interim report: I n t e r a k t i o n s l a b o r 2006 Coal Mine Göttelborn [Germany] Sensordance, interactive game, webcam dramaturgy. __________________________________________ Extending previous studies of physical camera, sensor choreography, and interactive design for real time networked performance, Interaktionslabor Göttelborn is now in the second week of its fourth annual workshop (July 17 ? 31, 2006) in the former coal mine in southwest Germany. We are offering this brief report as a communiqué, and naturally, we would be interested in a discussion on this list, which traditionally tends to be more active in the summer time when people have some free time or are inclined to discuss workshops and new productions. The discussion we'd like to propose is on the experimentations with "sensor dance", "sensor choreography," real time interaction design for performance with digital 3D worlds. We invte feedback. (e.g. testbed 4: http://interaktionslabor.de/lab06/gase.htm ) The term "sensor choreography" is not the right term. But I would be glad to define more closely, in debate, what I see happening in our workshop --- as we moved from the general daily rhythm of warm ups, body mind centering/yoga based exercises, and somatic techniques to movement choreography rehearsal with three performers (dancers/actors), to the current performance with sensors. The three performers each rehearsed individually with a dramaturg, which is perhaps unusual as a method for many of you, but I think the connection in this production, and in this research, builds on the following areas, and dramaturgical decisions are necessary in all: 1. Theatre / performance -- devising with digital media (a dramaturgical script has been written by the team directors: this script is a complex piece of sketching actions on many levels (screen projection of the triptych/video actions, webcam actions in the remote sites, 4 characters [Player 1, Player 2, Real Avatar, Screen Avatar] , direction of local and distributed action; sound direction, text/voice-over direction, scenographic direction, interactivity direction, precise lighting design). 2. There is scenography, as there is a local venue where the distributed performance will be first performed (in Athens). Stage design, screen design, lighting design. 3. Interaction design: ----level A: digital video or 3D animation on three separated screens creating immersive world (the screen architecture is 12m x 3 meter; playing area for Real Avatar / live dancer is 2 meter wide and 12 long. Hundreds if not thousands of film scenes have been shot on location, in a special triple camera set up, many tracking shots, now edited in small clusters. Amount of digital film material roughly 1 terabyte. The interaction patch is written by programmers on open source software (PD) ---- sound design/music (not interactive, it is created by composer and performed in real time synthesis) 3. Sensor design ---- level A: physical sensor design for various types of sensors (orient, flex, tilt, and rotation sensors; switch/clicker; turn/resistor-switch sensor; heat sensor, photosensor) --- which are all from the same family of accelerometers and sensors, looking slightly different....... providing different information depending on where they are attached to the body or rub on the flesh in the garment or are moved and pressed as you would when you touch garment fabric or skin. The sensors we use in rehearsal come from I-CubeX (Wi-miniSystem) and La Kitchen (Kroonde Gamma, a wireless, high-speed, high-precision data-acquisition system dedicated to real-time applications/performance using embedded sensors). The transmitter sends the data from the motion to the computer laptops, via wireless Bluetooth transmitter (I-Cube X) or OSC/UDP (Kroonde), and on the computing side the information/data is received into PD patches (we are also using Max/Msp patches). --- level B: programming of the interfaces (motion data/sensorial data control what we could call, citing Manovich, the "image instrument", i.e. the digital images and data and thus the game world. 4. Sensor Choreography; Movement Behaviors To come back to my initial point, the movement vocabulary, involving our Real Avatar (dancer) and the remote Players (streamed into our triptychon video projection scenography) was rehearsed and developed for the characters in the game world (which is, largely movement and behaviors), and in the first week our engineers and programmers were still working on the interaction design, and 12 sensors were put together (an additional set of click switches was built and sewed into hand made "gloves" ) to be eventually worn by the real avatar dancer Ermira Goro. Since yesterday, Ermira Goro has been dancing the scenes of the game world choreography ("Walhalla") wearing 12 sensors. That is to say, she is re-choreographing her movement choreography incorporating the sensors on her body which allow her an immediate, direct relationship to the virtual worlds (digital film and animation) in front of which, into which, she literally moves and navigates. As with an avatar one would navigate in a game, the dancer in our production is navigating her character into the digital world, and she is also responding to the programmable interactions she does not control, such as the appearances of the other players streamed in from the webcams in Amsterdam and Sofia. For the time being, we are using the Interaktionslabor as a "testbed", during the following days we are putting together the various elements of the digital performance, and simulate the remote Players by having them perform here with us, but outside, in the Coal Mine, in public squares we have lit and to which our Wifi network connection for webcasting reaches. Interestingly, here is the telematic component of "organization": since the dramaturgy obviously has a sequence of scenes and cues, these cues have to be transmitted via chat lines and chat operators to the remote Players/Performers, they need to hear the cues, and enact their actions in precise range of the webcams. So for the remote sites, each performance requires a network director, a chat operator, and a stagemanager or mediator. If the remote Player is out in public squares, the cues will be signaled to them via mobile phones. More elements of the design, choreography, film, editing, sound, etc can be brought into the discussion if this is desired, I stop here with a very brief summary of the new work The 2006 lab is dedicated to ?i-MAP?, a one-year collaborative project implemented through a trans-European network of four participating media art organizations (amorphy.org./Athens; InterSpace/Sofia; De Waag/Amsterdam; Interaktionslabor/Göttelborn) . We seek to test the expressive and narrative possibilities of digital dispositives based on sensor design, live webcams, and augmented reality for game-based performance. Examining the relationship of the human body and its real time representations in digital environments, and building its materializations in the laboratory-space of Interaktionslabor Göttelborn through visual, gestural, voice and sound narrative, the distributed media casting creates a world of adventure and surprise. A streaming, telekinetic performance (?See you in Walhalla,? ) is created which follows the logic of a computer game but encounters real people, streets and occurrences in parallel urban realities. Through collaborative inter-media creation process, developed simultaneously by teams of artists in three different locations, a dramaturgical structure for a .........[sensordance game] [live 3D computer game] [interactive art work] [ ] [ ] is created. This telekinetic performance event will be simultaneously presented in three European venues (Athens, Amsterdam and Sofia) on September 14. These venues will have fully interactive capabilities, allowing for live control of media in all three locations, creating a shared virtual environment, guided and utilized by the participating artists. The teams have come here for a ?testbed? phase in Göttelborn, rehearsing the new work and completing the collaborative programming. The research and development process in-action at the Interaktionslabor Göttelborn is open to the public and can be monitored via our webcams and the bulletins published on the website. Theoretical articles on the research are posted as well. http://interaktionslabor.de director, Johannes Birringer Blvd der Industriekultur, 66287 Quierschied-Göttelborn (Saarland) Tel. +49 (0) 6825-94277-19 A list with information of the participating artists is on the website. i-MAP is supported by the Culture 2000 Framework Program, the Ministry of Culture of the Saarland, Goethe Institut, Red House For Culture and Debate, IKS IndustrieKultur Saar Gmbh, IME Research Facility, Ipsilon Production Company, Brunel University, i-DAT University of Plymouth. Locally, Interaktionslabor is supported by DeepWeb gmbh, Willi Meiser Computertechnik Göttelborn, Future Tech Quierschied, intraNET Systemhaus GmbH Saarbrücken, and Knecht VeranstaltungsTechnik.