Technical Outcomes
This project realized a number of groundbreaking technological advances
in the field of Virtual Reality. In particular, the project saw
the development of a high-resolution stereo spherical video production
and playback system and a high fidelity audio system capable of
spatially rendering an unlimited number of sound sources. Both of
these advances were world firsts. In addition, considerable effort
was made to ensure that the maximum amount of the software developed
was independent and so applicable to future research. The audio
stream of this research was undertaken in collaboration with the
Computer Audio Research Laboratory (CARLab) at the University of
Sydney. This research lead to the identification that acoustic control
of distance in the near-field (locations within arm's reach) can
provide a substantially improved audio user interface. As part of
this research CARLab developed a method for mathematically computing
near-field acoustic filter functions from a given set of far-field
acoustic filter functions.
Postgraduate Outcomes
A Ph.D scholarship was provided to Keir Smith for the development of a number of software components. Research support was provided to APA Ph.D candidate Greg Ferris to be involved in development of the stereo spherical video production.
Interactive Narrative Outcomes *
Re-entering History
Having been the subject of numerous newspaper articles, books and
public debates, the events leading up to Ryan's hanging remain relatively
well-known in Australia. Conversations takes us into this terrain
differently. Firstly, it allows us to inhabit the landscape of the
escape, to experience the confusion of the crime scene first hand;
then it enables us to encounter the key protagonists of the subsequent
trial. Conversations offers history reconstructed as a type of narrative.
But it is a narrative history made up less of a linear account of
events pinned to their authoritative meaning than of a loose web
of overlapping actions from which interpretive guidelines are largely
withdrawn. Instead of being presented with 'facts', viewers
are asked to negotiate the historical landscape themselves, to draw
conclusions from their encounter with both the scene of the disputed
events and the opinions of the characters who dominated their aftermath.
On one level, the work raises the problem of seeing what 'actually
happened'. The key scene in Conversations consists of an interactive
3D environment of the surrounds of Pentridge, comprising 180 still
images, each 2 degrees wide by one hundred and eighty degrees vertical, taken with
a masked fish-eye lens. These separate slices are stitched into
a 360 degree panorama forming a seamless environment onto which
moving elements such as people and vehicles, filmed in a green box
studio shoot, are composited. Users enter the space using head-mounted
displays and navigate it via individual head-tracking systems. While
the user's position in space is fixed, the direction of their look
is not; they can choose to pay attention to peripheral phenomena
such as the reactions of various bystanders, or they can focus fully
on the central events: The actions of the guard up on the outer
wall; the paths taken by the two escapees; the arrival of the vehicle
they eventually commandeer; and, of course, the movements of the
guard who pursues them outside the prison and who is eventually
shot. Sound cues are important for establishing spatial depth and
orienting users to the action. But being positioned as eyewitnesses
to the crime does not resolve all questions. Critically, the origin
of the fatal shot is left ambiguous. No matter how often users
examine the scene, the direction from which the bullet arrives remains
unclear.
Users seeking clarification are thus directed to the second level
of the work, which consists of a series of conversations or rather
monologues - delivered by a variety of ghostly characters from the
past: the Chaplain who consecrated Ryan's soul before his hanging;
Ryan's Mother who pleaded with the Premier for her son's life
and finally for his body; the Judge who pronounced the death sentence;
the Premier who refused to commute it; the Prosecutor who convinced
the jurors of Ryan's guilt beyond reasonable doubt; the Defence
lawyer who sought to raise doubt surrounding the fatal shot; the
warder who was shot; and the two escapees themselves, Walker and
Ryan, who deny responsibility for the shooting. This level is navigated
via voice cues, allowing users to choose whether or not to meet
particular characters. All the 'ghosts' speak in snippets
reminiscent of news grabs, offering insights into both the evidence
presented in the case but also the different motivations of those
fighting it. In the intersection of detail, observation, reasoning
and prejudice, a picture is gradually built up; not the stable image
of supposedly objective history but a mosaic which users must evaluate
and reconcile for themselves. Competing voices are not organised
into a harmonious consensus of guilt or innocence, but rather do
battle. What ensues is a cacophony of voices with doubt ricocheting
off each other and conflicting perspectives that jostle for the
place of truth.
The task of reconciliation is assisted by the waiting room to the installation which includes extensive historical documentation of the events, and also a large screen projection of the events seen from the perspective of one user's head set. Assessing what one has witnessed is also the subject of the third level of interaction, which enables conversations to take place between different users. Up to three users can inhabit the space simultaneously, appearing in the landscape as avatars. Since users can also talk in real time to each other, discrepancies and differing accounts of the events that each witnesses can become the subject of discussion and contestation.
* Scott McQuire and Nikos Papastergiadis. 2006. Conversations:
The Parallex Effect. iCinema: Sydney.
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