Model Performance

We are very excited to announce the second major Boho project for 2012-13. Alongside our lecture theatre performance exploring concepts of Epidemiology and Network Theory, we will also be developing a new live game performance based on concepts of Climate and Social Modelling.Over the last few years, Boho's research into Game Theory, Network Theory and Complex Systems science has led us to a variety of strange and fascinating fields of research. Sometimes these branches of study are dead ends for us - they are highly abstract schools of thought with little application to our work, or they are extremely narrow sub-sub-disciplines which require extensive technical knowledge to comprehend, or they simply do not interest and excite us as artists and theatre-makers. One branch of contemporary science in particular, though, we have encountered time and time again since we first began research for A Prisoner's Dilemma in 2006: the field of scientific modelling.

Image from Applespiel's Sexy Urban Design Team.

What is a model?A model is a mental or formal representation of a system which is used to anticipate its future behaviour. When we store information from the past and use it to predict the behaviour of the future, we are modelling.Modelling is a universal activity. All living creatures store information from the past and from it extract regularities. These regularities are a model of the environment which that creature uses to anticipate the future.'Whether it is a tree responding to shortening day length by dropping its leaves and preparing its metabolism for winter – in advance of winter – or a naked Pleistocene ape storing food in advance of winter for the same reasons, both are using models.'As Joshua Epstein points out, 'Anyone who ventures a projection, or imagines how a social dynamic - an epidemic, war, or migration - would unfold is running some model... when you close your eyes and imagine an epidemic spreading, or any other social dynamic, you are running some model or other. It is just an implicit model that you haven't written down.'Because we all use models to help imagine the future, the question is not 'Should we use models?' but 'How do different models compare with each other?' The difference, therefore, is between the internal implicit models which we create instinctively, and the explicit models that scientists use.University College London Research ResidencyWhile researching each of our three major shows, we found ourselves reading about and drawing on various kinds of scientific models. In Food for the Great Hungers we even featured several models: a primitive agent-based model made from oil and water to demonstrate how cities can devolve into isolated communities over time, and a live representation of Per Bak's famous sandpile model of self-organised criticality. Following True Logic of the Future, we decided to pursue the idea of modelling in performance further.The 'sandpile' model of self-organised criticality featured in Food for the Great Hungers.Thanks to support through the N.E.D. Foundation, David undertook a research residency at the Environment Institute of University College London. Over September - November 2011, David worked with Dr Yvonne Rydin and other EOI research scientists to explore the theory and practice of systems modelling. The aim of this research was to identify and highlight ways in which theatre artists might utilise techniques from systems modelling to construct interactive performances based on models, as well as ways in which interactive theatre might feed into and inform the creation of scientific modelsThe result of David's research was a report entitled Performance Pieces on Climate Models. As well as providing a brief introduction to the science of modelling and several key kinds of model, the report sketches out some possible guidelines for utilising these models in a performance context. If you are interested, the report is available for download as a PDF from the UCL Environment Institute website.Modelling PerformanceOver 2012-13, Boho will use this research to develop a new performance based on modelling, in particular on the science of participatory co-modelling. Participatory co-models are frequently constructed at the ecosystem scale, to inform management of forests, river systems, fisheries and national parks. This performance will focus on a smaller-scale, though no less complex, system: an urban community at the scale of a city block.The material for this representation of the city as a complex system will draw on the UCL Environment Institute's Building Health Into Cities report. This multi-disciplinary report offers a detailed conception of the urban community as an highly-connected network of diverse components which interact to produce a community which is safe, pleasant, noisy, polluted, tightly-knit, fractured or dangerous for its inhabitants.The performance will offer participants the opportunity to manage this system and experience first-hand how the complex interplay of elements throughout complex systems such as urban communities results in unpredictable behaviour at the system leve, and what strategies and tactics might be most effective at dealing with this uncertainty.Artists and TimelineWhile Jack and Michael continue work on Boho's Epidemiology-based lecture performance, David will take the lead on the Modelling show, working with Boho founding member and the editor of CSIRO's Maths-By-Email, David Shaw. Other collaborators will include members of Sydney collective Applespiel (Nathan Harrison, Nikki Kennedy and Rachel Roberts) and members of UK company Coney.The next stage of development for the project will take place from September - November 2012. Thanks to a bursary offered by the UCL Environment Institute and an Australia Council Inter-Arts grant, David Finnigan, David Shaw and the three Applespiel participants will travel to London with artists from UK company Coney to devise and workshop the new performance. Over three months a performance text will be written and workshopped and different styles of interactivity will be explored and tested, leading to a first-draft performance at the end of November. Boho aims to present the first full production of this work before the end of 2013.

Image from Applespiel's Sexy Urban Design Team.

TEDxCanberra: Company interview

Here's a bit from us about the TEDxCanberra talk. Questions by David (currently overseas), to Jack and Michael.First of all, here's the video of the talk:[youtube=http://www.youtube.com/watch?v=bN2N7gqAax0]The full production script from the talk can be downloaded here.David: How did this talk come about?Jack: We had an email by Stephen Collins, the TEDxCanberra organiser, who very kindly offered us a spot on the bill. Not sure who nominated us but very grateful to whoever it was.Michael: We'd also like to thank Dr David Newth and Dr John Finnigan from the CSIRO Centre for Marine and Atmospheric Research for their help in getting us focused in the early stages of scripting.D: What was the approach to producing this work?J: The first thing we looked at was areas where TED talks and our usual work met. We had to be careful to ensure that what we were doing was a performance rather than a talk, and that the focus was on interpretation rather than explanation. None of the research itself is ours - and most of it had to be ludicrously simplified to keep each section down to a minute - so the task was to identify a good progression of simple ideas which led to the conclusion - that ignoring complex systems will basically kill us all. Then we set to thinking about ways we could get creative in communicating those ideas.M: In the future, Boho is looking at presenting more of our work in lecture theatres and conference halls, so part of the aim was to test out as many ideas as possible to see how they worked in that environment. Most of the mechanisms we'd used in some form or another in the past in a theatrical setting, but not in the same way they were employed at TEDxCanberra. We decided that a primer on Game Theory and Complex Systems would be a topic that would suit the TED style, while being a good stand-alone manifesto for the company. In the end, though, we approached it like we usually approach performances. The format, content and interactive styles were all tackled at once to hopefully make the final result for the audience a more concrete experience.D: 18 one-minute talks produce a bit of a grab-bag of ideas and formats. Which of the short talks would you like to be taking forward?M: The types of ideas that would benefit from further development are the ones that engage the audience quickly and intuitively, either non-verbally or through limited on-screen information. The Mexican wave was great for this - it's easy to engage with while allowing the audience to develop a participatory understanding of the concept being presented. One bit that required a little more prompting, but that also could be interesting in the future, was the use of audience members in their seats as a grid, resulting in a model through cellular automata. I'd love to get a top-down view of this going onscreen in the future, and it'd be great to add some more complicated rules into the mix. And then there was the balloons.J: We'd done the balloons sequence previously in True Logic of the Future, but with us throwing the balloons into the crowd, whereas at TEDxCanberra the spread and escalation was entirely audience driven following a feedback model. To be honest it took off quicker than we thought it would - we didn't have three hundred people to playtest with so it was a gamble and we wanted to err on the side of lots and lots of balloons for effect - but between that and the epidemic spreading model there were some really interesting uses of the whole audience as a system, and I want to do more with that in the future. The Mexican wave, funnily enough, was probably the big stress for the performance - we're control freaks when it comes to the bounds in which a show can operate and while we were pretty sure people would be into doing a wave with us, if it hadn't worked there wasn't a lot we could do to force it. But the audience were a very supportive lot, and it did work, so the result was nice and real.M: With larger crowds it's hard to give everyone the interactive experience - you can give one person a controller and they have a great time but everyone else is a spectator, or you can put things to a vote but then nobody gets to make a real decision - so with big crowds I think the focus should be on giving people a view of the micro, by letting them be a small part of the system, and the macro, by letting them watch how the scene as a whole unfolds.J: Besides all that I liked the puppet show, I'm a fan of the ludicrous and it's nice how well it worked as a kind of palette-cleanser mid-show.TEDxCanberra - Puppet Show - Image by Gavin TappD: Which sections did you feel were most effective, and why?J: One of the TED Commandments we were very aware of was not to sell from the stage, but we wanted to give a little introduction to who were were and why we were up there talking complex systems, and that was a contradiction for us. Scene 2 was I think an elegant way of dealing with this - playing some archival footage on screen but putting a controller in an audience member's hand, so the promo reel was an interactive experience, I think that was a neat solution to it.M: It was nice being able to give an intro to our background but with the focus being that 'if we can understand it anyone can', I think that was a good outcome from that section too. And the distributed monologue bit was surprisingly painful to learn and probably broke more often than it worked in rehearsal, but it paid off on the day.D: Why is it important that Complex Systems ideas are more widely understood?M: Policy-makers need to understand the wider impacts of their actions, and the greater public need to be aware of the potential overall gains before discounting policies (and governments) that are on the nose in the short term.J: Where complexity is involved, I think there's a failure to connect the dots when it comes to what is observed versus what that implies. Whether you're talking climate change, disease spread or the preservation of endangered species and ecosystems; people accept that the damage is being done on the local level, but there is a difficult leap in intuition required to appreciate the impact the consequences of that damage at the system level. There are some recurring concepts in complex systems that can be applied to a lot of these situations in a really helpful way - unintended consequences, feedback loops, convergence and divergence - and getting into this mindset is useful when trying to tackle just about any of those wicked-type problems.D: What is the appeal of performing in a lecture theatre rather than traditional space?J: Firstly, there are lots of them to perform in. They're a stripped-back venue, very outcome oriented, and they're all a kind of 'default' space - each is going to have a screen, audio, and not much else, but the stage is close to the audience and everyone has a good view. There's a simplicity there that if you can work with and use to your advantage I think there's a huge depth of effective work you can do. We all saw Version 1.0's The Bougainville Photoplay Project at the Old Fitzroy in 2009 and that was pretty instructive in the power of storytelling as a way of putting the play outside the limitations of the space you're in.M: We want to perform to a larger audience. Frankly, it's getting frustrating spending thousands of hours working on something that - because of the limitations we've worked into the script - only a few people get to see. Bigger crowds is a nice challenge when considering ways that interactivity can enhance a performance. And if this lecture/theatre business works, hopefully there will be chances to tour more extensively with limited requirements in terms of hauling a set around with us.D: Lastly; how can the arts fight for science?M: It must be incredibly frustrating for climate scientists, and others in similarly controversy-plagued fields, to be forever stymied by the rigour required in acknowledging the constraints of their observations, the ever-present grey-area of confidence intervals, while still somehow expressing the gravity and inevitability of the situation they know that we are all facing, but refuse to see. At the same time, the bastards picking over your studies can do whatever the hell they like. As a few artists who aren't quite so vulnerable to being held to ransom on technicalities, we have no such restraints, so we have an opportunity to do what we can to balance the scales by helping to realise these worst-case scenarios onstage.J: We can fight for science by being cool with the idea that it's not our jobs to be an encyclopaedia, and it's not our job to present a balanced view. Artists are supposed to be intuitive and feeling, so they should be encouraged to find things that make them feel strong emotions and try to channel that without worrying about coming across as biased or filtering it through a rational mindset. The instinct to qualify what you're saying is characteristic of scientists, and those sections of the media with any integrity, because they don't want to be proven wrong. But most media outlets have financial interests outside of presenting an even or scientific view, so impartiality isn't on the cards - it's up to the arts to do what it can to balance that out. The arts has always been the best way to communicate the beauty and the terror of science, so we just need to play to people's emotions on topics we feel strongly about. And we do that by yelling as loud as we can.TEDxCanberra - Balloons - Image by Gavin Tapp 

The Adventure Game

The next in our series of posts exploring different interactive performance styles is the Adventure Game. The name and form is derived from the genre of video games (which peaked in popularity in the late 80s to mid-90s), in which the player takes on the role of a protagonist working their way through an interactive storyline through exploration and puzzle-solving.Sam n Max Hit the RoadSam & Max Hit the Road. Does it involve wanton destruction? We can only hope. The Adventure Game is a format that is pretty prevalent in our work, since it allows a non-linear exploration of what is fundamentally a linear text. The Adventure Games mindset is really useful when the main concern is for the storyline, rather than having the focus on the variety of options and customisability available to an audience. The focus is on solving puzzles and achieving objectives, so there are crossovers with The Treasure Hunt.The style is suitable for mysteries, or any story where there is an unknown that needs to be discovered, and you can get a lot of text out so it's equally suitable for comedy, drama, horror or whatever style of narrative is needed.The actors on stage play characters (rather than facilitators, or just themselves). The audience is characterised either as a God-like character, or they assume the role of the character who they are piloting about.The nice thing about the adventure game is that audiences can experience what interests them directly. They can ask for information on something and the performance fleshes it out for them. And everything they do is right, because even if it's not forwarding the story the fact that you've written dialogue or action in anticipation of their decision means that they are rewarded for their instincts. An important part of getting people to relax and risk failure is to amplify their input. A flick of the wrist on their part, and a whole sequence unfolds onstage. The people on stage are doing all the work.It's really important to make sure communication to the stage is mediated through a very tightly controlled channel - you probably don't want people yelling out instructions because it breaks suspension of disbelief and there's a good chance it'll be an idea which is incompatible with the scene (punch that guy!). So channelling the input through a controller or system of some sort is the way to go. There's a million ways to do this so it's a matter of programming, budget, style, and so on. Video game controllers are an obvious choice, and we've used playstation controllers without disguising them, as well as hiding wiimotes within small props. A torch was a great facsimile for a cursor. These days you could hack a kinect to pretty awesome effect, I'm sure.  We have had controllers break and had to hand out painted arrows to hold up - not great. But really it's anything you can cue an actor with, so it only needs a little bit of data - an x/y is plenty, buttons are a luxury. You could do it with sound, actors could chase a remote controlled car around the set, or you could contrive a mechanism that tilts the whole stage like Marble Madness.The experience is better if the audience can see both what is going on onstage, and the mechanism of control. Depending on the feel of the room, audience members can communicate with one another and work together, or they might be more inclined to do it on their own.A risk is that the person with the controller will be overwhelmed if they can't work out what to do - it's not like in a computer game where it's fine if the player puts down the controller and plays again later - so a healthy system of increasingly obvious hints is good, and an atmosphere where it's okay either to ask for help from other audience members or to pass the controller on to someone else is good to have.My feeling is that Adventure Games are inherently a different form to the Choose Your Own Adventure, which is similar in that characters are led through a story but the focus is on the input of the audience leading the story down one of a number of paths. I think this has such an enormous impact on the way a story is written - the traditional moral arc of crisis, climax, consequences is almost impossible to faithfully apply when you don't know what the ending will be, and the idea of a conclusion that is unpredictable but inevitable goes out the window - a nice discussion on this topic in a gaming context can be found at GamePlayWright. So I differentiate the two, and I'll write about Choose Your Own Adventures separately another time, but I'm also happy to argue the point. Playable DemoAdventure Games can work over a particular scene, or they can form the main structure for an entire production. The first interactive scene we ever wrote, Playable Demo, was a daggy 10 minute adventure game we first staged in 2005. We're fond of this one.Playable DemoThis was a straight adventure game clone, born out of our nostalgic love for early 90s games mainly by LucasArts (and Sierra, I guess), with one audience member using a torchbeam as cursor to click about the stage. Interacting with non-player characters in different ways was achieved through coloured filters (pass the torch through through red filter to interact aggressively and through the blue filter to be more conciliatory, or green to question for additional information). This gave us room for lots of easter eggs to be hidden about the place, and the scene was very simplistic - get two items (a sock through conversation and some pennies by finding the in the space) and combine them to make a third (a bludgeon), then use it to escape from a prison cell (by bludgeoning). The key here was to have a lot of room to explore and to have contingencies worked out in advance for what people would try to make us do - we don't really like to improvise. But it's on the cards - and a good response that acknowledges what the audience member is trying to do is always going to be better appreciated than "I can't interact with that object".What was really fun about this scene was the way that the feel of the interactions changed over the course of the performance from experimental and random, to combinatorial and exhaustive of options, and finally to reasoned, logical behaviour. At first, the torchbeam goes everywhere and the majority of the contingency text comes out, so red herrings were avoided. A good way to imply that a particular choice was the not the one that moves the story forward is to end with a joke - that's the payoff, rather than suggesting they've achieved a milestone in the script. Then once the mechanism was understood and it was clear what components of the scene were important and had interactions that had not happened yet - door, guard, bed, bucket - these items were focused on by using each option sequentially, but without a specific outcome predicted. By the end, the feel of the torch in the space was completely different. It had stopped ambling about, there was no hesitation, it snapped from place to place in a logical series of commands - take sock, get pennies, bash guard, exit. The great thing was, I think, that there was excitement not just in the person controlling the performer, but in the rest of the audience as well - even though they hadn't been controlling the performer they had still been making the logical connections themselves, so those intuitions were still proven correct, and if worse came to worse and the person with the controller really didn't get it, other audience members were always happy to pitch in.You can download the script here, if you like.Beneath a Steel SkyBeneath a Steel Sky. Great interactive storytelling from the good and old, set in Australia for some reason, and free to download. It's the mutts nuts.

Good news!

We're super-chuffed to announce that we've been successful in our application for development funding from the 2012 ACT Arts Fund. We'll be undertaking a residency for much of next year at Belconnen Arts Centre to look at ways of building on the stylistic work we did for TEDxCanberra with a new project that will try to fuse narrative theatre and lecture techniques as a way of broadening our audience reach, looking at the subject of antibiotic-resistant bacteria and broader themes of epidemiology and population health. This is a project we're really excited about, you can read more about it here. More info soon - for now, celebration ice-creams all round.

First

Following our performance at TEDxCanberra 2011, which was kind of a pilot for us in combining lecture and storytelling with interactivity, we're working on formalising our work over the last few years, categorising it, and considering where various techniques are most effective. Figuring that others might find this useful too, over the next few months we will be posting regular articles on interactive performance styles and tech, looking at ways that audience members can contribute to their own appreciation of a work, resulting in a richer artistic experience.We're looking to create a resource for people interested in developing interactive narrative performances, and we'll be aiming to post a new article every week or two. The first of these is the Treasure Hunt interactive mechanism, it's up now. Take a look.You can also find all the information you need about the company, including previous productions and scripts, reviews and whatnot, and contact info - it's a website.