Performance Research: body/ senses issues

From: Scott deLahunta (sdela@ahk.nl)
Date: 07/29/03


The following message was posted to: dance-tech

Hello --

The Journal of Performance Research (published by Taylor and Francis 
http://www.tandf.co.uk/journals/) is just about to complete its first 
volume dedicated to the body and the senses in performance in a 
series of four related issues: ON VOICES, BODIESCAPES, ON SMELL, and 
MOVING BODIES.

BODIESCAPES in particular would be of interest to many on this list 
-- the theme isn't explicitly technology; but for those of you 
working on theorizing relationships between bodies and technology -- 
I think you will find several of the articles rewarding. Probably 
MOVING BODIES as well -- but it's not out yet so I can't say for sure.

And in case some of you are interested in the possibility of 
interactive olfactory experiences -- I have appended a draft version 
of a short journalistic piece submitted to the ON SMELL issue.

best

scott

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[DRAFT/ DRAFT]

*sniffable media*

If we think of the "five" senses in relation to digital media, smell 
is not the first one to come to mind because most software programmes 
and hardware target our sensory systems for sight and hearing. But 
someday smell may enter this domain of the digital: to be as 
seamlessly synthesized, compressed, stored, transmitted (emailed), 
displayed and played as sound and visual images are now. Apparently 
all we are waiting for is a workable business model.

In the late 1990s, Joel Lloyd Bellenson, a software entrepreneur who 
was also a biologist specializing in genetics, began to research the 
role genes play in smell detection. Scientists had already discovered 
that the mechanism for detecting smell involves the binding of odor 
molecules carried on the air with proteins that sit on the surface of 
a neuron in the nose. Their shapes determine which odor molecule 
connects to which protein; when one shape matches another they bind 
together and the brain is sent a signal that triggers the sense of 
smell.

Initially, Bellenson was interested in uncovering genetic sequences 
and had some ideas for the application of his research that focussed 
on enhancing the taste of food. As a part of the work of correlating 
genes with odor-matching proteins he needed to learn more about the 
proteins themselves, so Bellenson wrote a computer program that would 
simulate their  binding with odor molecules. He also designed an odor 
output device, and in the process of fine-tuning the system  of 
mixing and matching molecules and proteins to produce particular 
smells  Bellenson came up with a smell index; 100 to 150 scent 
primaries from which a countless number of scents could be 
synthesized.

 From this invention emerged his new ambition to integrate smell with 
other media, and Bellenson and his partner Dexter Smith founded 
DigiScents in spring 1999 to exploit the business possibilities. They 
planned to license their smell index to commercial Internet companies 
and to sell a small scent producing output device referred to as the 
iSmell personal scent synthesizer that used a fan to release the 
scent of essential oils. (fig. 1.) Their aim was to integrate smell 
with visual and sonic media in a variety of contexts; e.g. computer 
games (imagine racing cars on your PC and smelling the burning 
rubber), DVD movies played on the home computer (smelling the forest 
in the Wizard of Oz) and email correspondence (using a special 
encoding format a smell can take up less than 2 kbytes of data). In 
October 2000, DigiScents won the "Best New Technology" award and they 
were widely reported on in the press. But in spring 2001, unable to 
find sufficient venture capital to continue, the company closed its 
doors.

While currently there are several scientific and engineering 
laboratories experimenting with smell, from the development of 
synthetic nostrils to "olfactory displays" for use in immersive 
virtual environments, none of these seem to be moving very fast 
beyond the research and prototyping stage. The 20th century is also 
dotted with attempts to treat smell as a media in the context of art 
and entertainment. For instance in the late 1950s, American 
cinematographer Morton Heilig designed a multisensory arcade machine 
called the "Sensorama" that combined smells with stereoscopic visual 
images, but unfortunately he was not successful at raising the funds 
necessary to develop and market his creation. Various other 
experiments with smell as a media were made in the context of cinema, 
most famously in relation to John Waters' 1981 film "Polyester" in 
which he produced the Odorama 'scratch and sniff' cards (fig. 2). 
These were handed out to the audience when they arrived with 
instructions not to release the hidden smells until particular 
moments in the film. There were 10 smells on each card including a 
new car smell, pizza, gas, glue, flatulence and dirty tennis shoes. 
One can still experience this film as it was originally intended by 
purchasing the DVD release of "Polyester", which has the Odorama card 
packaged with it.

While Odorama is a definitively low-tech interactive smell experience 
as compared to the Digiscents iSmell technology, 'scratch and sniff' 
is also a result of scientific research. It is based on the 
technology of 'microencapsulation' developed in the 1940s by the 
National Cash Register Company (NCR) in Dayton Ohio. (fig. 3 
magnification x 1000  tiny glass capsules containing a liquid scent 
and glued onto paper) The basic concept is that of encapsulating a 
micro-particle or droplet to be released from the application of 
pressure via scratching or rubbing. Carbonless paper, for example, 
works on the principle that the pressure of marking on the page 
releases ink from the embedded microcapsules.

Besides sharing laboratory origins, the link between Waters' Odorama 
and Bellenson's iSmell device lies in the intention to selectively 
release odor molecules into the air to drift into the nose, bind with 
a particular protein and trigger neuronal activity in the brain's 
smell centre. But unlike perfumery where bodies and scents are 
inextricably linked, Waters and Bellenson aimed to trigger smells in 
the context of specific visual and sonic media, to use the 
combinatorial and associative power of smell to stimulate memory and 
emotion and enhance experiences of art and entertainment. The primary 
difference between the two is in the potential for Bellenson's 
software code to make sniffable media as available as video streaming 
and MP3 sound files on the Internet. It's hard to predict how media 
designers, artists and developers might respond to this, but if the 
shifts that accompanied the computerising of sound and visual images 
are any indication perhaps we can look forward to a radical set of 
explorations into our relationship with the sense of smell. It is, 
however, realistic to predict that until it becomes commercially 
viable the future for olfactory digital artworks and entertainment is 
still just around the corner.

(Scott deLahunta 14/07/03)

Reference URLs (accessed 14 July 2003):

Bosner, Kevin. "How Internet Odors Will Work". in How Stuff Works. 5 
January 2001.
http://www.howstuffworks.com/internet-odor.htm

Platt, Charles. "You've Got Smell" in Wired Magazine. Issue 7.11, Nov. 1999.
http://www.wired.com/wired/archive/7.11/digiscent_pr.html

Ronald T. Dodge Company. Innovators in the Art and Science of 
Microencapsulation
http://www.rtdodge.com/

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