"Smart Costumes"

Brenda Laurel assists Karen Maiolo of the Precipice Theatre Society "suiting up".
renda Laurel assists Karen Mailo of the Precipice Theatre Society "suiting up".
The sense and status of the body in virtual space has been problematic since VR was invented. The body has typically been highly constrained by sensing technologies and strategies as well as by the emphasis on formal gesture. The absence of haptic affordances in VR interfaces has reinforced a sense of incorporality. The now-iconic disembodied hand that floats before one's eyes in most virtual worlds struck us as emblematic of a fundamental difficulty.

We considered two rather oblique approaches in an attempt to create a different sense of the body in VR than we had heretofore experienced. The first was an extension of the idea of "Placemarks" - that one knows where one is or has been through evidences temporarily or permanantly left in or marked on the environment; e.g., shadows and footprints. Our original specification included both but neither was implemented. The second approach was based on the idea of having to do something - to take some action - in order to have a body. Mere humans were invisible in the world, to themselves (save for the points of light on the hands) and to each other. They couldn't use the portals or see the Voiceholders. All they could do was talk and explore the immediate environment of the Cave. From the moment people entered the world the Critters were talking to them, bragging about their qualities and enticing people to "come closer." When a person's head intersected one of the Critters, he or she became "embodied" as that Critter. The Critters, he or she became "embodied" as that Critter, now functioning as a "smart costume," changed how a person looked, sounded, moved, and perceived the world. Thus the final point of our "body politics" was to draw attention to the sense of body by giving people novel bodies.

VR framegrab shows a participant in a Smart Costume as Crow seen against a Hoodoo.
Occupied Crow avatar against a Hoodoo.

The four Critters that the participants became "embodied" as - Crow, Spider, Fish, and Snake - were chosen in large part on the basis of the narrative motifs associated with them. Universality of motifs was also a selection criterion. Complementarity was another, in terms of both pleasing contrasts and potential alliances. The narrative motifs formed the spines of the Critters, he or she became "embodied" as that Critter characters, giving rise to both their graphical representations and their voices and dialogue. We hoped that the Critters' traits and the things they said about themselves would give people narrative material to play with after they had become embodied.

We tried to identify characteristics of perception and locomotion for the Critters, he or she became "embodied" as that Critters that were consistent with the narrative motifs. Crow, for instance, has a reputation for admiring and acquiring shiny things; Crow's vision might boost specular reflections in the environment. We decided that participants embodied as Crow would be able to fly: Crow flight proved to be both a challenging exercise in design and implementation, and a wonderful exhilirating body centric experience that was hugely popular with participants. In myth and lore, Spider is often characterized as being able to "see into all the worlds" - multiple points of view or levels of reality - hence representation of Spider's eight eyes (some independently steerable) seemed apt. Snake, renowned for its ability to navigate the dark landscapes of sex and death, could see in the dark, possessing infrared vision as pit vipers do. We also tried to give each Critter physical characteristics that would create unique advantages - e.g., Fish could see clearly underwater while others' vision was blurred. In the end, "snake vision" was the only perceptual quirk that we had time to implement, and the results were equivocal - people certainly knew when they were Snake, but the implementation was poor in that it simply applied a red filter without increasing apparent luminance, thus effectively reducing rather than enhancing visibility.

We wired the four position sensors worn by participants to the four corners of the polygon that the Critter's icon was projected on to, and "wriggled" the polygon dynamicly in accordance with the participants movements - this was a compelling communication of presence by the smart costume worn by the participants; but we ran out of time, and could not include this in the final performances, athough we created an exciting demonstration of critter animation... if we had had even two more days, this dramatic feature would have made it into the experience of the Smart Costumes.
Brenda Laurel kneeling in a Magic Circle seen "from outside" as she lowers herself under the surface of the water in the Cave World.
Brenda Laurel seen "from outside" as she lowers herself under the surface of the water in the Cave World

Despite these shortcomings, we found that the smart costumes immediately and strongly influenced participants' behaviors. Their voices and body movements became more exaggerated and dramatic. Most people were "in character" the instant they realized that they had become embodied as a Critter. We suspect that the "masquerade" aspects of the smart costumes - replacing or obscuring one's identity with an exotic persona, and also amplifying aspects of one's own identity that are obscured by one's ordinary persona - put people in a frame of mind that allowed them to play, often quite boldly and imaginatively.


Check out these links to see more about "Smart Costumes":

The four Critters: Crow, Fish, Snake, and Spider.

Participant point-of- view VR Framegrabs as they were embodied as Critters.

Pictures of particpipants using the VR equipment in the Placeholder installation Installation Photos as they were embodied as Critters.


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