This device represents a novel interactive cinema platform for the expression of stereoscopic 3D panoramic and multi-viewpoint spaces of representation, in which participants embark on an embodied journey of discovery.
In traditional film or television, with its constraints of standardised spatial formats, the viewer is always looking through the eye of the camera into the narrative world that unfolds within the frame. Even as the image in the window is moving, it is clear that the director and cinematographer control the movement on screen, while the audience is restricted to a passive role. A situation where the mobility of the image faces the immobility of the spectator.
With this vision machine, I present a model of spatial correspondence between the virtual and the representational space, which breaks with the paradigm in conventional film and television, by:
The platform is comprised of
The operator manually rotates the platform, and therefore the projected image, following its circular path. This rotation of the virtual viewing window around the panoramic screen continuously reveals new and discrete sections of the image.
The spatial correspondence between imagery and the representational space (the angular position of the window) is fixed; the image appears to be stationary.
With this tactile and intuitive user interface, a viewer’s proprioceptive actions in the real space have direct concurrency with their movements in the virtual space.
Observations and a survey of people interacting with this platform and its imagery, indicate that utilising stereoscopic 3D imaging in this context challenges a viewer’s perception. The virtual window into the 3D world ‘behind’ the screen surface, or “the membrane of where surface meets depth”, is no longer a fixed entity but a dynamic frame, in which uncanny interactions occur between the space depicted and the reality of the installation space. This effect can activate a viewer’s sense of balance by gently throwing it off, but at the same time, opening up another layer of interaction and resulting in an impactful embodied experience.
Modeled after Placeworld by J.Shaw.