Sensory CircusTime's Up (AT)

interactive installation, 2004

The project Sensory Circus is embodied in an interactive installation comprising an active, responsive and auto-generative audiovisual and architectonic system. The audience is central, and is principally responsible for their substantial contribution to the nature and dynamics of the whole environment.

In keeping with Time’s Up’s interests, the dramaturgy of Sensory Circus is oriented to establishing spatial situations for a limited period of time. The audience is invited to actively participate in the media and architectonic rearrangement of dominant conditions within this installation - every visitor mutates from a passive viewer to an active protagonist. The single components of the whole room installation motivate and encourage the audience to use the interfaces, that are intuitive in their operation and should thereby enlarge the usual definitions of interactivity between physical and virtual world in an intensive experience.

The usual interfaces (e.g. joystick or mouse) are replaced through specially constructed equipment, which demands an athletic whole body of the user. Specially constructed interfaces requiring the conscious and active use of the whole body enable each visitor to arrange their own audiovisual environment and thus manipulate and determine the character of the installation. Interventions in various computer-animated game worlds are supported, as well as the rearrangement of acoustic and visual landscapes. Aside from this very direct influence, all the activities of the audience with the interfaces of the installation are registered and processed. The manipulations and subsequent changes in the environment that are calculated from this data are then presented to the public. Possible changes include, for example, a constantly adapting spatial architecture, shifting light and temperature conditions, alterations of acoustic and visual representations, modifications of the way individual interfaces function, and changing the rules of single computer games.

The result is a circular dependency between the visitors and their surrounding environment. An active audience causes changes in the general ambiance. This ambiance that is modulated in real time forces the audience at times to adapt planned activities. Every further action on the part of the audience results in a new reformulation of the parameters of the space.

Time's Up (AT)

Grounded in 1996, Time’s Up undertakes applied research in the behavior of the public individual. From its basis in the harbor of Linz, Austria, where the offices and workshops are found, the group organizes situations that perturb the nature of a given everyday situation, allowing and encouraging altered and enhanced interactions between the public individuals that visit the situations. The choice of the term situation to describe the main field of endeavor relates to the completeness of the environments that are assembled. The spaces in which Time’s Up acts are spaces in which the visitor, acting in a public space and thus referred to as the public individual, finds environments that are intrinsically everyday yet subtly and distinctly perturbed. The process of removing the person from the realm of the everyday, in theatrical work known as the suspension of disbelief, and segueing them into these environments that are real yet unreal, allows the investigation of personal and interpersonal behaviour. The situations can be referred to as ‘real virtuality’ as the visitor is taken into the space physically, yet the dynamics of the space are removed from those of reality, they are somehow virtual.

www.timesup.org