|
Development
and Production
Overview
Dislocation
was developed throughout 2005. The work was constructed in several distinct
stages. Some initial tests with software were undertaken to see if the
concept was even remotely feasible. Concept development then took place
regarding the nature of the phantoms that would inhabit the gallery
space, what emotional responses did I want to induce in the viewer ,
and what action would take place to achieve this.
Multiple
shots were taken in a chromakey studio for each particular scenario,
so that depending on how many individuals were present in the galley,
a suitable variation was delivered. The backgrounds of the 100 or so
pieces of footage were subsequently removed so they could be composited
over the live video feed in the exhibition space. An 8 channel sound
mix was constructed for these phantom video's so that the sound would
spatially follow the phantom as they moved around the exhibition space.
Software was developed in Max /MSP, Jitter and Soft VNS to bring all
the live video elements, phantom composites and spatial sound together
in a manner that was responsive to the audiences activities in the room.
This is outlined in further detail below (taken from this
paper)....
-Design
Considerations
In order for the work to succeed a number of factors had to be addressed.
• Create a seamless illusionary environment that looked and sounded
real.
• Control the audience within this environment for the illusion
to succeed and be sustained.
• Inhabit this environment with suitable virtual characters and
scenarios that could produce pronounced emotional responses within the
audience.
Perceptual Shift
In a perfect world Dislocation would fulfill Sutherland's ideas for
the ideal computer display.
" One must look at a display screen as a window through which one
beholds a virtual world. The challenge to computer graphics is to make
the picture in the window look real, sound real, and the objects act
real."
Unfortunately the world is not perfect (yet). Many endeavors in the
field of mixed reality focus on the use of 3D graphics to allow unconstrained
views of objects so they seem to 'act real'. The primary goal for illusion
in Dislocation was creating a tangible and realistic hybrid world that
looked real. Pre recorded video sequences combined with spatial audio
were used to achieve this.
The installation was designed so that the audience engaged with the
work via an interface that was unencumbered by technology. This illusionary
freedom enabled the viewer to inhabit and respond to the virtual world
just as naturally as they inhabit real physical space.
Visual Systems
All aspects of the environment were designed to lead the viewers into
particular situations, without conveying the feeling of being obviously
manipulated. This subtle influence was utilized to instill in the viewer
a sense of freedom within the space, reducing any sense of abnormality
in the environment with the aim of enhancing the illusionary impact.
If the audience has the impression that they are being manipulated then
they will be more guarded and wary and not as susceptible or responsive
to the illusion.
One challenge to the successful establishment of illusion was the intersection
of phantoms and viewers within the physical space (when displayed through
the portals). In an attempt to minimize collisions between phantoms
and humans several techniques were used. Many of the phantoms were recorded
to inhabit the rear area of the room.
The
entrance was positioned in a way to
lead individuals towards the portals rather than having the audience
enter the space and wander around randomly, thus reducing the chance
of collision with the virtual entities. The entrance was closely situated
to the front of the room to encourage users to move directly to the
portals, the prominent focus of attention within the minimal room. The
portals themselves were positioned beneath eye height and set back from
the wall so that to view the screens properly, the audience
Audience
enterance on the right side of room within a couple of meters of the
portals/screens
had to
move quiteclose
to the portals and lean forward. This provided two benefits.
It further
controlled the location of the live audience within the room and additionally,
by making the audience peer directly into the portals at such a close
proximity, removed much of the individual's peripheral vision. To this
end, the portals acted as the viewer's only visual reference on reality
within their surrounds thus immersing them further into the mixed reality
they inhabited. Certain contingencies were also implemented due to the
fact that one can never fully predict or control the activities of the
audience. In the instance when viewers did stray from the bounds of
the portals, it was necessary to find a way to smooth over aberrations
in the illusion when phantoms and humans collided. Instead of the viewer
seeing a phantom walking through an audience member, a tracking and
collision detection system was designed in which the live visual feed
presented on the screens was temporarily distorted and the moment of
impact. This gave an impression of a glitch in the system or breakdown
in technology. The illusion is sustained and the audience has the impression
that they inhabiting an unstable electronic environment.
 |
 |
Examples
of the collision detection system and realitme distortion of the composited
image.
Aural
Systems
Sound is a powerfully emotive tool and particularly well suited to the
creation of illusion. Sound is a pivotal aspect in Dislocation on two
levels. Firstly it sets the overall ambience and secondly it is used
as a device to heighten the sense of the visual illusion that the viewer
is experiencing. Multi channel atmospheric sound was used to create
a low level of tension within the room and broadly shape the audiences
initial emotional state. The ambient base also facilitated blending
of the live and phantom sounds within the room, acting as an intermediary
acoustic zone that both worlds fluidly shifted between.
Sound
design techniques from conventional cinema such as off screen sound
were applied to the world of mixed reality installation. The presence
of the phantoms could be heard prior to their entry into the room, just
as one would perceive the impending entrance of a live audience member.
These initial spatial audio cues were utilized to setup the forthcoming
visual illusion that was about to unfold. Upon visible entry into the
environment, sounds generated by the phantoms were spatialised
Development
image indication the placement of the speakers in the work...
via the
eight channel speaker array so that virtual footsteps would move around
the room in conjunction with the phantoms movements, mobile phones rang
next to you as the phantom reached for their phone and shrieks, laughs,
barks and kisses all spatially drifted around with their virtual counterparts.
Although the illusion could have succeeded without the use of spatial
audio, there is no doubt that this added further depth to the illusion,
ingraining the veracity of situation deeper within the viewers mind.
Virtual
Presence
The framework of the system permitted a nearly limitless array of possibilities
for the development of the hybrid phantom presence. Given that human
beings respond strongly to the presence and behavior of other humans
in their immediate surroundings, developing an illusion of the presence
of others was a powerful way of engendering emotional reactions in the
participants. Emotional response could have been achieved via other
means such as architectural changes to the space or even abstraction
of the environment, but the ability of humans to readily connect with
other humans (both real and virtual) appeared to be a logical starting
point for these investigations.
A number of video sequences of virtual characters appearing in the space
were developed to explore the potential resonance between the live subject
and the virtual characters. Beyond the successful implementation of
illusion, the choice of scenarios was the next most critical decision.
Several broad categories of emotion were
considered as starting points for the scenario development. These encompassed
curiosity, discomfort, happiness, confusion, and fear and were manifested
through over 100 pre recorded video sequences.
3 examples
of live human/phantom image composite via portals. Click for large size....
Two subsets of phantom interactions were developed with an aim of evoking
these responses in the audience. These took the form of passive and
active interactions. Passive activities included phantoms simply inhabiting
the same environment as the viewer, a virtual gallery visitor passing
through or a transient conversation between two phantoms. Active interactions
were based around direct connections with specific
audience members. For instance, if an individual was located at portal
number one, a phantom would enter and precede to address the viewer,
begging for money, whispering to them, or being aggressive and physically
threatening. These virtual entities were critical to forming the substance
of the hybrid world. They not only provided the initial perceptual shift
but also sustained audience engagement through emotionally compelling
situations and the construction of narratives.
4.Technical Realisation - Illusion on a Shoestring.
Dislocation was developed with consumer grade technologies and programmed
within Max/MSP. In order for the illusion to succeed the phantom overlay
had to mimic the quality of the CCTV video feed being transmitted to
the portals that served the function of the viewer's reality. The compositing
solution was achieved by the use of Chroma Keying.
Actors
were videoed within a green cyclorama and digitally separated from their
background, ready to be composited within the live exhibition space.
As the aim of the work was to create the most realistic and compelling
illusion possible, approximately 130 scenarios and permutations were
recorded that were tailored to various audience situations within the
exhibition space. A database and tracking system was then used to present
the most appropriate scenarios for a given audience. For instance, if
individuals were at portal number 1,3 and 4, a phantom could be presented
who, mimicking an audience member, would enter the room, walk up and
peer into portal number 2, giving the impression that they were standing
right next to you and engaging with the work.
The above
images (click on image for video) demonstrate the three different approaches
to phantom/human interaction. Scenario 1 on the left is an example of
passive interaction in which the phantom inhabits the same space as
the audience, however does not have direct contact with them. In this
instance individuals could be present at portals 1-4. The example in
the middle demonstrates an active scenario. In this instance the phantom
is directly interacting with a audience member who is present at portal
number 2 (This particuar scenario was shot 4 different times, one for
each portal, so that it could be delived under a variety of circumstances).
This form of interaction ranges from simply inhabiting the personal
space of the individual to verbal action. The third example present
on the right demonstrated the use of a phantom acting as an audience
member (who approaches and looks into portal # 1) and is subsequently
approached by another phantom who interacts with them. In this instance
audience members may be situated at any of the portals ranging from
2-4.
Tracking
the Real and Virtual
This form of basic intelligence within the software engine was developed
through analysis of the video images from the camera at the rear of
the room. The camera not only provided the video stream that was processed
and presented on the portals, but also provided critical data on the
activities of individuals in the space that could be interpreted and
applied to the system. Minor flaws in the visual system would cause
the illusion succeed or fail. An essential aspect of the development
of the work was to have a clear understanding of the activities of the
live individuals in the space and the subsequent location of the phantoms
in the selected scenario. The reason for this was twofold. It was necessary
to ascertain the location of the audience at the portals in order to
tailor specific scenarios to the immediate configuration of individuals
in the space. It was also critical in identifying if phantoms and humans
collided in the space, thus destroying the illusion. Without this level
of environmental information, only a rather superficial mixed reality
could be presented, lacking the required depth necessary to create a
sustained and engaging audience experience.
|