Saltz's Definition of Interactive Media
- Saltz firs begins by defining interactive media as the sounds and images stored and created on a computer in response to a performers actions
- Saltz continued to define three critical features that distinguish interactive media from linear media
- Random access
- An arbitrary link between trigger and output
- Media manipulation
- Saltz then explained the importance of making the live media respond to the performer as apposed to the actor responding to the media. If it is done by the actor responding to the media, the performer is bound by the program and in the event of a slight error or a slight bit of improvisation, the dancer's actions will be clearly wrong as they will not match the preprogrammed media.
3 Productions by Saltz Using Live Media
- Medicated Interactions: Hair
- In this production, the audience is joined with the performers from a unique atmosphere created when the actors were experiencing drug-related visualizations. He did this by projecting images of the actors floating through the air along with a keyboard that added even more seemingly random media to the performances.
- If the Walls Could Talk: Kaspar
- In this production, an large, omnipotent eyeball was controlled by an offstage computer operator. This eye followed Kaspar around offering him advise and sometimes would close and display images or text that befitted Kaspar. Also, voice sensors were used to activate and deactivate the voices that Kaspar was hearing, all at the sound of Kaspar's voice.
- Real Time Motion Capture: The Tempest
- In this production, the role of Ariel was played by an actress in a motion capture suit. Her actions were recorded, interpreted, and re-displayed on a large projection screen where the other actors interacted with the on-screen character, ignoring the actress in the suit.
The relationship between Performer and Media
- Saltz next discussed what he called a taxonomy of media that can be added to a performance
- Virtual Scenery
- Interactive Costumes
- Alternate Perspective
- Subjective Perspectives - thoughts or dreams
- Illustrations
- Commentary
- Diegetic Media - media within the world of the narrative
- Affective Media - media used to produce an emotional effect on the audience
- Synesthesia - using media to stimulate one sense organ to simulate another
- Instrumental Media
- Virtual Puppetry - using media to create a performers double
- Dramatic Media - media that dramatically interacts with the character in the narrative
- Saltz made it clear that this list is not exhaustive or mutually exclusive.
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