The
Temptation of St. Antony 1995-2000
Interactive video, sound and computer installation.
The Temptation of St. Antony is an interactive video and sound installation
that records memory of viewers presence to shape and construct
the responses of the piece. The viewer is placed in the role of
contaminant to the character "St. Antony". In an attempt
to purge the viewers contamination of the space Antony responds
by obsessively repeating statements and compulsively moving his
body. As more viewers interact with the space over time Antonys
movements become quicker and more repetitious and his statements
layer. The piece uses sensors that map out the room. The video is
projected from overhead onto salt on the floor. The image is elongated
to distort the figure.
The piece is based on obsessive-compulsive disorder and Gustav
Flauberts
The Temptation of St. Antony. The piece uses a computer program
to create obsessive/compulsive behaviors in sound and video. Sonar
sensors mounted in an array along a wall in the space create a
matrix
within which the viewer can be located in the space at any time.
The location that viewers stand in over time creates a cumulative
effect on the software of the piece. On first viewing the figure seems
to move about the space smoothly. After viewers have interacted
with the piece
over
time the algorithm responds by designating the areas of highest
interaction as "contaminated" spots. These are now the
triggers for future interaction.
A program controls the piece by tracking the number of viewers
in any given location; the amount of time the viewer remains in
a location; determines if the location becomes contaminated
and structures a response. Once the number of viewers reaches
a
threshold determined within the software algorithm the piece begins
evolving obsessions. The obsessions are digitized sound samples
controlled through MIDI. Each sound text is related to an obsession
about either lust or death. When subsequent viewers interact with
the pieceonce it has crossed the obsession threshold for
a given location within the spacethe software will "obsess."
If the locations that have become contaminated by viewers continue
to accumulate hits, the piece becomes "compulsive." The
software selects and layers together obsessions and ritualistic
sounds (i.e. counting, checking and other types of repetitions.)
Multiple digitized sound texts are played simultaneously. In addition
the genetic program selects clips from the videodisk and edits the
video disc in real-time. Editing includes replaying sections repeatedly,
increasing playback speed, moving forward and backward through clips,
jumping between clips, etc. This editing creates the impression
that the figure in the video is performing rituals or compulsions
to purge the obsessions. The figure moves erratically about the
space, struggling to move forward, repeats movements, etc.
The piece is designed to evolve these behaviors through time; the
compulsive movement and obsessive sound increase in severity. Each
time a viewer visits the piece he/she will have a different experience
of it. The history of interaction is recorded and used by the software
to control and shape the outcome of the piece. The viewer may trigger
the piece, however, the next person to interact with the piece experiences
the effect the previous viewer had on the piece. All interaction
and response is dependent upon the history of interaction within
the time of the exhibition.
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