This research investigates the intrinsic role of scenography as an integral part of large-scale multi-user and multi-touch environments. While Tangible Media started to break the grounds for the role of proprioception and affordance in interactive environments, large-scale interactive works and participative public art bring additional requirements towards the design of such interfaces. The authors have developed a series of related artworks that integrates the scenographical and architectural setting in the definition, comprehension and operation of the interface. By further analyzing these works, the aim is to address the following questions:
- How can the scenographical and architectural settings provide affordances, i. e., from their impact on the body in space to their cultural icon?
- Can the proprioception (hand-eye) be extended beyond the body scale in a large (or distant) environment?
- What are the roles of the human visual field in understanding an interactive system especially in larger than body environments?
This research has derived works that shift the visual perception in different architectural settings and body-eye coordination’s:
- an interactive floor (looking down, foot-eye)
- a multi-touch table (looking near, hand-eye)
- an interactive wall (looking horizontal, body-eye)
- an interactive building façade (looking far, disembodied).
- Louis-Philippe Demers (CA/SG) makes large-scale robotic environments and interactive media artworks. He was Professor at the HfG/ZKM and currently is at the Interaction and Entertainment Research Centre at the NTU (Singapore).
- Armin Purkrabek (DE/SG) is a stage designer, researcher and media artist. Purkrabek develops futuristic scenographies thru digital/analogue art experiments.
- Phillip Schulze (DE/SG) is a media artist, composer and improviser. Schulze develops site-specific visual and auditory experiences and collaborative action spaces.
Full text (PDF) p. 174-176