

For visual artists <strong>the</strong> computer is a design tool. Utilising <strong>the</strong> available techniques<br />

of pasting, erasing, displacement, and multiplication, artists are able to develop <strong>the</strong>ir<br />

own ‘electronic palette’ to assist <strong>the</strong>m with <strong>the</strong>ir creations. Researchers, like Oates,<br />

look at computer art as an information system and propose to extend IS research<br />

agenda to include computer art [52].<br />

The technologies used for creating visual art can enable collaboration, lending<br />

<strong>the</strong>mselves to sharing and augmenting by creative effort similar to <strong>the</strong> open source<br />

movement, in which users can collaborate to create unique pieces of art.<br />

Artists tend to use software for different purposes. Quite often <strong>the</strong>y use commercial<br />

software; often <strong>the</strong>y are interested in open source software as a cheap<br />

alternative. In few cases, artists develop <strong>the</strong>ir own software. Most of <strong>the</strong> time <strong>the</strong>y<br />

use <strong>the</strong> software as it was intended to be used by <strong>the</strong> creator of <strong>the</strong> software but<br />

sometimes <strong>the</strong>y can be creative and use it in a different way which was not intended.<br />

For example <strong>the</strong> artist Jen Grey used <strong>the</strong> proprietary software Surface Drawing in<br />

a unique way to draw live models, a purpose which was not intended [53]. Some<br />

software is used as a tool to develop artwork; some as a media to support artists’<br />

activities indirectly (for example collaboration) while o<strong>the</strong>rs are general purpose<br />

programming languages used to build applications. Besides <strong>the</strong>se, <strong>the</strong>re is also customized<br />

software i.e., software that is built for a specific artistic purpose. Several<br />

papers mention this kind of software which was developed by ei<strong>the</strong>r artists alone,<br />

or with <strong>the</strong> help of programmers as part of an art project. These tools provide <strong>the</strong><br />

reader an overview of what type of software and tools are used or required by <strong>the</strong><br />

artists.<br />

Artwork support tools, i.e. tools used to develop artworks, are mainly special purpose<br />

artistic software which specializes on some tasks such as visualization, sound<br />

manipulation or animation.<br />

Apart from <strong>the</strong> artwork support tools <strong>the</strong>re are o<strong>the</strong>r tools and software that artists<br />

use for supporting o<strong>the</strong>r activities such as communication, publicity, sharing works,<br />

ideas etc. Internet and Web tools have become not only a medium for <strong>the</strong> artist to<br />

publish and present <strong>the</strong>ir work and activities, but also a medium for communicating<br />

and collaborating with o<strong>the</strong>r artists. “The digital arts site Rhizome is recognized for<br />

<strong>the</strong> crucial role it plays enabling exchange and collaboration among artists through<br />

<strong>the</strong> network” states Walden in his review on <strong>the</strong> book Net Condition: Art and Global<br />

Media [54]. The o<strong>the</strong>r purposes of website include, publishing artworks, selling<br />

art products, virtual tour of museums and creating online communities, discussion<br />

groups or forums, and blogging.<br />

Domain specific programming language are preferred by artists compared to <strong>the</strong><br />

general purpose programming languages unless <strong>the</strong> artist does not aspire to be a


25 IT and Art: Concepts and State of <strong>the</strong> Practice 575<br />

professional programmer. This is because general languages can be daunting due<br />

to <strong>the</strong> steep learning curve associated with learning programming. Besides, artists<br />

often prefer to work with intermediate tools where <strong>the</strong> need for programming is<br />

reduced. But that does not make any limitation for artists to learn <strong>the</strong> general purpose<br />

programming languages. Some of <strong>the</strong> papers that we have reviewed mention a<br />

number of general purpose languages which were used to realize artworks or some<br />

artistic software, for example, CCC, ActionScript, UML, 2D OpenGL.<br />

Moreover <strong>the</strong> role of open source software has to be mentioned as an important<br />

factor for making artists more interested to software. Artists tend to move <strong>towards</strong><br />

using open source technology not only because <strong>the</strong>y are cheap, even free of charge,<br />

but also because many artists believe in <strong>the</strong> open source ideology. In [55] Halonen<br />

mentions that new media art is based on cooperation to a greater degree than many<br />

art forms that can be created alone. He identified four groups with diverse motives:<br />

i) using open source network as an important reference for professional image, ii)<br />

using open source projects as a platform for learning, iii) an opportunity to seek<br />

jobs and iv) enrich professional networks. From our project experience, we identified<br />

that some artists want to have open source projects so that <strong>the</strong>y can build an<br />

interested community around <strong>the</strong> project which might assist in <strong>the</strong> fur<strong>the</strong>r development,<br />

upgrade and maintenance of <strong>the</strong> project at a low cost. Open source and<br />

free software usage in artists community is also encouraged by different art festivals<br />

such as piksel (http://www.piksel.org), makeart (http://makeart.goto10.org/).<br />

The interest is also visible by <strong>the</strong> activities of different art organizations/institutes<br />

such as APO33 (http://apo33.org) ap/xxxxx (http://1010.co.uk/) Piet Zwart Institute<br />

(http://pzwart.wdka.hro.nl/).<br />

Description of <strong>the</strong> Projects<br />

In this section we use <strong>the</strong> framework introduced to present five of our projects.<br />

Each project is described by a short introduction, followed by <strong>the</strong> who (and when),<br />

where, why, and what perspectives. In <strong>the</strong> introduction we try to reconstruct <strong>the</strong><br />

artistic idea or <strong>the</strong> research motivation for <strong>the</strong> artwork. This partly overlaps with <strong>the</strong><br />

why dimension.<br />

Flyndre<br />

Flyndre [56] is an interactive art installation (see Fig. 1). It has an interactive sound<br />

system that has <strong>the</strong> artistic goal to reflect <strong>the</strong> nature around <strong>the</strong> sculpture. To implement<br />

this goal <strong>the</strong> produced sound changes depending on parameters like <strong>the</strong><br />

local time, light level, temperature, water level, etc. Flyndre relies on Improsculpt,<br />

a software tool for live sampling and manipulation, algorithmic composition and<br />

improvised audio manipulation in real time.


576 S.U. Ahmed et al.<br />

Fig. 1 Flyndre<br />

Who<br />

The sculpture was built by Nils Aas. Then work of adding sound features was<br />

initiated in 2003 by composer, musician and programmer Øyvind Brandtsegg.<br />

Brandtsegg used a customized version of his music composition tool Improsculpt.<br />

Brandsegg had started <strong>the</strong> development of Improsculpt in 2000 and <strong>the</strong> first version<br />

of <strong>the</strong> software was completed in 2001. Brandtsegg collaborated with engineers regarding<br />

<strong>the</strong> development, testing and deployment of <strong>the</strong> sound system. A group of<br />

software engineering students and researchers at NTNU has re-factored <strong>the</strong> software<br />

modular architecture.<br />

The first version of <strong>the</strong> software was a single script file that was hard to modify,<br />

maintain and upgrade. Students from NTNU were involved to develop and<br />

improve aspects of Improsculpt from <strong>the</strong> software engineering point of view. The<br />

software architecture has been re-designed to make it modular, easy to extend and<br />

modify. Ano<strong>the</strong>r group of students with multidisciplinary background has improved


25 IT and Art: Concepts and State of <strong>the</strong> Practice 577<br />

<strong>the</strong> Internet based communication between <strong>the</strong> sculpture and <strong>the</strong> servers at NTNU<br />

that process sounds. The students developed <strong>the</strong> technical framework for <strong>the</strong> networking<br />

and <strong>the</strong> sensors systems (i.e. for capturing parameters by <strong>the</strong> sensors and<br />

for transferring <strong>the</strong>m via <strong>the</strong> Internet to <strong>the</strong> sound processing station). A third<br />

group has developed an open source version of Improscuplt and published it as<br />

open source by uploading a project in Sourceforge. Besides, utilization of wiki and<br />

Concurrent Versioning System (CVS) introduced by <strong>the</strong> software engineers was<br />

found to be very useful by <strong>the</strong> artist. A summary of <strong>the</strong>se activities is published<br />

in [56].<br />

Where<br />

The intersection between IT and art in this case is in <strong>the</strong> context of a real life art<br />

project. It is a public art project meaning that <strong>the</strong> artwork is placed in a public place.<br />

According to <strong>the</strong> presented framework, it falls in <strong>the</strong> category of public art. The<br />

student work falls in <strong>the</strong> category of educational institutes. The sculpture is located<br />

in Inderøy, Norway. Visitors can walk around <strong>the</strong> sculpture or sit nearby to watch it<br />

and listen to its music.<br />

Why<br />

In case of Flyndre <strong>the</strong> collaboration is between artists, IT engineers, and researchers.<br />

The project involves many students as mentioned in <strong>the</strong> ‘who’ part of <strong>the</strong> description.<br />

The main reason behind <strong>the</strong> intersection is technological help to <strong>the</strong> artist who<br />

wants to develop and exhibit an IT based artwork. The artist needed technological<br />

support to improve <strong>the</strong> architecture of Improsculpt. For installing <strong>the</strong> sound on Flyndre,<br />

<strong>the</strong> artist collaborated with <strong>the</strong> sound engineers. From <strong>the</strong> artist point of view<br />

cooperation is motivated by his desire to use technology in <strong>the</strong> artwork and learn<br />

about tools and technology. Researchers and engineers were motivated by learning<br />

goals.<br />

What<br />

The sound installation Flyndre makes use of a loudspeaker technique in which <strong>the</strong><br />

sound is transferred to <strong>the</strong> metal in <strong>the</strong> sculpture. The music is influenced by parameters<br />

such as high tide and low tide, <strong>the</strong> time of year, light and temperature, and<br />

thus reflects <strong>the</strong> nature around <strong>the</strong> sculpture. The computer that calculates <strong>the</strong> sound<br />

from <strong>the</strong> sensor data using <strong>the</strong> Improsculpt software is located in Trondheim. The<br />

sensor data and <strong>the</strong> sound signals are streamed via <strong>the</strong> Internet between Inderøy and<br />

Trondheim.<br />

There is a website of <strong>the</strong> project which provides a live streaming of <strong>the</strong> sound<br />

that is played by <strong>the</strong> sculpture. The web site includes on-<strong>the</strong>-fly animated Flash


578 S.U. Ahmed et al.<br />

application that displays <strong>the</strong> current parameters of <strong>the</strong> environment and <strong>the</strong> current<br />

music played by <strong>the</strong> sculpture. The archive of <strong>the</strong> previously played music by <strong>the</strong><br />

sculpture is also accessible through <strong>the</strong> web site. At <strong>the</strong> controlling core of <strong>the</strong> sound<br />

installation <strong>the</strong>re is a custom version of <strong>the</strong> software Improsculpt. It is software<br />

for live sampling and manipulation, algorithmic composition and improvised audio<br />

manipulation in real time. The main tools and technologies used in <strong>the</strong> project are<br />

Csound, Python, Wiki, Sourceforge, and CVS.<br />

Sonic Onyx<br />

Sonic Onyx is an interactive sculpture that enables people to send files and plays<br />

<strong>the</strong>m back (see Fig. 2). Anyone located inside <strong>the</strong> space of <strong>the</strong> sculpture can send<br />

text, image or sound files from Bluetooth enabled handheld devices such as mobile<br />

phones or laptops. The received files are converted into sound and mixed with<br />

o<strong>the</strong>r sound files. The converted sound file is <strong>the</strong>n played back by <strong>the</strong> sculpture. The<br />

project is an example of artists, engineers, and researchers working toge<strong>the</strong>r. There<br />

are many actors involved in <strong>the</strong> project making it a multidisciplinary project and<br />

collaboration.<br />

Fig. 2 Sonic Onyx


25 IT and Art: Concepts and State of <strong>the</strong> Practice 579<br />

Who<br />

The actors involved in <strong>the</strong> project come from different backgrounds. The project<br />

includes <strong>the</strong> people involved from <strong>the</strong> development phase of <strong>the</strong> project to <strong>the</strong> users<br />

of <strong>the</strong> artwork. The actors of <strong>the</strong> project are namely <strong>the</strong> artist, software engineers,<br />

and researchers. Besides <strong>the</strong>se actors <strong>the</strong>re are <strong>the</strong> users which include students<br />

and teachers of <strong>the</strong> school. Samir M’Kadmi is <strong>the</strong> artist of <strong>the</strong> project. There are<br />

five software engineering students and <strong>the</strong>ir supervisor, two IT consultants, three<br />

researchers (from NTNU). The physical structure was build by a mechanical company.<br />

The users, or visitors of <strong>the</strong> sculpture are mainly students and teachers of <strong>the</strong><br />

school but anyone can visit <strong>the</strong> sculpture.<br />

Why<br />

The artist needed help from <strong>the</strong> software engineers and developers to develop <strong>the</strong><br />

artwork. Technology consultants had an important role here as software developers<br />

were still students and had lack of experience. Researchers were interested to<br />

observe and analyze different characteristics of <strong>the</strong> project. For <strong>the</strong> students (developers<br />

of <strong>the</strong> project), it is also a reason to learn to work in a multidisciplinary project<br />

apart from <strong>the</strong> main objective of realizing <strong>the</strong> artwork and providing technology and<br />

tools support for <strong>the</strong> project. The technology consultant worked also in providing<br />

technology and tool support both to <strong>the</strong> artists and software developers.<br />

Where<br />

According to <strong>the</strong> framework <strong>the</strong> intersection of art and technology comes here in <strong>the</strong><br />

form of an art project. The final objective of <strong>the</strong> project has been to create a piece of<br />

artwork which will is open for public and mounted in a public space. It falls in <strong>the</strong><br />

category of public art and art project.<br />

What<br />

The software tools and technologies that are used in <strong>the</strong> project are mainly open<br />

source. Linux has been used as <strong>the</strong> operating system of <strong>the</strong> server. Pure Data has<br />

been used for sound processing and Python has been used for <strong>the</strong> application.<br />

The Open Wall<br />

The Open Wall is a 8030 pixels resolution 201 inch LED screen. The Open Wall is<br />

a wall-mounted LED installation (see Fig. 3). One goal of <strong>the</strong> Open Wall project is


580 S.U. Ahmed et al.<br />

Fig. 3 The Open Wall<br />

to inspire reflection about Information and Communication Technology with focus<br />

on openness, copyrights, and authorship [57].<br />

Who<br />

In 2005 architect Åsmund Gamlesæter initiates this project as he wanted to build a<br />

LED facade for an experimental house. The house was built by a group of students<br />

and was supposed to stay for one year. The architect asked CIS (Computer and<br />

Information Science) department for help and cooperation. Hardware design was<br />

<strong>the</strong> most important task when <strong>the</strong> installation was built for <strong>the</strong> first time.<br />

When <strong>the</strong> experimental house was removed, <strong>the</strong> boards were taken over by CIS.<br />

In 2007, as a result of a master <strong>the</strong>sis, <strong>the</strong> Open Wall software goes open source<br />

with BSD license. In January 2008 three groups of students re-build <strong>the</strong> installation<br />

during a three weeks intensive course. The students reuse <strong>the</strong> existent hardware and<br />

software and develop <strong>the</strong> missing pieces of <strong>the</strong> software and <strong>the</strong> content.<br />

Why<br />

The projects has many actors, each having different point of views. Engineers and<br />

researchers see <strong>the</strong> cooperation with artists as a source of inspiration and a possibility<br />

to reflect about technology and find inspiration for innovations. In particular,


25 IT and Art: Concepts and State of <strong>the</strong> Practice 581<br />

<strong>the</strong> SArt perspective is to inspire reflection about Information and Communication<br />

Technology with focus on openness, copyrights, and authorship. Artists want to<br />

engage in projects like this to explore <strong>the</strong> possibility of technology and interaction<br />

with technical people and researchers. Students choose this project as part of<br />

<strong>the</strong>ir curriculum because <strong>the</strong>y like to co-operate with o<strong>the</strong>r students with different<br />

background. Technology gets old quickly. Technologists experience this inevitable<br />

assumption as a source of both frustration and motivation to learn all <strong>the</strong> time about<br />

new technology. An important lesson we learn in this project is that visitors criticize<br />

our work as <strong>the</strong> technology, which was developed 3 years ago (at time of writing this<br />

paper). An important question that arise is <strong>the</strong>refore: “how important is <strong>the</strong> type and<br />

novelty of technology in a cooperation project between artists and technologists?”.<br />

Where<br />

The installation is first installed on <strong>the</strong> façade of an experimental house in <strong>the</strong> town<br />

of Trondheim. A sister installation is build and installed in a discothèque in town.<br />

The current Open Wall is in a meeting room at <strong>the</strong> Department of CIS. The installation<br />

is available through a WEB interface, which allows its users to both upload<br />

and see pictures on <strong>the</strong> Open Wall. The software of <strong>the</strong> installation is available at<br />

sourceforge.net.<br />

What<br />

The Open Wall is a wall mounted LED piece consisting of 96 circuits boards (166<br />

boards) containing 2400 orange LED lights with 5 cm distance in all directions to <strong>the</strong><br />

next light. The wall is 480 cm long and 180 cm high. Each board has 25 LED lights<br />

on its surface, emitting light with 99 possible intensities. Each board has its own<br />

microprocessor, power connection, and E<strong>the</strong>rnet. Connection to <strong>the</strong> main controller<br />

device is established through a set of switches or hubs. In short, this is a massive<br />

parallel network of boards. The software governing <strong>the</strong> installation is written in Java<br />

and available at http://sart.svn.sourceforge.net. In <strong>the</strong> context of a multidisciplinary<br />

project work, three groups have developed 3 projects based on The Open Wall, and<br />

one of <strong>the</strong> groups, inspired by living art which would ‘die’ if nobody cares about<br />

it, presents a bunny that changes its state (i.e. sleep, awake, excited) according to<br />

activities in <strong>the</strong> room. The second group brings <strong>the</strong> discussion to political and social<br />

<strong>the</strong>mes by reflecting about <strong>the</strong> wall and its open source and creative possibilities.<br />

They use <strong>the</strong> wall to display texts from “Steal This Book” by Hoffman 0 70. The idea<br />

of <strong>the</strong> third group is to display an ECG wave propagating along <strong>the</strong> wall screen as<br />

on an ECG monitor. All three groups discuss <strong>the</strong> possibilities to include interactivity<br />

through sensors (e.g. movement in “Lux Vitae”, people position “Bull devil 7”,<br />

sound level in “Heart and software”). With <strong>the</strong> installation in place, <strong>the</strong> employees<br />

of CIS start to play with it and develop a web based interface which enables users<br />

to upload and see <strong>the</strong> content of <strong>the</strong> wall with an Internet browser.


582 S.U. Ahmed et al.<br />

Fig. 4 The four Chaotic Robots for Art<br />

Chaotic Robots For Art (Fig. 4)<br />

This research begins from <strong>the</strong> study of <strong>the</strong> cooperative behaviour of inspection<br />

robots by combining <strong>the</strong> concept of art and complex systems. The role of chaotic<br />

synchronization in <strong>the</strong> generation of <strong>the</strong> kinematic trajectory shows <strong>the</strong> discovering<br />

of new aes<strong>the</strong>tic features of <strong>the</strong> motion in mechanical control systems.<br />

The target of <strong>the</strong> project is to show emergent spatial attractors generated by clusters<br />

of robots called “Chaotic Robots for Art”. The project idea takes inspiration<br />

from our studies on groups of robots to working toge<strong>the</strong>r, with different skills.<br />

We use dynamical chaos instead of classical random algorithms to drive robots<br />

in a given arena, and we use typical chaotic laws to drive our robots. The use<br />

in engineering-entertainment area of interactive technologies suggests <strong>the</strong> idea to<br />

establish new ways and new methods to create art with <strong>the</strong> intent to satisfy an increasing<br />

need to bring new technologies to users.<br />

Who<br />

The actors involved in <strong>the</strong> project are three engineers (two electronic engineers and<br />

one software engineer) that take inspiration from different artists, researchers and<br />

robotic engineers, cyber-artist, <strong>the</strong>orists and critics.


25 IT and Art: Concepts and State of <strong>the</strong> Practice 583<br />

From <strong>the</strong> late of 2005 at laboratories of University of Catania Luigi Fortuna,<br />

Mattia Frasca and Cristoforo Camerano began to apply on entertainment robotics<br />

<strong>the</strong>ir previous results of nonlinear dynamics <strong>the</strong>ory for <strong>the</strong> generation of patterns<br />

and strange attractors [20].<br />

These three artists engineers try to create an immersive relationships between<br />

<strong>the</strong> spectator and <strong>the</strong> artwork: <strong>the</strong>se relationships are controlled by complex sensortriggered<br />

interfaces which incorporate movement, speech, touch and light information<br />

on entertainment robotics.<br />

Where<br />

The final objective of this art project is to create a piece of artwork mounted in a<br />

public space like museums, art schools and researcher centres. Up to now people<br />

can manage <strong>the</strong> “Chaotic Robots” to create art at <strong>the</strong> DIEES laboratories of <strong>the</strong><br />

<strong>Engineering</strong> Faculty at <strong>the</strong> University of Catania.<br />

Why<br />

This research and art project includes cooperative robots, strange attractors synchronization,<br />

and led trajectories analysis. It is inspired by <strong>the</strong> Popper <strong>the</strong>ories [6], and<br />

aims at integrating robots in virtual arts. The key element is <strong>the</strong> spectator interaction<br />

and participation. The reflection in a 3D space of <strong>the</strong> shapes and patterns of<br />

cooperative robots generate <strong>the</strong> artwork.<br />

Ano<strong>the</strong>r important key-element in <strong>the</strong> background of <strong>the</strong> presented research is<br />

<strong>the</strong> idea to find similarities through a real dancer and a dancer robot.<br />

For this reason in <strong>the</strong> middle part of our experiments, we tried to compare <strong>the</strong><br />

trajectories of our chaotic dancer robot with <strong>the</strong> trajectories of a real dancer that<br />

plays in <strong>the</strong> same room in <strong>the</strong> given arena. The research revealed <strong>the</strong> discovery of a<br />

class of strange trajectories and patterns that are shown in Fig. 5.<br />

Fig. 5 The robots perform typical Chaotic Attractors


584 S.U. Ahmed et al.<br />

The hypo<strong>the</strong>sis is that <strong>the</strong> possibilities to reveal <strong>the</strong> beauty and <strong>the</strong> charm of typical<br />

chaotic forms of strange attractors can suggest a possible interesting alternative<br />

for future development of entertainment robots applications for art and this new<br />

way of establishing interactive dialogs between audience and <strong>the</strong> used technology<br />

can became a new way to create immersive Cybernetic-Painting-Art.<br />

What<br />

HRI (introduce in <strong>the</strong> framework in <strong>the</strong> previous section) is implemented through<br />

a SCADA-System (Supervisory Control And Data Acquisition-System) that is a<br />

simple GUI (Graphical User Interface) that is able to control <strong>the</strong> chaotic robots.<br />

The target of <strong>the</strong> project is to show emergent spatial attractors for art generated by<br />

clusters of robots. The research revealed <strong>the</strong> generation of emerging sets of strange<br />

attractors, spatially distributed, and <strong>the</strong> generation of a gallery of strange attractors<br />

in a 3D space. We realized mobile robots by using different kinematic structures and<br />

<strong>the</strong> Lego Mindstorms system allowed us to easily implement <strong>the</strong>m.<br />

The task of each robot in <strong>the</strong> cluster is to provide specific functions and to explore<br />

<strong>the</strong> environment in different points in order to get complete specific information.<br />

The scenario where <strong>the</strong> measurements must be taken is a three-dimensional space<br />

with spatial coordinates (x; y; z) where equipments must be dynamically located in<br />

order to perform different types of investigations and where <strong>the</strong> kinematism assures<br />

<strong>the</strong> realization of a congruent set of detections. Randomized trajectories are generated<br />

for each robot and a random search algorithm is used to improve <strong>the</strong> detection<br />

performance of <strong>the</strong> clusters. In particular, instead of using randomized positions a<br />

strategy based on chaotic trajectories has been conceived. In this way, even if a randomized<br />

motion is performed, <strong>the</strong> robots in <strong>the</strong> cluster can be synchronized each<br />

o<strong>the</strong>r to coordinate <strong>the</strong>ir behaviour.<br />

The use of synchronized clusters of robots is adopted in this work in order to<br />

implement coordination of robot trajectories both inside each cluster and among <strong>the</strong><br />

various clusters and at <strong>the</strong> same time this mechanism of synchronization should be<br />

adopted in order to have symmetries in <strong>the</strong> trajectories.<br />

The trajectories that are shown in <strong>the</strong> Fig. 5 represent a strange attractor gallery<br />

of experimental routes generated by using mechanical device synchronization. In<br />

particular, <strong>the</strong> control strategy adopted consists in emphasizing <strong>the</strong> cooperation and<br />

<strong>the</strong> randomized motion avoiding collisions among robots. In order to trace <strong>the</strong> trajectories,<br />

<strong>the</strong> robots were equipped with markers (different led were equipped on<br />

each robot) and <strong>the</strong> whole environment was totally obscured. Then, photos with<br />

long exposure times or videos of <strong>the</strong> robot motions were taken. In <strong>the</strong> latter case <strong>the</strong><br />

video is <strong>the</strong>n post-processed in order to have <strong>the</strong> complete trajectory of <strong>the</strong> robot.<br />

In all experiments shown <strong>the</strong> size of <strong>the</strong> arena was fixed to 3; 5m 4m and <strong>the</strong><br />

height of <strong>the</strong> arena walls was 40cm. The control laws used for all robots is a typical<br />

logistic function or o<strong>the</strong>r chaotic laws. Actually, in spite of each robot being<br />

fed with <strong>the</strong> same set of rules, its detailed behaviour over time is unpredictable, and<br />

each instance of <strong>the</strong> outcome produced under similar conditions is always a singular<br />

event, dissimilar from any o<strong>the</strong>r.


25 IT and Art: Concepts and State of <strong>the</strong> Practice 585<br />

The robots controlled by chaotic laws perform interesting chaotic dynamics such<br />

as “Multi Scroll” Attractor.<br />

By analysing <strong>the</strong> above described course of action of <strong>the</strong> set of four robots, we<br />

note that from initial random steps of <strong>the</strong> procedure, a progressive arrangement of<br />

patterns emerges, covering <strong>the</strong> shown trajectories. These autocatalytic patterns are<br />

definitively non-random structures that are mainly composed of clusters of ink traces<br />

and patches: this shows <strong>the</strong> artistic emergence of complexity in real time and space.<br />

Interactive Bubble Robots For Art<br />

This project takes inspiration from <strong>the</strong> study of <strong>the</strong> interactive processes between<br />

human and robot defined as HRI and from <strong>the</strong> study of Mirror Neurons to study<br />

elements of imitation and learning of <strong>the</strong> movement sequences.<br />

The target of <strong>the</strong> project is to show artistic emergent spatial patterns that reflect<br />

<strong>the</strong> processes of learning through imitation and <strong>the</strong> processes of understanding <strong>the</strong><br />

behaviour of o<strong>the</strong>rs. The study reveals <strong>the</strong> opportunity to implement through two<br />

identical Bubble Robots <strong>the</strong> concepts of <strong>the</strong> “Mirror Neurons” to study <strong>the</strong> applications<br />

in art of <strong>the</strong> 3D spatial shapes described by <strong>the</strong> trajectories of <strong>the</strong> robots (see<br />

Fig. 6).<br />

Who<br />

HRI is a multidisciplinary field with contributions from <strong>the</strong> fields of humancomputer<br />

interaction, artificial intelligence, robotics, robotics art, bio-robotics,<br />

natural language understanding and social science. In this context, DIEES researchers<br />

are currently exploring different applications areas for HRI systems.<br />

Fig. 6 The two Interactive Bubble Robots for Art


586 S.U. Ahmed et al.<br />

Application-oriented research is used to help bring current robotics technologies to<br />

bear against problems that exist in today society.<br />

Where<br />

Public space like museums, art schools and research centres can benefit from this<br />

research art project. This art project has <strong>the</strong> final scope to create a piece of artwork<br />

opened to <strong>the</strong> public. At moment people can work with <strong>the</strong> “Interactive Bubble<br />

Robots for Art” to create art at DIEES laboratories at <strong>the</strong> University of Catania.<br />

Why<br />

The mechanism of Mirror Neurons in <strong>the</strong> brain of <strong>the</strong> macaque is able to show <strong>the</strong><br />

congruence between <strong>the</strong> observed action and <strong>the</strong> executed action. The Simulation<br />

<strong>the</strong>ory of Mind-Reading (Gallese and Goldman, 1998) requires two different kinds<br />

of simulation: “Predictive” simulation that, under <strong>the</strong> hypo<strong>the</strong>sis that <strong>the</strong> observer<br />

has <strong>the</strong> same final goal of <strong>the</strong> observed one, after <strong>the</strong> simulation process results in<br />

an action, and a “Retrodictive” simulation that represents a “Postdictive” simulation<br />

that produces <strong>the</strong> same observed action by predicting it.<br />

Motor control <strong>the</strong>ory, studied by Wolpert [48], requires two different kinds of<br />

motor commands. The “Action-to-Goal” model receives information about an action<br />

and <strong>the</strong>n makes a goal for it, while in <strong>the</strong> “Goal-to-Action” model one system<br />

generates a specific action for <strong>the</strong> goal that is shown as input. At <strong>the</strong> same time, <strong>the</strong><br />

“Forward Model” (still proposed by Wolpert) represents a “predictor” receiving a<br />

replica of <strong>the</strong> motor command and generating <strong>the</strong> expected action for it. On <strong>the</strong> contrary,<br />

<strong>the</strong> “Inverse Model” represents a “controller” and produces motor commands<br />

that are specific to realize a desired final goal. Researchers used this biology models<br />

to perform a simulation model for Art applications through two identical rolling<br />

robots that implemented <strong>the</strong> mechanism of mirror neurons.<br />

What<br />

The two rolling robots are equipped with special sensors to detect light and sound.<br />

In <strong>the</strong> upper side of robot structure <strong>the</strong>re are 21 leds used for <strong>the</strong> implementation of<br />

<strong>the</strong> mechanism of imitation of mirror neurons. The sphere that surrounds <strong>the</strong> robot<br />

is in plastic, and consists of two matching halves. The first Bubble Robot performs<br />

his chaotic trajectory in <strong>the</strong> given arena according to a chaotic control law based on<br />

logistic map. The second Bubble Robot has a special control unit that contains <strong>the</strong><br />

Mirror Neurons “neural net” software implementing <strong>the</strong> imitation mechanism. With<br />

this procedure, <strong>the</strong> two Bubble Robots can be distinguished as an “Observer Robot”<br />

and an “Observed Robot”.<br />

When one robot moves in <strong>the</strong> arena, <strong>the</strong> trajectories are mapped through <strong>the</strong> flash<br />

lights of <strong>the</strong> leds. The “Observer Robot” is able to understand and learn through


25 IT and Art: Concepts and State of <strong>the</strong> Practice 587<br />

imitation. In fact <strong>the</strong> led system of <strong>the</strong> first robot activates <strong>the</strong> mirror neurons of <strong>the</strong><br />

second robot. In our model, <strong>the</strong> vision (visual neuron) is represented by <strong>the</strong> sensors<br />

of <strong>the</strong> “Observer Robot” which detect variation of <strong>the</strong> light emitted by <strong>the</strong> first robot.<br />

The “Observer” Bubble Robot reacts as a monkey when it sees ano<strong>the</strong>r monkey that<br />

performs a behavior similar to its personal behaviour and initiates to imitate <strong>the</strong> first<br />

monkey.<br />

Through <strong>the</strong> described research, a model of <strong>the</strong> mirror neurons system has<br />

been applied to robotics. The model implements at each stage an unsupervised<br />

learning mechanism, and <strong>the</strong> experiment seems to confirm that <strong>the</strong> model applied<br />

to <strong>the</strong> Chaotic Bubble Robots provides a direct support for <strong>the</strong> simulation <strong>the</strong>ories<br />

of Mind-Reading and <strong>the</strong> interpretation of <strong>the</strong> inverse model of <strong>the</strong> control<br />

loop [48, 49].<br />

The robots are able to understand and learn through imitation: a robot comes in<br />

harmony with each o<strong>the</strong>r through <strong>the</strong>se neurons. A robot can create art and <strong>the</strong> o<strong>the</strong>r<br />

is able to imitate his gesture of art.<br />

Discussion and Conclusion<br />

In this chapter we have given an introduction to <strong>the</strong> multidisciplinary field of IT and<br />

art by giving some hints of <strong>the</strong> historical perspective (in <strong>the</strong> introduction) and by<br />

providing four categories (who, where, why, what) that can be used to reflect about<br />

existing literature. We have used <strong>the</strong>se four viewpoints to describe five projects we<br />

currently work with. Our literature classification is unavoidably incomplete. First,<br />

even if we have used a systematic review to collect papers at <strong>the</strong> intersection of IT<br />

and art, we are aware that we have covered a limited part of <strong>the</strong> extensive literature<br />

in <strong>the</strong> field. This depends from <strong>the</strong> fact that all <strong>the</strong> authors have a background as<br />

IT researchers. This happens even if, as shown by <strong>the</strong> description of our projects,<br />

we are used to work with artists and to listen to <strong>the</strong>ir perspective. In <strong>the</strong> future<br />

we have to continue and intensify this cooperation with artists. Moreover we aim<br />

at working toge<strong>the</strong>r with art <strong>the</strong>orists to enrich our horizon concerning literature<br />

sources.<br />

As shown in Table 2, <strong>the</strong> framework makes possible <strong>the</strong> comparison of different<br />

art projects. We have used <strong>the</strong> framework to compare three Norwegian projects with<br />

two Italian projects and we claim that <strong>the</strong> framework enables us to understand <strong>the</strong><br />

similarities and to reflect over <strong>the</strong> differences. On <strong>the</strong> “who” dimension we notice<br />

that all <strong>the</strong> five projects encompass researchers. Concerning <strong>the</strong> “why” dimension,<br />

our framework focus on <strong>the</strong> motivation of <strong>the</strong> cooperation. At <strong>the</strong> same time an<br />

artwork is always driven by an artistic idea and <strong>the</strong> cooperation between <strong>the</strong> actors<br />

aiming at realizing <strong>the</strong> artwork is strongly related to <strong>the</strong> artistic idea even if it does<br />

not necessarily coincide with it.<br />

From <strong>the</strong> five projects we can observe few trends. In project “Sonic Onyx” and<br />

“Flyndre”, <strong>the</strong> artists are <strong>the</strong> driving force and <strong>the</strong>y first came up with <strong>the</strong> ideas to<br />

create artworks using technology. In <strong>the</strong>se two projects, artists came into contacts


588 S.U. Ahmed et al.<br />

Table 2 Summary of <strong>the</strong> five projects according to <strong>the</strong> framework<br />

Project Who Where Why What<br />

Flyndre<br />

Sonic Onyx<br />

The Open<br />

Wall<br />

Chaotic<br />

Robots<br />

for Art<br />

Interactive<br />

Bubble<br />

Robots<br />

for Art<br />

Programming<br />

artist &<br />

researchers &<br />

engineers<br />

Artist &<br />

researchers &<br />

engineers<br />

Architect &<br />

researchers<br />

(hw and sw)<br />

Researchers &<br />

artists<br />

(dancers)<br />

Public (sculpture park)<br />

and Internet<br />

(flyndresang.no)<br />

Public (school)<br />

1. Public (house facade)<br />

2. Research (meeting<br />

room) & Internet<br />

(<strong>the</strong>openwall.no)<br />

Research<br />

Develop &<br />

Learning co<br />

Develop &<br />

Learning<br />

1. Develop<br />

2. Learning &<br />

Aestetics &<br />

reflection &<br />

Disseminate<br />

Develop &<br />

Learning &<br />

Aestetics &<br />

Disseminate<br />

Researchers Research Aestetics &<br />

Disseminate<br />

Sound<br />

Python<br />

C-Sound<br />

Improsculpt<br />

Flash<br />

Sound & Light<br />

Linux<br />

Pure Data<br />

Python<br />

Led Art Linux<br />

Java<br />

Wiki<br />

Kinematics,<br />

Chaos<br />

Theory,<br />

C-language,<br />

Trajectories<br />

Led Art<br />

Kinematics, Java,<br />

Mirror<br />

Neurons,<br />

Trajectories<br />

Led Art<br />

with <strong>the</strong> technologists to seek help for <strong>the</strong> development of <strong>the</strong> artworks. In projects<br />

“Chaotic Robots for Art” and “Interactive Bubble Robots for Art”, technologists<br />

developed ideas to create artwork using robotics. The resulted works represents <strong>the</strong><br />

urge/desire of technologists to create artistic or aes<strong>the</strong>tic applications using technology.<br />

In <strong>the</strong> project “Chaotic Robots for Art” <strong>the</strong> technologists collaborated with<br />

artists to explore <strong>the</strong> artistic possibilities of application of chaotic laws into robotics.<br />

In <strong>the</strong> project “The Open Wall” <strong>the</strong> initiation in <strong>the</strong> project and <strong>the</strong> collaboration between<br />

artists and technologists is multifaceted. An architect initiated <strong>the</strong> project. The<br />

artistic possibilities are kept open and addressed by both technologists and artists<br />

who challenge <strong>the</strong> technical limitations of <strong>the</strong> wall to express novel applications as<br />

well as enhancing <strong>the</strong> capabilities of “The Open Wall”.<br />

In <strong>the</strong> projects “Chaotic Robots for Art” and “Interactive Bubble Robots for Art”,<br />

kinematics is an important tool to create three-dimensional artwork: this connects<br />

IT based art with kinetic art. The kinematics aspects of Chaotic Robots and Bubble<br />

Robots give inspiration to two dimensional artworks, like “The Open Wall” and<br />

open up for possibilities of transforming static two dimensional led systems as <strong>the</strong><br />

Open Wall into tree-dimensional artworks.


25 IT and Art: Concepts and State of <strong>the</strong> Practice 589<br />

Presenting <strong>the</strong> projects over <strong>the</strong> framework shows us that <strong>the</strong> “who, why, where,<br />

what” characteristics can be matched properly with framework. The concepts of <strong>the</strong><br />

framework are present in our projects.<br />

On <strong>the</strong> “what” column, devoted to tools and techniques, we give <strong>the</strong> main functionalities<br />

of <strong>the</strong> artworks, being sound for “Flyndre”, sound and light for “Sonic<br />

Onyx”, led art for “The Open Wall”, and Kinematics and led art for <strong>the</strong> two projects<br />

“Chaotic Robots for Art” and “Interactive Bubble Robots for Art”.<br />

The framework allows us to reflect about art projects and to pose questions that<br />

can generate research questions and inspiration for fur<strong>the</strong>r work. We conclude our<br />

work with a set of questions that are important for us. Here we list <strong>the</strong> questions that<br />

we have developed by looking at <strong>the</strong> combination of <strong>the</strong> <strong>the</strong>oretical framework and<br />

our practical projects and that will drive our work in <strong>the</strong> future years.<br />

Who: Given an artwork. Who is <strong>the</strong> author? Who is <strong>the</strong> responsible? Which roles<br />

are driving <strong>the</strong> project? Why do we miss one role, like for example <strong>the</strong>orists in<br />

our five projects?<br />

Where: Which effect has <strong>the</strong> “where” dimension on an artwork? If we look at<br />

<strong>the</strong> Open Wall, taking <strong>the</strong> installation from <strong>the</strong> public space into a meeting room<br />

in a University department has consequences in this respect. If <strong>the</strong> installation<br />

could be regarded as a piece of art when it was <strong>the</strong> public space, it has become<br />

a technological prototype or tool when taken into a private space in a University.<br />

Which is <strong>the</strong> role of <strong>the</strong> web interface with respect to <strong>the</strong> artwork?<br />

Why: How can we attract and facilitate multidisciplinary participation in <strong>the</strong><br />

development of projects like this? How can we convince Industry and Public<br />

Funding Agencies to found <strong>the</strong>se projects?<br />

What: Which are <strong>the</strong> tools that make each project successful and which are those<br />

that hinder <strong>the</strong> success of our project? Can we facilitate good software evolution<br />

by publishing it as Open Source? Which software license should an artwork that<br />

is published as open source should have? Which is <strong>the</strong> role of <strong>the</strong> source code?<br />

Is this product, like for example “The Open Wall”, a piece of art or is it a tool<br />

for artist expression? How can <strong>the</strong>ories from fields such as kinematics, dynamical<br />

nonlinear systems, neurobiology, and chaotic trajectories challenge <strong>the</strong> now main<br />

stream computer based digital art?<br />

References<br />

1. E. A. Shanken., “Art in <strong>the</strong> Information Age: Technology and Conceptual Art”, LEONARDO,<br />

Vol. 35, No. 4, 2002, pp. 433–438.<br />

2. R. Ascott, “Behaviourist Art and <strong>the</strong> Cybernetic Vision in Cybernetica”: Journal of <strong>the</strong> International<br />

Association for Cybernetics (Namur), 1964.<br />

3. J. Meyer, L. Staples, et al., “Artists and Technologists working toge<strong>the</strong>r (panel)”. Proceedings<br />

of <strong>the</strong> 11th annual ACM symposium on User interface software and Technology, San<br />

Francisco, California, United States, ACM Press, 1998.


590 S.U. Ahmed et al.<br />

4. A. Trifonova, S. U. Ahmed, L. Jaccheri, “SArt: Towards Innovation at <strong>the</strong> intersection of<br />

<strong>Software</strong> engineering and art.” 16th International Conference on Information Systems Development.<br />

Galway, Ireland, Springer, 2007.<br />

5. F. Popper, “Art of <strong>the</strong> Electronic Age”, New York: Harry N. Abrams, Inc, 1993.<br />

6. F. Popper, “From Technological to Visual Art”, The MIT Press, 2007.<br />

7. F. Popper, “Art: Action and Participation”, New York University Press, 1975.<br />

8. S.U. Ahmed., L. Jaccheri, A. Trifonova, G. Sindre, “Conceptual framework for <strong>the</strong> Intersection<br />

of <strong>Software</strong> and Art”. Handbook of Research on Computational Arts and Creative<br />

Informatics – A book edited by James Braman, Towson University, Towson, MD, USA, Giovanni<br />

Vincenti, Gruppo Vincenti, S.r.l., Rome, Italy, 2008.<br />

9. T. Bollinger, “The interplay of Art and Science in <strong>Software</strong>.” Computer 30(10), 1997, pp.128,<br />

125–127.<br />

10. G. Bond, “<strong>Software</strong> as Art.” Communications of <strong>the</strong> ACM 48(8), 2005, pp. 118–124.<br />

11. F. Cramer, U. Gabriel, “<strong>Software</strong> Art and Writing.” American Book Review Vol. 22(6), 2001.<br />

12. O. Bertelsen, S. Pold, “Criticism as an Approach to Interface Aes<strong>the</strong>tics. Proceedings<br />

of <strong>the</strong> third Nordic conference on Human-computer interaction, Tampere, Finland, ACM<br />

Press, 2004.<br />

13. E. Edmonds, G. Turner, L. Candy, “Approaches to interactive art systems”. Proceedings of <strong>the</strong><br />

2nd international conference on Computer graphics and interactive techniques in Australasia<br />

and South East Asia. New York, NY. USA, ACM Press, 2004, pp. 113–117<br />

14. L. O. Chua, “CNN: A vision of complexity,” Int. J. Bifurcation and Chaos Vol. 7(12), 1997,<br />

pp. 2219–2426.<br />

15. M. Blassnigg, “Documentary Film at <strong>the</strong> Junction between Art and Digital Media Technologies.”<br />

Convergence-The International journal of New Media Technologies 11(3), 2005,<br />

pp. 104–110<br />

16. “Ars Electronica Symposium”, Ars Electronica in Linz, Austria, 1979.<br />

17. C. Machin, “Digital artworks: bridging <strong>the</strong> Technology Gap”. Proceedings of <strong>the</strong> 20th Eurographics<br />

UK Conference, IEEE Computer Society, 2002.<br />

18. J. B. Gross, “Programming for Artists: a Visual Language for Expressive Lighting Design”.<br />

IEEE Symposium on Visual Languages and Human-Centric Computing, IEEE Computer Society,<br />

2005.<br />

19. M. Cardini, “Arcus Pulcher Ae<strong>the</strong>ri”, progetto sinfonico ‘Pittura Cibernetica e Musica’, musica<br />

di Heinrich Unterhofer, orchestra Haydn di Bolzano, Auditorium di Bolzano, Trento e<br />

del MART di Rovereto, 2004.<br />

20. L. Fortuna, M. Frasca, C. Camerano., “Strange Attractors, kinematic Trajectories and Synchronization”.<br />

International Journal Bifurcations and Chaos, Dec 2008.<br />

21. A. Buscarino, L. Fortuna, M. Frasca, G. Muscato., “Chaos does help motion control”, Int. J.<br />

Bifurcation and Chaos, Vol. 17, No. 10, 2007, pp. 3577–3581.<br />

22. M. Bucolo, L. Fortuna, M. Frasca, S. Giudice., “From Local Activity Lemma Beyond <strong>the</strong><br />

Wave Computation Reaction Diffusion CNN based Networks”, International Journal of Bifurcations<br />

and Chaos, Vol. 16, No. 2, 2006, pp. 411–418.<br />

23. C. Adams, “Technological allusivity: appreciating and teaching <strong>the</strong> role of aes<strong>the</strong>tics in engineering<br />

design”. Proceedings of <strong>the</strong> Frontiers in Education Conference, Atlanta, GA, IEEE<br />

Computer Society, 1995.<br />

24. G. Nalder, “Art in <strong>the</strong> Informational Mode”. Proceedings of <strong>the</strong> Seventh International Conference<br />

on Information Visualization, IEEE Computer Society, 2003.<br />

25. http://www.javamuseum.org/blog/<br />

26. http://webcanvas.com/#-875,-1520,1<br />

27. http://www.nga.gov/kids/zone/zone.htm<br />

28. http://www.waitarttool.com/home.cfm?contentDaboutwait<br />

29. G.Garvey, “Retrofitting fine Art and Design Education in <strong>the</strong> Age of Computer Technology”.<br />

ACM SIGGRAPH Computer Graphics, 31(3), 1997, pp. 29–32.<br />

30. C. Harris, “Art and Innovation: <strong>the</strong> Xerox PARC Artist-in-Residence program”. Cambridge,<br />

Massachusetts, MIT Press, 1999.


25 IT and Art: Concepts and State of <strong>the</strong> Practice 591<br />

31. L. Candy, “COSTART Project Artists Survey Report: Preliminary Results”, Loughborough<br />

University, 1999.<br />

32. L. Moura, “Robot Artist in Resident Project” 2006, http://www.leonelmoura.com<br />

33. S. Jones, “A Cultural Systems Approach to <strong>Collaboration</strong> in Art & Technology”. In Proceedings<br />

of <strong>the</strong> 5th conference on Creativity & cognition, New York, NY, USA: ACM Press. 2005,<br />

pp. 76–85.<br />

34. E. Meisner, V. Isler, J. Trinkle, “Controller Design for Human-Robot Interaction”, Department<br />

of Computer Science Rensselaer Polytechnic Institute, NY, 2007.<br />

35. P. Fishwick, T. Davis, J. Douglas, “Model representation with Aes<strong>the</strong>tic Computing: Method<br />

and Empirical study.” ACM Trans. Model. Comput. Simul., 15(3), 2005, pp. 254–279.<br />

36. P. Fishwick, “Aes<strong>the</strong>tic Computing: A Brief Tutorial. In F. Ferri (Ed.), Visual Languages for<br />

Interactive Computing: Definitions and Formalizations”, Idea Group Inc, 2007.<br />

37. C. Adams, “Technological Allusivity: Appreciating and Teaching <strong>the</strong> role of Aes<strong>the</strong>tics in<br />

<strong>Engineering</strong> Design”. Proceedings of <strong>the</strong> Frontiers in Education Conference, 1995., Atlanta,<br />

GA, IEEE Computer Society, 1995.<br />

38. L. O. Chua, “The genesis of Chuas Circuit”, Arch. fur Elektron. Ubertragungstechnik, vol. 46,<br />

1992, pp. 250–257.<br />

39. M. Bucolo, A. Buscarino, L. Fortuna, M. Frasca, “From Dynamical Emerging Patterns to<br />

Patterns in Visual Art”, International Journal of Bifurcation and Chaos, Vol. 18, No. 1, 2007,<br />

pp. 51–81<br />

40. P. Arena, S. Baglio, L. Fortuna, G. Manganaro, “Generation of n-double scrolls via Cellular<br />

Neural Networks”. IEEE CAS Vol. 24, 1996, pp. 241–252.<br />

41. L. Moura, H. Pereira, “ManCRobots Symbiotic Art”. Villeurbanne: Institut d’Art Contemporain,<br />

2004, pp. 111.<br />

42. J. Reichardt “Cybernetic Serendipity”, London, 1968, http://www.medienkunstnetz.de<br />

/exhibitions/serendipity/images/3/<br />

43. P. Arena, M. Bucolo, S. Fazzino, L. Fortuna, M. Frasca, “The CNN paradigm: Shapes and<br />

Complexity”. Int. J. Bif. Chaos, 15, 2005, pp. 2063–2090.<br />

44. A. Buscarino, L. Fortuna, M. Frasca, A. Rizzo., “Dynamical network Interactions in distributed<br />

Control of Robots”, Chaos, Vol. 16, No. 1, 015116-1-10, 2006.<br />

45. S. Halme, T. Schnberg, Y. Wang, “Motion Control of a spherical Mobile Robot”. Proc. Int.<br />

Workshop on Advanced Motion Control, 1996.<br />

46. G. Metta, G. Sandini, L. Natale, L. Craighero, L. Fadiga, “Understanding Mirror Neurons:<br />

A bio-robotic Approach”. LIRA-lab DIST, University of Genova, and University of Ferrara,<br />

2002.<br />

47. N. Ramnani, R. Miall, “A System in <strong>the</strong> Human Brain for Predicting <strong>the</strong> Actions of o<strong>the</strong>rs”.<br />

Nature Neurosci., 7, 2004, pp. 85–90.<br />

48. D. Wolpert, Z. Ghahramani, J. Flanagan, “Perspectives and Problems in Motor learning”.<br />

Trends Cogn. Sci., 5, 2001, pp. 487–494.<br />

49. V. Gallese, A. Goldman, “Mirror Neurons and <strong>the</strong> Simulation Theory of Mind-reading”.<br />

Trends Cogn. Sci., 2, 1998, pp. 493–501.<br />

50. CAMeC (Centro Arte Moderna e Contemporanea della Spezia); http://camec.<br />

spezianet.it/opere azione/tinguely.html<br />

51. Museum of Modern Art (MOMA COLLECTION/P.HULTEN); http://www.moma.org/<br />

collection/browse results.php?object idD81631<br />

52. B. Oates, “New frontiers for Information Systems Research: Computer Art as an Information<br />

System.” European Journal of Information Systems 15(6), 2006, pp. 617–626.<br />

53. J. Grey, “Human-computer Interaction in Life Drawing, a fine artist’s Perspective”. In Sixth<br />

International Conference on Information Visualisation (IV’02). Los Alamitos, CA, USA:<br />

IEEE Computer Society, 2002, pp. 761–770.<br />

54. K. Walden, “Reviews : Peter Weibel and Timothy Druekrey (eds), Net Condition: Art and<br />

Global Media”. Convergence The International journal of New Media Technologies, 8(1),<br />

2002, pp. 114–116.


592 S.U. Ahmed et al.<br />

55. K. Halonen, “Open Source and New Media Artists. Human Technology”, An Interdisciplinary<br />

Journal on Humans in ICT environments, 3(1), 2007, pp. 98–114.<br />

56. A. Trifonova, O. Brandtsegg, L. Jaccheri, “<strong>Software</strong> engineering for and with Artists: a case<br />

study”, 3rd International Conference on Digital Interactive Media in Entertainment and Arts<br />

(DIMEA 2008), A<strong>the</strong>ns, Greece, 2008.<br />

57. L. Jaccheri, A. Trifonova, G. Tufte, E. Gangvik, “The Open Wall”, The 3rd International<br />

Conference on Digital Live Art (re)Actor3, Liverpool, UK, 2–3 September 2008.


Paper 6<br />

Salah Uddin Ahmed, Abdullah Al Mahmud, and Kristin Bergaust. "Aes<strong>the</strong>tics in<br />

Human-Computer Interaction: Views and Reviews", In Jacko A. Julie (Ed.): Proc. 30th<br />

International Conference on HCI - New Trends in Human-Computer Interaction, San<br />

Diego, CA, USA, July 19-24, 2009. Springer Verlag LNCS 5610, ISSN 0302-9743, ISBN<br />

978-3-642-02573-0, 913 pages, part 4, pp. 559-568. DOI:10.1007/978-3-642-02574-7


Aes<strong>the</strong>tics in Human-Computer Interaction:<br />

Views and Reviews<br />

Salah Uddin Ahmed 1 , Abdullah Al Mahmud 2 , and Kristin Bergaust 3<br />

1 Department of Computer and Information Science,<br />

Norwegian University of Science and Technology, Trondheim, Norway<br />

2 Department of Industrial Design,<br />

Eindhoven University of Technology, The Ne<strong>the</strong>rlands<br />

3 Faculty of Art, Design and Drama,<br />

Oslo University College, Norway<br />

salah@idi.ntnu.no, a.al-mahmud@tue.nl, kristin@anart.no<br />

Abstract. There is a growing interest of aes<strong>the</strong>tics issues in Human-Computer<br />

Interaction (HCI) in <strong>the</strong> recent days. In this article we present our literature review<br />

where we investigate where and how aes<strong>the</strong>tics has been addressed by <strong>the</strong><br />

HCI researchers. Our objective is to find out <strong>the</strong> sectors in HCI where aes<strong>the</strong>tics<br />

has a role to play. Aes<strong>the</strong>tics in HCI can be <strong>the</strong> common interest that involves<br />

both art and technology in HCI research to facilitate from each o<strong>the</strong>rs discipline<br />

in <strong>the</strong> form of mutual interaction.<br />

Keywords: Aes<strong>the</strong>tics, interaction, usability, art and technology.<br />

1 Introduction<br />

Interaction with computer addresses many issues such as ergonomics, design, human<br />

factors, usability, aes<strong>the</strong>tics and so on. Interaction includes <strong>the</strong> main interface with<br />

which human communicates with computer. Thus it is one of <strong>the</strong> most potential sectors<br />

in computing where aes<strong>the</strong>tics is applicable. As <strong>the</strong> technology advances and <strong>the</strong><br />

processing power of computers increases along with <strong>the</strong> reduced memory cost, <strong>the</strong><br />

user interfaces of applications are getting richer with much more details including<br />

aes<strong>the</strong>tics elements that enhance <strong>the</strong> user experiences.<br />

In this article we present our literature review where we investigate where and how<br />

aes<strong>the</strong>tics has been addressed by <strong>the</strong> Human Computer Interaction (HCI) researchers.<br />

Our objective is to find <strong>the</strong> sectors of common interest between artists and technologists<br />

and improve collaboration between <strong>the</strong>m to facilitate from each o<strong>the</strong>r’s background<br />

knowledge and skills in <strong>the</strong> form of a mutual symbiosis. An important topic in<br />

HCI, aes<strong>the</strong>tics, however is an abstract concept and is used in a wide range of contexts<br />

in association with o<strong>the</strong>r words denoting varying meanings. Even in art and<br />

humanities discipline <strong>the</strong> word is used in various contexts and hence it is understandable<br />

that researchers in technology and computing might use <strong>the</strong> word incoherently.<br />

Besides, <strong>the</strong>re are also different views on applying aes<strong>the</strong>tics in human computer<br />

interaction. In this article we would like to present from <strong>the</strong> literature how <strong>the</strong> word<br />

J.A. Jacko (Ed.): Human-Computer Interaction, Part I, HCII 2009, LNCS 5610, pp. 559–568, 2009.<br />

© Springer-Verlag Berlin Heidelberg 2009


560 S.U. Ahmed, A. Al Mahmud, and K. Bergaust<br />

aes<strong>the</strong>tics has been used by <strong>the</strong> researchers, which contexts it is used and what meaning<br />

it is used for. We would like to categorize <strong>the</strong> field of human computer interaction<br />

into some clusters of <strong>the</strong>matic areas in order to understand how <strong>the</strong> field looks like<br />

when we view it from <strong>the</strong> point of aes<strong>the</strong>tics. The objective is to understand <strong>the</strong> meaning<br />

of aes<strong>the</strong>tics, remove confusions and understand <strong>the</strong> use, applications and possibilities<br />

of aes<strong>the</strong>tics in <strong>the</strong> context of human computer interaction.<br />

The use of aes<strong>the</strong>tics in computing specially in human computer interaction is getting<br />

lot of attention in <strong>the</strong> recent days. Call for paper of CHI 2008 (conference on Human<br />

Factors in Computing Systems) with a slogan, “Art, Science, Balance” reveals how<br />

<strong>the</strong> influence of aes<strong>the</strong>tics and art in general is well recognized by <strong>the</strong> research community<br />

recently. But as <strong>the</strong> area is still very new and as HCI researchers are not<br />

experts on arts and aes<strong>the</strong>tics <strong>the</strong>re is room for misunderstanding. Therefore an investigation<br />

of our current understanding and a snapshot of <strong>the</strong> field viewed from <strong>the</strong><br />

perspective of aes<strong>the</strong>tics will help <strong>the</strong> researchers to better understand <strong>the</strong> position<br />

and role of aes<strong>the</strong>tics in human computer interaction. Besides aes<strong>the</strong>tics being a link<br />

between technology and art will help future researchers to open up more possibilities<br />

of collaboration between art and human computer interaction.<br />

The rest of <strong>the</strong> paper is organized as follows. Section 1.1 presents our research<br />

background and section 1.2 describes <strong>the</strong> research method. Section 2 gives definitions<br />

of aes<strong>the</strong>tics and its importance in HCI. Section 3 provides <strong>the</strong> result of <strong>the</strong> review.<br />

Section 4 concludes <strong>the</strong> paper with discussion and our viewpoints reflecting <strong>the</strong> result<br />

obtained from <strong>the</strong> review.<br />

1.1 Research Background<br />

The research is conducted as part of <strong>the</strong> SArt project [1] inside <strong>the</strong> <strong>Software</strong> <strong>Engineering</strong><br />

group at <strong>the</strong> Department of Computer Science in <strong>the</strong> Norwegian University of<br />

Science and Technology. Our ultimate objective is to propose, assess, and improve<br />

methods, models, and tools for software development in art context while facilitating<br />

collaboration with artists. As part of research in SArt we have performed a literature<br />

review in order to conceptualize <strong>the</strong> intersection of software and art [2]. From <strong>the</strong><br />

review we have discovered that <strong>the</strong> intersection involves people from diverse background<br />

and interest, for example art critics, software developers, educators and so on.<br />

This is also visible in <strong>the</strong> software dependent art projects that SArt group members<br />

have participated. From our experience of working with artists we have seen that<br />

technologists and artists have different viewpoints. While working with artists we<br />

have observed that <strong>the</strong>re is a difference in <strong>the</strong> way how artists and technologists work<br />

as well as differences in how <strong>the</strong> make meanings of different concepts. In a field<br />

where <strong>the</strong>re are both technologists and artists involved <strong>the</strong>re are many issues that has<br />

to be considered such as having a common language, good collaboration, coexistence<br />

of artistic process and technical process, evaluation of products both from technical<br />

and aes<strong>the</strong>tic viewpoint etc. This work is in line with our investigation of how we can<br />

improve <strong>the</strong> collaboration between artists and technologists by working toge<strong>the</strong>r and<br />

learning from each o<strong>the</strong>r. As a part of that goal here we would like to look into <strong>the</strong><br />

field of human computer interaction to see how aes<strong>the</strong>tics, a concept from arts has


Aes<strong>the</strong>tics in Human-Computer Interaction 561<br />

been applied by <strong>the</strong> technologists to discover <strong>the</strong> field from artists’ and technologists’<br />

common interest where aes<strong>the</strong>tics is <strong>the</strong> bridge between <strong>the</strong>m.<br />

1.2 Research Method<br />

We followed a systematic review of <strong>the</strong> literature published in recent conference<br />

proceedings and journals which are easily accessible from ACM, IEEE and Springer<br />

digital library. We started <strong>the</strong> review by following Kitchenham’s principles [3]. At <strong>the</strong><br />

beginning, we selected papers by reading <strong>the</strong> titles and abstracts, later we have modified<br />

<strong>the</strong> process as we could not find lot of papers by only title and abstracts. We<br />

searched <strong>the</strong> entire article with <strong>the</strong> keyword search and if a match was found we read<br />

<strong>the</strong> abstract and part of <strong>the</strong> article that has <strong>the</strong> keyword. We discarded articles that has<br />

only mentioned <strong>the</strong> word merely and has no significant meaning or relationship between<br />

aes<strong>the</strong>tics and <strong>the</strong> main work of <strong>the</strong> paper. O<strong>the</strong>rwise we read <strong>the</strong> full article<br />

and listed in our final selection. A total of 67 papers were selected from <strong>the</strong> following<br />

top-level conference proceedings limited with <strong>the</strong> years mentioned below:<br />

• Conference on Human Factors in Computing Systems CHI – Years (from 2008 to<br />

1997)<br />

• Conference on Designing Pleasurable Products and Interfaces, DPPI – Years<br />

(2007, 2005, 2003)<br />

• DIS conferences – with no time limits<br />

• TOCHI – with no time limits<br />

• NordiCHI and HCII – with no time limits<br />

The keywords that we have used are a. aes<strong>the</strong>tics b. aes<strong>the</strong>tic. We have chosen<br />

both ‘aes<strong>the</strong>tics’ and ‘aes<strong>the</strong>tic’ in order not to miss <strong>the</strong> mentions of word such as<br />

aes<strong>the</strong>tically.<br />

2 Aes<strong>the</strong>tics and HCI<br />

New conferences and workshops that explore various aspects of <strong>the</strong> consequences of<br />

<strong>the</strong> integration of computing into everyday life are emerging. New terms are entering<br />

<strong>the</strong> HCI vocabulary such as emotion, pleasure, experience, expression, and indeed<br />

aes<strong>the</strong>tics. Aes<strong>the</strong>tics is increasingly viewed as a key issue with respect to interactive<br />

technology. But aes<strong>the</strong>tics is a general term and it is often used in association with<br />

o<strong>the</strong>r terms. Here we present what it actually means and how it is defined.<br />

The Oxford English Dictionary presents <strong>the</strong> following definitions for aes<strong>the</strong>tics: i)<br />

<strong>the</strong> science that treats <strong>the</strong> conditions of sensuous perception; and ii) <strong>the</strong> philosophy or<br />

<strong>the</strong>ory of taste, or of <strong>the</strong> perception of <strong>the</strong> beautiful in nature and art [4]. In <strong>the</strong> preface<br />

of Encyclopedia of Aes<strong>the</strong>tics which is one of <strong>the</strong> most comprehensive references<br />

on this topic, Kelly states [5], “Ask contemporary aes<strong>the</strong>ticians what <strong>the</strong>y do, however,<br />

and <strong>the</strong>y are likely to respond that aes<strong>the</strong>tics is <strong>the</strong> philosophical analysis of <strong>the</strong><br />

beliefs, concepts, and <strong>the</strong>ories implicit in <strong>the</strong> creation, experience, interpretation, or<br />

critique of art.” Britannica encyclopedia defines it as philosophical study of <strong>the</strong> qualities<br />

that make something an object of aes<strong>the</strong>tic interest and of <strong>the</strong> nature of aes<strong>the</strong>tic


562 S.U. Ahmed, A. Al Mahmud, and K. Bergaust<br />

value and judgment [6]. To define its subject matter more precisely is, however, very<br />

difficult. It also mentions that self-definition could be said to have been <strong>the</strong> major task<br />

of modern aes<strong>the</strong>tics.<br />

2.1 Why Aes<strong>the</strong>tics<br />

Human computer interaction started from computing field and now extending its<br />

scope in many o<strong>the</strong>r directions by including behavioral science, psychology, and<br />

sociology and so on. However, <strong>the</strong>re are allegations that human technology interaction<br />

has focused almost exclusively in goal driven behavior in all work settings [7].<br />

However, since computing expands its domain from workplace to pervasive and domestic<br />

environments, interest in aes<strong>the</strong>tics for designing is increasing in HCI. Gaver<br />

and Martin suggests that <strong>the</strong> importance of non-instrumental user needs, such as surprise,<br />

diversion, or intimacy should be addressed by technology [8]. Jordan proposed<br />

a hierarchy of such needs and claimed that – along with <strong>the</strong> functionality and usability<br />

of a system – different aspects of pleasure are important to enhance <strong>the</strong> user’s interaction<br />

with it [9].<br />

2.2 Types of Aes<strong>the</strong>tics<br />

In <strong>the</strong> context of HCI two types of aes<strong>the</strong>tics are mentioned in [10], classical aes<strong>the</strong>tics<br />

and expressive aes<strong>the</strong>tics. Classical aes<strong>the</strong>tics refer to traditional notions emphasizing<br />

orderly and clear design and expressive aes<strong>the</strong>tics to designs creativity and<br />

originality. Study shows that classical aes<strong>the</strong>tics is perceived more evenly by users<br />

whereas expressive aes<strong>the</strong>tics can vary depending on framing effects or different<br />

cultural and contextual stimuli [7].<br />

Different kinds of quality dimensions are mentioned such as Ergonomic, Hedonic,<br />

Instrumental and Non-instrumental. Ergonomic quality comprises quality dimensions<br />

that are related to traditional usability, i.e. efficiency and effectiveness [11]. Hedonic<br />

quality comprises quality dimensions with no obvious relation to <strong>the</strong> task <strong>the</strong> user<br />

wants to accomplish with <strong>the</strong> system, such as originality, innovativeness, beauty etc.<br />

In o<strong>the</strong>r place, instrumental Quality and Non instrumental Quality is used in relation<br />

to perception of user experience which are basically <strong>the</strong> same as ergonomic and hedonic<br />

qualities [7].<br />

3 Aes<strong>the</strong>tics in Human-Computer Interaction<br />

Aes<strong>the</strong>tics come into play in many stages in many ways in HCI. In this section we<br />

would like to present <strong>the</strong> different areas and contexts where aes<strong>the</strong>tics is mentioned<br />

and addressed in our reviewed literature. From <strong>the</strong> review, we have identified some of<br />

<strong>the</strong> areas where aes<strong>the</strong>tics is used in HCI. Some of <strong>the</strong> key areas that we have identified<br />

are: Artifacts design, System design, Attractiveness and look and feel of User<br />

Interface (UI), Interaction with a system, Usability and user experience, Research<br />

methods for HCI. The following table lists <strong>the</strong> articles according to <strong>the</strong> particular<br />

addressed <strong>the</strong>mes or areas of HCI.


Aes<strong>the</strong>tics in Human-Computer Interaction 563<br />

Table 1. Thematic subject areas where aes<strong>the</strong>tics has been addressed in HCI literature<br />

Themes Articles What is addressed<br />

Artifacts Design [12], [13], [14],<br />

[15], [8], [16], [17]<br />

[7]<br />

(ubiquitous computing).<br />

System Design [17], [11], [18],<br />

[19], [17]<br />

Attractiveness and<br />

Look and Feel of UI<br />

Interaction with a<br />

system<br />

Usability and User<br />

Experience<br />

HCI Research<br />

methods<br />

Design of artifacts and gadgets, evaluation of<br />

artifacts, environment related design of artifacts<br />

<strong>Software</strong> applications, tools, artistic software,<br />

games.<br />

[20], [21], [22]<br />

[23] [24] [25]<br />

User interface of an application, mobile phone,<br />

web sites etc.<br />

[26],[27], [28], Interactive art installations, museum guide,<br />

[12], [29] interactive learning system, ATM machines etc.<br />

[7] [30], [27], [31], Users’ feelings, emotion, usability.<br />

[32], [25]<br />

[33], [34] Research methods that considers aes<strong>the</strong>tics.<br />

3.1 Artifact Design<br />

With <strong>the</strong> recent shift from narrow focus on work to a broader view of interaction<br />

industrial designers, communication designers, and newly minted interaction designers<br />

all began to play more important roles in <strong>the</strong> invention and development of new<br />

artifacts meant to address a broad set of problems and opportunities [14]. Future Information<br />

appliances design may benefit from considering aes<strong>the</strong>tics aspects of <strong>the</strong><br />

gadgets [8]. How digital technologies might be employed in everyday settings can<br />

combine concepts from both work and plays and <strong>the</strong>se devices often act not only as an<br />

emulator or information source instead creates a new form of appreciation both conceptual<br />

and aes<strong>the</strong>tic [16]. Often <strong>the</strong>se devices are created by artists and are displayed<br />

as interactive and or digital art in <strong>the</strong> art galleries.<br />

Evaluation of Artifacts. Aes<strong>the</strong>tics is not only an issue during <strong>the</strong> design of <strong>the</strong>se<br />

diverse computing devices/artifacts but also in <strong>the</strong> evaluation of <strong>the</strong>se devices. After<br />

running a survey on heuristic evaluation match between design of ambient display<br />

and environments in [35], <strong>the</strong> authors assert, "The display should be pleasing when it<br />

is placed in <strong>the</strong> intended setting."<br />

Ubiquitous Computing. Areas such as ubiquitous computing, augmented reality, and<br />

physical computing have made it evident that <strong>the</strong> personal computer is just one out of<br />

many possible ways in which we can design how humans interact with computers<br />

[12]. The design of <strong>the</strong>se devices should be carefully done so that <strong>the</strong>y consider <strong>the</strong><br />

contextual qualities of <strong>the</strong> environment such as aes<strong>the</strong>tics, emotions and aspirations<br />

whe<strong>the</strong>r <strong>the</strong>y are place indoor in home, museums or outdoor in public places [15] [36]<br />

[34]. For example, when designing an ambient display, one should notice an ambient<br />

display because of a change in <strong>the</strong> data it is presenting and not because its design<br />

clashes with its environment [35].


564 S.U. Ahmed, A. Al Mahmud, and K. Bergaust<br />

3.2 System Design<br />

By system design, we mean <strong>the</strong> context of creating new tools or software applications.<br />

Hedonic quality plays a substantial role in forming users judgment of appeal and it<br />

should be explicitly taken into account when designing a software system [11]. In<br />

[17], authors presented a technique used for creating a new kind of tool for 3D drawing.<br />

In creative settings where innovation and novelty is sought, artists and technologists<br />

work toge<strong>the</strong>r in close collaboration.<br />

3.3 Attractiveness and Look and Feel of UI<br />

Aes<strong>the</strong>tics has been addressed by many articles in <strong>the</strong> attractiveness and look and feel of<br />

different websites. There is already a transition <strong>towards</strong> aes<strong>the</strong>tically pleasing interfaces<br />

and it will continue as more importance is placed on <strong>the</strong> aes<strong>the</strong>tics of a user interface,<br />

and as <strong>the</strong> proper tools are available to interface designers for creating such interfaces<br />

[20]. A <strong>the</strong>oretical framework for assessing <strong>the</strong> attractiveness of web sites has been<br />

introduced in [22] where as aes<strong>the</strong>tics is considered an issue for rating web sites in [23].<br />

Aes<strong>the</strong>tic factors beyond usefulness and traditional usability are increasingly recognized<br />

as contributing to <strong>the</strong> overall success of a product or system [24] [25].<br />

3.4 Interacting with a System<br />

Aes<strong>the</strong>tics and interaction are interwoven concepts, ra<strong>the</strong>r than separate entities [26].<br />

In aes<strong>the</strong>tics of interaction <strong>the</strong> emphasis shifts from an aes<strong>the</strong>tically controlled appearance<br />

to an aes<strong>the</strong>tically controlled interaction, of which appearance is a part.<br />

Aes<strong>the</strong>tics of interaction moves <strong>the</strong> focus from ease of use to enjoyment of <strong>the</strong> experience<br />

[27].<br />

Mixed Reality and Virtual Reality. Design for mixed reality or virtual reality devices<br />

are driven by many contextual requirements of which aes<strong>the</strong>tics is an important<br />

part [36]. Artistic association is also important in virtual reality systems, “The curtain<br />

rain was chosen for its aes<strong>the</strong>tic qualities, both in terms of its striking visual image<br />

and sound, its asymmetric transparency, and not least, due to <strong>the</strong> artistic association of<br />

projecting a virtual desert into a curtain of water” [19].<br />

Interactive Art. Interactive art is a new kind of art that is highly dependent on technology<br />

and user interaction. Often <strong>the</strong>se kinds of artworks are illustration of interdisciplinary<br />

collaboration between research, design, craft and art and involve interaction<br />

with <strong>the</strong> user in a new or innovative way such as presented in <strong>the</strong> case of computational<br />

composite [12] or computational textile kit in [29]. In [28], <strong>the</strong> authors present<br />

a method developed to support design of innovative interactive technology.<br />

3.5 Usability and User Experience<br />

The use of aes<strong>the</strong>tics is not always warmly accepted by HCI researchers. In fact, as<br />

mentioned in [37], it is often seen by many professionals as inversely proportional to<br />

easiness of use or usability. There has been continuous debate on conflicting impact<br />

of usability and aes<strong>the</strong>tics in HCI [38]. However, later many researchers worked on


Aes<strong>the</strong>tics in Human-Computer Interaction 565<br />

<strong>the</strong> positive impact of aes<strong>the</strong>tics. Now empirical evidence shows correlations between<br />

<strong>the</strong> perceived aes<strong>the</strong>tic quality of a system’s user interface and overall user satisfaction<br />

[31], [32] leading to claims that aes<strong>the</strong>tic design can be a more important influence<br />

on users’ preference than traditional usability [25]. Usability is important but<br />

good aes<strong>the</strong>tic design can overcome some deficit of usability problems. In fact, usability<br />

and user experience is related to <strong>the</strong> appraisal of a system which depends on<br />

both instrumental and non instrumental qualities [7].<br />

3.6 HCI Research Methods<br />

HCI has emerged as a design-oriented field of research, directed at large <strong>towards</strong><br />

innovation, design, and construction of new kinds of information and interaction<br />

technology. Three accounts have been named regarding <strong>the</strong> design <strong>the</strong>ory such as <strong>the</strong><br />

conservative account, <strong>the</strong> romantic account, and <strong>the</strong> pragmatic account of which<br />

pragmatic account is <strong>the</strong> one that considers <strong>the</strong> issues such as creativity, craft, aes<strong>the</strong>tics<br />

[33]. HCI researchers have adopted approaches based on traditions of artistdesigners.<br />

Thus new methods have been developed in HCI such as cultural probes<br />

whose purpose is to inspire <strong>the</strong> creation of appropriate pleasurable even provocative<br />

designs [39].<br />

4 Discussions and Conclusion<br />

From <strong>the</strong> review we have seen where and how aes<strong>the</strong>tics has been used in context of<br />

HCI. The outcome reveals us a picture of <strong>the</strong> relationship between aes<strong>the</strong>tics and HCI<br />

The consideration of aes<strong>the</strong>tics is visible in many sectors of HCI, from artifact design<br />

to research methods for collecting user data or evaluating artifacts. What we see from<br />

<strong>the</strong> review is that <strong>the</strong> most common use of aes<strong>the</strong>tics in HCI refers to visual aes<strong>the</strong>tics<br />

or expressive aes<strong>the</strong>tics. The conflict with usability also accounts in case of expressive<br />

aes<strong>the</strong>tics. We believe that <strong>the</strong> contradiction arose since we referred to only visual<br />

or expressive aes<strong>the</strong>tics and compared its effects with usability. But aes<strong>the</strong>tics as a<br />

philosophy is a wide concept ra<strong>the</strong>r than only <strong>the</strong> visual or static beauty of interfaces.<br />

It refers to <strong>the</strong> feelings associated with <strong>the</strong> use and interaction with a system. In this<br />

case aes<strong>the</strong>tics of interaction is not conflicting with usability; ra<strong>the</strong>r usability is a part<br />

of aes<strong>the</strong>tics of interaction. Having high expressive aes<strong>the</strong>tics and less usability can<br />

affect <strong>the</strong> emotion of <strong>the</strong> user negatively, thus <strong>the</strong> aes<strong>the</strong>tics of interaction. So proper<br />

aes<strong>the</strong>tics of interaction should define where and how expressive aes<strong>the</strong>tics will be<br />

included and how much <strong>the</strong>y will act aligned with usability, and overall user experience<br />

of <strong>the</strong> user effecting <strong>the</strong>ir emotion positively.<br />

In this paper, we have put toge<strong>the</strong>r different contexts of use of aes<strong>the</strong>tics in HCI to<br />

present <strong>the</strong> reader different meanings and views that we attach with aes<strong>the</strong>tics in HCI.<br />

As technology will advance giving us more options to use more expressive and innovative<br />

interaction with computers, aes<strong>the</strong>tics in HCI will get even more attention in<br />

<strong>the</strong> future. Proper understanding of <strong>the</strong> meaning, value and impact would help <strong>the</strong><br />

future researchers to be more conscious about <strong>the</strong> role of aes<strong>the</strong>tics and possibly<br />

eliminate confusions around it among <strong>the</strong>m. Aes<strong>the</strong>tics can in that way bring toge<strong>the</strong>r


566 S.U. Ahmed, A. Al Mahmud, and K. Bergaust<br />

artists, designers and technologists with creativity, inspiration and engagement in a<br />

collaborative and multidisciplinary milieu inside human computer interaction.<br />

References<br />

1. SArt Project, at Norwegian University of Science and Technology,<br />

http://prosjekt.idi.ntnu.no/sart/<br />

2. Ahmed, S.U., J.L., Trifonova, A., Sindre, G.: Conceptual framework for <strong>the</strong> intersection of<br />

software and art. In: Braman, J., Vincenti, G., Trajkovski, G. (eds.) Handbook of Research<br />

on Computational Arts and Creative Informatics, Information Science Reference (2009)<br />

3. Kitchenham, B.: Procedures for Performing Systematic Reviews. Keele University Technical<br />

Report TR/SE-0401 and NICTA Technical Report 0400011T.1 (2004)<br />

4. Oxford English Dictionary, http://www.oed.com/<br />

5. Kelly, M. (ed.): Preface to Encyclopedia of Aes<strong>the</strong>tics, vol. 1. Oxford University Press,<br />

New York (1998)<br />

6. Encyclopedia Britannica, http://www.britannica.com<br />

7. Mahlke, S., Thüring, M.: Studying antecedents of emotional experiences in interactive<br />

contexts. In: Proceedings of <strong>the</strong> SIGCHI conference on Human factors in computing systems.<br />

ACM, San Jose, California, USA (2007)<br />

8. Gaver, B., Martin, H.: Alternatives: exploring information appliances through conceptual<br />

design proposals. In: Proceedings of <strong>the</strong> SIGCHI conference on Human factors in computing<br />

systems, pp. 209–216. ACM, The Hague, The Ne<strong>the</strong>rlands (2000)<br />

9. Jordan, P.W.: Designing pleasurable products. Taylor & Francis, London (2000)<br />

10. Hartmann, J., Angeli, A.D., Sutcliffe, A.: Framing <strong>the</strong> user experience: information biases<br />

on website quality judgement. In: Proceeding of <strong>the</strong> twenty-sixth annual SIGCHI conference<br />

on Human factors in computing systems, pp. 855–864. ACM, Florence, Italy (2008)<br />

11. Hassenzahl, M., Platz, A., Burmester, M., Lehner, K.: Hedonic and ergonomic quality aspects<br />

determine a software’s appeal. In: Proceedings of <strong>the</strong> SIGCHI conference on Human<br />

factors in computing systems, pp. 201–208. ACM, The Hague, The Ne<strong>the</strong>rlands (2000)<br />

12. Vallgårda, A., Redström, J.: Computational composites. In: Proceedings of <strong>the</strong> SIGCHI<br />

conference on Human factors in computing systems, pp. 513–522. ACM, San Jose, California,<br />

USA (2007)<br />

13. Lehn, D.: Engaging constable: revealing art with new technology. In: Proceedings of <strong>the</strong><br />

SIGCHI conference on Human factors in computing systems, pp. 1485–1494. ACM, San<br />

Jose, California, USA (2007)<br />

14. Zimmerman, J., Forlizzi, J., Evenson, S.: Research through design as a method for interaction<br />

design research in HCI. In: Proceedings of <strong>the</strong> SIGCHI conference on Human factors<br />

in computing systems, pp. 493–502. ACM Press, San Jose, California, USA (2007)<br />

15. Tolmie, P., Pycock, J., Diggins, T., MacLean, A., Karsenty, A.: Unremarkable computing.<br />

In: Proceedings of <strong>the</strong> SIGCHI conference on Human factors in computing systems:<br />

Changing our world, changing ourselves, pp. 399–406. ACM Press, Minneapolis, Minnesota,<br />

USA (2002)<br />

16. Gaver, W., Boucher, A., Law, A., Pennington, S., Bowers, J., Beaver, J., Humble, J., Kerridge,<br />

T., Villar, N., Wilkie, A.: Threshold devices: looking out from <strong>the</strong> home. In: Proceeding<br />

of <strong>the</strong> twenty-sixth annual SIGCHI conference on Human factors in computing<br />

systems, pp. 1429–1438. ACM, Florence, Italy (2008)


Aes<strong>the</strong>tics in Human-Computer Interaction 567<br />

17. Schkolne, S., Pruett, M., Schröder, P.: Surface drawing: creating organic 3D shapes with<br />

<strong>the</strong> hand and tangible tools. In: Proceedings of <strong>the</strong> SIGCHI conference on Human factors<br />

in computing systems, pp. 261–268. ACM, Seattle, Washington, United States (2001)<br />

18. Santella, A., Agrawala, M., DeCarlo, D., Salesin, D., Cohen, M.: Gaze-based interaction<br />

for semi-automatic photo cropping. In: Proceedings of <strong>the</strong> SIGCHI conference on Human<br />

Factors in computing systems, pp. 771–780. ACM, Montréal, Québec, Canada (2006)<br />

19. Koleva, B., Taylor, I., Benford, S., Fraser, M., Greenhalgh, C., Schnädelbach, H., Lehn,<br />

D.v., Heath, C., Row-Farr, J., Adams, M.: Orchestrating a mixed reality performance. In:<br />

Proceedings of <strong>the</strong> SIGCHI conference on Human factors in computing systems, pp. 38–<br />

45. ACM, Seattle, Washington, United States (2001)<br />

20. Grossman, T., Kong, N., Balakrishnan, R.: Modeling pointing at targets of arbitrary<br />

shapes. In: Proceedings of <strong>the</strong> SIGCHI conference on Human factors in computing systems,<br />

pp. 463–472. ACM, San Jose, California, USA (2007)<br />

21. Consolvo, S., McDonald, D.W., Toscos, T., Chen, M.Y., Froehlich, J., Harrison, B., Klasnja,<br />

P., LaMarca, A., LeGrand, L., Libby, R., Smith, I., Landay, J.A.: Activity sensing in<br />

<strong>the</strong> wild: a field trial of ubifit garden. In: Proceeding of <strong>the</strong> twenty-sixth annual SIGCHI<br />

conference on Human factors in computing systems, pp. 1797–1806. ACM, Florence, Italy<br />

(2008)<br />

22. Hartmann, J., Sutcliffe, A., Angeli, A.D.: Investigating attractiveness in web user interfaces.<br />

In: Proceedings of <strong>the</strong> SIGCHI conference on Human factors in computing systems,<br />

pp. 387–396. ACM, San Jose, California, USA (2007)<br />

23. Ivory, M.Y., Hearst, M.A.: Statistical profiles of highly-rated web sites. In: Proceedings of<br />

<strong>the</strong> SIGCHI conference on Human factors in computing systems: Changing our world,<br />

changing ourselves, pp. 367–374. ACM, Minneapolis, Minnesota, USA (2002)<br />

24. Green, W.S., Jordan, P.W.: Pleasure With Products: Beyond Usability. Taylor and Francis,<br />

New York (2002)<br />

25. Norman, D.A.: Emotional Design: Why We Love (Or Hate) Everyday Things Basic Books<br />

(2003)<br />

26. Djajadiningrat, W., Gaver, W., Fres, J.W.: Interaction Relabelling and Extreme Characters:<br />

Methods for Exploring Aes<strong>the</strong>tic Interactions. In: Proceedings of <strong>the</strong> conference on Designing<br />

interactive systems: processes, practices, methods, and techniques (2000)<br />

27. Isbister, K., Höök, K., Sharp, M., Laaksolahti, J.: The sensual evaluation instrument: developing<br />

an affective evaluation tool. In: Proceedings of <strong>the</strong> SIGCHI conference on Human<br />

Factors in computing systems, pp. 1163–1172. ACM, Montréal, Québec, Canada<br />

(2006)<br />

28. Ljungblad, S., Holmquist, L.E.: Transfer scenarios: grounding innovation with marginal<br />

practices. In: Proceedings of <strong>the</strong> SIGCHI conference on Human factors in computing systems,<br />

pp. 737–746. ACM, San Jose, California, USA (2007)<br />

29. Buechley, L., Eisenberg, M., Catchen, J., Crockett, A.: LilyPad Arduino: using computational<br />

textiles to investigate engagement, aes<strong>the</strong>tics, and diversity in computer science<br />

education. In: Proceeding of <strong>the</strong> twenty-sixth annual SIGCHI conference on Human factors<br />

in computing systems, pp. 423–432. ACM, Florence, Italy (2008)<br />

30. Tohidi, M., Buxton, W., Baecker, R., Sellen, A.: Getting <strong>the</strong> right design and <strong>the</strong> design<br />

right. In: Proceedings of <strong>the</strong> SIGCHI conference on Human Factors in computing systems,<br />

pp. 1243–1252. ACM, Montréal, Québec, Canada (2006)<br />

31. Tractinsky, N., Katz, A.S., Ikar, D.: What is beautiful is usable. J. Interacting with Computers<br />

13, 127–145 (2000)<br />

32. Lindegaard, G., Dudek, C.: What is this evasive beast we call user satisfaction? J. Interacting<br />

with Computers 15, 429–452 (2003)


568 S.U. Ahmed, A. Al Mahmud, and K. Bergaust<br />

33. Fallman, D.: Design-oriented human-computer interaction. In: Proceedings of <strong>the</strong> SIGCHI<br />

conference on Human factors in computing systems, pp. 225–232. ACM, Ft. Lauderdale,<br />

Florida, USA (2003)<br />

34. Ballegaard, S.A., Hansen, T.R., Kyng, M.: Healthcare in everyday life: designing healthcare<br />

services for daily life. In: Proceeding of <strong>the</strong> twenty-sixth annual SIGCHI conference<br />

on Human factors in computing systems, pp. 1807–1816. ACM, Florence, Italy (2008)<br />

35. Mankoff, J., Dey, A.K., Hsieh, G., Kientz, J., Lederer, S., Ames, M.: Heuristic evaluation<br />

of ambient displays. In: Proceedings of <strong>the</strong> SIGCHI conference on Human factors in computing<br />

systems, pp. 169–176. ACM, Ft. Lauderdale, Florida, USA (2003)<br />

36. Schnädelbach, H., Koleva, B., Flintham, M., Fraser, M., Izadi, S., Chandler, P., Foster, M.,<br />

Benford, S., Greenhalgh, C., Rodden, T.: The augurscope: a mixed reality interface for<br />

outdoors. In: Proceedings of <strong>the</strong> SIGCHI conference on Human factors in computing systems:<br />

Changing our world, changing ourselves, pp. 9–16. ACM, Minneapolis, Minnesota,<br />

USA (2002)<br />

37. Karvonen, K.: The beauty of simplicity. In: Proceedings on <strong>the</strong> 2000 conference on Universal<br />

Usability, ACM, Arlington, Virginia, United States (2000)<br />

38. Norman, D.A.: The Design of Everyday Things. MIT Press, London (1998)<br />

39. Wolf, T.V., Rode, J.A., Sussman, J., Kellogg, W.A.: Dispelling “design” as <strong>the</strong> black art of<br />

CHI. In: Proceedings of <strong>the</strong> SIGCHI conference on Human Factors in computing systems,<br />

pp. 521–530. ACM, Montréal, Québec, Canada (2006)


Paper 7<br />

Salah Uddin Ahmed, Letizia Jaccheri, and Samir M'kadmi. "Sonic Onyx: Case Study<br />

of an Interactive Artwork", In Fay Huang and Reen-Cheng Wang (Eds.): Proc. First<br />

International Conference on Arts and Technology (ArtsIT 2009) - Revised Selected<br />

Papers, Yi-Lan, Taiwan, Sept. 24-25, 2009, Springer Verlag LNICST (Lecture Notes of<br />

<strong>the</strong> Institute for Computer Sciences, Social Informatics and Telecommunications<br />

<strong>Engineering</strong>), Vol. 30, 292 pages, ISBN 978-3-642-11576-9, ISSN 1867-8211<br />

(http://www.springer.com/series/8197), pp. 40-47. DOI: 10.1007/978-3-642-11577-6.


Sonic Onyx: Case Study of an Interactive Artwork<br />

Salah Uddin Ahmed 1 , Letizia Jaccheri 1 , and Samir M’kadmi 2<br />

1 Department of Computer and Information Science, Norwegian University of Science and<br />

Technology, Trondheim 7491, Norway<br />

2 Artist, Oslo, Norway<br />

{salah,letizia}@idi.ntnu.no, s-mkad@online.no<br />

Abstract. <strong>Software</strong> supported art projects are increasing in numbers in recent<br />

years as artists are exploring how computing can be used to create new forms of<br />

live art. Interactive sound installation is one kind of art in this genre. In this article<br />

we present <strong>the</strong> development process and functional description of Sonic<br />

Onyx, an interactive sound installation. The objective is to show, through <strong>the</strong><br />

life cycle of Sonic Onyx, how a software dependent interactive artwork involves<br />

its users and raises issues related to its interaction and functionalities.<br />

Keywords: Interactive artwork, software dependent artwork, case study, artist<br />

technologist collaboration.<br />

1 Introduction<br />

The relation between art and computer dates back to <strong>the</strong> 60s. The intersection of art<br />

and software interests, includes and attracts people with diverse background to come<br />

toge<strong>the</strong>r and work in common projects [1]. The use of computer in art has increased<br />

with time covering computer graphics, computer composed and played music, computer-animated<br />

films, computer texts, and among o<strong>the</strong>r computer generated material<br />

such as sculpture. The development of software based sound technology and <strong>the</strong> interaction<br />

with art can relates back to a pre-digital era, which goes from <strong>the</strong> Italian<br />

futurist, Luigi Russolo (1913) to John Cage, Pierre Schaeffer, Pierre Boulez, Olivier<br />

Messiaen, Karlheinz Stockhausen, Iannis Xenakis, etc. [2]. MUSICOMP (Music<br />

Simulator Interpreter for Compositional Procedures), one of <strong>the</strong> first computer systems<br />

for automated composition was written in <strong>the</strong> late 1950s by Hiller and Robert<br />

Baker [3]. Popular software for creating interactive sound installations in recent years<br />

includes Max/MSP and Pure Data. Often <strong>the</strong>se kind of interactive artworks rely heavily<br />

on software applications for realizing artistic expressions and interaction. Like<br />

Oates [4] who looks at computer artworks as Information Systems and proposes to<br />

extend Information System research agenda to include computer art, we suggest to<br />

extend software engineering research to include software dependent art projects. Our<br />

experience from projects involving both artists and software engineers such as Flyndre<br />

[5], and Open Wall [6] shows that software engineering can play important role in<br />

such interdisciplinary projects [7]. The struggle of software engineers to make technology<br />

more accessible to artists is recognized by researchers [8]. Besides, researchers<br />

have addressed collaboration between artists and technologists as an important<br />

F. Huang and R.-C. Wang (Eds.): ArtsIT 2009, LNICST 30, pp. 40–47, 2010.<br />

© Institute for Computer Sciences, Social-Informatics and Telecommunications <strong>Engineering</strong> 2010


Sonic Onyx: Case Study of an Interactive Artwork 41<br />

issue in interdisciplinary projects which is often challenging due to <strong>the</strong> differences<br />

among <strong>the</strong> involved parties [9]. In this article we present <strong>the</strong> case study of Sonic Onyx<br />

by describing its technical and functional features and showing how it raises different<br />

issues related to its development, interaction and user experience.<br />

The rest of <strong>the</strong> paper is organized in following way; section 1.1 describes our research<br />

background and research method. Section 2 gives technical and functional<br />

description of Sonic Onyx, where 2.1 describes <strong>the</strong> hardware and 2.2 describes <strong>the</strong><br />

software components of <strong>the</strong> artwork and 2.3 describes how it works. Section 3 addresses<br />

<strong>the</strong> development context. In section 4 we evaluate <strong>the</strong> project and identify <strong>the</strong><br />

issues raised by <strong>the</strong> project during and after development. This is in a way our lessons<br />

learned from <strong>the</strong> project. Section 5 concludes <strong>the</strong> article with indication of possible<br />

future extension of Sonic Onyx.<br />

1.1 Research Background and Method<br />

The work presented in this article is part of SArt research project at <strong>the</strong> intersection of<br />

art and technology [10]. The objective of SArt is to assess, develop, and propose<br />

model and process for developing art using technology and software. Sonic Onyx was<br />

chosen as a case study for SArt because of its involvement of both artist and<br />

technologists and its placing as a public art in a school with a purpose to use and experiment<br />

<strong>the</strong> sound installation with <strong>the</strong> pupils of <strong>the</strong> school. Besides, Media Lab at<br />

Norwegian University of Science and Technology (NTNU) was also involved in <strong>the</strong><br />

process of development of <strong>the</strong> artwork. The objective is to find answers to <strong>the</strong> following<br />

research question set by SArt, “What are issues and challenges that software<br />

engineering has to tackle to implement software dependent art projects?”<br />

The software of Sonic Onyx was created by a group of computer science students.<br />

The development lasted six months and researchers from SArt took part in <strong>the</strong> process<br />

as observers. They took part in <strong>the</strong> group meetings and received copies of all documentations<br />

produced during development. The case study was done following research<br />

strategy defined by Oates [11]. The type of <strong>the</strong> case study can be defined as<br />

explanatory and longitudinal with duration of six months. The data presented in this<br />

article about <strong>the</strong> project is collected from i) interviews, ii) project report, iii) project<br />

documentations and iv) participation in <strong>the</strong> group meetings. Interviews were conducted<br />

on <strong>the</strong> developers, <strong>the</strong> sponsor and <strong>the</strong> artist who is also an author of this article.<br />

Feedbacks from users were collected from school teachers. Documents consist of<br />

pre-project report, weekly reports, meeting minutes and <strong>the</strong> final project report. The<br />

developers of <strong>the</strong> project created a status report every two weeks. They also created<br />

meeting minutes on each meeting. Besides, project activities were closely observed by<br />

taking part in <strong>the</strong> project meetings.<br />

2 Sonic Onyx – An Interactive Art Installation<br />

Sonic Onyx is an interactive sound sculpture placed in front of a secondary school in<br />

Trondheim. The sculpture is about four meters high and <strong>the</strong> diameter of <strong>the</strong> “space” is<br />

about seven meters. There are fourteen static metal arms and a globe like sphere in <strong>the</strong><br />

middle. The sculpture has seven loudspeakers located in seven arms and a subwoofer


42 S.U. Ahmed, L. Jaccheri, and S. M’kadmi<br />

located in ground at <strong>the</strong> center making it possible to provide 3D sound effects within<br />

<strong>the</strong> space created by <strong>the</strong> sculpture. People can communicate with <strong>the</strong> sculpture by<br />

sending texts, image and sound files from <strong>the</strong>ir Bluetooth enabled handheld devices<br />

such as mobiles or PDAs. These media files are processed and converted into unrecognizable<br />

sound that is played by <strong>the</strong> sculpture. The artwork was commissioned by<br />

<strong>the</strong> Municipality of Trondheim based on <strong>the</strong> following propositions made by <strong>the</strong> artist:<br />

i) <strong>the</strong> artwork should be interactive ii) use latest technology and iii) allow learning<br />

and pedagogy.<br />

Fig. 1. Sonic Onyx during night and daytime<br />

2.1 The Hardware<br />

Sonic Onyx consists of four main parts: i) Central server ii) Bluetooth server iii)<br />

Sound system and iv) Light system. Central server is a desktop computer with high<br />

configuration hardware. It’s main task is to store art music, run <strong>the</strong> main application<br />

and support remote administration. The interactive part of <strong>the</strong> sculpture is based on<br />

Bluetooth technology that allows spectators to communicate with it by i) sending<br />

instructions to handheld devices in proximity of <strong>the</strong> sculpture and ii) receiving files<br />

from <strong>the</strong> handheld devices.<br />

Table 1. Hardware components of Sonic Onyx<br />

Part<br />

Configuration/Tools<br />

Server<br />

PC with Dual Core 64 bit CPU, OS: Linux Debian<br />

Bluetooth Systems Bluegiga WRAP access server with 3 Bluetooth radios<br />

Sound Systems Sound Card - M-audio Delta 1010<br />

Speakers - CAP-15 (7 piece)<br />

Subwoofer - TIC GS50 omni<br />

Power Amplifier - IMG STA 1508<br />

Microphone mixer - Moncor MMX-24<br />

Light System DMX 512 Lanbox-LCX system<br />

A Bluegiga WRAP access server [12] makes <strong>the</strong> Bluetooth system. It has an E<strong>the</strong>rnet<br />

interface which makes it possible to place it inside <strong>the</strong> sphere of <strong>the</strong> sculpture while <strong>the</strong><br />

main server resides in a building close by. The sound system was carefully chosen<br />

since <strong>the</strong> installation is meant to be operational for many years in outdoor setting. The


Sonic Onyx: Case Study of an Interactive Artwork 43<br />

speakers need to have robust design, good sound quality and outdoor specification. The<br />

light system consists of a LanBox DMX controller which controls <strong>the</strong> light located in<br />

<strong>the</strong> sphere of <strong>the</strong> sculpture [13]. The changing of color of <strong>the</strong> light is programmable<br />

2.2 The <strong>Software</strong><br />

The main program which is called “Spamalot” runs in background all <strong>the</strong> time and<br />

calls o<strong>the</strong>r subprograms when necessary. The application has two major tasks which<br />

are: to receive files from <strong>the</strong> Bluegiga Bluetooth server and to process <strong>the</strong> files in<br />

order to modify and/or generate sound. The processing of <strong>the</strong> received file is done by<br />

Pure Data (called Pd here after) patches. Pd is an open source graphical programming<br />

language used for interactive computer music and multimedia works [14]. Modular,<br />

reusable units of code written in Pd are called ‘Patches’. The transfer script is a shell<br />

script used to rename, timestamp and copy <strong>the</strong> files received from <strong>the</strong> Bluetooth<br />

server. The script is executed every time a file is received.<br />

Table 2. <strong>Software</strong> components of Sonic Onyx<br />

Name Description Tools Used<br />

Spamalot 265 lines of code Python<br />

Processing Part Pd patches – 20 patches for<br />

Sound, 13 for Image and 4<br />

for text<br />

Puredata, pd-zexy, pd-aubio,<br />

gem, decoders,speech syn<strong>the</strong>sizers<br />

Transfer Script 60 lines of code Linux Shell<br />

Web site 5 pages and a guestbook PHP, MySQL,<br />

Besides <strong>the</strong> main application for running <strong>the</strong> system, a website was considered as<br />

an important part of <strong>the</strong> project which will provide a) remote administration of art<br />

music, b) provide sample sound files online and c) a guest book. Thus it is an extension<br />

of <strong>the</strong> artwork that would allow flexibility in administration of <strong>the</strong> sculpture<br />

sound system. The website that was primarily built using PHP and MySQL and it<br />

supported uploading music files and guest book but no remote administration.<br />

2.3 How Does It Work<br />

The working process of <strong>the</strong> artwork can be described sequentially as follow: First, a<br />

user sends a file from Bluetooth enabled device. The Bluetooth server inside <strong>the</strong> globe<br />

receives <strong>the</strong> file and sends it to <strong>the</strong> central server located in <strong>the</strong> school building.<br />

Obexsender [15] software that comes with <strong>the</strong> Bluegiga access server is used to transfer<br />

<strong>the</strong> file.<br />

An NFS-share is mounted on <strong>the</strong> main server as part of <strong>the</strong> access server file system;<br />

in that way all incoming files are copied to <strong>the</strong> nfs-shared drive of <strong>the</strong> server.<br />

Once <strong>the</strong> user file is in <strong>the</strong> server, it is converted into an audio file by <strong>the</strong> application<br />

‘Spamalot’. Appropriate file conversion libraries are called and many encoders and<br />

decoders are used in order to support a wide range of file formats. In case of text file,<br />

it is converted into wav file. But in case of image it is converted into a jpeg which is<br />

used to manipulate a preselected audio file by reverb and pitch shifting depending on


44 S.U. Ahmed, L. Jaccheri, and S. M’kadmi<br />

Fig. 2. The architecture of Sonic Onyx sound system<br />

<strong>the</strong> color values of <strong>the</strong> picture. In case of sound file, it is processed and modified<br />

using random Pd patch. The modified file is <strong>the</strong>n played by <strong>the</strong> sculpture using <strong>the</strong><br />

amplifiers and loudspeakers.<br />

3 Development Context of <strong>the</strong> Project<br />

The project was developed by a group of five computer science students from Trondheim<br />

and Sør-Trøndelag University College (HiST) as part of <strong>the</strong>ir bachelor’s project.<br />

The group had some prior knowledge on programming, electronics, web design and<br />

project work but no experience of working in art projects. Besides <strong>the</strong> developers,<br />

<strong>the</strong>re was one project supervisor who is a teacher at HiST, <strong>the</strong> artist, who is <strong>the</strong> main<br />

client of <strong>the</strong> project and a technical consultant from Media Lab, NTNU.<br />

The development process that <strong>the</strong> group have followed can be described as an agile<br />

or rapid development method more specifically [16]. They chose Python and used<br />

DrPython IDE [17] to take <strong>the</strong> advantage of Python’s fast testing, and debugging<br />

opportunities. They followed a two week iteration process with meetings every second<br />

week and created a report documenting work done in last iteration as well as <strong>the</strong><br />

plan for next iteration. Communication between artist and <strong>the</strong> developers were pretty<br />

good. Artist’s familiarity with technology and previous experience with similar project<br />

made <strong>the</strong> communication smooth. But since <strong>the</strong> artist was not living in <strong>the</strong> same<br />

town, he was invited to <strong>the</strong> meetings only when <strong>the</strong> developers had something significant<br />

to consult him. Communication among developers was easy since <strong>the</strong>y were<br />

all students of <strong>the</strong> same class and many of <strong>the</strong>m knew each o<strong>the</strong>r before. As <strong>the</strong> developers<br />

had little experience and technical skill needed for this kind of artwork, a<br />

technically experienced person was needed as a consultant in <strong>the</strong> development team.<br />

Experts from Midgard Media Lab [18] took part in group meetings and helped <strong>the</strong>


Sonic Onyx: Case Study of an Interactive Artwork 45<br />

group regarding domain related knowledge and expertise. Technologists also took part<br />

with <strong>the</strong> artist in <strong>the</strong> conceptualization phase to define <strong>the</strong> concept of <strong>the</strong> artwork. The<br />

functionalities of <strong>the</strong> system were defined, modified and changed through explorations.<br />

4 Evaluation of <strong>the</strong> Project<br />

The project is special in a way that students did not have previous experience of<br />

working artist and on <strong>the</strong> o<strong>the</strong>r hand artist did not work with student developers. But<br />

all in all, <strong>the</strong> project ran smoothly. The management of <strong>the</strong> project was good; everyone<br />

was serious about <strong>the</strong> meetings and project deliveries and collaboration between<br />

all members was very good. The group was very optimistic during <strong>the</strong> development<br />

period. The project was a success in a way that students covered most of <strong>the</strong> requirements<br />

except a few due to lack of time or load of complexity. For example, sending a<br />

welcome instruction by <strong>the</strong> Bluetooth receiver was not completed. Besides, <strong>the</strong> web<br />

site [19] of <strong>the</strong> project was not completed. The website made by <strong>the</strong> group was not<br />

used by <strong>the</strong> artist mainly because: i) he did not like <strong>the</strong> layout and <strong>the</strong> design of <strong>the</strong><br />

web site and ii) <strong>the</strong> site was incomplete.<br />

Unlike traditional sculpture or painting, <strong>the</strong> development of interactive art does not<br />

end with <strong>the</strong> completion of <strong>the</strong> artwork; ra<strong>the</strong>r it continues enhancement and changes<br />

with users’ responses and interaction with <strong>the</strong> sculpture. Besides, software dependent<br />

artwork needs timely maintenance and upgrading. Interactivity and experimenting<br />

with artwork increases <strong>the</strong> importance of maintenance and upgrading.<br />

Sonic Onyx was built with <strong>the</strong> objective that pupils from <strong>the</strong> school will use it and<br />

experiment different possibilities around <strong>the</strong> artwork. It was not meant to be an end<br />

product, ra<strong>the</strong>r a developing one which will evolve with response to <strong>the</strong> users. Often<br />

<strong>the</strong> sponsors of <strong>the</strong> artwork do not consider this difference and as such <strong>the</strong>y overlook<br />

<strong>the</strong> after delivery maintenance and upgrading of <strong>the</strong> system. This might be because of<br />

<strong>the</strong>ir lack of awareness of maintenance and upgrading issues related to <strong>the</strong> interactive<br />

installations or <strong>the</strong>ir unfamiliarity with technology dependent artworks. So <strong>the</strong> artist<br />

has to take care of this factor and make <strong>the</strong> sponsor understand <strong>the</strong> necessity of maintenance<br />

and upgrading. In case of Sonic Onyx, <strong>the</strong> artwork came across some afterward<br />

maintenance problems such as hardware and configuration related problems.<br />

Since <strong>the</strong>re was no one responsible for maintaining, it was hard for <strong>the</strong> school to use it<br />

continuously without interrupt. Placing an artwork in <strong>the</strong> public space specially in<br />

outdoor setting without any supervision bring o<strong>the</strong>r safety issues, such as <strong>the</strong> subwoofer<br />

placed in <strong>the</strong> ground was destroyed by <strong>the</strong> pupils from <strong>the</strong> school even though<br />

it had protective cover.<br />

Locating <strong>the</strong> artwork in a public space with a neighborhood raises some issues due<br />

to its interruption of <strong>the</strong> environment such as how loud should it play, which time it<br />

will play, when <strong>the</strong> light should be turned off during day time etc. These issues are<br />

based on users’ feedbacks which actually evoke enhancements and modification of<br />

<strong>the</strong> artwork and its software.<br />

Involving students in <strong>the</strong> project as part of a coursework has certain issues such as<br />

limitation of time. Besides developing <strong>the</strong> system, students need to get a good grade<br />

in <strong>the</strong> course. In sonic Onyx, when a part of project was lagging behind due to manufacturing<br />

delay of <strong>the</strong> arms, students could not wait till <strong>the</strong> end for deploying <strong>the</strong><br />

sculpture and <strong>the</strong> software system on <strong>the</strong> site. This was a bit surprising for <strong>the</strong> artist;<br />

on <strong>the</strong> o<strong>the</strong>r hand students did not have any contract in <strong>the</strong> project, so <strong>the</strong>y were not


46 S.U. Ahmed, L. Jaccheri, and S. M’kadmi<br />

bound to wait until everything was ready. The artist was expecting a proper delivery<br />

of <strong>the</strong> system including in site deployment and testing.<br />

Backing up of <strong>the</strong> whole system at regular interval is important especially for a system<br />

like Sonic Onyx which is supposed to be upgraded. For a complex interactive system to<br />

carry on experimenting and adding, updating or modifying functionalities it is necessary<br />

that <strong>the</strong> artist can roll back to a safe state after any kind of problems during <strong>the</strong> experimentation.<br />

The system can also go down or crash any time and back up is important to<br />

restart <strong>the</strong> system. O<strong>the</strong>rwise it can be a complete mess with <strong>the</strong> application.<br />

Sonic Onyx is targeted to involve school pupils with music activities. Besides playing<br />

files received from user’s handheld devices, it provides <strong>the</strong> possibility to add<br />

auxiliary instruments such as microphone, mixer etc. Students can interact with Sonic<br />

Onyx directly through its MIDI interfaces to control both light and sound allowing<br />

<strong>the</strong>m live performances. In this way it allows students of <strong>the</strong> school to create and store<br />

music in <strong>the</strong> server, play directly and or mix different instruments with <strong>the</strong> help of <strong>the</strong><br />

sculpture. Thus <strong>the</strong> artwork not only enhances <strong>the</strong> school yard with its aes<strong>the</strong>tics<br />

value but also involves <strong>the</strong> students with activities for learning and practicing music.<br />

When in rest, <strong>the</strong> sculpture plays songs stored in <strong>the</strong> hard drive of <strong>the</strong> server. The<br />

idea is to promote contemporary artists by playing <strong>the</strong>ir music in stand by mode and<br />

bringing <strong>the</strong>m closer to <strong>the</strong> audience. The web site of <strong>the</strong> project is planned to give <strong>the</strong><br />

artists <strong>the</strong> possibility to register, create account, and upload music files which will be<br />

later played by <strong>the</strong> sculpture. In this way, besides <strong>the</strong> students it has <strong>the</strong> possibility of<br />

engaging contemporary artists as well.<br />

5 Conclusion<br />

In this article we have presented <strong>the</strong> technical and functional descriptions of an interactive<br />

artwork. We have presented here how artwork is very similar to a computer<br />

application and raises many issues related to maintenance, upgrading, interaction, and<br />

development process. Technology dependent artwork placed in a public place might<br />

have similar issues that deserve consideration. We have also presented through Sonic<br />

Onyx how interactive art has <strong>the</strong> possibilities of engaging people in an artful way. We<br />

have shown how <strong>the</strong> artwork can involve students in learning and playing with technology<br />

as well as attract contemporary artists to use <strong>the</strong> artwork to play <strong>the</strong>ir music.<br />

Future work of Sonic Onyx includes live streaming of <strong>the</strong> playing of sculpture<br />

through <strong>the</strong> project web site. Thus it will allow contemporary artists to upload,<br />

store and administer music files through <strong>the</strong>ir web account and reach to <strong>the</strong> audience<br />

through artwork playing <strong>the</strong>ir music. It would be also a nice extension to have <strong>the</strong><br />

possibility of user sending request via SMS or Bluetooth from <strong>the</strong> site of <strong>the</strong> sculpture<br />

to play certain music. Based on user request ranking of music and playlists can be<br />

made which will help engage all participant more enthusiastically.<br />

References<br />

1. Ahmed, S.U., Jaccheri, L., Trifonova, A., Sindre, G.: Conceptual framework for <strong>the</strong> intersection<br />

of software and art. In: Braman, J., Vincenti, G., Trajkovski, G. (eds.) Handbook of<br />

Research on Computational Arts and Creative Informatics. Information Science Reference,<br />

p. 26 (2009)


Sonic Onyx: Case Study of an Interactive Artwork 47<br />

2. A Brief History of Algorithmic Composition,<br />

http://ccrma.stanford.edu/~blackrse/algorithm.html<br />

3. Techniques for Algorithmic Composition of Music,<br />

http://alum.hampshire.edu/~adaF92/algocomp/algocomp95.html<br />

4. Oates, B.J.: New frontiers for information systems research: computer art as an information<br />

system. European Journal of Information Systems 15, 617–626 (2006)<br />

5. Trifonova, A., Jaccheri, L.: <strong>Software</strong> <strong>Engineering</strong> Issues in Interactive Installation Art. In:<br />

Designing Interactive Systems Conference (DIS 2008), Cape Town, South Africa (2007)<br />

6. Ahmed, S.U.: Achieving pervasive awareness through artwork. In: 3rd International Conference<br />

on Digital Interactive Media in Entertainment and Arts, pp. 488–491. ACM, A<strong>the</strong>ns<br />

(2008)<br />

7. Trifonova, A., Ahmed, S.U., Jaccheri, L.: SArt: Towards Innovation at <strong>the</strong> intersection of<br />

<strong>Software</strong> engineering and art. In: 16th International Conference on Information Systems<br />

Development. Springer, Galway (2007)<br />

8. Machin, C.H.C.: Digital artworks: bridging <strong>the</strong> technology gap. In: Proceedings of <strong>the</strong> 20th<br />

Eurographics UK Conference, 2002, pp. 16–23. IEEE Computer Society, Los Alamitos<br />

(2002)<br />

9. Meyer, J., Staples, L., Minneman, S., Naimark, M., Glassner, A.: Artists and technologists<br />

working toge<strong>the</strong>r (panel). In: Proceedings of <strong>the</strong> 11th annual ACM symposium on User interface<br />

software and technology, pp. 67–69. ACM Press, San Francisco (1998)<br />

10. SArt Project Web Page, http://prosjekt.idi.ntnu.no/sart/<br />

11. Oates, B.J.: Researching Information Systems and Computing. SAGE Publications Ltd.,<br />

Thousand Oaks (2006)<br />

12. Bluegiga Access Servers, http://www.bluegiga.com/more_229x<br />

13. LanBox DMX Controller, http://www.lanbox.com/<br />

14. Pure Data, http://puredata.info/<br />

15. Access Server: User’s and Developer’s Guide,<br />

http://bluegiga.com/as/current/doc/html/c2034.html<br />

16. Asphaug, T., Bielsa, C., Grytå, E.M., Thorsrud, E., Tollefsen, T.: Sculpture with 3D Interactive<br />

Sound. Department of Electronical and Computer <strong>Engineering</strong>, Faculty of Technology,<br />

vol. Bachelor HiST, p. 110 (2007)<br />

17. DrPython, http://drpython.sourceforge.net/<br />

18. Midgard Media Lab., http://www.ntnu.no/midgard<br />

19. Sonic Onyx, http://www.soniconyx.org


Paper 8<br />

Salah Uddin Ahmed. "Developing software dependent artwork in collaboration with<br />

students". Submitted to Leonardo Transactions.


DEVELOPING SOFTWARE<br />

DEPENDENT ARTWORK:<br />

ARTIST AND SOFTWARE<br />

DEVELOPERS<br />

COLLABORATION<br />

Salah Uddin Ahmed<br />

Norwegian University of Science and Te<br />

chnology, Trondheim7491, Norway E-<br />

mail: .<br />

Submitted: <br />

Abstract<br />

<strong>Software</strong>-dependent artwork is on <strong>the</strong> increase as<br />

software use expands into every part of our lives.<br />

Sometimes artists develop this style of artwork by<br />

<strong>the</strong>mselves, but more commonly <strong>the</strong>y seek help<br />

from technologists creating an opportunity for<br />

artists and software developers to collaborate. Here,<br />

we present our experience with a real-world collaboration<br />

through a case study of <strong>the</strong> development of<br />

a software-dependent artwork where students were<br />

<strong>the</strong> software developers. Keywords: <strong>Software</strong>dependent<br />

artwork, case study, collaboration.<br />

<strong>Software</strong>-dependent artwork creates<br />

opportunities for interdisciplinary<br />

projects where software developers and<br />

artists work closely toge<strong>the</strong>r. Art projects<br />

involving software technology are interesting<br />

for both artists and technologists:<br />

artists want to use technology in <strong>the</strong>ir<br />

work, while software engineers and researchers<br />

are challenged to create a new<br />

class of software applications. As a result,<br />

researchers consider softwaredependent<br />

artwork to be an information<br />

system [1]. As such, <strong>the</strong> development of<br />

this type of artwork also deserves <strong>the</strong><br />

involvement of <strong>Software</strong> <strong>Engineering</strong><br />

(SE). In a preliminary investigation, it<br />

has been observed that SE can play important<br />

roles in <strong>the</strong>se kinds of art<br />

projects in terms of <strong>the</strong> use of software<br />

development processes, tools and developing<br />

awareness of maintenance and<br />

upgrading of artwork applications [2].<br />

We at SArt project, led by Letizia Jaccheri<br />

at <strong>the</strong> Norwegian University of<br />

Science and Technology (NTNU), are<br />

interested in proposing, assessing, and<br />

improving methods, models, and tools<br />

for software development in a fine art<br />

context while facilitating collaboration<br />

with artists. We have taken part in several<br />

interdisciplinary projects involving art<br />

and software. Here we present our experience<br />

with a collaborative between an<br />

artist and technology students in a<br />

project called Sonic Onyx.<br />

<strong>Collaboration</strong>s between artists and<br />

technologists may not function very<br />

smoothly [3] [4, 5], due to <strong>the</strong> fact that<br />

<strong>the</strong> collaborators come from two very<br />

different disciplines. The development of<br />

software-dependent artwork applications<br />

is often different than traditional software<br />

applications. For example, <strong>the</strong> system<br />

specification in artwork is often not<br />

very explicit and can change up until<br />

very late in <strong>the</strong> project. Additionally,<br />

collaboration between artists and technologists<br />

is often driven by creativity<br />

and innovation ra<strong>the</strong>r than by a specific<br />

functional purpose. Moreover, student<br />

projects have particular characteristics<br />

that make <strong>the</strong>m different from projects<br />

developed by professionals. In this article<br />

we briefly present features and characteristics<br />

that affected <strong>the</strong> success of<br />

<strong>the</strong> collaboration between technology<br />

students and an artist in developing Sonic<br />

Onyx, and <strong>the</strong> lessons that we have<br />

learned from <strong>the</strong> project.<br />

The software-dependent artwork<br />

Sonic Onyx is an interactive sound<br />

sculpture created by <strong>the</strong> artist Samir<br />

M’kadmi [6]. It was placed in front of a<br />

secondary school in Trondheim, Norway.<br />

The sculpture is about four meters<br />

high and <strong>the</strong> diameter of <strong>the</strong> “space” is<br />

about seven meters. There are fourteen<br />

static metal arms and a globe-like sphere<br />

in <strong>the</strong> middle.<br />

Fig. 1. Users interacting with Sonic Onyx<br />

(2007) (©Samir M’kadmi, Photo © Salah<br />

Uddin Ahmed)<br />

The sculpture has seven loudspeakers<br />

located in seven of its arms and a subwoofer<br />

located in <strong>the</strong> ground in <strong>the</strong> center,<br />

making it possible to provide 3D<br />

sound effects in <strong>the</strong> space created by <strong>the</strong><br />

sculpture. People can communicate with<br />

<strong>the</strong> sculpture by sending texts, images<br />

and sound files from <strong>the</strong>ir Bluetoo<strong>the</strong>nabled<br />

handheld devices, such as mobile<br />

phones or PDAs. Based on <strong>the</strong> type<br />

of file, <strong>the</strong> information is distorted<br />

and/or mixed with randomly selected<br />

audio from <strong>the</strong> system and played back<br />

by <strong>the</strong> sculpture and thus provoking <strong>the</strong><br />

sender to find a relationship between <strong>the</strong><br />

sent file and <strong>the</strong> played back audio.<br />

When <strong>the</strong>re is no user interaction, <strong>the</strong><br />

sculpture plays music composed by contemporary<br />

musicians. Artists can create a<br />

user account and upload and store files<br />

of <strong>the</strong>ir musical compositions in <strong>the</strong> system.<br />

The globe of <strong>the</strong> sculpture contains<br />

a lighting system that changes colors,<br />

which gives <strong>the</strong> sculpture a visual aes<strong>the</strong>tic.<br />

The developers of <strong>the</strong> project<br />

were final year bachelor’s degree students<br />

from Sør-Trøndelag University<br />

College (HiST). The project group involved<br />

Håkon Grønning, <strong>the</strong> students’<br />

advisor from HiST and Jarmo Röksä<br />

from <strong>the</strong> Midgard Media Lab, NTNU,<br />

which mediated between <strong>the</strong> artist, <strong>the</strong><br />

student group and <strong>the</strong> municipality of<br />

Trondheim, and that served as a consultant<br />

to <strong>the</strong> students.<br />

Researchers from SArt (including me<br />

as part of my PhD <strong>the</strong>sis under <strong>the</strong> supervision<br />

of Letizia Jaccheri), took part<br />

in <strong>the</strong> project as passive observers. We<br />

followed <strong>the</strong> case study research strategy<br />

as prescribed by Oates, [7] and used<br />

several data collection methods such as<br />

interviews, documents, questionnaires<br />

and observation in order to collect a<br />

wide range of data. Interviews were conducted<br />

with <strong>the</strong> developers, <strong>the</strong> sponsor<br />

and <strong>the</strong> artist. Several documents were<br />

assessed, including <strong>the</strong> pre-project report,<br />

weekly reports, meeting minutes<br />

and <strong>the</strong> final project report.<br />

Development context<br />

The project was commissioned by <strong>the</strong><br />

municipality of Trondheim based on <strong>the</strong><br />

following guidelines proposed by <strong>the</strong><br />

artist: (i) The artwork should be interactive;<br />

(ii) It should use <strong>the</strong> latest technology;<br />

(iii) It should allow scope for<br />

learning and pedagogy, and; (iv) The<br />

development of <strong>the</strong> artwork should involve<br />

educational institutions. The artist<br />

had previous experience working with<br />

interactive installations. He proposed a<br />

set of general requirements for <strong>the</strong> interactivity<br />

of <strong>the</strong> sculpture, with <strong>the</strong> option<br />

of experimenting with <strong>the</strong> developers to<br />

explore different possibilities and solutions.<br />

The developers, who did not have<br />

professional experience of working in<br />

this kind of projects, had a two-fold objective<br />

for <strong>the</strong> project. One was to complete<br />

<strong>the</strong> project successfully within <strong>the</strong><br />

time and budget limit, <strong>the</strong> o<strong>the</strong>r was to<br />

enable students to learn from <strong>the</strong><br />

process. To serve both purposes, <strong>the</strong> role<br />

of project manager rotated among several<br />

students. Report writing, documentation,<br />

and o<strong>the</strong>r tasks such as taking<br />

meeting minutes and writing emails were<br />

shared among <strong>the</strong> members so that everybody<br />

could share <strong>the</strong> workload and get<br />

a sense of <strong>the</strong> variety of activities in <strong>the</strong><br />

project. While <strong>the</strong> group had meetings<br />

every second week with <strong>the</strong> students’<br />

advisor, <strong>the</strong> artist was called upon only<br />

when needed since he lived in a different


city. However, <strong>the</strong> artist was present at<br />

most of <strong>the</strong> meetings and <strong>the</strong> communication<br />

with <strong>the</strong> group was frequent, good<br />

and easy-going. The fact that <strong>the</strong> artist<br />

had a reasonable understanding of different<br />

tools and technologies made<br />

communication easy. The artist had experience<br />

with Max/MSP, which is quite<br />

similar to Puredata, <strong>the</strong> software used for<br />

<strong>the</strong> project. Puredata was selected for <strong>the</strong><br />

project because it was open source.<br />

Since <strong>the</strong> developers were inexperienced,<br />

<strong>the</strong> presence of J. Röksä as a<br />

consultant for <strong>the</strong> group proved to be<br />

very useful. In addition to Röksä, <strong>the</strong><br />

group also contacted sound professionals<br />

in town for <strong>the</strong> sound system development.<br />

From <strong>the</strong> artist’s point of view, <strong>the</strong><br />

collaboration was successful and <strong>the</strong><br />

project ran smoothly, which was also <strong>the</strong><br />

perception of <strong>the</strong> developers. Most of <strong>the</strong><br />

important functionalities were implemented,<br />

except for a couple of tasks that<br />

were not completed due to lack of time.<br />

The artist was happy with <strong>the</strong> end product<br />

for <strong>the</strong> Sonic Onyx system. According<br />

to <strong>the</strong> models of co-creativity derived<br />

by Candy and Edmonds [8], <strong>the</strong> collaboration<br />

in this project can be described as<br />

a partnership model with artist in control.<br />

The artist took part in <strong>the</strong> implementation<br />

phase with <strong>the</strong> technologists<br />

and <strong>the</strong> technologists were involved with<br />

<strong>the</strong> artist in <strong>the</strong> concept design phase.<br />

However, not everything went as<br />

planned. The production of <strong>the</strong> steel arm<br />

for <strong>the</strong> sculpture was delayed by <strong>the</strong> steel<br />

manufacturing company. As result, <strong>the</strong><br />

deployment of <strong>the</strong> sculpture took place<br />

long after <strong>the</strong> student project had ended,<br />

which meant <strong>the</strong> artist was left alone<br />

during <strong>the</strong> time of final deployment and<br />

system testing. The fact that <strong>the</strong>re was no<br />

one to help <strong>the</strong> artist with <strong>the</strong> on-site<br />

deployment or installation surprised <strong>the</strong><br />

artist. Although it was a school project<br />

and <strong>the</strong>y did not have a written agreement<br />

on how long or how extensively<br />

<strong>the</strong> students should help with <strong>the</strong> project,<br />

<strong>the</strong> artist expected <strong>the</strong> students to deliver<br />

<strong>the</strong> system properly, including in site<br />

deployment, testing and running <strong>the</strong> system<br />

at its location. Ano<strong>the</strong>r factor was<br />

<strong>the</strong> time that students had to spend on<br />

learning and researching suitable solutions,<br />

due to <strong>the</strong> experimental nature of<br />

<strong>the</strong> project and <strong>the</strong> lack of experience of<br />

<strong>the</strong> developers. As <strong>the</strong> students mentioned<br />

in <strong>the</strong> report, “Much time was<br />

spent learning socket programming, and<br />

<strong>the</strong> Linux C API. This was later abolished<br />

when NFS file sharing arose as a<br />

possibility”[9]. Except for <strong>the</strong>se few<br />

issues, <strong>the</strong> collaboration generally<br />

worked well. The project enabled us to<br />

identify several factors that we believe<br />

are critical for <strong>the</strong> successful implementation<br />

of an artist and technology student<br />

collaborative project like Sonic Onyx.<br />

Lessons Learned<br />

The following are factors that we think<br />

are important in creating fruitful artiststudent<br />

collaboration:<br />

i) The biggest risk in this kind of student<br />

effort is that one does not know if <strong>the</strong><br />

project will deliver a working system or<br />

not. According to <strong>the</strong> artist, “The main<br />

difference between doing a project with<br />

students and professional developers, if<br />

we disregard professional efficiency, is<br />

<strong>the</strong> insecurity. You are not sure if you<br />

will end up with a fully functional system<br />

as you do not know whe<strong>the</strong>r <strong>the</strong><br />

students will be able to or have <strong>the</strong> capability<br />

to implement <strong>the</strong> whole system”.<br />

ii) Ano<strong>the</strong>r issue is after-development<br />

support and maintenance. It is not reasonable<br />

to expect technical support from<br />

<strong>the</strong> students after <strong>the</strong> project is completed,<br />

and <strong>the</strong> student group will not be<br />

traceable or able to continue providing<br />

support and maintenance of <strong>the</strong> system.<br />

iii) With a student project, <strong>the</strong> artist must<br />

be aware of <strong>the</strong> worst possible outcome<br />

and be prepared for <strong>the</strong> failure of <strong>the</strong><br />

project. The artist or <strong>the</strong> developers or<br />

any o<strong>the</strong>r resources in <strong>the</strong> project group<br />

should have enough of an understanding<br />

about <strong>the</strong> technology to enable <strong>the</strong><br />

project to be implemented. Without<br />

access to technically experienced people,<br />

<strong>the</strong> risk increases.<br />

iv) Using new tools and technology is<br />

always a challenge, especially for a student<br />

group that has not had much work<br />

experience. Experimenting with alternative<br />

solutions also takes time. In fact,<br />

much time can be wasted on learning<br />

and searching for a suitable solution if<br />

<strong>the</strong> group is inexperienced. Therefore,<br />

guidance from experienced professionals<br />

is important in a student project and <strong>the</strong><br />

earlier this can be arranged, <strong>the</strong> better it<br />

is for <strong>the</strong> project.<br />

v) A student group consists of members<br />

with different levels of skill and motivation.<br />

Good supervision is needed to enable<br />

all members to work to <strong>the</strong>ir highest<br />

potential.<br />

vi) Good communication between <strong>the</strong><br />

artist and <strong>the</strong> developers is important and<br />

<strong>the</strong> artists’ knowledge of technology and<br />

ability to communicate with <strong>the</strong> technologists<br />

is a plus in making communication<br />

easy.<br />

vii) Frequent communication and <strong>the</strong> use<br />

of a partnership model where <strong>the</strong> both<br />

artist and technologist are involved and<br />

influence each o<strong>the</strong>r’s work are both<br />

positive factors.<br />

viii) An agreement is important to clarify<br />

how long and how much support will<br />

be provided by <strong>the</strong> student group.<br />

Conclusion<br />

Artist-students collaborations can be<br />

successful when critical issues are properly<br />

identified and addressed. The collaboration<br />

can be beneficial for both artists<br />

and students. Artists can realize <strong>the</strong>ir<br />

artwork and by working with students,<br />

can lower development costs and experiment<br />

with trial-and-error based developments,<br />

while students can learn SE<br />

skills in <strong>the</strong> context of real life projects<br />

and collaborate with artists and take part<br />

in <strong>the</strong> creative process. Here we have<br />

briefly shown <strong>the</strong> issues that were identified<br />

in <strong>the</strong> Sonic Onyx project. We believe<br />

that <strong>the</strong> lessons learned will be<br />

helpful to both artists and software developers<br />

who want to attempt similar<br />

collaborative efforts.<br />

References and Notes<br />

1. Oates, B.J., New frontiers for information systems<br />

research: computer art as an information<br />

system. European Journal of Information Systems.<br />

15,No. 6(2006): pp. 617-626.<br />

2. Trifonova, A., S.U. Ahmed, and L. Jaccheri,<br />

SArt: Towards Innovation at <strong>the</strong> intersection of<br />

<strong>Software</strong> engineering and art, in 16th International<br />

Conference on Information Systems Development<br />

(Galway, Ireland: Springer, 2007).<br />

3. Meyer, J., et al. Artists and technologists working<br />

toge<strong>the</strong>r (panel), Proceedings of <strong>the</strong> 11th annual<br />

ACM symposium on User interface software and<br />

technology (San Francisco, USA: ACM Press,<br />

1998).<br />

4. Biswas, A., et al., Assessment of mobile experience<br />

engine, <strong>the</strong> development toolkit for context<br />

aware mobile applications, in Proceedings of <strong>the</strong><br />

2006 ACM SIGCHI International Conference on<br />

Advances in Computer Entertainment Technology<br />

(California: ACM Press, 2006).<br />

5. Biswas, A. and J. Singh. <strong>Software</strong> <strong>Engineering</strong><br />

Challenges in New Media Applications, <strong>Software</strong><br />

<strong>Engineering</strong> Applications (Dallas, TX, USA: ACTA<br />

Press, 2006).<br />

6. Sonic Onyx, < http://www.soniconyx.org/>,<br />

accessed 12 May 2010.<br />

7. Oates, B.J., Researching Information Systems<br />

and Computing: SAGE Publications Ltd, 2006).<br />

8. Candy, L. and E. Edmonds. Modeling cocreativity<br />

in art and technology, Proceedings of <strong>the</strong><br />

4th conference on Creativity & cognition (Loughborough,<br />

UK: ACM Press, 2002).<br />

9. Asphaug, T., et al., Sculpture with 3D Interactive<br />

Sound, Bachelor Thesis (Trondheim: Sør-Trøndelag<br />

University College 2007). pp. 110.<br />

Special thanks to S. M'kadmi, H. Grønning, and <strong>the</strong><br />

developers, T. Asphaug, C. Bielsa, E. M. Grytå, E.<br />

Thorsrud, and T. Tollefsen for <strong>the</strong>ir cooperation<br />

with <strong>the</strong> study. Thanks to L. Jaccheri for supervising<br />

<strong>the</strong> case study.


Declarations on Co-author Consensus<br />

P1: Letizia Jaccheri and Anna Trifonova<br />

P2: Anna Trifonova<br />

P4: Letizia Jaccheri, Guttorm Sindre and Anna Trifonova<br />

P5: Cristoforo Camerano, Luigi Fortuna, Mattia Frasca and Letizia Jaccheri<br />

P6: Abdullah Al Mahmud and Kristin Bergaust<br />

P7: Letizia Jaccheri and Samir M'kadmi


I ]eq] pue pegrluepr fllce"rroc<br />

'srsoql eqlJo ued se pesn oq ol sr lro.r\ oqt leql ]uesuoc<br />

sr IJoM srql ol uorlnqrrluoc s(el€prpuec eq] ]eqt erelcep I<br />

'eloq,t\ e su Apn}s eseJ eL{}Jo uorsr^Joons IIeJeAo<br />

pue Sur,tterler pue uorlcorJoc ur pedleq Joqln€ puz oqJ 'lcefo.rd eqt ;o yed<br />

crJsrue rro{ I3€qpaoJ pepeeu eql q}r1l\ elcr}Je 0r{} dur,t\er^eJ pue durlcorJoc<br />

pue 'elcrpe oql roJ uorl€uuoJur Surpr,to.rd 'uor1ce11oc elep eql qlr.a,r .{pn1s<br />

esec oql ur pedleq roqlne 'ror{}n€ pr€ p,€ pue puZJo ecue}srsse pue dleq eq} qlrm<br />

roLlln€ 1,1<br />

eql,(q euop {ytsoru se,tt 3ur1r.r16'roq}ne<br />

lsl er{},{q euop se,u srs,{1eue<br />

pue uorlcelloc ele61']calo;d eqlJo ]slue er{l sr roq}n€ prnlJ'roq}ne puoces eq}<br />

Jo uorsr^Jodns eq] Jepun Jor{ln€ NI pelcnpuoc se^r fpnls esec eql 'x,{ug ctuos<br />

pellec ]cefo;d u€ eqt 3o ,{pnls esec eLI} LUoU pe}lnsor sr elcrpe eql :slr€}a11<br />

' LV- 0'' dd' r rz8- L9 8 I NS SI' 6-9 L9 r r -ZV9- E- 8 L6<br />

NgSI 'se8ed Z6e '0€'1on '(Sur;eeur8ug suort€crunuuoceleJ pue scrteruJoJul<br />

Iercos 'secuercg;e1nduo3 roJ elnlrtsq eq] Jo setoN e,rnlce1) JS3IN-I 8e1-ren<br />

re8ur;dg '6007,';Z-VZ'1deg'ue,trre1<br />

'ue1-r1'srede4<br />

pelcolas pesrle5 - GOOZ<br />

IISUV) fSolouqcel pue suv uo ecuereJuoJ Ieuort€urelul ]srrC 'cor4 :('spg)<br />

3ue163ueq3-uee11<br />

pue Sueng ,{eg ui ',,ryolt1Jy elr}cere}uJ ue;o ,{pnig ese3<br />

:x,(u6 cruos,, :rtupu{rlN Jrruus pue 'ueqccrt r.rzl4a.I 'peurqv ulppn qulus 'I<br />

:srseq]-Clrld s,paMqV<br />

urypn qDpS uI suoll€cllqnd<br />

lurof 3ur,uo11og er{t uo rolltne-oc sv<br />

(E uorlces 'g $ uor1e1n8e"r solqd';p pue t uollces<br />

'y'1 $ uorleln8er-qq4 1NIN lJ)<br />

s.pawLly urypn qops ur pasn aq ol suorluerlqnd puroI uo drqsroqlne<br />

srsoql-([rId<br />

Jo luoruo]Bls<br />

uroruoS AgHI lI u|oqA\ oI

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!