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Moira Zahra Proposal Updated
Moira Zahra Proposal Updated
Dionysian experience.
by Moira Zahra
23 January 2011
AFFECTIVE INTERACTION AS EXPERIENCE
John Cage
For my project and research, I will be delving into subjects that I had never explored
Processing. Needless to say, I will be learning as I go along, which is why I want to approach
this project with a fresh mind. I will not be looking for an answer to a specific question; I will
merely be creating an interactive experience for the user, with the starting point being the
want to try and take a coexisting role as an artist rather than a controlling one, in order to have
Magazine (2009)
application and immersive installation, which will actively engage the user. In essence, I want
the audience to be able to experience visuals and sound that can typically be felt when under
the influence of hallucinatory substances, for instance. This would be done through a
continuous Human-computer interaction where audio and visuals (animated illustrations and
AFFECTIVE INTERACTION AS EXPERIENCE
My theoretical research will therefore, explore to what extent (if at all) an affective interactive
installation can transport the viewer into this type of experience. This will be done through an
evaluation of the installation and the program. In addition to this, through my theoretical
research, I will also be investigating affective and emotional interactive design, art as an
Objectives:
Objective 1: Develop strong contrasting visual concepts and ideas through illustrations and
video.
Objective 2: Become familiar with Processing (through tests and research) in order to create
digitized visuals and effects that will create a sharp contrast with traditional techniques.
Objective 3: Carry out extensive contextual research to assist in the creation of visuals and
Objective 4: Based on research and resources; effectively combine experimental audio pieces
with visuals
Objective 7: Record the response of the audience’s experience through continuous testing, the
My context will be based on the Projective theory, since my research will guide the project I
will undertake.
I will be looking at Immersive Installation Arts by Bonnie Mitchell, Elaine Lillios and Greg
Cornelius. Their installations are put together using audio and visuals, and focus on
The audience is bound to feel uncomfortable at first, but eventually finds the experience
‘strangely compelling’.
Toshio Iwai invites the audience to play and choose own visuals and music. In one of his
projects he created a virtual score to trigger keys of a piano, which produce projections of
computer-generated images.
In Purbeck Light years, Jeremy Gardiner combines traditional with digital art, as well as
Lori Varga is an experimental video artist. Her live work, Beyond the Frames of Light and
Strange Sounds is transmitted onto four projectors, which is something I’m looking into
Bill Viola is considered to be one of the most important New Media artists of our time. His
works focus on human experiences such as birth, death and aspects of consciousness.
AFFECTIVE INTERACTION AS EXPERIENCE
I will be looking into film directors such as Michel Gondry and David Lynch, for the
unexpected structure and surreal experience of their films. Michel Gondry includes several
aspects of traditional media particularly in the film ‘Science of Sleep’. David Lynch on the
other hand, presents the audience with darker, gloomier films; these are features I’d like to
For historical contexts, I will be looking at art and literary movements such as surrealism,
dada, preliminary video art, abstract expressionism and the beat generation. The main Key
Figures I will be researching are Franz Kline, Adolph Gottlieb, Frida Kahlo, Brion Gysin and
Egon Schiele.
AFFECTIVE INTERACTION AS EXPERIENCE
I will be taking a closer look at the beat generation even for my theoretical context. This
short-lasting movement was based on the idea of a Dionysian notion. One of the key members
of the Beat Generation, Jack Kerouac expressed that the only counterculture there is, is indeed
a Dionysian Movement.
Chris Cunningham will be an essential key figure for my contemporary context. I have been
following his works with Aphex Twin for quite some time and the elements of fascination and
surprise are never missing in his work. Like David Lynch, his works are mostly on the dark
Closkey, whose art works are based on history, religion, mythology, esotericism as well as
quantum physics and the nature of consciousness. Leigh J. Mc Closkey illustrated a cover for
musician Steven Ellison (known as Flying Lotus in the music industry) which is how I came
across his fascinating work. I will be exploring works of Mtendre (known as Teebs) who is
also a vinyl cover illustrator, and tends to combine a mixture of traditional and digital art. The
AFFECTIVE INTERACTION AS EXPERIENCE
music of Steven Ellison as well as the works of Leigh J. Mc Closkey are typically inspired
from the drug, DMT, which again ties with the whole idea of a Dionysian experience.
I have recently come across the works of Christian Boltanski, who, amongst other things, is
an installation artist. His installations focus on death, memory and loss and are constructed
using a vast selection of media, such as found objects, photography, projections and video.
I will be investigating a number of experimental audio artists and musicians such as La Monte
Young, Charlemagne Palestine, Erik Satie and John Cage, as well as less experimental
musicians like Eluvium and John Hopkins. The latter’s music generally offers a very
installation. John Cage, on the other hand, will not be researched solely for his music, but also
http://processing.org/exhibition/
Methodology
AFFECTIVE INTERACTION AS EXPERIENCE
Research methods
qualitative and quantitative methods and case studies, however my core method will be a
qualitative flexible structure that is susceptible to change and evolve depending on the results.
“tracking” back and forth between the different components of the design, assessing the
implications of goals, theories, research questions, methods, and validity threats for one
another.” (2005, p.3). There will not be a list of steps that I will follow to get to a particular
goal, but the focus will be mostly on “interconnection and interaction” Maxwell (2005, p.3).
The reason I want to incorporate quantitative research methods, is so that the weaknesses of
quantitative.” Jick (1979, p.604) This process has been identified as Triangulation by Denzin
(1978, p.291) who describes it as “the combination of methodologies in the study of the same
phenomenon.”
Jick(1979, pp.603,204) continues to say that the use of triangulation may not be limited to just
researching the same subject from different perspectives, “buy also to enrich our
multi-faceted and is based on the idea of experience, I believe that using both research
Data Collection.
Qualitative Tests. Most of the data collection will be taking place through a series of
case studies at the college where I teach at; which is the Malta College of Art, Science and
Technology in Mosta, Malta. I will try to be allocated a small room with minimal light, where
The first tests will be carried out using projected visuals and audio with no interaction. I will
invite students and lecturers to stand in a specific area of the room for about fifteen minutes
(one person at a time). Certain persons will be given a recorder to document what he or she is
experiencing during this time. Additionally, there will also be a hidden camera aimed at the
area where the person is standing; recording their movement, facial expressions and general
reactions. The reason I want to use a hidden camera is that I do not want the viewer to be
aware that they are being filmed, since they will not act natural. Handing them the recorder
will also alter their natural reactions, but will give me an idea of what the visuals are
transmitting to each and every person. Therefore I will only allocate recorders to some of the
viewers.
I will be repeating the same tests when I include interaction with the visuals.
Quantitative Tests. I will be constantly uploading the visuals on my blog and sharing
the post link on social network sites and by email to gather reponses from a wider number of
individuals. These will be accompanied by a number of short questions in the blog posts or in
the email.
response of the viewers who are being tested is one of disinterest, then it will be ineffective
and therefore must change or be updated. I’m looking for strong emotional responses from the
viewers; immersion and engagement. The inclusion of interaction aims to further enhance the
experience; hence it needs to be smooth and effortless. If the viewers find problems with
interacting, it will have to be modified. The idea of interaction is meant to add curiosity,
unexpectedness and surprise to the project; these are all keywords that might lead to
frustration if not utilized appropriately, however through continuous testing I hope to achieve
AFFECTIVE INTERACTION AS EXPERIENCE
Interpretation. I will know if the tests are working when my viewers start to find the
experience appealing and addictive. Total success will be achieved if the viewers also start to
unintentional outcome, so if unexpected emotions and responses are gathered through the
experience, they will not be listed as unsuccessful, but will be recorded and investigated.
Expected result. I am aware that it will be quite difficult to evoke strong emotional
responses from the people that I will be testing. I am expecting quite unmoved reactions in the
first few tests, however I am hoping to be able to update my project, find the areas that need
Practical methods
My project will consist of quite a large variety of practical methods. For the first part of my
project, I will be scanning traditional illustrations and digitising them in After Effects. The
reason I want to start off by using traditional illustration is that they present no particular
restrictions. I want the first ideas to be raw and hand-drawn. Through the digitisation process
I aim to detach the user from the real world by using depth on otherwise flat scanned
illustrations. A variety of other effects will be researched and put to use, to enhance the user
experience. I will be using After Effects because it allows for ample flexibility for the artist,
and yet provides means of further experimentation through the use of expressions.
AFFECTIVE INTERACTION AS EXPERIENCE
Recent Experiment carried out in After Effects using scanned Water colour and 3D Layers
I shall also be including some short video clips to break apart the consistency of drawn and
Processing. The combination of mixed traditional and digital media is all part of an aim to
bring together subjects that are familiar to the user, with elements that are unexpected. This is
what will expectantly lead the user into an immersive dream state. I plan to generate computer
interaction using Flash, since it is one of the best programs that can support both visuals as
well as interaction. The implementation of interaction is one of the last phases of my project,
as well as one of the most important stages of my project. It is therefore open to change and
develop.
foundation based on outcomes and reflections of previous artist works. I want to see how key
figures attempted to captivate the audience through euphoric experiences, and investigate
what methods they have used; which ones were successful, and why they were successful.
Even though previous works of art will play an imperative role in my research, I want to try to
I will also be conducting research on affective interaction and emotional design. I consider
this research to be an essential part of my theoretical research, since I would not be able to
produce an installation which has a real effect on the human emotions, without first
blog.
Outcomes
I want my project to be unanimously available, for that reason I want to share it online in the
form of an application. However the true outcome of the project is the experience of the
affective interaction, which will be in the form of an installation. Presently, for my final
presentation I am aiming to have a dark room with a computer and a projector where a
member of the audience can play and lose his/herself in the interactive space. The projections
The enlarged screen (projected) would hopefully give the individual a more authentic and
surreal experience. I want the space to cater for as many human senses as possible in order for
Work Plan
AFFECTIVE INTERACTION AS EXPERIENCE
I will dedicate the first year to creating visuals, learning Processing and conducting contextual
research. In the second year I will be collecting audio material, putting together visual and
audio and developing the interface. The final task will be the preparation of an installation to
evaluate the results of my project. Continuous testing of the installation will also be carried
out.
The visuals will be anything from scanned illustrations and paintings to digitally generated
pieces. These might continue in the second year if I am not happy enough with the ones I
produce in the first year. For my theoretical research, I am aiming to finish most of the
reading and findings in the first year, and dedicate the second year to writing and formulating
As shown above, most stages will blend into one another, especially when it comes to the
creation and testing of material; this will be an ongoing process that will last until the
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AFFECTIVE INTERACTION AS EXPERIENCE
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