Marie-Claude: Today this phenomenon seems normal, but it was all the more of a shock for us in 2008 because we had just arrived from Canada, where cell phone networks took longer to spread because of the distances involved. And suddenly, presenting our work in Paris, we were shocked by the fact that, for the first time, the shared moment of co-presence with the visitors, without being disturbed by the outside world, was broken by the use of the phone, and that was a painful turning point for us.
Alejandro: It’s very interesting because the work somehow takes the ordinary and transforms it into a piece like, as you said, breaks the fourth wall. One cannot say this is the ordinary or something extraordinary.
Then, I would like to ask you about improvisation because last time we talked, you mentioned its importance during the conceptualization of the project. Would you like to elaborate on the notion of improvisation within an interactive system? For instance, in 'Swarming Lounge,' the topic we just discussed, how does this process work for the performers? How are they trained or prepared? Could you describe the process of setting up a dramaturgy for them?
Marie-Claude: Martin named the expression “open ended”, and I would like to add to this idea the fact that most of the time, we structure our work from a kind of matrix. It is not what we sometimes call, in dance, “a written piece”. A written piece in dance is like written music, where there are musical notes on a score where you could read the music. There is also written choreography where each movement is a fixed element, and which functions as a score that the performers go through in a linear way. Our way of working, particularly as we work with interactivity, is geared towards audience participation. So there has to be room for them to intervene, and flexibility within the score/scenario of the performance. The question for us is more of setting up a kind of matrix, providing access to a bank of possibilities. Because there are many possible situations, and we need to be prepared for different scenarios to deal with the unexpected. That is where improvisation comes in, but a structured improvisation with very precise parameters.
Martin: The performers have a set of rules they can rely on. So, they are improvising but nevertheless, they have a rigorous guidance inside their improvisation. For a period of time, especially in our work “passage” and some other projects, we went even further as the musician, and myself, as the person in charge of the visuals, were also on stage, and were changing the interactivity setting during the show sometimes. We wanted to explore the notion of a reactive or interactive environment, in a form where the system even continues to transform itself while the audience is interacting with it. And we were interested in the type of situation that can come out. One could say that these projects have been like improvisation sessions with the public in real time, and that we were generating new media environments, adapting to their behavior, on the fly.
Alejandro: This is quite interesting because then the interactive system somehow absorbs what is happening in this place. For example, the audience or interruptions become integrated into the piece itself.
Martin: Just to add a little bit more: There are different types of spectators. Some of them come and they want to check out how the piece works, but only technically, they are not that interested in the artistic aspect. Then, others enter the work carefully listening, watching and sensing the experience, and only later start getting interested about the technology behind it. To give an example: we once had one specific sensor technology embedded in the installation, that was producing an intense sound, when triggered by the public, let’s say a big bass drum or so. If someone would activate this sound 20 times in a row, always the same, it would become very annoying. And this was sometimes happening, as some audience members always want to “test” the limitations of the system that is offered to them to play with. That is an example of why, in a case like this, we allowed ourselves to change the behavior of this one sensor over the course of the performance. It is also about making the audience aware that they have a certain responsibility, and about making them part of the experience.
Alejandro: Exactly. And now that you've mentioned this, I want to ask you about human-machine interaction and how it feeds back into the device itself. So, what part of the concept do you think could be defined by the systems of the machine itself, or is this not the case?
Martin: We are currently working on some projects which are going in this direction. There are different degrees of interactivity, we have projects that are time-based, they change according to time, for example "passage" or "At Play". Depending on the audience’s behavior, the system reacts differently, but once this person goes away, it goes into standby mode. We are now faced with the question of what can be defined as intelligence within a system. And in this sense, the intelligence of these types of systems may not be so high.
Nevertheless, they are still interactive systems because they react to the user input. There are many human-machine interaction systems, but they don't live on their own. They are not really generative entities in that sense. This is something which we already started to emphasize in our works. In the last few years, we started to experiment more and more with artificial intelligence. These technologies have become more accessible for us to integrate and now we are working intensively on the notion of adaptive behavior.
We want to achieve a certain system scenario, where the media environment will adapt to the behavior of the public, based on a learning algorithm, because at the moment most of our systems are based on mapping. There are time layers intertwined. There are certain conditions which change over time, but most of the elements are scripted with a certain parameter of randomness. In that sense for example, many of our projects work with thresholds, with input over time. But they are not living systems in themselves. They come to life only when somebody is using them, and then they can come very much to live depending on how one behaves.
Alejandro: Another relevant feature in your immersive installations is the fact that the artworks can be experienced simultaneously with all the senses. The importance of movement and holistic bodily experience is often emphasized on your oeuvre. In artworks like 'At Play' and 'Diver,' to mention a few, spectators perceive the installation as a total experience, which includes kinesthetic elements. Whenever you consider an artwork, in what way is this relevance taken into account?
Marie-Claude: I would say that in almost all our work, kinesthesia plays a central role. This is the case, for example, in our current works. They are not based on the traditional definition of choreography or performance, but on the other hand, they are relying on one of its most central components, kinesthesia, which is at the very source of what underpins these fields of practice. It is all about choreographing movements in space. And as Martin was saying, because our approach is intrinsically linked to interactivity, our works are not like artworks that exist outside the people for whom they are intended, like a painting on a wall, and a 2D video or film, for example. For us, the perception coming from the user, performer or visitor is an integral part of the work. It is a three-dimensional experience.
Martin: This is important because when we talk about going beyond the boundaries of the real, with our visual, auditive and multisensorial experiences, we believe that the human brain, the human cognition, will embody and function when the body is incorporated in a process much better than when it stays static. There is a different embodiment taking place in a different perception and recognition of the environment when the whole body is involved in an experience. So that is why we are not that interested in that the people are standing fixed, while they are encountering the work, we like them to be able to be active. Because we believe that in this way, the quality of exchange and the reception process is much higher.
Alejandro: To conclude, I would like to ask you about your research at the Dome Lab. How has it been over the years that you've been working with the dome? What aspects are consistently important when you're working in the dome, and what factors should be taken into account for your research?
Martin: For us, the dome's ability to generate kinesthetic empathy is a crucial feature from which we develop our projects. This same property to stimulate proprioception is also found with virtual headsets, but virtual headsets are limited to a solitary experience.
I remember when I got first invited for working in a dome, I was already very much interested in the virtual environments called “caves”, developed in the 90ies, but it was rather cumbersome to work with them. These environments are square in shape, but the image has a physical impact, a bit like in the dome. For me, the physical resonance generated by these environments is what makes them most exciting. And the other interesting aspect is that the observer has multiple points of views and is therefore not only looking in one direction. Somehow this works in accordance with our approach to our work, that one might miss something in one corner of a space, but on the other corner can experience something else. So, there is no linear situation, and this is somehow amplified in the dome. It is a 360 grades imagery, so it means that one can look in one direction while something has happened in another direction, and this is what is called “fair visualization”. How to balance these elements? We continuously research about this. We think we learned a lot, but we believe that a lot of grammar can still be explored.
Marie-Claude: When we started to work with the dome, because this was in 2010, this was a field - and still is - which was not so much investigate by contemporary artists. It was more used somehow in entertainment and education contexts. We thought that it made sense that artists would explore that media as an artistic field in its own right. And for us, working with the dome was a natural pathway because of the works we did before. Before we started working with the dome, we had several times developed installation works with multiple screens that generated panoramic environments, so when this new medium became available to us, we didn't hesitate to explore it.
One challenge when one wants to use the dome in contemporary art, I would say, is the spectacular aspect of the dome. Because we are talking about huge projection surfaces. How can we manage this spectacular aspect while creating tension, intimacy, doubt, ambiguity, concepts that relate more to contemporary art and not just generate a kind of flashiness, more related to pop and entertainment?
So, we have always been preoccupied with the idea of figuring out how to work with the spectacular dimension of the dome in an interesting way. In addition, we talked about kinesthesia in the dome, vertigo, imbalance. It can be so extreme that some people lose their balance because of it. We have already seen this happen to the point where some spectators had to leave because it was too much for them.
This is an extremely physical property. And it can be an artistic tool, so we are trying to find out how to use this, how to compose with it, how to create the artwork, including that physical element into the art concept. Then also working with the architecture of the dome, as what can be seen as a “negative space”, in the sense of a void, an empty shell on which virtual images are projected. And this empty space can be a perfect performative and social space. So, one of our great interests is to create relations between what is happening in that physical space and the virtual content of the projection. To find how these two types of spaces interact with each other and contribute to the general content of an artwork.
Alejandro: Thank you very much. Thank you, Martin and Marie-Claude. Do you have anything else that you would like to add?
Martin: We are currently working on developing a Holodeck. The idea is to develop a speech recognition system that works like a prompt. And in real time, as real time as we can get, that one could really start building one own landscape into the dome by saying some words, on which another user could build, this environment shaping into a holodeck. At the moment, it is only a technological research, but we will be extending it into the creation of an artwork. We are not yet sure how, but we will investigate in that direction.
The Archive of Digital Art would like to thank kondition pluriel for their exceptional work and research in the field of Digital and Interactive Art, as well as for their participation in the feature article.