KINECTIC » embodiment http://kinectic.net Performative Interaction and Embodiment on an Augmented Stage Tue, 17 Oct 2017 10:33:22 +0000 en-US hourly 1 https://wordpress.org/?v=4.2.23 19. Interaction Workshop http://kinectic.net/interaction-workshop/ http://kinectic.net/interaction-workshop/#comments Tue, 08 Mar 2016 17:16:13 +0000 http://kinectic.net/?p=705 Continue reading 19. Interaction Workshop ]]> A workshop involving two performers was carried out in order to re-evaluate the performative notions of participation and navigation (Dixon 2007), described in post 15. Navigation.

Previously a series of auto-ethnographic enactments (documented in posts August-December 2015) provided some initial feedback on participation and navigation with iMorphia . It was interesting to observe the enactments as a witness rather than a participant and to see if the performers might experience similar problems and effects as I had.

Participation
The first study was of participation – with the performer interacting with virtual props. Here the performer was given two tasks, first to try and knock the book off the table, then to knock over the virtual furniture, a table and a chair.

The first task involving the book proved extremely difficult, with both performers confirming the same problem as I had encountered, namely knowing where the virtual characters hand was in relationship to ones own real body. This is a result of a discrepancy in collocation between the real and the virtual body compounded by a lack of three dimensional or tactile feedback. One performer commenting “it makes me realise how much I depend on touch” underlining how important tactile feedback is when we reach for and grasp an object.

The second task of knocking the furniture was accomplished easily by by both performers and prompted gestures and exclamations of satisfaction and great pleasure!

In both cases, due to the lack of mirroring in the visual feedback, initially both performers tended to either reach out with the wrong arm or move in the wrong direction when attempting to move towards or interact with a virtual prop. This left/right confusion has been noted in previous tests as we are so used to seeing ourselves in a mirror that we automatically compensate for the horizontal left right reversal.

An experiment carried out in June 2015 confirmed that a mirror image of the video would produce the familiar inversion we are used to seeing in a mirror and performers did not experience the left/right confusion. It was observed that the mirroring problem appeared to become more acute when given a task to perform  involving reaching out or moving towards a virtual object.

 

 Navigation
The second study was of navigation through a large virtual set using voice commands and body orientation. The performer can look around by saying “Look” then using their body orientation to rotate the viewpoint. “Forward” would take the viewpoint forward into the scene whilst “Backward” would make the scene retreat as the character walks out of the scene towards the audience. Control of the characters direction is again through body orientation. “Stop” makes the character stationary.

Two tests were carried out, one with the added animation of the character walking when moving, the other without the additional animation. Both performers remarking how the additional animation made them feel more involved and embodied within the scene.

Embodiment became a topic of conversation with both performers commenting on how landmarks became familiar after a short amount of time and how this memory added to their sense of being there.

The notions of avatar/player relationship, embodiment, interaction, memory and visual appearance are discussed in depth in the literature on game studies and is an area I shall be drawing upon in a deeper written analysis in due course.

Finally we discussed how two people might be embodied and interact with the enactments of participation and navigation. Participation with props was felt to be easier, whilst navigation might prove problematic, as one person has to decide and controls where to go.

A prototype two performer participation scene comprising two large blocks was tested but due to Unity problems and lack of time this was not fully realised. The idea being to enable two performers to work together to lift and place large cubes so as to construct a tower, rather like a children’s toy wood brick set.

Navigation with two performers is more problematic, even if additional performers are embodied as virtual characters , they would have to move collectively with the leader, the one who is controlling the navigation. However this might be extended to allow characters to move around a virtual set once a goal is reached or perhaps navigational control might be handed from one participant to another.

It was also observed that performers tended to lose a sense of which way they were facing during navigation. This is possibly due to two reasons –  the focus on steering during navigation such that the body has to rotate more and the  lack of clear visual feedback as to which way the characters body is facing, especially during moments of occlusion when the character moves through scenery such as undergrowth.

These issues of real space/virtual space colocation, performer feedback of body location and orientation in real space would need to  be addressed if iMorphia were to be used in a live performance.

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8. Evaluation Workshops http://kinectic.net/evaluation-workshop/ http://kinectic.net/evaluation-workshop/#comments Wed, 21 May 2014 11:41:47 +0000 http://kinectic.net/?p=484 Continue reading 8. Evaluation Workshops ]]> In order to evaluate the effectiveness and to gain critical feedback of ‘iMorphia’ the prototype performance system, fourteen performers took part in a series of workshops which were carried out between the 14th and 18th April 2014 in the Mixed Reality Lab at Nottingham University.

One of the key observations was that content effects performative behaviour. This was originally posed as a research question in October 2013:

“Can the projected illusion affect the actor such that they feel embodied by the characteristics of the virtual character? ”

An interesting observation was the powerful and often liberating effect of changing the gender of male and female participants, producing comments such as “I feel quite powerful like this” (f->m), “I feel more sensual” (m->f).

All participants when in opposite gender expressed awareness of stereotypes, males not wanting to behave in what they perceived as a stereotypical fashion towards the female character, whilst females in male character seemed to relish the idea of playing with male stereotypes. These reactions reflect a contemporary post feminism society where the act of stereotyping females has strong political issues. A number of males reported how they felt that they had to respect the female character as if it had an independent life.

 One participant likened the effect of changing gender to the medieval ‘Festival of Fools’, where putting on clothes of the opposite gender is a foolish thing to do and gives permission to play the fool and to break rules, which was once regarded as a powerful and liberating thing to be able to do. This sentiment was echoed by a number of participants, that the system gave you freedom and permission to be other, other than ones normal everyday self and removed from people’s expectations of how one is supposed to behave.

In summary the key observations resulting from the workshops were:

i) The effectiveness of body projection in creating an embodied character that is sufficiently convincing and effective in creating a suspension of disbelief in both performer and audience.

ii) How system artefacts such as lag and glitches from tracking errors were exploited by performers to explore notions of the double and the uncanny.

iii) The affective response of the performer when in character compared to the objective response when viewing the projection as an audience member.

The video below contains short extracts from the four hours of recorded video, with text overlays of comments by the performers.

http://www.youtube.com/watch?v=of8s_GgzbUk

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6. “User Testing” http://kinectic.net/user-testing/ http://kinectic.net/user-testing/#comments Mon, 17 Mar 2014 11:33:52 +0000 http://kinectic.net/?p=458 Continue reading 6. “User Testing” ]]> Below are videos taken from a number of participants acting as an early form of “user testing”, an HCI term I am borrowing for purposes of illustration. Strictly speaking it is not classic user testing as no official ethnographic studies were carried out –  research questions were not formulated or posed, nor any user interviews or recorded user feedback carried out.  However as a form of open ended user feedback the “experiments” (another value laden term in classic research) proved useful and also underlined the value of exposing the system to more participants in the form of the forthcoming workshops.

Applying a form of auto-ethnographic analysis I observed that new participants highlighted the differences  between someone versed with using the system (myself) and its constraints such as tracking speed and coherence of body mapping.

New users pushed the limits of the system  and gave positive feedback on “glitches” I had tried to avoid – such as system mis-tracking resulting in a limb jumping out of place or characters contorting in an unrealistic fashion.

Verbal feedback of female participants puppeteering a male and a female character also proved interesting. One performer commented on the challenge she felt on becoming the surfer dude character –  visually judging them as the sort of person she would not want to talk to in every day life. This observation suggests a series of further tests and the creation of a range characters that people might feel uncomfortable with.

Another female participant commented on the feeling of alienation of appearing as a male, stating that she knew she was a woman and not a male so felt  a strong disconnection with the projected character, the same participant from her comments appeared to feel more disturbed when taking on the realistic female character in a bathing costume, and used the term uncanny without prompting. Such reactions might also be connected with “cognitive  dissonance”.  However if I wished to analyse peoples reactions to taking on differing projected genders from a psychological perspective I would need to bring in expert help.

Videos

http://www.youtube.com/watch?v=gzo6D_L0VK0

http://www.youtube.com/watch?v=QbH8uNdETX4

http://www.youtube.com/watch?v=7OkfR6rE1Yg

http://www.youtube.com/watch?v=_iMmv3qRw5k

http://www.youtube.com/watch?v=1yPdau1T8-8

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