BREAKING THE WALL
BREAKING THE WALL
Fares Kayali (PL), Oliver Hödl (Vienna University of Technology), Ruth Mateus-Berr, Ulrich Kühn, Thomas Wagensommerer (University of Applied Arts Vienna), Johannes Kretz (University of Music and Performing Arts Vienna)
FUNDED BY FWF: The Austrian Science Fund is Austria‘s central funding organization for basic research, PEEK: Programme for Arts-based research: 366
LOCATION: Performance Breaking the Wall. Kuppelsaal TU Wien, 2.6.2017
Symposium Breaking the Wall. Ars Electronica Festival - Conference Track. Post City, Linz, AUSTRIA
Schedule/Line-up Performance null.head. Ars Electronica Festival - Opening Concerts. Post City, Linz, AUSTRIA
DATE: 2.6.2017, 7.9.2017, 21.06.2018
PHOTOCREDITS: ©Ruth Mateus-Berr, ©O. Hödl
PROJECT PARTNERS: Vienna University of Technology, University of Music and Performing Arts Vienna, Ars Electronica, Fuckhead Didi Bruckmayr, Chris Bruckmayr et al. Electric Indigo (Susanne Kirchmayr)
Objective of the project “Breaking the Wall” (funded by Austrian Research Funds FWF AR366 ) is to design a performance to research participation of the audience at live concerts, additional a counter-performance to provoke critical questions of digital development regarding Industrial Revolution 4.0.
The field of audience participation has a rich history of custom-built instruments and devices, and ways to facilitate collaborative performances. Recent advancements in sensor and interface technology have further increased this potential.
While research on audience participation shows both practical as well as theoretical perspectives, a structured creative and evaluated approach to fully explore the artistic potential is missing so far.
Thus, this art-based research project addresses the central research question “Which new ways of artistic expression emerge in a popular form of music performance when using playful interfaces for audience participation to facilitate interactivity among everybody involved?” and “How can art projects enhance critical requests on digital evolution, how information is collected and easily abused”.
On the one hand interfaces, which include the use of lasers, robots and smartphones to facilitate audience interaction are deployed in several live events, while on the other hand, the subtle interventions of the artists point at the issue of awareness how personal information can be collected without the knowledge of the spectator, the passive consumer.
Kayali, F. Hödl, O. Bartmann, C. Kühn, U. Wagensommerer, T. Mateus-Berr, R. 2018. Learnings from an Iterative Design Process for Technology-Mediated Audience Participation (TMAP) using Smartphones. In EAI Endorsed Transactions on Creative Technologies, 5(14), pp.1-7. (Download PDF)
Kayali, F. Hödl, O. Fitzpatrick, G. Purgathofer, P. Filipp, A. Mateus-Berr, R. Kühn, U. Wagensommerer, T. Kretz, J. Kirchmayr, S. 2017. Playful Technology-Mediated Audience Participation in a Live Music Event. The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY) 2017, Amsterdam, NL, Oct 15th - 18th. pp. 437-443.
Kayali, F., Bartmann, C., Hödl, O., Mateus-Berr, R., Pichlmair, M., 2016. Poème Numérique: Technology-Mediated Audience Participation (TMAP) using Smartphones and High-Frequency Sound IDs. In Proceedings of the INTETAIN 2016 8th International Conference on Intelligent Technologies for Interactive Entertainment, June 28-30 2016, Utrecht, NL. Springer, Cham.
Kayali, F. Hödl, O. Mateus-Berr, R. 2017. The Art-based Research Project Breaking The Wall, Poster presentation: Open House 2017, Zentrum Fokus Forschung, University of Applied Arts Vienna; 10-25-2017.
Mateus-Berr, R. Delgado, J. Lerchbaumer, A. Kühn, U. Kayali, F. Hödl, O. Breaking the Wall for Critical Requests on Digital Evolution 4.0. Extended abstract and Talk: INTERVENTIONS: Scientific and Social Interventions in Art Education European InSEA Congress 2018, Aalto University, Helsinki, 18.-21.06.2018.
The project team is interdisciplinary comprised of popular music artists, and researchers covering diverse areas such as media arts, art education (pedagogy), computer science, human-computer interaction, game design, musicology, ethnomusicology, technology and interface design.
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