skip to main content
10.1145/1306813.1306851acmconferencesArticle/Chapter ViewAbstractPublication PagesdimeaConference Proceedingsconference-collections
Article

Engaging the audience in augmented reality performance

Published: 19 September 2007 Publication History

Abstract

If digital media performance continues to evolve through the convergence of diverse technologies, where does this leave the audience with respect to the creative experience? Is it important for the artist to understand how the audience understood the use of technology in their work? Should the artist care? This paper discusses the relationship between artist and audience through an examination of an Augmented Reality Performance Project Edible Audience.

References

[1]
Cover, Rob. New Media Theory: Electonic Gamers, Democracy and Reconfiguring the Author-Audience Relationship, Social Semiotics. 14(2). (2004), pp. 173--191.
[2]
Fels, Sydney, Ashley Gadd and Axel Mulder, Mapping transparency through metaphor: towards more expressive musical instruments. Organized Sound. 7(2). pp. 109--26
[3]
Gunning, Tom. Bodies and Phantoms: Making Visible the Beginnings of Motion Pictures' Binocular, (1994), pp.84--99.
[4]
Gunning, Tom. The Cinema of Attractions -- Early Film, Its Spectator and the Avant-Garde', Binocular, (1990), pp.84--99.
[5]
Howell, Anthony. The Analysis of Performance Art: A Guide to its Theory and Practice, Harwood Academic Publishers, Amsterdam. (1999).
[6]
Manovich, Lev. The Language of New Media, Cambridge: Mass. MIT Press. (2001).
[7]
Manovich, Lev, The Anti-Sublime Ideal in Sound Art, www.manovich.net/DOCS/data_art.doc. (2001), viewed 5-June-2007.
[8]
Paine, Garth. Interactivity, where to from here?, Organized Sound. 7(3). (2002), pp. 295--304.
[9]
Pritchett, James. The Music of John Cage, Cambridge University Press. (1993).
[10]
Rebelo, Pedro. Performing Space, Organized Sound. 8(2). (2003), pp. 181--86.
[11]
Revill, David. The Roaring Silence, Arcade: New York. (1992).
[12]
Sparacino, Flavia et al. Wearable Performance. Proceedings of the First International Symposium on Wearable Computers (ISWC'97). (1997).
[13]
Winkler, Todd. Audience Participation and Response in Movement-Sensing Installations, ISEA. Paris. (2000).

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
DIMEA '07: Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
September 2007
212 pages
ISBN:9781595937087
DOI:10.1145/1306813
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 September 2007

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Augmented Reality Systems (ARS)
  2. gestural controlled sound and video
  3. interactivity
  4. performance

Qualifiers

  • Article

Conference

DIMEA07
Sponsor:

Acceptance Rates

Overall Acceptance Rate 59 of 77 submissions, 77%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 338
    Total Downloads
  • Downloads (Last 12 months)3
  • Downloads (Last 6 weeks)0
Reflects downloads up to 05 Mar 2025

Other Metrics

Citations

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media