• ENGAGING CHARACTERS – Kathryn Brew

    Date posted: May 9, 2006 Author: jolanta

    ENGAGING CHARACTERS

    Kathryn Brew

      Engaging
    Characters is a set of interactive, nonlinear cyber-narratives centered around
    the process of characterization. Viewers become active participants in constructing,
    driving, and activating the characters. Many of the works use sensors, speech
    recognition and synthesis, robotics, or the now ubiquitous computer mouse interface
    to create interactivity and response. These works confront viewers with questions
    of authorship, physicality, identity, and space. In traditional media, the position
    of the viewer is usually physically passive or still, and the body is not really
    considered. But with a responsive interface, the body becomes active and the
    experience becomes embodied, something that is more intuitively and viscerally
    felt. When a viewer physically navigates the story space through movement and
    direct engagement, there is an accretion of information that builds knowledge
    of the character.

      Julia
    Heyward’s Miracles in Reverse investigates ways for the viewer to enter
    the cinematic plane in a merging of multi-media, performance, and music. There
    are over seventy-five scenes in   Miracles with multiple characters
    and paths that one can follow. In Miracles, there is a correlation between the
    human brain’s random accessing of fragmented and sometimes distorted memories
    and the computer’s ability to mutate, duplicate, lose, and retrieve stored
    information. The interactive player has to ‘play’ the program proactively
    (like a game or musical instrument) to animate the characters and trigger the
    narrative.

      In
    Sally, or The Bubble Burst, Toni Dove uses the technology of interactivity to
    take stories apart, allowing the player to re-enter the narrative in associative
    layers through physical experience.   Dove considers her character,
    Sally, to be an inhabitable narrative machine that requires the presence of a
    viewer to animate it. The structure is loosely based on the model of conversation,
    where the viewer engages with the character and gradually something is revealed.
    A wireless head microphone allows for vocal commands to navigate video space,
    for pitch and amplitude tracking to allow viewers to sing to Sally, and for speech
    recognition and synthesis so that viewers can talk to this “smart”
    character who will talk back. Constructions of gender, constructions of the human,
    constructions of the robot and the machine collide with each other, creating
    a tension between expectations of human versus machine representation.

      In
    RL (Real Life), Janine Cirincione and Michael Ferraro create a conflicted view
    of a technologically driven world, combining a cinematic landscape with computer
    code to generate the imagery in real-time. The installation presents windows
    onto the characters’ lives and creates a kind of living animated theatre.

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