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We
were developing several experiences crossing the Cc-client developed
by CIANT and the Motion capture recorder plugin developed by stéphane
Kyles to approach hybrid relation between dancers, sensors and
3D/ VRML real time environments.
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We developed a kind of study interested,
to update the model build in 2001 and to pervert as artists/programmers
the original goal of the unreal tournament engine, dedicated
to 3D games, using and developing inside that environment all
its potential, as graphic, as programmability in terms of physics/Karmas,
dynamic lighting, and artificial intelligence implementation
dedicated to avatars/3D characters, virtual storytelling and
data streaming as Unreal TV.
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Several simulations were made using that
model of the VITKOV Pamatnik as stage design,
video projections, laser and dynamic lightning for performence
or future installations presented there during the festival
“Inter-multimediale#2”.That model finally becomes
a space of experimentation. It was adapted to Unreal engine
and becomes a visual actor of the “VIRUS” performance.
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MAGMA.ID
is a 3D/VRML multi-user environment shared on the Internet.
The installation will propose to users / performers an immersive
experience that will allow the interconnection of users and
machines across the Internet in a METASPACE based on the digital
hybridization of 3 geographical spaces that integrate virtual
characters animated based on motion capture system, pictures,
videos and sounds.
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KOMPOZIT
The space of performance, informance and transformance deals
with a theme “Actual and Apparent Environments in Scenic
Art“. This interactive space results from the sum of analytical
thinking about the artistic satellites “Artjom MR“
and “Artjom MM“. These satellites have become substitutes
for the bodies of real actors. The installation / performance
exposes above all the communication among multiple authors,
their languages and stylistic formations. It requires and makes
use of interdisciplinary group effort. New technologies and
new media do demand such a composite thought, without which
there would be no passage into a sphere of weightlessness and
unexplored gravities.
Dragan
ivadinov, Dunja Zupancic
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We graft encumbering organs to our dancers
by equipping them with data-processing peripherals as motion capture
systems. If this hybridization cuts down their freedom of movement,
it enables them in return to contaminate the virtual space and
the time of representation. They will reveal perhaps thus, one
referent of the other and reciprocally engaged in a process of
technological and creative deconstruction, the out of border of
the body, mechanical, or formatted by the dictatorship of the
illustration.
The
goal is to create a crossing between real and virtual stage and
not the illustration of this crossing.
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V.I.R.U.S.
is one of the first performances connecting contemporary dance
with game technologies. Whereas the implementation of various
(camera, magnetic) motion-capturing systems is rather common in
the domain of performing arts, the advanced game technologies
are still a novelty. Their use in combination with some of the
traditional technologies in the field of dance and theatre becomes
a pilot enterprise.
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