All posts by Yvonne

“bench” as an interactive element

The story begins with main character’s sitting on a bench and continues with his thoughts, observations associated with his environment. Bench is a medium where the writer of the story uses as a place where characters think, express their feelings and communicate. What is the relation between sitting and thinking and how can this relation be used as an input for a bench design? This relation has been defined with regard to sitting postures. Thereby, the design idea has evolved to a bench design which can be manipulated by different sitting postures.

There are three rectangular prisms related to the number of characters in the story and the rectangular prisms have different heights which represent hierarchy between characters. Each rectangular prism have a plate on the top of it which performer can tilt to up and down and this attribute provides different sitting postures.

In terms of interactivity, bench has been designed with the ideas of both helping performers to express emotions and augment the feeling of the environment described in the story. Sound and light are two outputs of the bench in consequence of performers tilting up or down the plate they sit on the top of the it. Light effects have been obtain by placing LED system inside the prisms. There are three switches on the bench; the one in the middle works when the performer sits straight and the other two work when performer sits and tilts left or right on the bench.

By different sitting postures in other words tilting left or right the plate on the top of the bench, some sound and light outputs are obtained. These outputs are: changing the colour of the light, gradually becoming darker or lighter of the light, blinking of the lights, speeding up or down the sound and blinking of the lights, turn on or off the sound.

Inside the Story: Visualisation of Gortsbys Thoughts

SCENE 2

Introduction into Gortsbys thoughts

Video Mapping on Stage elements / Video Manipulation via Voice Sensor

thoughts scene 2.1

“Sieh nicht hinauf, die Antwort ist nicht dort, bete nicht, dort ist nicht einer der sich sorgt…”

Thoughts Scene 2

“…sicher liebt er, wenn das Klirren der Gläser erklingt.”

 

When Gortsby sits on the bench, his thoughts appears on the stage elements. The brightness of the video is influenced by his voice via wireless microphone. In other words, as the actor cites the poem, the video content can be viewed by audience.

 

SCENE 3

Projektion/ Visualisation Forlorn Orchestra / Gortsbys thoughts

Thoughts Scene 3.1

 

Gortsby & Elder man / Forlorn Orchestra Sound / Projection of Gortsbys thoughts

 

thoughts scene 3.2

 

SCENE 5 The SOAP

Videomanipulation via Heartbeatsenor

testing 2

 

Where to put the sensor best?

 

Testing heartbeatsensor

 

Introduction how to use the Heartbeatsensor

 

demo heartbeat

 

Demonstration of the Waterripple-Effect

soap video1#

Visualisation of Gortsbys thoughts: Gortsby thinks about the story younger man told him. The Video bubbles in the scale of Gortsbys heartbeat. Sound of the heartbeat makes the interactive effect more visible/hearable. Essentially, the higher the heart rate, the more  visually visible the ripple in the projection of the “soap bubble”. The effect above is achieved by integrating the heartbeat sensor to panStamp for wireless transmission

 

soap video

 

“…die Seife  war das einzig überzeugende Detail an der ganzen Geschichte…”

The domestication of thoughts

 Concept for visualizing thoughts by using biometric Sensors

 

Bildschirmfoto 2015-01-18 um 21.35.44 vlcsnap-2015-01-22-12h40m49s83vlcsnap-2015-01-22-12h41m04s4

 

Background:

SAKI chose the Hide Park in his shortstory DUSK as setting for Gortsbys thoughts and allegorizes them with pictures of the inside of the character Gortsby.

Gortsby visits the park to get in contact with someone or something. A park basically is something natural, but at the same time created by humans, domesticated and influenced by peoples culture and society.

Is it the same with our thoughts?

The two different encounters and Gortsbys misjudgment (amplified by the element of the soap as a symbol of domestication) show it apparently  – his thoughts are a result of society influenced prejudices.

Find out more about our research on visualization of thinking/prejudice in our thoughts video .

 

The Design of Domesticated Thoughts:

For the projection of Gortsbys thoughts we discussed a lot of ideas about visualizing thoughts as something industrial reproduced or metaphorical like growing thought-plants.

Finally we chose a realistic „domesticated“ point of view perspective and Close Up videos of nature and contrast them with the destruction and irrationality of animated abstract forms. This visual process from a naturalistic picture to abstract forms we want to effect interactively via biometric input of the actor in our play.

 

Realisation:

thinking-  naturalistic to irrational

grün wand neu vlcsnap-2015-01-22-12h42m21s4vlcsnap-2015-01-22-12h42m31s104

rote ästevlcsnap-2015-01-22-12h41m37s64vlcsnap-2015-01-22-12h41m53s221

steine neuvlcsnap-2015-01-22-13h07m04s241vlcsnap-2015-01-22-13h06m52s113

 

Biometric Input via Voice and Heartbeat Sensor:

We influence the visual process through biometric parameters of the actor like voice and heartbeat. Associative pictures are build up and fall apart triggered by the actors behavior.

The transformation from biometric input into projected output refers to the ambiguity between nature and domestication and is a connecting piece between actor and stage.

Find out more about how to use the Sensors in interactive projects.

 

thoughts on stage – have a look at our Storyboard:

Storyboard thoughts 1

Storyboard thoughts 2