Knowmore - Project update 01
Posted on: 29 Oct 2008
The image above - Symbol of stillness - is a still from a small concept animation of one of the items a participant might have seen emerging from the depths of the table as they spun its surface and traversed its perimeter. I say ‘might have seen’, because it doesn’t really fit in with the existing imagery in that part of the work. With a bit of tweaking and finessing, this abstract image (along with some other concepts not yet posted), may appear in the final act/section of the work - which is ultimately better suited to host this type of visual treatment.
Where we are so far…
There are 5 areas around the table in which interaction can take place. The floor pads that react to movement and the specially engineered spinning table-top have been up and running for the past few months - which has allowed us to test and experiment with the imagery, sound and interaction progressively as we experience the work in a way that a participant might.
At the moment we are busy:
- Finalising the initial imagery for each section of the table (dependent on user testing). Only two sections remain and are likely to be done in the next week.
- Tweaking and debugging the audio environment - which is sounding fabulous!
- Integrating and debugging interaction layers in 3D engine.
- Building a shroud to surround the installation, allowing less light and sound interference from surroundings.
- Constructing a transport cradle for the table.
Testing phase approaching.
Stage 1 of the Knowmore project is creeping closer to the user testing phase. We have a showing in Brisbane in February 2009, which isn’t too far away, so everyone in the team is prioritising items to complete on their to-do list.
Once we can have the prototype ready with most of the media in place, we can grab a few people and have them experience the work.
Imagine if the installation was to present itself in ways that didn’t engage your attention and interest. You would move on to something else, right? I know I would! Then we (the artists) can pretty much expect participants to have little or no comprehension of the concepts dwelling within the work, and any feasibility or validity of the message attempting to be communicated is undone. No amount of introductory or explanatory rhetoric can save a bad piece of art. People won’t want to see it and curators won’t want to show it. Physical components, hardware, software, artist fees and research - as well as reputations - are too costly to afford a failure. Hence, feedback and often exhaustive testing for interactive installation art of this caliber is essential.
Testing here we come….
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