TY - CONF
T1 - glitching
AU - Hood, Beverley
PY - 2012/6/22
Y1 - 2012/6/22
N2 - glitching is a digital installation and performance project that attempts to re-describe the movement derived from characters in contemporary sports and action computer games.As the gaming world grows ever more sophisticated and ubiquitous, the movements of characters become more and more realistic and convincing, thanks to constant improvements in software and hardware. Gaming characters of the 21st century have an extraordinary embodiment, fluidity of movement and naturalness. However, there are always imperfections and glitches, whether through unexpected programming errors or the users’ inability to control the characters in seamless game-play, there is still the potential for awkwardness between spells of perfection.I have focused on the artificial nature of these glitches by employing highly trained real bodies i.e. professional dancers, to re-stage them. I am interested in how real bodies cope with, and interpret into sequences of choreography, the limits of such foreign and unnatural movement. glitching explores how this physically re-enacted choreography can be embedded and re-imaged within a responsive digital environment. Using the premise of home entertainment dance and training games, it employs a Microsoft Kinect (motion-sensor controller), and large-screen display to create an interactive installation. The audience is invited to step into the digital shoes of the ‘lead dancer’, and attempt to follow the awkward and intricate, glitch choreography performed by the dancing troupe on screen.Alongside the interactive installation there are a series of glitching live performances featuring the installation, dancers Tony Mills, Hannah Seignior, Felicity Beveridge, and a performance soundtrack devised by Martin Parker.
AB - glitching is a digital installation and performance project that attempts to re-describe the movement derived from characters in contemporary sports and action computer games.As the gaming world grows ever more sophisticated and ubiquitous, the movements of characters become more and more realistic and convincing, thanks to constant improvements in software and hardware. Gaming characters of the 21st century have an extraordinary embodiment, fluidity of movement and naturalness. However, there are always imperfections and glitches, whether through unexpected programming errors or the users’ inability to control the characters in seamless game-play, there is still the potential for awkwardness between spells of perfection.I have focused on the artificial nature of these glitches by employing highly trained real bodies i.e. professional dancers, to re-stage them. I am interested in how real bodies cope with, and interpret into sequences of choreography, the limits of such foreign and unnatural movement. glitching explores how this physically re-enacted choreography can be embedded and re-imaged within a responsive digital environment. Using the premise of home entertainment dance and training games, it employs a Microsoft Kinect (motion-sensor controller), and large-screen display to create an interactive installation. The audience is invited to step into the digital shoes of the ‘lead dancer’, and attempt to follow the awkward and intricate, glitch choreography performed by the dancing troupe on screen.Alongside the interactive installation there are a series of glitching live performances featuring the installation, dancers Tony Mills, Hannah Seignior, Felicity Beveridge, and a performance soundtrack devised by Martin Parker.
KW - transdisciplinary, art, australia, digital, network
M3 - Paper
T2 - Transdisciplinary Imaging Conference 2012
Y2 - 22 June 2012 through 23 June 2012
ER -