CubeX, Scenario: 16. April 2008

/ The production
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The project CubeX is an interactive performance-installation with audience participation. An innovative scenic hybrid between performance art, computer games and interactive film. The interaction will take place both directly with other participants and live performers present in the scenery, as well as with physical or virtual objects and scenic elements – and indirectly through digital sensor techniques and cameras “reading” and responding to the physical actions.

In the scenic universe of CubeX there will be alternative tracks to follow and every choice will form a unique path for the voyage through the landscape of the story.

Based on the tale of “The Pied Pieper” the audience is invited to take part in a dynamic media theatre, where the participants are confronted with the challenge and the consequence of choice, the overall theme being “the anatomy of choice”.

/ The research of new technologies
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Seen in the light of the challenges of exploring and developing this relatively new artistic field, the project aims to develop and prepare a common interdisciplinary laboratory and production plan, as a collaboration between Nordic performance artists, film- and media producers, interaction designers and technology developers.

It is our experience that new technologies need to be tested and placed in the bigger picture of an actual production like CubeX. Otherwise the testing will not be meaningful, and only serve as a demonstration of technology or as further exploration of things we already know.

Through this common Nordic effort PRAMnet aim to create a successful production and at the same time make it possible for artists and researchers active in the field of new media, to encompass new knowledge about the artistic possibilities and competence that the Nordic countries offer within this area.
We want to initiate an artistic process where explorative research and practical production material is developed in parallel; an interchange of ideas and experiences that creates new knowledge in the field of multidisciplinary art.

/ The site - virtual city ABADYL:
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We have chosen the (virtual) city of Abadyl, as described by ABADYL CITY GUIDE, as the site of the events. Abadyl is an ongoing art project by artist Michael Johansson, a virtual city that “explores a complex digital space in a setting that invites to participation.”

/ The outcome:
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Our construction of virtual ABADYL might be explained as a result of the more or less democratic choices of former inhabitants. According to the actual choices made by the participants in the actual show, the "rats" and "The Pied Piper" might materialize in a different way.
But now the participants are facing a different kind of choice: The democratic choice of "what to do". What will be the best choice for the small community of virtual ABADYL?

On this step the producers of the performance installation CubeX will have to think hard and to guide the participants carefully to present a very limited number of possible solutions and their results. At this point the children might be guided into another "end of story" than their parents.
Virtual ABADYL will vanish - the choices we will have to make IRL are still open.

/ The design:
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The staged version of ABADYL should be fairly realistic in its construction and expression, but combined with a fairy tale twist, taking the participants into a "what if" kind of world, on one hand comforting and familiar just like the world outside, as we know or imagine to know, and on the other hand it should be a slightly bit different, which allows for virtual "as if" solutions, and helps the participants to enter the fictional contract presented to them through the performance installation.

The visual “look” of ABADYL can be a dynamic mix of physical objects and architectural elements, 3D virtual graphics, live video stream and pre-edited video sequences, that evolves and changes as the performance is enacted by the participants. A computer game mixed with role play and live performance, staged in a physical setup.

The scenography will first of all be a “playground” for the interaction – but it might also appear as an “antagonist” that reacts to and challenges the participants.
The organisation of the “scene” might be an architectural embodiment of the overall dramaturgical structure, in which each room or scenery will represent a physical or virtual challenge to be solved, according to the story.

The labyrinth of CAMPORIA, the swamp of TRAILERS PARK, the mountains of ONRO, the magic jukebox and other "sights" of ABADYL all offers possibilities for creating interesting interactive scenarios for the participants, grown ups as well as children. Furthermore the scenery could, both metaphorically and literally, host or even personify the leading character of the Pied Piper, who, through the different variations of expressions, (re)acts upon and sets the consequences of the participants actions and choices.

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