Abstract central the works related pursued conclusion appendices

Part Five: Conclusion  

 

Liquid Sensations aimed to investigate the aesthetic and technical issues involved in evoking corporeal sensations with interactive video installations. The outcomes of the studio-based investigation are three new inter-related video installations.

· Wake, which evokes the sensations of water wrapping around the body that occur when entering the water from a beach and the relative calm once past the surf.
·      Dropping, which evokes the sensory experiences of shallow breath diving, which are to descend under the water, to experience a feeling of the environment slowing down and then to surface again for air.
·      Under, which suggests the bodily feelings of breathing out while looking up to the surface from under the water.
 
The aim of these installations is to suggest to the viewer the sensory experiences of submersion in water. During the development of these installations three questions were researched and solutions developed.
 
1) How can video installations be used to evoke sensory experience?
The works have used first person viewpoints. Sounds and imagery have been digitally manipulated and processed to enhance the suggestive qualities of the media. The three video installations have been positioned in the gallery spaces in a manner which facilitates the experience, building to a powerful impact. The sounds have been orchestrated mindful of the juxtaposition of the works. The overall effect enhances the suggestion of submersion in water.
2) How can unobtrusive interactivity be used to enhance the viewer’s engagement with the works?
Sensing techniques that are intuitive in the context of the gallery have been used. The control system is based on probability and has a memory and understanding of past and present action in the gallery. The control system averages the current activity levels of all the installations to orchestrate them together. These methods result in an unobtrusive integration of the viewer’s engagement with the works.
3) What are the methods for a solo artist to develop interactive video installations?
A methodology for producing interactive video installations was developed (as documented in Appendix One). Commonly-used software and hardware have been used to achieve the immersive surround effect of the final installations.
 
These solutions and the final installations are the results of my investigation into ‘what are the aesthetic and technical issues involved in evoking corporeal sensations of submersion in water?’
 
During the investigation a number of methods were developed that were successful and some which I would change in hindsight. The audio in the final works is one of the most successful aspects in terms of how it adds to the evocative, immersive effect of the installations. If greater emphasis was placed on the sound in the early stages of the project it may have developed differently. In addition, earlier adoption of 3D models of the gallery space may have made some of the experimentation with the works in the gallery unnecessary.
 
The methodologies developed here update previous attempts to evoke subjective sensory experiences. In a rapidly changing field the approach employed in this studio-based investigation will provide a model for other artists seeking to employ interactive video installations for their evocative potential as a medium.
 

Future directions

 
Future directions include the combination of some these successful aspects of the project and investigation of the possibilities of tactility. One project will develop prototype interactive objects that will evoke what might be found near the water. As children most people have listened to the sea in a shell at the beach. What I plan to do is explore this type of experience with found objects on a beach to create an almost magical object that is made alive by technology. This has been supported by a development grant from the New Media Arts Fund of The Australia Council for the Arts. Expertise in building interactive objects which merge electronics, sensing and media technologies together will be developed by attending an orientation residency at Steim [1] in the Netherlands and the development of three prototype objects over a period of two months following the residency.
 
Liquid Sensations has been restricted to the use of video and sound technologies to evoke sensations. The next development will be to investigate whether removing video from the process and replacing it with interactive light systems would be successful. Other possibilities include the exploration of the tactile sensation of cold on the skin in the water by the use of air conditioning systems to change the room’s temperature. The focus of these installations would be on the use of sound. Algorithmic numerical methods such as using probability to calculate the activity states and the use of sine functions to control the underwater sounds in this research project will be explored further.
 

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[1] http://www.steim.nl steim (the Studio for Electro-Instrumental Music) is the only independent live electronic music centre in the world that is exclusively dedicated to the performing arts. Steim promotes the idea that touch is crucial in communicating with the new electronic performance art technologies. Steim produces software and technologies to aid performing artists to merge together performances, electronics and computer media. They run programs where artists visit for short residencies to develop projects, in both the early stages and the production phases.

Abstract
central
the works
related
pursued
conclusion
appendices

 

This page is part of the web version of 'Liquid Sensations: Evoking sensory experiences with interactive video installation art' written by Robin Petterd as part of a PhD by studio practice at the Tasmanian School of Art, The University of Tasmania.

robin@otherdge.com.au