1001 Electronic Story Nights
In 1992, the idea of community led me to extend the scenario for interaction
beyond the notion of a single user on a single machine. I began exploring a
scenario which encompassed two users: one acting as an Explorer and the other
as a Guide. In fiction, many stories juxtapose the journey of a main character
with advice from a guide or with difficulties imposed by an obstacle character.
Guide characters help the main character forge ahead, while obstacle characters
inhibit her progress, often by requiring some level of accountability. As we
explored the interface, we focused on several considerations: the scale of the
interaction, the relation of the audience to a story goal, and the narrative
structures which would act as an invitation to the audience.
I was contemplating the problem of how to move the interactive experience
out of the desktop video "box" and into the room as a direct, human-scale
experience. I invited Larry Friedlander (a Professor of Literature and Theater
at Stanford University and an accomplished Shakespearean actor) to take a
sabbatical and join me in my work at the MIT Media Laboratory. In 1992, we
co-taught a workshop in which students and faculty collaborated on an creation
of an installation piece: a series of large-scale, walk-through participatory
environments which we called "The Wheel of Life." [5]
The "Wheel of Life" was developed for and installed in "The Cube," a 60
x60 x50 foot open room in the center of the Media Laboratory. The exploration
spaces, inspired by the rich symbology of the Buddhist Mandalas, were
implemented on the scale of a small theme park. The Guide stations invited
visitors to collaborate with the Explorers' efforts by sending non-verbal
messages to them or by solving some related, parallel puzzle. The work was
open to the public for 10 days in January 1993.
As I have worked with students over the past decade , I have evolved a
collaborative workshop method which allows us to create works which push the
edges of expression and the new digital technologies. In this work, I focus
less on longevity and issues of distribution than on general principles, with
the practical goal of prototyping work in a short period of time. The "Wheel
of Life" was particularly impractical in regard to distribution. It was built
by some 25 students, faculty, and staff in one 13-week semester, which was a
challenge in and of itself. The spaces had to be large. For Water and
Earth, we hung huge, sculpted scrims from the ceiling to define and
enclose their spaces. Air invited the audience to walk into a large
mylar balloon, the size and shape of a Quonset hut. Each space was constructed
with its own cosmology of experience. As you walked into the Water
space, a short movie rear-projected onto an overhead screen conveyed the
impression that you were being released from a huge fist into an expanse of
water; immediately, schools of colorful fish began to swim by on monitors
around you. Very quickly, you discovered that you were sharing this space
with a large whale whose florescent pink throat you could walk into. The
Guide sent you messages, such as images of a child's fingers pointing and an
accompanying whisper, "move left," "move right," "speak to me." The goal in
this space was to get the Explorer to sing into the ear of the whale. Adults
resisted this particular interaction because the ear was way down near the
floor. If you did indeed sing into the whale's ear, you were rewarded by an
outstanding light show and the memorable lines from The Tempest, "Full fathom
five, my father lies..."
In the Earth space, the Guide sent a cryptic request to the Explorer,
who had to decipher the request in order to move on through the space.
Earth was inspired by the Percy Bysshe Shelley poem "Ozymandias" -- the
Explorer entered the site to discover it in ruins; the Explorer had to solve
three puzzles to reconstruct it and experience its former glory.
By exiting Earth, the Explorer entered the Air environment:
the interior of a large, inflated mylar balloon representing a space ship in
crisis. The fate of the Explorer was critically dependent on the collective
work of five crew members currently in a state of drunkenness. By standing
close to an individual crew member, the Explorer was able to awaken him
briefly.
However as soon
as the Explorer left, the crew member fell back into stupefaction. In order to
succeed, the crew members had to be revived in a specific order within a
specified period of time. Since the space was quite large, this task involved
considerable movement on the part of the Explorer. Meanwhile, the Guide played
what was ostensibly a computer game; the task was to launch a collection of
logs down a moving stream, one by one, in proper order to form a bridge. Part
of the Guide's challenge was to discover exactly what this "proper" order was:
once the rules became clear, the Guide could move down to the colored squares
at the bottom of the screen. These squares directly controlled the lights
within the spaceship. If sequenced in parallel with the moving logs, these
squares showed the Explorer the order in which to revive the crew members.
Thus, there was a necessary collaboration between the Guide and the Explorer.
The "Wheel of Life," while not technically perfect, was a grand success in
terms of its fanciful spirit and the fun of its interactivity. The limited
speed of the network and inadequate sensor technology did present some major
problems. As I stated earlier, there is now a group at the Media Laboratory
which is actively pursuing new technologies for sensing human interactions.
One class of sensors responds to the electrical currents which flow within our
bodies. We can use this technology in a cello and a violin to precisely
measure the musicians' movements; through their actions, the musician can
control their accompaniment, the background orchestration of music in a solo
performance. Similar sensors can be used in other venues where the human
wishes to control computer output. This focus on sensors has lead to
significant work by Neil Gershenfeld and the Computers and Media Group at the
Media Lab.[6]