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What
are some of the primary themes for your project When we collaborate with students
in our Lumiere Ghosting discussions and in the development process for
the CompuObscura, we often divide into small groups focused on some of
the project's primary themes. These themes then serve as starting points
for the questions that we ask each other throughout the term. These themes
have also served as the basis for the development of different physical
structures our architecture students created for the CompuObscura.
How do shadow and
live theater serve as themes for the project?
All modern moving-picture media are built upon the ideas and narratives
developed for live theatrical presentation and shadow puppet play. The
keys to these elements are the human voice, the motion of the human form,
the abstraction of shadow and the shifting metaphors of interactive visual
signs. Lumiere Ghosting wants to make specific reference to this history
of live theater and shadow puppets in the design of the CompuObscura device.
How does film serve
as a theme for the project?
When film first began it was a documentary format. Filmmakers went into
a community, shot footage, developed it, then showed it in the evening
in make-shift theaters. Some of these “theaters” were nothing
more than a tree with a sheet hanging from a branch as a screen. Other
theaters were more like carnival sideshow tents that could be put up for
the day, then taken down and moved to the next town in a bag. This early
format was short, ephemeral, and often directly connected to the environment
in which the images were shot. Lumiere Ghosting wants to make specific
reference to this history of the temporary, side-show nature of early
film in the design of the CompuObscura device.
How do the camera
obscura and the occult serve as themes for the project?
The idea of the camera obscura has been with us since the times of Plato
(see the allegory of the cave from The Republic for an idea of this) and
was often used as part of the visual arts. From the very beginning, the
projection of moving images through a camera obscura format has been associated
with the supernatural and has often been part of magic and sorcery. During
the 1800s camera obscuras became a popular form of entertainment as people
became more and more accustomed to attending “theaters.”
After the novelty of going into a camera obscura just to see an image
projected into the room from outside faded, camera obscura operators began
connecting their camera obscuras with séances (to also adapt to
the late 1800s fascination with the occult). Actors outside the device
would perform as “ghosts,” their images where then drawn into
the camera obscura to be projected down onto a table top around which
people were sitting, holding hands, trying to summon the dead. Mist or
smoke was often introduced into the room, along with various scents, vibrations,
and sounds to enhance the experience.
This was all quite fake by today’s standards, and even many of the
participants at the time were aware of the falseness of the experience,
and yet, many still also believed (or wanted to believe) in what they
were seeing and hearing. Lumiere Ghosting wants to make specific design
reference to this history of the connection between the occult, ghosts,
and the “beyond” with the modern manifestations of the projected
moving image.
How does globalization
serve as a theme for the project?
Globalization has been with us as long as we have been able to travel.
It has been limited in scope, however, by the mediums we used for travel
and for cross-cultural communication. Global economic markets, the phone
and television systems, satellites, and the Internet have vastly accelerated
the process. Many cultures now fear they will be leveled into boring,
meaningless uniformity by the press of corporate-state driven generic
images, concepts, and technologies that seem to be all around us. The
Lumire Ghosting Project is interested in this concept of cultural leveling,
as well as cultural transmission and interaction through the medium of
the moving image, and the effects of globalization are represented or
referenced in the physical as well as virtual aspects of the CompuObscura.
What role does transgression
play in the Lumiere Ghosting Project and in the CompuObscura?
The desire to participate in an act of transgression, voyeurism, and magic,
combined with the suspicion that what you are about to see might change
your life is what draws us toward film and to the presentation of the
moving image (Dalle). Early film often was
shown at festivals or as part of a type of sideshow, and so was always
surrounded by the mystique of transgression combined with an element of
technological magic. As we have become more accustomed to the film viewing
process and as it has become such an ever present part of our culture,
modern theaters have become more like vending machines and less like "theaters,"
doing their best to obliterate the sense of occasion and novelty from
the cinematic experience. Many large budget Hollywood movies also drive
out a lot of this novelty as they compete to present bigger and louder
spectacle. And so, movies often no longer contain magic for many viewers
(Helfand). Since televisions live in our
homes, as an extra family member, they too have completely lost their
sense of novelty and danger. The carnival mystique and the sideshow nature
of the CompuObscura's external and internal design, therefore, is an attempt
to reunite the image viewing process with transgression, suspicion and
magic.
During the early days of the Internet, the sense of being allowed into
areas that were previously forbidden was certainly an important lure of
the environment and its attendant technologies for the average user (Hoveyda).
Even today, people talk about places they have found on the Internet,
or stumbled across and return to often, sometimes when they feel that
no one is looking. The Internet is vast while also being intensely private;
net technology allows millions to publicly view the supposedly private
live actions of people living a dorm room which is continually on show
through an open web cam, for example. The Internet also allows viewers,
surfers and "participants" to continually play with the concepts
of identity, secrecy, and transitive persona (on the Internet, no one
knows you're a dog). Therefore, the act of viewing images and visiting
hard-to-find web sites on the Internet still generates some of the same
feelings of transgression and seduction that were a vital part of viewing
early films which (like surveillance cameras and web cams of today) allowed
viewers to view the events of the everyday without having to actually
take part in those events and thereby "reveal" themselves (Levy).
The CompuObscura builds upon the sense of the "unknown" and
the "forbidden" in how it captures sections of the hidden Internet
and the media stream around us, and puts it on special display, only allowing
a few people at a time to see the images inside the device and share the
experience the same way camera obscura visitors interacted 100 years ago.
What does it feel
like to "experience" the CompuObscura?
The common response to this question is that audience members are not
slowed down or interrupted by the technology of the room. Participants
are free to move around without any wires or heavy technology attached
to them. In tune with our interest in history and early film, the experience
of interacting with images in the CompuObscura will be much like the process
of viewing images in camera obscuras in the 1800s or like seeing some
of the early Lumiere brothers' films when they were first shown—participants
come together in a dark room, in a small group, to see something magical,
something slightly surreal, they are there to experience something that
will stay with them for days and weeks afterward. Audience members don't
need to make any special preparation to be part of the event; they don't
need to "make" it happen by bringing some technology with them,
they just need to be present and have their eyes open. One of the important
aspects of being a participant in a camera obscura in the 1800s, or being
an audience member at the first showing of a new Lumiere film was the
sense of doing something special, something out of the ordinary. In many
ways, being at at an early film event was like taking part in a festival
or being part of a carnival. Participating in the CompuObscura should
make audience members feel that they are doing something a bit cheesy
that is also, at the same time, slightly scary and transgressive.
In the final manifestation of the CompuObscura, audience members will
slowly find themselves surrounded by darkness and shadows as they move
through the device. At first they approach from the outside where the
device should look pleasing, charming, festive—like a festival tent
or a carnival ride. But as they get closer, they find there are slightly
frightening elements in the design, elements in shadow that make visitors
suspicious of what they will find if they get closer, but also interested
to see what is inside. When participants enter the device they find themselves
in a dimly lit pre-staging area, where they are told about the device
itself and some of the ideas that go into it. This is similar to the pre-staging
area where audience members in a carnival show interact with the Master
of Ceremonies, who "sells" them on what they are about to see,
gets them excited and eager to see what is just behind the curtain. Once
the participants are "hooked" on the story of the device, then
are then led into the interaction area which is darker than all the other
areas encountered thus far.
Eventually they make out images on a wall and discover that one of those
images they can see is a version of themselves, and that "virtual"
versions of the participants are interacting with other images in a strange
collage of different environments that look like real places, and yet,
are also slightly displaced and distorted. The longer the participant
stands there, the more she can see on the screen, and the more she is
able to control the virtual version of herself in the room that she observes
on the screen.
Eventually, the participants are encouraged to leave. One userful way
to signal to participants that it is time to leave is to copy a standard
motif from cinema—the "film" simply runs out. The CompuObscura
therefore signals the end of the experience by simulating the projection
of washed out film frames flickering across the screen, until the screen
is filled with pure white light. As soon as the film runs out, all the
lights in the room go up, the screen vanishes, and people find themselves
just standing there, looking at each other, then an exit sign lights up
and they leave.
How far along is the
project?
The primary development phase of the project is now well underway. We
are working on capturing images on the fly then compositing those images
for immediate, interactive insertion into a virtual space. We are also
learning how to best transfer all this data through an Internet II connection,
moving video images from camera, into the Internet, into a distant processing
facility, then back for insertion into a virtual space with as much speed
as possible.
During the 2004-2005 academic year, we hope to begin the construction
on a working model of the CompuObscura. At this point, all the video projection
and capture systems will be installed in the CompuObscura, then the entire
structure will be connected to the network, and tested with a wide range
of participants. After the system is somewhat stable we will then move
into integrating video collected from distant CompuObscura device and
other moving and still images that we siphon from a revolving collection
of Internet locations scattered around the globe.
As the technology for the CompuObscura continues to develop, we envision
a number of phases for the device's development and use:
Phase One—In
this manifestation, the CompuObscura only has one participant in the device,
looking at him/herself on a screen which shows the puppet version of the
participant roaming around a virtual environment that we have created
in advance. This environment would be someplace "foreign" or
quite distant to the participant's location--for example, if the participant
is in Los Angeles, the environment on display on the screen would be a
plaza in Italy. This is the most basic manifestation of the CompuObscura
environment and it is the one we are currently modeling and using as a
testing environment. The environment needs to be simple at first so we
can perfect a number of low tech methods to track the motion of the participant,
then connect that motion tracking information on the fly with the puppet
version of the participant. The simplicity of the design also allows us
to experiment with various forms of interaction made possible between
the motion-tracking-controlled puppet and the virtual environment that
contains that puppet.
Phase Two—This
phase builds upon phase one, but now allows a number of CompuObscura participants
encounter each other in the virtual environment, using the Internet to
connect them together. This includes two to three people at a time participating
from one CompuObscura, and then two to three people at a time participating
from another CompuObscura. All participants, however, are immersed in
the same virtual environment in which they can interact with each other
in a similar manner to the way that players interact in networked gaming
environments. The virtual environment is comprised of real footage taken
from a distant location immediately prior to the entrance of the participants
into the device, or concurrent with their actual interaction with each
other. For example, a camera (or set of cameras) will be set up to monitor
a place like a real plaza in Spain and that imagery is then introduced
into the CompuObscura environment so the CompuObscura participants can
play in that virtual, but also "real" place.
This phase of the device introduces participants to the Lumiere Ghosting
Project's ideas about globalization by allowing people from distant locations
to "explore" a real environment in real time, with audiences
participating from distant locations, using different CompuObscuras as
their gateway into the system. The actual development of this manifestation
of the technology is still a year or more away, but we are currently developing
a number of video demos that show how this system will eventually work.
Phase Three—Once
the technical aspects of phase two have been tested and proven reliable,
CompuObscura devices will be connected to each other through high-speed
Internet II connections, and will be located in different places across
the globe. Participants can see each other and interact in a virtual environment
(as in phase two above), but now the images and sounds that are used to
create the virtual environment and the images that are displayed on the
ghost-like screens floating in the central CompuObscura room are siphoned
on the fly from live Internet traffic. The siphon points switch, occasionally,
from one point on the globe to another. Therefore, for thirty minutes
the environment that the CompuObscura participants see is constructed
from images and sounds captured on the fly from a siphon connected to
an Internet traffic point in St. Petersburg, then thirty minutes later
all the images and sounds are siphoned from a collection point outside
of Tokyo, then Sydney, then San Francisco, then Amsterdam, then Paris,
and so on.
At this point, as designers, we lose a good deal of control over what
happens inside these devices as the content continues to shift as the
siphon points move around the globe, gathering fairly random images and
sounds on the fly. Occasionally there would be convergence points between
all the images—for example, if this kind of system had been running
on September 11th 2001, most of the images at any siphon point in the
world would keep coming back to the World Trade Center Towers as they
burned and collapsed. This system would dynamically display the effects
of globalization as they play out through media across the planet, in
real time. This phase displays one of the major innovations of the CompuObscura
device and the Lumiere Ghosting Project as it allows for the interactive
viewing and manipulation of electronic imagery gathered, live, from all
over the globe.
The design of this Internet siphon is a project that we wish to begin
with cooperation from various computer science students and faculty with
hopes that we will be able to test this siphon and integrate it into an
image display and manipulation system within the next two years.
Phase Four—A
final phase of the CompuObscura device depends upon technological innovations
in image projection that will eventually happen, but which are far beyond
our development capabilities as faculty and students; this phase involves
moving the images off the physical screen mounted on the actual CompuObscura
wall and moving them into the room itself as a kind of free-form hologram
that allows participants, without the use of goggles or gloves, to interact
with the images that actually float around them in the room. In this version
of the device, participants don't see a puppet version of themselves interacting
with other "puppets" on screen—participants are actually
immersed in the environment itself just as they would be if they were
inside a holodeck. Phase four is clearly many years away, but based on
the trajectory projected from phase one through three, a holodeck-like
environment is clearly where we're headed with this technology development,
pedagogical collaboration, and artistic design process.
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