Memory of Things
completedFellowship
Summary“Memory_of_things” is a walk-in installation where the audience explores objects in a room which are linked to historical fragments. These objects are equipped with sensors and can register interaction and trigger light, video and sound. The idea is to create a “performance of things”, telling stories about times when no people are left and only objects are the last witnesses. We want to use digital tools to make provenance research (the study of an object's history) tangible.
Introduction
We are Nico Alexander Parisius and Caspar Bankert. We both studied puppetry at the Hochschule für Schauspielkunst “Ernst Busch” Berlin. Nico Parisius worked at the Puppentheater Halle for five years and discovered his interest for creative coding in his spare time. He worked on projects that merges his interest in computer systems with his proficiency on stage. Caspar Bankert is a freelance artist based in Berlin. He combines traditional and modern games and their possibilities with stage plays to create interesting new experiences.
Lena Wimmer also studied puppetry at the Hochschule für Schauspielkunst “Ernst Busch” Berlin. She works as a freelance performer as well as in the field of theatre pedagogy for children and adults.
Lea Grüter studied history of art in Göttingen and Museology in Amsterdam. She works as a provenance researcher at the Rijksmuseum Amsterdam.
The goal of our research in Dortmund was to formulate a first draft of what Memory of Things could one day become, as well as to build a working prototype that outlines the requirements we would need to construct a final version. In the ordinary rehearsal schedule of any theatre performance there often isn’t enough time to try out new or just unfamiliar methods of play or interesting technology. Because of the tight deadlines there often is no room for error while testing things that are off the beaten path. We want to use the Fellowship to look at different hardware, software, objects, lights, sounds and narrative structures to create a room which tells their visitors an interactive narrative.