Pressure Project 1 – Fireworks
Posted: January 30, 2024 Filed under: Uncategorized | Tags: Interactive Media, Isadora, Pressure Project, Pressure Project One Leave a comment »When given the prompt, “Retain someone’s attention for as long as possible” I begin thinking about all of the experiences that have held my attention for a long time. Some would be a bit hard to replicate such as a conversation or a full length movie. Other experiences would be easier as I think interacting with something could retain attention and be a bit easier to implement. Now what does that something do so people would want to repeat the experience again and again and again? Some sort of grand spectacle that is really shiny and eye catching. A fireworks display!
The Program
The first scene is setting up the image that the user always see. This is the firework “barrels” and buttons to launch the fire works.
The buttons were made as a custom user input function. I did not know there was a control panel that already has preset buttons programed. If I had known that I could have saved myself 2 hours of experimenting. So how each button works is the Stage Mouse Watcher checks the location of the mouse in the stage and if the mouse clicks. Then two inside range actors are used to check where the mouse is in the x and y axis. If the mouse is in preset range it triggers a Trigger value actor that goes to a Toggle actor. The toggle actor then turns a wave generator on and off. The wave generator then sends its value to a Value Changed actor. If the in the x bounds, the y bounds, and the mouse clicks triggers activate all at once, then the scene is moved to launch a firework.
The scenes that the buttons jump to is set up to be a unique firework pattern. The box will launch a firework to a set location and after a timer the sparkle after effect will show. Then after it ends the scene ends.
Upon reflection, one part that could have helped retain attention even longer would have been to randomize the fireworks explosion pattern. This could have been done with the random number generator and the value scalar actors to change the location of where the sparkle explosion effect ends up and with how long they last in the air.
Lawson: Cycle 2
Posted: November 30, 2023 Filed under: Nico Lawson | Tags: Cycle 2, dance, Digital Performance, Interactive Media, Isadora Leave a comment »The poem shared in the videos:
I’m sorry that I can’t be more clear.
I’m still waking up.
This body is still waking up.
What a strange sensation,
To feel a part of you dying while you’re still alive.
What a strange sensation for part of you to feel like someone else.
Maybe she was someone else.
I can’t explain the relief that I feel to let her go.
I can’t explain the peace that I feel,
To give myself back to the dust,
On my own terms this time.
That’s just it.
My past life, Wisteria’s life, is dust.
That life caught fire and returned to the durst from which it came…
But the rain came just as it always does
Cleansing tears and eternal life cycle.
It reminds me that this body is seventy percent water
Intimately tied to planer just the same
That will always come to claim it’s own.
Wash me away and birth me again.
When I still prayed to a god they taught me about baptism.
How the water washes away your sin.
How you die when they lay you down.
How you are reborn when they raise you up.
While Wisteria turns to dust,
I return myself to the water, still on my own terms.
I watch my life in the sunlight that dances on the surface
Let the current take her remains as my tears and the Earth’s flow by.
Grieving…
Lost time
Self-loathing
The beautiful possibilities choked off before they could take root
The parts of myself that I sacrificed in the name of redemption.
And the water whispers love.
I am not sin.
I am holy.
I am sacred.
I am made of the stuff of the Earth and the universe.
No forgiveness, no redemption is necessary.
Only the washing away of the remains of the beautiful mask I wore.
Only the washing away of self-destruction and prayers for mercy.
And when I emerge I hope the water in my veins will whisper love to me
Until I can believe it in every cell…
Technical Elements
Unfortunately I do not have images of my Isadora patch for Cycle 2. I will share more extensive images in my Cycle 3 post. The changes applied to the patch are as follows:
- Projection mapping onto a square the size of the kiddie pool that I will eventually be using.
- Rotating the projection map of the “reflection” to match the perspective of the viewer.
- Adding an “Inside Range” actor to calculate the brightness of the reflection.
- Colorizer and HSL adjust actors to modify the reflection.
For Cycle 2, I also projected onto the silk rose petals that will form the bulk of the future projection surface and set the side lighting to be optimal for not blinding the camera. Before the final showing on December 8, I need to spray the rose petals with starch to prevent them from sticking to each other and participants’ clothing.
For Cycle 3, I know that I will need to remap the projections once the pool is in place. One of the things that I observed from my video is that the water animation and the reflection do not overlap well. Once I have the kiddie pool in place, it will be easier to make sure that the projections fall int he correct place.
I also want to experiment with doubling and layering the projection to play into the already other-worldliness of the digital “water.” I may also play with the colorization of the reflections as well. The reflection image is already distorted; however, it is incredibly subtle and, as noted by one of the viewers at my showing, potentially easy to miss. Since there is no way to make the reflection behave like water, I see no reason not to further abstract this component of the project to make it more easily observable and more impactful on the viewer.
Reflections and Questions
One of my main questions about this part of the project was how to encourage people to eventually get into the pool to have their own experience in the water. For my showing, I verbally encouraged people to get in and play with the flower petals while they listened to me read the poem. However, when this project is installed in exhibition for my MFA project, I will not be present to explain to viewers how to participate. So I am curious about how to docent my project so that viewers want to engage with it.
What I observed during my showing and learned from post-showing feedback is that hearing me read the poem while they were in the pool created an embodied experience. Hearing my perspective on the spiritual nature of my project directed people into a meditative or trance-like experience of my project. What I want to try for Cycle 3 is creating a loop of sections of my poem with prompts and invitations for physical reflections in the pool. My hope is that hearing these invitations will encourage people to engage with the installation. I will also provide written instructions alongside the pool to make it clear that they are invited to physically engage with the installation.
Lawson: Cycle 1
Posted: November 14, 2023 Filed under: Nico Lawson, Uncategorized | Tags: cycle 1, dance, Interactive Media, Isadora Leave a comment »My final project is yet untitled. This project will also be a part of my master’s thesis, “Grieving Landscapes” that I will present in January. The intention of this project is that it will be a part of the exhibit installation that audience members can interact with and that I will also dance in/with during the performances. My goal is to create a digital interpretation of “water” that is projected into a pool of silk flower petals that can then be interacted, including casting shadows and reflecting the person that enters the pool.
In my research into the performance of grief, water and washing has come up often. Water holds significant symbolism as a spirit world, a passage into the spirit world, the passing of time, change and transition, and cleansing. Water and washing also holds significance in my personal life. I was raised as an Evangelical Christian, so baptism was a significant part of my emotional and spiritual formation. In thinking about how I grieve my own experiences, baptism has reemerged as a means of taking control back over my life and how I engage with the changes I have experienced over the last several years.
For cycle 1, I created the Isadora patch that will act as my “water.” Rather than attempting to create an exact replica of physical water, I want to emphasis the spiritual quality of water: unpredictable and mysterious.
To create the shiny, flowing surface of water, I found a water GLSL shader online and adjusted it’s color until it felt suitably blue: ghostly but bright, but not so bright as to outshine the reflection generated by the web cam. To emphasize the spiritual quality of the digital emanation, I decided that I did not want the watch to be constantly projecting the web cam’s image. The GLSL shader became the “passive” state of the patch. I used difference, calculate brightness, and comparater actors with active and deactive scene actors to form a motion sensor that would detect movement in front of the camera. When movement is detected, the scene with the web cam projection is activated, projecting the participant’s image over the GLSL shader.
To imitate the instability of reflections in water I applied a motion blur to the reflection video. I also wanted to imitate the ghostliness of reflections in water, so I desaturated the image from the camera as well.
To emphasize the mysterious quality of my digital water, I used an additional motion sensor to deactivate the reflection scene. If the participant stops moving or moves out of the range of the camera, the reflection image fades away like the closing of a portal.
The patch itself is very simple. It’s two layers of projection and a simple motion detector. What matters to me is the way that this patch will eventually interact with the materials and how the materials with influence the way that the participant then engages with the patch.
For cycle 2, I will projection map the patch to the size of the pool, calibrating it for an uneven surface. I will determine what type of lighting I will need to support the web camera and appropriate placement of the web camera for a recognizable reflection. I will also need to recalibrate the comparater for a darker environment to keep the motion sensor functioning.
Lawson: PP3 “Melting Point”
Posted: November 14, 2023 Filed under: Nico Lawson, Uncategorized | Tags: Interactive Media, Isadora, Pressure Project Leave a comment »For Pressure Project 3, we were tasked to improve upon our previous project inspired by the work of Chuck Csuri to make the project suitable to be exhibited in a “gallery setting” for the ACCAD Open House on November 3, 2023. I was really happy with the way that my first iteration played with the melting and whimsical qualities of Csuri’s work, so I wanted to turn my attention to the way that my patch could also act as it’s own “docent” to encourage viewer engagement with the patch.
First, rather than wait until the end of my patch to feature the two works that inspired my project, I decided to make my inspiration photos the “passive” state of the patch. Before approaching the web camera and triggering the start of the patch, my hope was that the audience would be curious and approach the screen. I improved the sensitivity of the motion sensor aspect of the patch so that as soon as a person began moving in front of the camera, the patch would begin running.
When the patch begins running, the first scene that the audience sees is this explanation. Because I am a dancer and the creator of the patch, I am intimately familiar with the types of actions that make the patch more interesting. However, audience members, especially those without movement experience, might not know how to move with the patch with only the effects on the screen. My hope was that including instructions for the type of movement that best interacted with the patch would increase the likelihood that a viewer would stay and engage with the patch for it’s full duration. For this reason, I also told the audience about the length of the patch so audience members would know what to expect. Additional improvements made to this patch were shortening the length of the scenes to keep viewers from getting bored.
Update upon further reflection:
I wish that I had removed or altered the final scene in which the facets of the kaleidoscope actor were controlled by the sound level watcher. After observing visitors to the open house and using the patch at home where I had control over my own sound levels, I found that it was difficult to get the volume to increase to such a level that the facets would change frequently enough for the actor to attract audience member’s attention by allowing them to intuit that their volume impacted what they saw on screen. For this reason, people would leave my project before the loop was complete seeiming to be confused or bored. For simplicity, I could have removed the scene. I also could have used an inside range level actor to lower the threshold for the facets to be increased and spark audience attention.
Cycle 3: Dancing with Cody Again – Mollie Wolf
Posted: December 15, 2022 Filed under: Uncategorized | Tags: dance, Interactive Media, Isadora, kinect, skeleton tracking Leave a comment »For Cycle 3, I did a second iteration of the digital ecosystem that uses an Xbox Kinect to manipulate footage of Cody dancing in the mountain forest.
Ideally, I want this part of the installation to feel like a more private experience, but I found out that the large scale of the image was important during Cycle 2, which presents a conflict, because that large of an image requires a large area of wall space. My next idea was to station this in a narrow area or hallway, and to use two projectors to have images on wither side or surrounding the person. Cycle 3 was my attempt at adding another clip of footage and another mode of tracking in order to make the digital ecosystem more immersive.
For this, I found some footage of Cody dancing far away, and thought it could be interesting to have the footage zoom in/out when people widen or narrow their arms. In my Isadora patch, this meant changing the settings on the OpenNI Tracker to track body and skeleton (which I hadn’t been asking the actor to do previously). Next, I added a Skeleton Decoder, and had it track the x position of the left and right hand. A Calculator actor then calculates the difference between these two numbers, and a Limit-Scale Value actor translates this number into a percentage of zoom on the Projector. See the images below to track these changes.
My sharing for Cycle 3 was the first time that I got to see the system in action, so I immediately had a lot of notes/thoughts for myself (in addition to the feedback from my peers). My first concern is that the skeleton tracking is finicky. It sometimes had a hard time identifying a body – sometimes trying to map a skeleton on other objects in space (the mobile projection screen, for example). And, periodically the system would glitch and stop tracking the skeleton altogether. This is a problem for me because while I don’t want the relationship between cause and effect to be obvious, I also want it to be consistent so that people can start to learn how they are affecting the system over time. If it glitches and doesn’t not always work, people will be less likely to stay interested. In discussing this with my class, Alex offered an idea that instead of using skeleton tracking, I could use the Eyes++ actor to track the outline of a moving blob (the person moving), and base the zoom on the width or area that the moving blob is taking up. This way, I could turn off skeleton tracking, which I think is part of why the system was glitching. I’m planning to try this when I install the system in Urban Arts Space.
Other thoughts that came up when the class was experimenting with the system were that people were less inclined to move their arms initially. This is interesting because during Cycle 2, people has the impulse to use their arms a lot, even though at the time the system was not tracking their arms. I don’t fully know why people didn’t this time. Perhaps because they were remembering that in Cycle 2 is was tracking depth only, so they automatically starting experimenting with depth rather than arm placement? Also, Katie mentioned that having two images made the experience more immersive, which made her slow down in her body. She said that she found herself in a calm state, wanting to sit down and take it in, rather than actively interact. This is an interesting point – that when you are engulfed/surrounded by something, you slow down and want to receive/experience it; whereas when there is only one focal point, you feel more of an impulse to interact. This is something for me to consider with this set up – is leaning toward more immersive experiences discouraging interactivity?
This question led me to challenge the idea that more interactivity is better…why can’t someone see this ecosystem, and follow their impulse to sit down and just be? Is that not considered interactivity? Is more physical movement the goal? Not necessarily. However, I would like people to notice that their embodied movement takes effect on their surroundings.
We discussed that the prompting or instructions that people are given could invite them to move, so that people try movement first rather than sitting first. I just need to think through the language that feels appropriate for the context of the larger installation.
Another notable observation from Tamryn was that the Astroturf was useful because it creates a sensory boundary of where you can move, without having to take your eyes off the images in front of you – you can feel when you’re foot reaches the edge of the turf and you naturally know to stop. At one point Katie said something like this: “I could tell that I’m here [behind Cody on the log] in this image, and over there [where Cody is, faraway in the image] at the same time.” This pleased me, because when Cody and I were filming this footage, we were talking about the echos in the space – sometimes I would accidentally step on a branch, causing s snapping noise, and seconds later I would hear the sound I made bouncing back from miles away, on there other side of the mountain valley. I ended up writing in my journal after our weekend of filming: “Am I here, or am I over there?” I loved the synchronicity of Katie’s observation here and it made my wonder if I wanted to include some poetry that I was working on for this film…
Please enjoy below, some of my peers interacting with the system.
Mollie Wolf Cycle 2: The WILDS – Dancing w/ Cody
Posted: November 27, 2022 Filed under: Uncategorized | Tags: depth camera, Interactive Media, Isadora, kinect, mollie wolf Leave a comment »For Cycle 2, I began experimenting with another digital ecosystem for my thesis installation project. I began with a shot I have of one of my collaborators, Cody Brunelle-Potter dancing, gesturing, casting spells on the edge of a log over looking a mountain side. As they do so, I (holding the camera) am slowing walking toward them along the log. I was rewatching this footage recently with the idea of using a depth camera to play the footage forward or backward as you walk – allowing your body to mimic the perspective of the camera – moving toward Cody or away from them.
I wasn’t exactly sure how to make this happen, but the first idea I came up with was to make an Isadora patch that recorded how far someone was from an Xbox Kinect at moments in time regularly, and was always comparing the their current location to where they were a moment ago. Then, whether the difference between those two numbers was positive or negative would tell the video whether to play forward or backward.
I explained this idea to Alex; he agreed it was a decent one and helped me figure out which actors to use to do such a thing. We began with the OpenNI Tracker, which has many potential ways to track data using the Kinect. We turned many of the trackers off, because I wasn’t interested in creating any rules in regards to what the people were doing, just where they were in space. The Kinect sends data by bouncing a laser of objects, depending on how bright the is when it bounces back tells the camera whether the object is close (bright), or far (dim). So the video data that comes from the Kinect is grey scale, based on this brightness (closer is to white, as far is to black). To get a number from this data, we used a Calc Brightness actor, which tracks a steadily changing value corresponding to the brightness of the video. Then we used Pulse Generator and Trigger Value actors to frequently record this number. Finally, we used two Comparator actors: one that checked if the number from the Pulse Generator was less than the current brightness from the Calc Brightness actor, and one that did the opposite, if it was greater than. These Comparators each triggered Tigger Value actors that would trigger the speed of the Movie Player playing the footage of Cody to be -1 or 1 (meaning that it would play forward at normal speed or backwards at normal speed).
Once this basic structure was set up, quite a bit of fine tuning was needed. Many of the other actors you see in these photos were used to experiment with fine tuning. Some of them are connect and some of them are not. Some of them are even connected but not currently doing anything to manipulate the data (the Calculator, for example). At the moment, I cam using the Float to Integer actor to make whole numbers out of the brightness number (as opposed to one with 4 decimal points). This makes the system less sensitive (which was a goal because initially the video would jump between forward and backward when a person what just standing still, breathing). Additionally I am using a Smoother in two locations, one before the data reaches the Trigger Value and Comparator actors, and one before the data reaches the Movie Player. In both cases, the Smoother creates a gradual increase or decrease of value between numbers rather than jumping between them. The first helps the sensed brightness data change steadily (or smoothly, if you will); and the second helps the video slow to a stop and then speed up to a reverse, rather than jumping to reverse, which felt glitchy originally. As I move this into Urban Arts Space, where I will ultimately be presenting this installation, I will need to fine tune quite a bit more, hence why I have left the other actors around as additional things to try.
Once things were fine tuned and functioning relatively well, I had some play time with it. I noticed that I almost instantly had the impulse to dance with Cody, mimicking their movements. I also knew that depth was what the camera was registering, so I played a lot with moving forward and backward at varying times and speeds. After reflecting over my physical experimentation, I realized I was learning how to interact with the system. I noticed that I intuitively changed my speed and length of step to be one that the system more readily registered, so that I could more fluidly feel a responsiveness between myself and the footage. I wondered whether my experience would be common, or if I as a dancer have particular practice noticing how other bodies are responding to my movement and subtly adapting what I’m doing in response to them…
When I shared the system with my classmates, I rolled out a rectangular piece of astro turf in the center of the Kinect’s focus (and almost like a carpet runway pointing toward the projected footage of Cody). I asked them to remove their shoes and to take turns, one at a time. I noticed that collectively over time they also began to learn/adapt to the system. For them, it wasn’t just their individual learning, but their collective learning because they were watching each other. Some of them tried to game-ify it, almost as thought it was a puzzle with an objective (often thinking it was more complicated than it was). Others (mostly the dancers) had the inclination to dance with Cody, as I had. Even though I watched their bodies learned the system, none of them ever quite felt like they ‘figured it out.’ Some seemed unsettled by this and others not so much. My goal is for people to experience a sense of play and responsiveness between them and their surroundings, less that it’s a game with rules to figure out.
Almost everyone said that they enjoyed standing on the astro turf—that the sensation brought them into their bodies, and that there was some pleasure in the feeling of stepping/walking on the surface. Along these lines, Katie suggested a diffuser with pine oil to further extend the embodied experience (something I am planning to do in multiple of the digital ecosystems through out the installation). I’m hoping that prompting people into their sensorial experience will help them enter the space with a sense of play, rather than needing to ‘figure it out.’
I am picturing this specific digital ecosystem happening in a small hallway or corner in Urban Arts Space, because I would rather this feel like an intimate experience with the digital ecosystem as opposed to a public performance with others watching. As an experiment with this hallway idea, I experimented with the zoom of the projector, making the image smaller or larger as my classmates played with the system. Right away, my classmates and I noticed that we much preferred the full, size of the projector (which is MUCH wider than a hallway). So now I have my next predicament – how to have the image large enough to feel immersive in a narrow hallway (meaning it will need to wrap on multiple walls).
Cycle 3–Allison Smith
Posted: April 28, 2022 Filed under: Uncategorized | Tags: dance, Interactive Media, Isadora 1 Comment »I had trouble determining what I wanted to do for my Cycle 3 project, as I was overwhelmed with the possibilities. Alex was helpful in guiding me to focus on one of my previous cycles and leaning into one of those elements. I chose to follow up with my Cycle 1 project that had live drawing involved through motion capture of the participant. This was a very glitchy system, though, so I decided to take a new approach.
In my previous approach of this, I utilized the skeleton decoder to track the numbers of the participants’ hands. These numbers were then fed into the live drawing actor. The biggest problem with that, though, is that the skeleton would not track well and the lines didn’t correspond to the person’s movement. In this new iteration, I chose to use a camera, eyes ++ and the blob decoder to track a light that the participant would be holding. I found this to be a much more robust approach, and while it wasn’t what I had originally envisioned in Cycle 1, I am very happy with the results.
I had some extra time and spontaneously decided to add another layer to this cycle, where the participant’s full body would be tracked with a colorful motion blur. With this, they would be drawing but we would also see the movement the body was creating. I felt like this addition leaned into my research in this class of how focusing on one type of interactive system can encourage people to move and dance. With the outline of the body, we were able to then see the movement and dancing that the participant’s probably weren’t aware they were doing. I then wanted to put the drawing on a see-through scrim so that the participant would be able to see both visuals being displayed.
A few surprises came when demonstrating this cycle with people. I instructed that viewers could walk through the space and observe however they wanted, however I didn’t consider how their bodies would also be tracked. This brought out an element of play from the “viewers” (aka the people not drawing with the light) that I found most exciting about this project. They would play with different ways their body was tracked and would get closer and farther from the tracker to play with depth. They also played with shadows when they were on the other side of the scrim. My original intention with setting the projections up the way that they were–on the floor in the middle of the room–was so that the projections wouldn’t mix onto the other scrims. I never considered how this would allow space for shadows to join in the play both in the drawing and in the bodily outlines. I’ve attached a video that illustrates all of the play that happened during the experience:
Something that I found interesting after watching the video was that people were hesitant to join in at first. They would walk around a bit, and they eventually saw their outlines in the screen. It took a few minutes, though, for people to want to draw and for people to start playing. After that shift happened, there is such a beautiful display of curiosity, innocence, discovery, and joy. Even I found myself discovering much more than I thought I could, and I’m the one who created this experience.
The coding behind this experience is fairly simple, but it took a long time for me to get here. I had one stage for the drawing and one stage for the body outlines. For the drawing, like I mentioned above, I used a video in watcher to feed into eyes ++ and the blob decoder. The camera I used was one of Alex’s camera as it had a manual exposer to it, which we found out was necessary to keep the “blob” from changing sizes when the light moved. The blob decoder finds bright points in the video, and depending on the settings of the decoder, it will only track one bright light. This then fed into a live drawing actor in its position and size, with a constant change in the colors.
For the body outline, I used an astra orbec tracker feeding into a luminance key and an alpha mask. The foreground and mask came from the body with no color, and the background was a colorful version of the body with a motion tracker. This created the effect of having a white colored silhouette with a colorful blur. I used the same technique for color in the motion blur as I did with the live drawing.
I’m really thankful for how this cycle turned out. I was able to find some answers to my research questions without intentionally thinking about that, and I was also able to discover a lot of new things within the experience and reflecting upon it. The biggest takeaway I have is that if I want to encourage people to move, it is beneficial to give everyone an active roll in exploration rather than having just one person by themselves. I was focused too much on the tool in my previous cycles (drawing, creating music) rather than the importance of community when it comes to losing movement inhibition and leaning into a sense of play. If I were to continue to work on this project, I might add a layer of sound to it using MIDI. I did enjoy the silence of this iteration, though, and am concerned that adding sound would be too much. Again, I am happy with the results of the cycle, and will allow this to influence my projects in the future.
Cycle 2–Allison Smith
Posted: April 7, 2022 Filed under: Uncategorized | Tags: Cycle 2, dance, Interactive Media, Isadora Leave a comment »For my cycles, I’m working on practicing different media tools that can interact with movement. For this cycle, I chose to work with the interaction of movement and sound. Similar to my PP2, I had a song with several tracks playing at the same time, and the volume would turn up when it’s triggered. The goal was to allow a space to play with movement and affect the sound, allowing that to affect the movement.
I had two possible audiences in mind for this. The first audience I was considering was people who don’t typically dance, and who find this in a type of installation and want to play with it. Like I mentioned at the beginning, I’m curious about how completing an activity motivated through exploration will knock down inhibitions that are associated with movement. Maybe finding out that the body can create different sounds will inspire people to keep playing. The other audience I had in mind was a dancer who is versed in freestyle dance, specifically in house dance. I created a house song within this project, and I inspired the movement triggers based on basic moves within house dance. Then, the dancer could not only freestyle with movement inspired by the music, but their movement can inspire the music, too.
For this demo, I chose to present it in the style for the first audience. Here is a video of the experience:
I ran into a few technical difficulties. The biggest challenge was how I had to reset the trigger values for each space I was in. The brightness of the depth was different in my apartment living room than it was in the MOLA. I also noticed that I was able to create the different boundaries based on my body and how I would move. No one moves exactly the same way, so sounds will be triggered differently for each person. It was also difficult to keep things consistent. Similarly to how each person moves differently from each other, we also don’t ever move exactly the same. So when a sound is triggered one time, it may not be triggered again by the same movement. Finally, there was a strange problem where the sounds would stop looping after a minute or so, and I don’t know why.
My goal for this cycle was to have multiple songs to play with that could be switched between in different scenes. If I were to continue to develop this project, I would want to add those songs. Due to time constraints, I was unable to do that for this cycle. I would also like to make this tech more robust. I’m not sure how I would do that, but the consistency would be nice to establish. I am not sure if I will continue this for my next cycle, but these ideas are helpful to consider for any project.
Cycle 1 Reflection Post
Posted: November 2, 2017 Filed under: Bita Bell | Tags: Contemporary Dance, Digital Performance, Interactive Media Leave a comment »For my DEMS final project, I am working on recreating an improvisation that happened in december 2017 in Tehran at the apartment of Iranian female painter, Oldooz. On that day, I was improvising with sensations, textures, colors, lines, and moods of her large painting series called Loneliness. In this project, I am interested in translating my movement investigation with the painting into an interactive installation in which the audience explores different aspects of the painting. I am also researching my memory of that improvisation as well as using photographs as a source to choreograph a solo.
Photographs taken by Oldooz, December 2017, Tehran, Iran.
Cycle 1 deadline pressured me to choose my setting for projection and performance. I decided to use the ceiling projector, projecting to a transparent white cloth screen in dimensions close to the actual real life painting.