{"id":158,"date":"2019-12-01T18:10:41","date_gmt":"2019-12-01T18:10:41","guid":{"rendered":"https:\/\/archee.uqam.ca\/?p=158"},"modified":"2022-10-15T17:23:17","modified_gmt":"2022-10-15T17:23:17","slug":"decembre-2019-lucid-dreamers-immersive-re-enactment-in-the-work-of-crew","status":"publish","type":"post","link":"https:\/\/archee.uqam.ca\/decembre-2019-lucid-dreamers-immersive-re-enactment-in-the-work-of-crew\/","title":{"rendered":"D\u00e9cembre 2019 – Lucid Dreamers: Immersive Re-enactment in the Work of CREW"},"content":{"rendered":"\n
This paper focuses on a workshop on immersive performance that ran from January 7th until January 27th 2013 at the Curtis R. Priem Experimental Media and Performing Arts Center (EMPAC) in New York. The workshop was conducted by Eric Joris and his company, CREW. Since 1998, the immersive live art of this Brussels-based performance group has successfully challenged common notions of acting, (tele)presence, spectatorship, theatricality and narration. Scientific reflection has always played a role in CREW\u2019s creative process, and engineers from different universities have developed new technologies for CREW to use on stage. The developers, for their part, reciprocally found in CREW\u2019s experimental theatre a laboratory for testing the progress and feasibility of their interface designs. <\/p>\n\n\n\n
In New York, CREW tested the possibilities of fusing footage taken on the spot with material that director Eric Joris recorded with his 360\u00b0 camera in Japan shortly after the Fukushima nuclear catastrophe. The material from Japan was subsequently built into an artistic immersive environment, where an \u201cactor\u201d guides a \u201cspectator\u201d in the middle of the devastated areas, where debris is being cleaned away and where phantom cities and villages are being dismantled and reconstructed. CREW thus created an integrated perspective through reenacting a radical foreign experience in the current conditions of New York, as exemplary global village. The medium through which this attempt was enacted is the so-called HeadSwap technology. This interactive collaborative experiment extends individual experience towards the exchange of visual perception. Through the use of omni-directional cameras and head-mounted displays, the participants\u2013both actors and spectators\u2013can freely look around in each other\u2019s environments, cognitively mapping each other\u2019 s bodies as they move along. I will provide an account of the ways in which this artistic experiment, through the use of immersive interface technologies, blurs the traditional boundaries between the actor and the spectator.<\/p>\n\n\n\n
This paper reports on a workshop in immersive performance that ran from January 7th<\/sup> until January 27th<\/sup>2013 at the Curtis R. Priem Experimental Media and Performing Arts Center (EMPAC) in New York. The workshop was conducted by Eric Joris and his company CREW, a performance group and multidisciplinary team of artists and researchers. Since 1998, the immersive live art of this Brussels-based team has successfully challenged common notions of acting, (tele)presence, spectatorship, theatricality and narration. Scientific reflection plays a constitutive role in CREW\u2019s creative process, as since its inception, engineers from different universities developed new technologies for the company to use on stage. For their part, the technical developers found in CREW\u2019s experimental theater a laboratory where they could test the progress and feasibility of their interface designs.<\/p>\n\n\n\n In New York, CREW embarked on a multifaceted project. The team wanted to test the possibilities of fusing footage taken on the spot in the working spaces of EMPAC with material that director Eric Joris had previously recorded with his 360\u00b0 camera in Japan, shortly after the Fukushima nuclear catastrophe. The material from Japan was subsequently built into an artistic immersive environment where an \u201cactor\u201d guides a \u201cspectator\u201d in the middle of the devastated areas. CREW thus created an integrated perspective through re-enacting a radical foreign experience in the current conditions of New York, as exemplary global village. The medium through which this attempt was enacted was called the Head-Swap technology. This text provides an account of the ways in which this artistic experiment, through the use of immersive interface technologies, blurs the traditional boundaries between the actor and the spectator.<\/p>\n\n\n\n The experiment, to which EMPAC most generously invited us, was aimed at exploring the potentialities and limits of immersive performance. Accordingly, in this essay I will try to clarify these conditions by putting into perspective the goals, objectives and outcomes of our workshop at EMPAC. As with most projects on the borders of art and science, where practice-based theory is written, clear distinctions between inside and outside become blurred. My own position as a writer is part of this confusion. As a performance theory scholar I have been working with CREW on different projects since 1998. I have become enmeshed in their practice, co-elaborating the design and the dramaturgy of Joris\u2019s creations. More often than not, my involvement has included writing texts trying to provide a vocabulary and a context in order to better grasp and describe CREW\u2019s theatrical experiments with digital media. Some of those texts served the group, others were discarded, and yet others were published in academic contexts to document CREW\u2019s development in intermedial performance art. \u201cImmersion\u201d was often the key word. For reasons that will become apparent, over the years \u201cLive Art \/ Live Media\u201d became the motto under which the performances were produced.<\/p>\n\n\n\n \u201cIt\u2019s a sort of lucid dreaming,\u201d one of the spectators exclaimed during a rehearsal, while the assistant was busy removing his body harness. The person had kept the video goggles, digital screens, wires and cameras in place for the last thirty minutes. This was the duration our test person had spent actively walking a square matrix while visually immersed in a surround video environment that took him elsewhere. We had drawn the grid on the floor of one of the workshop spaces at EMPAC, Troy, just two hours north of New York City, up the Hudson River. The grid measured no more than ten square meters. Paradoxically, however, the spectator at the same time had been walking through a desolate Asian landscape that apparently had suffered catastrophic debris flows, with houses washed away by sudden flood. He witnessed this unusual, eerie yet meditative environment through the goggles and earphones of a head-mounted display. The experience of \u201cbeing there,\u201d wandering through the remains of what once seemed to have been an inhabited site while simultaneously walking a square in the workshop space, was enhanced by a highly responsive motion tracking system. This system adjusted the visual landscape according to the movements of his head. As a consequence, he was able to physically move and walk around within the video-captured landscape of what later turned out to be Sendai, the capital city of Miyagi Prefecture, Japan.<\/p>\n\n\n\nLiving in Plural<\/h2>\n\n\n\n