P.O.E.M.A is an interactive performative installation that employs a respiratory rate of an audience member in a creation of a living experience between dancers and audience, both immersed in the environment that serves as a basis for a creative discourse in a real time.
The concept evolved around three elements: pulse, breath, and water. Breath is the main component that allows playful participation and interaction with the environment. The system follows breathing patterns of a user who is wearing a respiration sensor. “The system” refers to the behind-the-scene set of software with generative audio and a virtual environment. The virtual environment depicts the element of water as an ocean that one is immersed in. The frequency of the user’s breathing provokes and challenges an interaction between the user and the system, and this changes the behavior of the whole environment (audio and visuals). There are no prescribed instructions how to interact nor what to do. We create the playground and then invite one to explore and create their experience. The system’s agency guides the user between the state of calm and the state of anxiety; however, the user has the power to override system’s decisions by changing breathing patterns. The behavior and aesthetic quality of sound and visuals are the results of negotiations between the system and the user, as long as the participant is consent, present, and breathing.
The project was on display at the Oi Futuro Flamengo in Rio de Janeiro from July 18th until August 21st 2016.
Credits: Mirjana Prpa: virtual environment and interaction design; Kivanc Tatar: generative music (kivanctatar.wordpress.com); Regina Miranda: choreography and direction; Philippe Pasquier: IA system design advisor; Bernhard Riecke: PhD supervision (http://ispace.iat.sfu.ca/).
video: Ash Tanasiychuk
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