DE14TU

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Contents

Time's Up -- Introduction

Media:14DE14_TUIntro.pdf

Goal of Data Ecologies 2014 (DE14) - Why are you all here?

In developing the concept for DE14 Time's Up(TU) invented and hybridised technical terms. In the process TU may have misinterpreted the words used in talking about transmedia narratives and future scenarios. If so, help us to understand them. As a result of DE14 we'd like to steal your ideas (with the best of intentions). Following DE14 a Book Sprint will be held with many of participants from this symposium.

How does Time's Up work fit into the ecology of future discussions?

The future of the revolution of everyday life. Or. The revolution of the future of everyday life.

Historical works of Time's Up.

Early works were a response to early 90s virtuality madness – in some ways a real virtuality.

Early works focussed on physicality, were explorable and invited people to interact at a physical level. Interfaces tried to be intuitive and intriguing, encouraging the audience to interact with the projects. TU identified themselves as facilitators, not necessarily artists. Enjoyed observing audiences interacting with the works.

AUDIENCE - 'roles' Audience was not the appropriate term for people using TU works. TU thinks of them as visitors who are doing things in the spaces.

Environments not as objects, but components that fit together to become a whole world.

Gravitron

invited people to explore an interface that could be controlled by whole body joysticks.

Moving Disc

large disc (like playground equipment) triggered media interfaces.

TU created social hardware or glue. Works with 'distraction properties' - moving people away from goal oriented behaviour and more into playful interaction.

Cavity Resonator

giant Karaoke machine.

Compendulum

Giant swings gave adults an excuse to act like children. They were excited and more likely to play and explore.

Surrounding Environments

TU's smaller works were locked together within a greater space of surrounding (designed) environments which gave visitors the opportunity to reflect and discuss the experiences and understandings of the pieces. This additional level of discovery 'did you see that!?' invited visitors to return to the pieces and discover more.

Early works were about building worlds. TU avoided thinking about deeper psychological interactions.

Physical Narratives (PN)

Over time however, TU became more interested in how to include narrative and build stories within the spaces.

A concept stolen from the book Snoop (Gosling) - a visitor is left alone in a space (e.g. an office) and invited to make themselves at home.


Core aspects of Physical Narratives.

Domestic Bliss

A mediated crime – a ghost story built into an old apartment. The 1950s scene contained audio, and visual and physical effects to encourage the feeling of reality. A cupboard would shake (scaring people out of the room). Thunder and lightning effects were convincing enough to make visitors wish they had brought their umbrella - despite the sunny day outside. The space was populated with elements of daily life - old magazines, empty glasses draining added to the world of the story.

Stored in a Bank Vault

Multiple connected rooms presented the story of a bank heist. An initial visit should give an impression of the overall story arc. The smaller details from specific objects add to the story and allow the visitors to bring additional threads into the main story idea. All items included in the space are consciously included to give the story more depth. e.g. an ancient botanical book provides the additional thread that the heist was not for money but for some rare seeds.

20 Seconds Into The Future

Vaguely science fiction. Edges of mathematics. Presented as part of the Long Night of Research where institutions such as R&D labs and universities invite the general public to learn more about research

Unattended Luggage

Future Fabulators (FF)

ASIDE : One reason to be involved in physical narratives was to avoid art jail (dark rooms, broken projectors and bad food) as it moved away from media art.

FF developed in collaboration with partner organisations. The goal is to take (and create) models of future scenarios and relate them to everyday life in a way that 'real' people could engage with. These stories a superficial first idea and then the opportunity to dive in further.

Speakers and audience invited here in order see what Time's Up are doing and to see how the PN work they are doing can explore the ideas of future the other speakers are working with.

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