For my first experimental immersive space, Beloved Mnemosyne, I collaborated with UCLA’s Film and Television Department’s Hypermedia Studio (Jeff Burke) and a visual artist in Santa Barbara (Bill McVicar).
The prototype combines wireless participant tracking technology, embedded wireless sensors, and computer-controlled production equipment in the creation of an interactive piece about memory in which lighting and sonic events are triggered as participants walk through the space and manipulate the objects they find there.
Centered around interviews with 9 brothers and sisters whose birth dates span over three important decades of American history (the 1950’s, 60’s and 70’s), the piece uncovers their relationships of the now deceased parents.
Their stories help to uncover the illusive memory of the father for the youngest child, who grew up with a father who had no memory: for the last years of his life, the father lost his memory to Alzheimer’s disease. Sonic material taken from interviews of the siblings is used to create 15” to 30” sonic tone poems that can be arranged over time in multiple ways so that the more a person interacts with the object, the deeper into the story they go with very little repetition.
The participant wore a wireless microphone which picked up ultrasonic frequencies from hidden speakers at each of the four corners of the space. Other sensors were mounted on objects so that when the participant touched these objects, different sound and lighting events would unfold.
Wireless headphones were used to give the user an intimate experience of the music, as if it was happening inside his/her head. Headphones also enabled several individuals to experience the installation at once. Technology enabled an unprecedented level of flexible, rapid control over the production environment which was transparent to the user.
Common everyday objects displayed within an enclosed space inspired the sculptural elements of the installation. Relying upon their implied viewer relationship to elicit interaction (i.e. a water fountain, a chair with photograph album), objects allowed the viewer to become an active participant in the unfolding of the piece.
In addition to touch sensitivity, proximity to objects could trigger different sound and lighting events. As participants walked through the space and move toward each object, the stories about the objects unfolded. Depending on the level of interactivity by the participant, more information was revealed. If an object was touched or picked up, new material offering a transitional moment in the story was revealed, offering a kind of climax or moment of closure.
Lighting events were triggered in different ways as participants moved through the space. Lights hanging from above or projecting out from within the object created an immersive effect. Lighting events helped guide the participant through the space and define various “memory rooms.” When a participant came within a certain proximity to an object, a light followed their movements.
When the participant touched the object, the light cues changed accordingly to create an intimate atmosphere around the object. The result was a lovely, intimate engrossing setting for the soundscape.
The installation was premiered at the Ex’pression Center for New Media in the Bay Area, September 8 – 10, 2000, as a feature of the MB5 2000 Conference. The premiere was received with such enthusiastic response that it was then invited to DIGIVATIONS, a global technology and content conference presented by the University of California, and to the Art & Technology Network conference at Silicon Valley’s Tech Museum, presented by GroundZero and New York’s The Kitchen. In 2002, the prototype was remounted at the International Computer Music Conference in Sweden’s Göteborgs Konstmuseum.
The technology was a seamless part of the piece acting as a metaphor for memory. As users moved through the space they could sometimes retrieve a certain memory by revisiting a certain spot, sometimes not. Many respondents reported that their intermittent success of retrieving certain memories reminded them of what the experience of having Alzheimer’s might be like.
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-excerpt from Immersive Sonic Environments, ICMC 2005, Anne Deane Berman