The Anteroom provides a space for the viewer to reflect upon the distorted reflection presented by modern technology. Inspired by Plato's cave, the anteroom projects real-time rendered "shadowy reflections" of the user throughout the enclosed space through use of the Microsoft Kinect. The installation relies of the interaction of the user to drive the experience as they witness their reflection change and distort, encouraging the user to question technology as a lens to view themselves.
Custom software was designed to run the installation hardware, capture user motion and generate visuals in real-time using Processing.
As time passes the participant's image is rendered in different ways. These pale reflections are subject to distortion and glitching and are linked to the audio of the installation soundscape. As the sounds within the space become more abrasive and intrusive, so too do the visuals become more distorted and unreliable.
Camera feeds projected throughout the space, subject to distortion and glitching, subtly encourage the participant to question the accuracy of their self image as is portrayed through technology while also invoking an ominous sensation of being watched.
The Anteroom was completed in collaboration with stage and screen designers Natasha Tina Bertram and Paul Kerney and envigilanted by students of IT Sligo