โInterplayingโ is an interactive digital installation to encourage audience memberโs live social interaction with one another in live music events โ concerts/festivals. By allowing the audience to virtually mash up the music with the musician and other audience members, โinterplayingโ demo aims to show the potential of technology building peopleโs โsocialโ capital.
In the 21st century, there is a strong trend of the indivdual audience's personal technology-dependent behavior (constantly checking a cellphone, trying to record everything via camera) in live music events.
This project investigates the way to encourage the audienceโs human-to-human interaction in live music events environment. It hopes to create better experience of socialization via technology, not by removing technology.
It found a lesson from organic and physical human-to-human interaction in cultural/community festivals. Also, it does not criticize the presence of technology itself in the music events. Interplaying experiments if technology can help and encourage live social interaction amongst audience members, bringing people together in real world.
While exploring the technology in live music concerts and music festivals, I found these interesting images - sarcastically commenting on how audience members are tuning into their own personal devices, like digital cameras or cellphone, while being surrounded by hundreds of people around them. (Of course, we would need a drone to support our WiFi-s and maybe a 30-inch LCD screen for better view).
And due to this device-attached behaviors, we are missing somethingโface-to-face interaction, language and flesh. There are already many concerns about our social capitals negatively influenced by technology in sociology, psychology, and many other fields (especially, Sherry Turkle). They provided me new critical perspectives and inspiration to think about meaningful interactions for human beings.
While focusing on the interactions in live music events, I also searched local events, regional or cultural festivals. Why? Although they might have completely different target audience, music style, set up location, they are so full of organic human interaction between the audience members. I decoded what makes this possible in cultural festivals is that they have shared medium.
Coming back to live music events, I thought there should be a reason why people visit public live music events instead of just listening to music at home, live-streaming Spotify or Apple music. Similar to how regional/cultural festivals create humane interactions amongst diverse participants, socialization is one of the main reasons why people still visit live music events.
Socialization is an important part of the live music event experience. It has shaped the history of how shared medium successfully encouraged social interaction in festivals. This is why I created the shared medium (using hand motion detector and gaming program) to generate communal activity that the audiences can play with one another.
There were two big questions that came along with the usage of technology. First, why not get rid of it? Commercially and industrially, it is realistically hard to completely stop using it. Easier said than done. Second, technology does not inherently isolate people. As the quotes imply (3rd to the last photo above), it is how we use the technology. Thus, I created the interactive media installation that would bring people together in real life, initiating eye contacts, short conversations, even small physical contacts.
์ธํฐํ๋ ์์ ๋ผ์ด๋ธ ์์ ๊ณต์ฐ(์ฝ์ํธ, ํ์คํฐ๋ฒ)์์ 21์ธ๊ธฐ์ ๊ด๊ฐ์ด ํธ๋ํฐ์ด๋ ์นด๋ฉ๋ผ์ ๊ฐ์ ๊ฐ์ธ์ ๋์งํธ ๊ธฐ๊ธฐ์๋ง ์ง์ฐฉํ๋ ํ์์ ํํํ๊ณ ์๋ก ๋ค๋ฅธ ๊ด๊ฐ๊ณผ ๋ผ์ด๋ธ ํ์ฅ์ ์ฆ๊ธธ ์ ์๋ ๊ฒฝํ์ ์ ์ฌํ๊ธฐ ์ํ ํ๋ก์ ํธ์ ๋๋ค.
(์๋ก ์์ง ๋ชปํ๋) ์ฐธ์ฌ์ ๊ฐ์ ์์ฐ์ค๋ฌ์ด ๊ต๋ฅ๊ฐ ํ๋ฐํ๊ฒ ์ด๋ฃจ์ด์ง๋ ์ง์ญ ์ถ์ ๋ค์์ ๋ค์ํ ์๊ฐ์ ๋ฐ์์ต๋๋ค. ์ฑ๊ณต์ ์ธ ์ง์ญ ์ถ์ ๋ค์ ๋ชจ๋๊ฐ ๊ณต์ ํ๋ ํ๋์ ๋ฏธ๋์, ๋งค์ฒด๋ฅผ ๊ฐ์ง๊ณ ์์์ต๋๋ค. ๊ทธ ์์ด๋์ด๋ฅผ ๋ฐํ์ผ๋ก ๋ผ์ด๋ธ ์์ ์ด๋ฒคํธ/๊ณต์ฐ/์ถ์ ์์๋ ์ฌ๋๋ค์ด ์ง์ ๊ฐ์ง๊ณ ๋ ์ ์๋ ๋งค๊ฐ์ฒด๊ฐ ์์ด์ผ ํ๋ค๋ ์๊ฒฌ์ ์ ์ํ๊ณ ์์ ๊ณผ ๊ธฐ์ ์ ์ด์ฉํ ๋ฏธ๋์ด ์ํธ ์ํ์ ๋ง๋ค์์ต๋๋ค.
๋ณธ ๋ ผ๋ฌธ ํ๋ก์ ํธ๋ ๊ธฐ์ ์ ๋ฐฐ์ ํจ์ผ๋ก์จ ํ์ฅ์ ๋ํ ์ง์ค๋์ ๋ผ์ด๋ธ ์์ ํ์ฅ์์์ ์์ ๋ผ์ด์ง์ ์ ๋ํ๋ ๊ฒ์ด ์๋๋๋ค. ์ญ์ผ๋ก, ๊ธฐ์ ์ ํ์ฉํด์ ์ฌ๋๋ค์ ๊ณต๋ ํ๋์ ์ ๋ํ๋ ๋งค์ฒด๋ฅผ ๋ง๋ ๋ค๋ฉด ๊ด๊ฐ๊ณผ ๊ด๊ฐ ๊ฐ์ ์ธ๊ฐ์ ์ธ ์ํต์ ์ด๋์ด๋ผ ์ ์๋ค๋ ๊ฐ๋ฅ์ฑ์ ์ ์ํฉ๋๋ค.
๋ณธ ์ค์น ๋ฏธ๋์ด ์ํ์ DJ๋ค์ด ์ฐ๋ Launchpad์ ํํ์์ ์๊ฐ์ ๋ฐ์ ๋ฒํผ๊ณผ ๊ฐ์ ๋น์ฅฌ์ผ๋ก ๋ง๋ค์์ต๋๋ค. ์๋์ ๊ฐ์ง ํ๋์จ์ด์ธ Leap Motion (๋ฆฝ ๋ชจ์ ) ์์ ์์ ์ฌ๋ฆฌ๋ฉด, ๋ณธ์ธ์ ์์ ํ๋ฉด์์ ๋ณผ ์ ์์ต๋๋ค. ์์ ์์ง์ฌ ํ๋ฉด ์์ ํ๋ธ๋ฅผ ๋ฒํผ์ฒ๋ผ ์๊ฐํ๊ณ ํฐ์นํ๋ฉฐ ์ฌ์ด๋๊ฐ ์ฌ์๋ฉ๋๋ค.
๋ณธ ๋ฐ๋ชจ๋ ๋ฎค์ง์ ์ด ๋ผ์ด๋ธ ๊ณต์ฐ์ ์งํํ๊ณ ์๋ค๋ ๊ฐ์ ํ์, ํ๋ฌ๋์ค๊ณ ์๋ ์์ ์์ ์ง์ ์ฐ์ด๋ ํ๋ชจ๋ ๋ฐ ํ๋ฌ (3~5์ด)๋ฅผ ๊ฐ ๋ฒํผ์ ์ฝ์ ํ์ต๋๋ค. ํฐ์นํ ๋๋ง๋ค ๋ฒํผ์ ๋ ธ๋์์ผ๋ก ๋ฐ๋์ด ์ฌ์๋๊ณ ์์์ ์๋ฆฌ๊ณ ํด๋น ์ฌ์ด๋๊ฐ ๋๋๋ฉด ๋ค์ ๋นจ๊ฐ์(๋ณธ๋ ์๊น)์ผ๋ก ๋์์ต๋๋ค.
์ด ๋ฏธ๋์ด ์ํธ๋ ๊ธฐ์ ์ ์ด์ฉํด ์ฌ๋๊ณผ ์ฌ๋ ๊ฐ์ ์ธํฐ๋ ์ ์ ์ฆํญ์ํค๊ธฐ ์ํ ๊ฒ์ด ๋ชฉ์ ์ธ๋งํผ ์ฌ๋ฌ ๋ช ์ด ํจ๊ป ์ฌ์ฉํ ์ ์๋ ๊ฒ์ด ๊ฐ์ฅ ์ด์์ ์ ๋๋ค. ๋ค๋ง ์ด๋ฒ ํ๋ก์ ํธ์์๋ ์ฌ์ ์ง์์ ๋ฌธ์ ๋ก ๋ฆฝ ๋ชจ์ ํ๋์จ์ด๋ฅผ 1๊ฐ๋ง ์ง์๋ฐ์๊ณ , 1๊ฐ์ ๋ฆฝ ๋ชจ์ ์ 4๊ฐ์ ์ ์ด์์ ๊ฐ์งํ ์ ์๋ ๊ด๊ณ๋ก 2~3๋ช ์ ์ฐธ์ฌ์๊ฐ ์ต๋์์ต๋๋ค.
๊ทธ๋๋ ์๋ก ๋ค๋ฅธ ์ฌ๋๋ค์ด (๋ชจ๋ฅด๋ ์ฌ์ด์ฌ๋) ์ด๋ฐ ๋งค์ฒด๋ฅผ ํตํด ๊ฐ์ด ๋ ์ ์๋ ํ๊ฒฝ์ด ์ ๊ณต๋์ด ๋ํ๋ ๋๋น ๊ตํ ๋ฑ ์ธ๊ฐ์ ์ธ ๊ต๋ฅ๊ฐ ์ค๊ณ ๊ฐ๋ค๋ ์์๋ฅผ ๋จ๊ธฐ๋ ํ๋ก์ ํธ ์ผ์ผ์ด์ค์์ต๋๋ค.
Partially inspired by Sherry Turkle, a professor of Social Studies of Science and Technology at MIT, who wrote multiple books about the relationship between humans and computers/technological devices. Two of her books, Alone Together and Reclaiming Conversation: The Power of Talk in the Digital Age, were my go-to-books during my thesis period.
Special Thanks to Vassar College Media Studies department & TimeWaveFest folks & Unity & Leap Motion
Thanks to everyone who supported me. I would be glad to see this project being useful to any hacker/maker projects.