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Creative explorations

Audiovisual performance · Creative computing

Depersonalization.

Present in the room.
Somewhere else in mind.

A live performance exploring digital distraction through projected waveforms, wearable sensing, and shifting light.

Explore the project
Two people face one another across a table in a dark room, beneath a blue waveform and two pools of warm light.
The performance setting, October 2023.
Project
Individual project
When
October 2023
Made with
TouchDesigner, MUSE 2, p5.js, DMX lighting & Adobe Premiere

01 / The idea

When attention
drifts away.

I began with a familiar scene: people sharing a physical space while their attention is absorbed by a screen. Depersonalization explores the uneasy feeling of being present, yet absent.

The project uses the image of a non-player character, or NPC, as a metaphor for automatic behavior. I translated that question into a performance: how might a shift in attention become something we can see?

02 / The interaction

Making a shift
perceptible.

The interaction concept begins with two people facing one another. Wearable readings and a webcam-based experiment provide inputs; projected waveforms and lighting give the encounter a visible, spatial response.

01 / Encounter

Begin a conversation

A seated participant wears a MUSE 2 headset.

02 / Input

Explore the signals

Compare incoming readings and experiment with webcam classification.

03 / Expression

Change the scene

Waveforms and light turn the concept into a performance.

Interaction concept / expressive interpretation of signals

Hand-drawn notes explore spotlights, a wearable cue, connected equipment, and controls.
Early sketches connecting the body, light, and equipment.

A performance language

I explored MUSE 2 readings alongside a MobileNet image-classification experiment in p5.js. These inputs helped frame the relationship between a person’s behavior and the scene around them.

Early sketches also considered a wearable microcurrent cue. The project’s central question remained expressive: how could sensing, movement, and light make the experience of distraction perceptible?

03 / The making

Signals, staged
as an experience.

I developed the work across visual programming, lighting control, and performance planning. Each layer shaped how the encounter would read in the room and on camera.

Visual programming

Waveforms as a visual material

In TouchDesigner, I explored wave patterns and amplitude as the basis for projected visuals. The resulting forms gave the performance a changing visual presence behind the participants.

A TouchDesigner workspace shows a white layered waveform above a network of connected nodes.
TouchDesigner waveform development.

Lighting control

A spotlight that opens out

I used a DMX lighting system to control intensity and shift between a focused spotlight and a broader wash. Light made the participants and their movements part of the visual composition.

Three sketches show a figure under a narrow spotlight, then progressively broader beams of light.
A study of the transition from focus to dispersion.

Performance planning

Composing the encounter

I wrote a storyboard with camera specifications and detailed shot descriptions, then set up the space around the participants, screen, and lighting. The documentation captures both the face-to-face arrangement and the view from behind each participant.

A seated participant in warm yellow light faces a second person across a table in blue light.
The encounter from one side of the table.
The reverse view shows a participant lit blue facing the person seated across the table.
The reverse view, with contrasting pools of light.

04 / The performance

An invisible drift.
A visible atmosphere.

The final documentation brings the layers together: two people, a table, a projected waveform, and light that shapes the space between them.

A blue waveform fills the screen between two seated participants in a dark performance space.
Projected light and the face-to-face arrangement in the final performance documentation.
A white layered waveform stretches across the projection behind the edge of a participant’s face.
A waveform detail from the performance.
A bright blue waveform appears above a participant seated at a laptop in the darkened space.
The projected visual becomes part of the atmosphere.

Reflection

Attention, made spatial.

Depersonalization brings creative coding, wearable inputs, and stage lighting into one encounter. It treats digital distraction as a subject for performance, giving an everyday experience a visible form through movement, waveforms, and light.