Performance
To structure the narrative of the performance, we formed 5 individual stages:play, chaos, stasis, chaotic, resolution. To switch from one stage to another we use a master Max/Msp patch.
The idea behind this was to show the performer exploring the environment attempting to control, loosing control of all the parameters, eventually achieving a synthesis with the environment. This is achieved by analysing the position, velocity, acceleration of the performer using the inmediate values to select and alter audiovisual parameters. Mapping is morphed and changed throughout the stages depending on the stage and the quality of the movement. This interacts the seamless interaction disembodying the performer, punctuating the narrative and throwing the concept of tension into sharp relief for the performer and the audience.
The idea behind this was to show the performer exploring the environment attempting to control, loosing control of all the parameters, eventually achieving a synthesis with the environment. This is achieved by analysing the position, velocity, acceleration of the performer using the inmediate values to select and alter audiovisual parameters. Mapping is morphed and changed throughout the stages depending on the stage and the quality of the movement. This interacts the seamless interaction disembodying the performer, punctuating the narrative and throwing the concept of tension into sharp relief for the performer and the audience.
Visuals
The visual synthesis consists of two components. Frontal projection: The first component aims to discuss the bipolar body state in association with the pictorial world, find its ways of communication and expression. A series of visual experiences from the historical world recorded in video will work as the primary material for this purpose. For that we use Jitter to manipulate prerecorded video content. Floor projection: The second component is directed to comprehend the interaction with the body using basic structural elements, responding to the task in a more abstract and yet more direct way. Indicators of motion, direction and rate are implemented into the graphics design in a way to acquire a reactive key to the body movements. Processing was used for floor projection using synthesis graphics to complement the sound and the visuals.Audio
For the audio we used a granular system developed in Max/Msp. This allows flexible real time control and transformation of sounds for a wide range of expressiveness.