I C you Tangible media installation QUT
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Uploaded on Oct 19, 2007
With much talk about machines having ghosts inside them (Shirow 1996; Kubrick 1968), at times it seems they do have a mind and personality of their own. What if tangible media could simulate personality and allowing the player to perceive human qualities? What effect would this have on the users position in relation to the installation?
A team of graduating Communication design students Gavan Bright, Simon Young, and Michael Nyberg explore people's relationship towards computers when a computer displays emotions through visual and audio feedback to their spatial presence.
While other installations have dealt with repelling people and forcing users to engage with their position in space in relation to a responsive LED visual sculptures (United Visual Artists 2006; Mottola 2007). Our work is based on the United Visual Artists (2006) work which "Forced people to engage with the position in the space, and their relation to the monolith." Our work is the exploration of place in relation to the perceived personality of a computer. The visual display being a huge pair big brother like watching eyes projected onto the outdoor screens of the creative industries.
Mounted on the quadrangle of Z2 Creative Industries this work uses motion camera detection and gives feedback via video projected onto the large outdoor screens and outdoor speakers.
As people move through the outdoor space two large eyes follow their movement across the quadrangle.
Different areas within this zone elicit different emotions from the computer.
The further away the participants are from the screen the safer the computer will feel about their presence. The closer the participants are then the more scared or emotional the computer will behave. Over time the algorithm will adapt and deal with peoples presence inside the computers space. The audio narrative will reflect a change in behaviour helping create a rhythm of audible moods.
This project stimulates an active, emotional and physical communication between the observer and the computer eyes. This installation allows for the exploration of animating live action through human interaction in real space with the digital emotions of a perceived living being.
Reference
2001 : A Space Odyssey. 1968. Kubrick, S. United States of America: [Film: 70 mm].
Mottola, I. 2007. Viso, interactive Woman's face. Bartproject. http://www.bartproject.com (accessed September 29, 2007).
Ghost in the Shell. 1996. Shirow, M. Japan: Production I.G. [Film: 35 mm].
United Visual Artists. 2006. Untitled LED Sculpture. Rhizome.org. http://www.rhizome.org/fp.rhiz?id=1615 (accessed 14th March 2006).
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