lifeSigns: installation view

photo: Greg Ford


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lifeSigns: map view

The lifeSigns world is an interactive installation that combines two separate views of the space. A large projection shows a map of this world, accompanied by a generative soundscape. Between two and four workstations placed around the edges of the map enable navigation and play of the world. The space appears to be infinite as the player may continuously navigate and search in any direction – there is no up or down. Although it is a three-dimensional representation there is no horizon line or indication of linear perspective, but instead multiple layers of abstract form, colour and movement. When icons are played they perform animation and music, and their energy is increased thus making them more likely to persist in the world. When multiple users are playing a number of icons simultaneously, the result is a symphony of artificial image and sound.

The gallery space is extended by the connected web site, which documents all of the icons generated in the world. Visitors to the site can assign meanings to each icon. The most commonly assigned meanings for each icon are then communicated back to the installation space so that they may influence the behaviour of the icons. They can also be displayed to the gallery visitors interacting with the world.

Interaction with lifeSigns can be summarised into three levels of experience:
1. Ambience: experience the installation space, multi-layered sound, activity in map view
2. Navigation: using one of the workstations to move through the world, observe icon behaviour and form
3. Play: Select and play icons causing them to perform animation and music, give them energy. Multiple players may perform together.

MAP VIEW
The four players may also see themselves on a ‘top-down’ view that functions as a map of the current world. This ‘map view’ gives a general feel for the overall energy and activity of the world.

This view is projected onto a screen mounted on the floor. Each player can see their position in the world, and in relation to other players, in this view. The behaviour and relationships between icons are also displayed. A low frequency pulsing sound changes its speed in relation to the overall energy of the world. Short hi freq uency sounds accompany the behaviours as they flash into view.

ICON PLAY
lifeSigns appear throughout the world. They have been generated by a system of rules that govern features typical of signs, symbols and icons such as symmetry, form, colour and sound. The results of these rules are encoded into a ‘dna string’ that uniquely defines each icon. This also drives their behaviour as they choose to attack, befriend, leech, or mutate one another. They may also send messages or commands. Using a bank of four touch-sensitive buttons, each icon may be performed by the player resulting in the generation of synaesthetic sound and animation. Player input increases the energy of the icon and therefore it’s chance of survival as low energy icons will eventually die in the world. Furthermore, icons with excess energy may reproduce and generate offspring that combine features of their parent icons.

Each lifeSign has a ‘meaning vector’ that defines its meaning in the world. These come from a list of sixty-four words that describe actions, attributes and structures that are possible in the space. The players may affect these meanings, and the cumulative input of all players is collated to determine the final meaning. This process, combined with the system for generating icons, can be described as a ‘generative meaning system’. It combines the capacity of the computer to generate multiple forms from the same system with the collection of data from human participants to interpret the meaning and significance of the forms generated.