desert rain discussion

From: Scott deLahunta (sdela@ahk.nl)
Date: 11/12/00


<x-flowed iso-8859-1>Dear List

Some starting/ trigger points for an upcoming discussion based on the 
Desert Rain project. The discussion will take place with the workshop 
participants as part of the FM3-TT workshop at DEAF 
[http://www.v2.nl/deaf/00/time_tracking -- 14-19 November 2000] on the 
Saturday, 18 November. There will be a wrapup discussion/ presentation for 
the public on Sunday 19 November mid-day. These notes will be produced as 
part of a reader for participants. Other reader material will include some 
of the papers of Atau Tanaka, e.g. 
http://www.sensorband.com/atau/papers/netmusic.html

Some Link's to Workshop Contributor and Desert Rain sites:

John McCormick/ Company in Space
http://www.companyinspace.com

Maja Kuzmanovic
http://www.cwi.nl/~maja/
http://www.deepfoam.org
http://www.cwi.nl/~maja/GoTo0/cave.html

Atau Tanaka
http://www.sensorband.com/atau/globalstring/

Matt Adams/ Blast theory
http://www.blasttheory.co.uk/
http://www.crg.cs.nott.ac.uk/events/rain/
http://www.crg.cs.nott.ac.uk/research/technologies/mixed/
http://www.erena.kth.se/desert.html

Scott deLahunta
http://huizen.dds.nl/~sdela/conv3
http://isa.asu.edu/cellbytes/scott
http://www.daimi.au.dk/~sdela/dte


Desert Rain: Finding One's Way

Desert Rain is a large-scale event installation and the result of a 
collaboration between performance group Blast Theory working with eRENA 
partners University of Nottingham's Mixed Reality Lab and ZKM, Karlsruhe. 
Nominated for a BAFTA in Interactive Arts last month, the piece involved 
the creative implementation of MASSIVE, a multi-user distributed virtual 
reality system developed at the Mixed Reality Lab in combination with the 
development of specially designed interface technologies at ZKM. In this 
presentation, Matt Adams (co-direction Blast Theory) and Scott deLahunta 
(researcher into new media and performance and Desert Rain audience member) 
will present a short description of the piece with the intent to provide as 
vivid a portrayal as possible. An ambitious cross-disciplinary 
collaboration across a diverse base of knowledge and expertise, Desert Rain 
sustains at its core a clear understanding and manifestation of the 
processes of making performance. Some of these processes will be 
articulated and analyzed in a discussion of the making and producing of 
Desert Rain touching on various details such as: 1) testing of the work on 
groups and the nature of development of sonic and visual cues in the 
virtual world; 2) additional development of the MASSIVE virtual reality 
software including collision detection and terrain following; 3) the 
development and evolution of different layers of interactivity and their 
effectiveness within the context of the work, e.g. audience member to 
audience member, audience member to virtual entity, audience member to 
'off' screen' performer, etc.

Discussion Packets:

This is what it is (from a press packet): Desert Rain sends six 
participants on a mission into a virtual world. Each player is zipped into 
a cubicle and stands on a moveable footpad that controls their journey 
through this world. Together, they explore motels, deserts and underground 
bunkers, communicating with each other through a live audio link. The world 
itself is projected onto a screen of falling water, creating a 'traversable 
interfaceí through which performers can visit the player at certain key 
moments. Players have thirty minutes to find the target, complete the 
mission, and get to the final room, where others may have a very different 
idea of what actually happened there.

A few thoughts on how it works and whyÖ

Dramaturgy of Instruction: [Scott] I attend Desert Rain in Bristol by 
entering a large warehouse beside the water and waiting in a receiving area 
where we are given our first set of basic instructions. Desert Rain unfolds 
in stages, each carefully scripted in order to give us just enough of these 
instructions each time to enable us to get through. One set of instructions 
lie at the core of the experience  that is how to move in the virtual 
world. How to move forward and back and, crucially, how to turn. 
Technically (in the sense of Marcel Maussí Techniques of the Body), this is 
accomplished by the same set of skills one might develop to use a 
skateboard, to surf or ski, by shifting the centre of gravity forward, 
back, to the right and to the left. Other instructions give information as 
to the significance of various objects, virtual as well as actual. Others 
come later from the performers who, for the most part, remain unseen only 
to be heard giving me personalized instructions over my headset. 
Instructions are also coming to me from the other audience members. Further 
and final instruction comes in the shape of a performer who materialises 
through the water screen and ushers me into the final chamber.

[Matt] In total there are six distinct 'pedagogical phasesí: a laminated 
instruction card while participants are waiting outside, a briefing from a 
performer, a lightbox containing graphics, a magnetic swipe card containing 
instructions, a performer who leads participants into the virtual 
environment and a third performer giving audio support via headphones.

The Lowest Tech Principle: [Scott] Sensors under the moveable navigation 
footpads send a data signal to the MASSIVE-2 software committing it to the 
usual calculation overdrive in order to feedback the impression to the user 
that he or she is ëmovingí through this virtual space. The original version 
of these sensors were developed and tested in collaboration with and at the 
Centre for Arts and Media (ZKM) in Karlsruhe. These original sensors 
provided a continuous (or analog) data signal to be sent to the MASSIVE-2 
software. One could imagine that this would allow the user much more 
control of their movement within the virtual environment  in particular the 
illusion of speed could be accomplished through variable application of 
weight in any direction. This would seem to be the optimal and preferred 
technology for a fully immersive experience. In the case of Desert Rain, 
these analog sensors were to fail before the premiere of the show (the 
testing had not been tough enough). A solution was quickly devised by Ian 
Taylor of the Mixed Reality team by dismantling a joystick and building 
sensors to send a simple digital or ON and OFF signal to the VR software. 
These sensors were more reliable and more than adequate to deliver the 
experience of the work. While the result of a technical failure, the lesson 
to be extrapolated from this is that technical sophistication can so easily 
be mistaken for necessity without a fuller understanding of the context for 
its use.

Metaphors and Cues: [Matt] The piece went through three major iterations in 
the last 9 months of the 27 month development process. One of the key areas 
of focus during our testing (combining focus groups, written questionnaires 
and direct observation) was: how do participants orientate themselves 
within Desert Rain, both spatially, and conceptually? What level of 
information is required for participants to make sense of the world, to 
feel immersed within it while also keeping the pace as dynamic as possible 
(especially given the restricted polygon budgets). We questioned people 
closely about their interpretations of the environment. While acknowledging 
the inevitable subjectivity and thus diversity of responses, this process 
allowed us to tweak the design of, for example a bunker, until it had 
sufficient correlation to a bunker or held a sufficient number of 
bunker-like properties: does it have any military connotations? (which 
might be an artistic concern) or is it an object that would have an inside 
and therefore an entrance? (which might be a spatial line of enquiry).

The Time of Things: [Scott] Desert Rain time is consistent with everything 
from the need to make something that could be managed as a touring 
performance event to the development of its artistic content associated 
with the mediatized circumstances of the Gulf War. There are no holes in 
the Desert Rain time  no places to take a detour or sit out and watch 
beyond the watchers. There is no waiting in the airport for your delayed 
flight time, no time for nostalgia to creep in. Desert Rain skirts the 
perimeters of conventional theatre viewing time (whilst keeping it in the 
frame) and overlays gaming time (including ready set go, stopwatch time, 
last chance, decision making time), waiting room time, travel time 
(including lost and wandering time), task and countdown time, walking 
through sand time, amusement park rides time, narrative time (including 
documentary making and tv watching time) and unfolding interactive time.

Polygon Budgets: [Scott] From the beginning, Blast Theory had to accept 
that there could be relatively few adjustments to the basic architecture of 
the VR software, largely because of the human time factor involved in doing 
this. They could work with the built-in scripting language to design the 
virtual environment, but had to accept the polygon budget. This was limited 
partially as a result of dedicating more then 80% of the network traffic to 
sound that meant MASSIVE has a built in limitation on the number of 
polygons making up the changing visual imagery it can generate in realtime. 
Therefore, the simple visual systems and look of the landscape are part of 
adhering to this principle of working with what was there (bricollage) and 
finding the appropriate vehicle, form or context for that. However, there 
were still constant negotiations over what forms and functions could be 
added to the software. When negotiating for something additional, Blast 
Theory working on the principle of defining its absolute necessity to the 
audience experience and the Mixed Reality Lab working on the combined 
principles of 1) what could be done within a limited time frame and 2) what 
things would be technically interesting to do. The delicate balance of two 
value systems in operation at the same time.

Sonic Spatiality:[Matt] Audio creates a sense of place, an atmosphere, an 
orientation tool.Because of its power to inflect otherwise neutral spaces 
it provides cues about everything from the time of day to the level of 
urgency required.In recognition of this, MASSIVE 2 - the software created 
by the Computer Research Group at the University of Nottingham - devotes 
80% of network traffic to audio.It uses three concepts to deliver a 
complex, immersive sense of sound.Firstly, it attributes an aura to each 
avatar (a circular zone of sound generated that diminishes in volume in 
concentric rings).Secondly, it attributes a focus to each avatar (a conical 
zone extending forwards which enhances any audio source falling within it) 
so that as you turn to face a sound, you hear it more clearly.Finally, 
MASSIVE 2 generates a nimbus from the intersections of aura and focus as 
two avatars meet. Building on this sensitive treatment of sound Blast 
Theory constructed soundtracks for every area in Desert Rain (3 real spaces 
and 7 virtual spaces).

Audience, Players, Team: [Scott] ìYou have 20 minutesî  the game in Desert 
Rain has given me an overall goal, to find my way out of this virtual world 
within which I am currently ëtrappedí. This condition of entrapment has 
already begun forming in my mind as a result of the information received so 
far, the instructions on the way into these individual cubicles. The 
imaginary condition is further heightened by the reality of the hooded coat 
I have been given to wear, the dark murky and pixelated quality of the VR 
imagery being generated by MASSIVE-2, the water on the floor surrounding 
the navigation footpad I am standing on and the atmospheric ambient music 
coming over my headset. A further layering of experience occurs in the 
purposive construction of a social dynamic between myself and the other 5 
audience members, one that makes it clear it is my choice to either find 
the exit on my own or with the help of and/ or by helping the others in the 
audience. In the end, I play the helpful one and go back to rescue those as 
the time counts down. I do not escape  I assume I have perished. In the 
final room, I meet the other members of my team Ö one or two I have saved, 
but the hero sensation is fast fading.

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