3) Participatory Performance & Narrative Dimension
Focus will be on non-linear narrative constructs and interactive storytelling across media streams. VR
allows integrating in performance issues that were simply part of post-human, experimental art or one on
one culture: now physical, aural and sensory/haptic interface/costume design and modelling, participatory
performance techniques in mixed reality or pervasive media environments, as well as different modes of
interaction within these contexts.
Narratives explored will include highly personal and emotional first-person perspective on what it is to live
as part of the human community. Not so much a one day on earth, but through mixing scenes that open
the realities of losing everything to extreme climate events (fire, flood, Tsunami, famine, war, etc.), as well
as probable outcomes of poverty, being a refugee, being unemployed, having a mental illness or other
social concerns that require empathy and a fully experiential development of being in this crisis together.
Research Question(s)
In a sense we are now inside a participatory and truly epic unfolding drama: the global climate
crisis.
● How might artists and performance practitioners enable and develop the values in others in order that they act on their values - connecting people to similar values, cultivating responsibility and enabling them toward a common goal -- common goals and common values (around environmental stewardship? Can performance inspire communities of creative collective action?
● How might artists and performance practitioners embrace emerging technologies to act on and assist their audiences to act this moment of structural crisis, creatively?
● How can immersive performance utilise data about the climate crisis within the performance
space and online to develop new streams of communication?
Aims and Objectives
To create methods for enabling / facilitating capability and self responsibility within citizens toward stewardship for the environment; using participatory/interactive performance techniques and contexts, to create immersive visceral experiences that transcend specific tools (VR/AR/MR/ER, wearable / haptic tech) and types of audiences / users to instigate transformative change and real action.