VIOLASTREAM 2.0

On one end of the cam: Viola. On the other ends of the web: all of you. Over a livestream, observe and control Viola's behaviors.

David Currie, Viola He

https://vimeo.com/465958625

Description

[VIOLASTREAM 2.0 LIVE]

Wednesday, December 16, 8-10pm EST
Thursday, December 17, 8-10PM EST

To participate, go to: https://violola.herokuapp.com/

To watch stream, go to: twitch.tv/violola/

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VIOLASTREAM 2.0 is an online interactive performance where I hand control of my actions over to my audiences, who will collectively vote for my next tasks, movements, emotions, and when to do them.

Audiences have access to a webpage with embedded livestream, action choices, and a comment section. This page is connected to my stream, which displays those inputs in real time. While a computer voice speaks to me all your commands, only the highest voted task will be acted out. To stop a current action and trigger the next, you need to vote for “stop task” until it surpasses the vote count that triggers the task.

With performance artists Tehching Hsieh and Marina Abramovic in mind, I'm utilizing web technologies and streaming platforms to explore my own body and identity performance in relations to the others. While the audiences act as commanders and spectators, Viola's body perform the role of the object and machine, creating a cybernetic relationship through webcam and livestream as medium.

ITPG-GT.2074.001, ITPG-GT.2041.001
Cybernetics of Sex: Technology, Feminisms, and the Choreography of Control, Population Infinite: The Future of Identity (Online)
Performance

Net-Natyam

Net-Natyam is a hybrid training system and performance platform that explores the relationships between music, machine learning, and movement through electronic sound composition, pose estimation techniques, and classical Indian dance choreography.

Ami Mehta, David Currie, ,

https://davidalexandercurrie.github.io/net-natyam/

Description

Bharatanatyam is a form of classical Indian dance that involves using complex footwork, hand gestures, and facial expressions to tell stories. The dance is traditionally accompanied by Carnatic music and an orchestra consisting of a mridangam drum, a flute, cymbals, and other instruments. Net-Natyam uses three ml5.js machine learning models (PoseNet, Handpose, and Facemesh) and a webcam to detect the movements of a Bharatanatyam dancer and trigger a corresponding sequence of electronically composed sounds.

ITPG-GT.2994.001, ITPG-GT.2048.00006
The Neural Aesthetic (Online), ICM – Media
Performance,Machine Learning

Haunt That House!

Have you ever wanted to be dead and haunt the house of an actual human? Well today's your lucky day!

David Currie, John Bezark

https://www.loom.com/share/24a6f868f52d4ee09a4a4307ab9700f0

Description

Haunt that House is a many vs one player ghostly arcade game where several ghosts in a digital space compete against one human in a physical space. As the ghosts float around and interact with digital objects, they trigger real world effects like changing the color of a lamp to a ghastly green or making household objects rattle and shake.

The human, meanwhile has a handy dandy ghost detector which they can point at objects to detect the presence of the paranormal and which can be used to ZAP the ghosts and kick them out of the objects. The ghost detector communicates with the haunted household objects which enables for a very reliable “scanning” effect which reveals the presence of the paranormal.

The ghosts have 3 minutes to haunt 2 of the 3 objects in the humans house an the human is just trying to keep all the ghosts at bay! Things still in development for the project are a “fancier ui” for the ghost and a little bit clearer feedback for the ghost hunter, but the underlying communication and interactions are really solid. We are very happy with how reliable the interactions are between the humans and the ghost, now it's just a matter of adding a little bit of polish which we are very confident we can do in the time remaining!

While the game is on the surface quite silly, we were really drawn to the questions like “how can you make a game that is playable across a digital and physical divide?” With so many ITP students in various parts of the globe, we hope that our spooky little experience can bring folks together in a new and interesting way.

ITPG-GT.2233.00002, ITPG-GT.2301.00006
ICM, Intro to Phys. Comp.
Play/Games