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Setting
for the research: a systems
perspective
In the introducti=
on we
differentiated between public (measurable) and private (introspective)
information, and looked at 4 types of information: action, spatial info, ti=
ming
info, and planning. For actio=
n and
perception we also looked at 3 layers of private information – using =
an
analogy of peeling an onion.
In the second and=
third
chapters we introduced the stage and the skeleton that represent the interf=
ace
between public and private information, and that form the basis for action =
in
the world.
In this chapter we
explore the interface between public and private information from a systems
perspective. To continue with=
the
pictures of the introduction, we shall discuss action, visual perception,
planning, and timing. We shal=
l also
discuss briefly the nature of our knowledge about these systems,
differentiating between public (measurable) knowledge and private
(introspective) knowledge.
=
Systems
and interfaces
Systems can be se=
en as
black boxes that have boundaries.
What happens inside the system might be not open to inspection or
measurement (the black box), so that we can only inspect the interfaces, i.=
e.
what flows across the boundaries into and out of the system (the inputs and
outputs). Other systems might=
be
more open to inspection.
We should be able=
to
utilize this concept to help with our analysis and modeling. The public, physical world can be =
seen
as one system, and the mind, brain, and nervous system of the actor can be =
seen
as another system. The
‘inside’ or private part of an actor is a black-box system. The physical world we know somethi=
ng
about, but not everything, so it is neither a black system nor a transparent
system, but something in between.
The two systems i=
nteract through
the bones of the skeleton and though the optics associated with perceiving =
the
bones of the skeleton. Let us=
start
with the public system, ‘the world’.
=
‘The
world’ and its interfaces
There are two
sub-systems. The first, manag=
ing
the output from the system, is the optical sub-system that controls the opt=
ical
information that flows to the audience and to any other viewers of what is
happening on the stage. All v=
isual
information provided by this subsystem is two dimensional and depends on the
location or perspective of the viewer.&nbs=
p;
The visual information reflects the present location of the bones, i=
.e.
there is no significant delay and no memory of previous states.
This
model can be implemented in a client - server arrangement (e.g. browser =
211;
SVG (http) - server), where the server represents the world.
The second sub-sy=
stem
consists of the collection of connected bones representing each of the acto=
rs
on the stage. This is a mecha=
nical
sub-system, in that each of the bones is moved about its relevant joints de=
pending
on the forces applied by muscles. =
span>We
can observe this movement in kinesthetic studies, where little lights or
markers are attached to various points on the body and limbs, and the movem=
ent
of these lights or markers is tracked.&nbs=
p;
The muscles in turn are stimulated to contract or expand by nerve
impulses. Tracking the indivi=
dual
muscles, or the electrical stimulation applied to these muscles is more
challenging, but some progress is being made with modern technology. To simplify this story, we shall f=
ocus
on the information supplied by the neural connections through the muscles to
the bones on how much to move the bone relative to its previous position by
rotating it about the appropriate joint.&n=
bsp;
We can infer this information by observing its effects, i.e. by
investigating the changes in angles about the joints – such as through
the kinesthetic studies mentioned above.&n=
bsp;
This neural information on relative motion then becomes the input to=
the
system – and the sub-system.
We assume that each bone is moved individually, relative to bones th=
at
are connected to it at the joints.
We assume that the neural information supplied to each bone specifies
only incremental relative motion for a very short period of time. (No history, no information about t=
he future.) The motion, of course, is limited =
by the
constraints of the joint and by other physical constraints such as not
penetrating the floor of the stage.)
This
model can be implemented in a browser – http-server arrangement, (i.e=
. client
- server), where the browser representing the brain requests a form listing=
the
bones and enters the requested change in joint angles. The information on this form is th=
en
uploaded to the server representing the world, and the bone positions are
modified as per request (assuming the changes do not violate constraints).<=
span
style=3D'mso-spacerun:yes'> These modified bone positions are =
then
shared with the optical subsystem where they can be inspected.
Note 1: To further simplify the mechanical
model, we have split off control over the hands into a separate subsystem t=
hat
is not included in this model. Only
the rough orientation of the hands relative to the wrists is included.
Note 2: The visual subsystem assumes that =
the
location of each bone is known relative to the stage, other bones, and other
objects such as other actors. We
assume that the bone subsystem only receives information for incremental mo=
tion
of each bone relative to the ‘preceding’ bone and relative to t=
he
rotary motion allowed for the connecting joint. The absolute position of each bone
relative to the stage therefore has to be calculated by the mechanics of the
world rather than by the information coming across the interface. Using introspection we would infer=
that
most of us know (can feel - proprioception?) how the bones are angled, but =
do
not know without looking just where they are.
=
The
problem of time for ‘the world’ interfaces
In both subsystems
discussed above we assume that there is no memory of the past and no plan f=
or
the future, but only the present.
The optical subsystem bears a resemblance to video, where time is
handled as a stepwise sequence of frames.&=
nbsp;
We can use the same approach for the mechanical subsystem model of t=
he
world. This allows us to
synchronize optics and mechanics by assuming that we go from state to state=
in
the bone positions which corresponding to a frame to frame sequence in the
optical domain. In other word=
s, the
bone positions remain constant within the frame and are reflected in the
views. At the same time,
position-change information is received for each bone, which then results in
modified bone positions for the next frame. In this model, perception can lag =
by as
much as the duration of a frame.
Systems and interfaces &n= bsp; Chapter 4 - 3/29/2008 &= nbsp; &nbs= p; &= nbsp; Page 1/3