Everything else on this site is downstream of this page. The nine sections that follow are what happened after — the reading, the methods, the field notes. This one is what there was before any of it.

The practice

I work with sound, image and embodied interaction, in participatory and immersive settings. Real-time audiovisual systems, algorithmic composition, AI-driven generative visuals, sensor-based interactivity — assembled into responsive environments where the audience is not watching but doing.

What holds it together is not the technology. It is an interest in the materiality of sound, objects and space, and in what that materiality does to perception: how subjectivity forms, and what relations get set up between people, objects and the room they are in. The systems are built to encourage co-creation, and to dissolve the line between performer, audience and medium rather than stage it.

The themes the work keeps returning to are urbanization and displacement, the erasure of natural landscapes, embodied participation, and the politics of belonging.

The strands, and where each one went

The description above spans several research communities that do not normally read each other — a live coding paper and a relational aesthetics essay share almost no citations. Splitting them out is the only way to see which ones the thesis actually picked up, and which venues each one would have to be argued in.

StrandResearch communityWhere that community publishesOn this site
Real-time AV systems, algorithmic compositionLive coding · computer musicICLC · NIME · Organised SoundPhosphor · Game Engine as Instrument
Sensor-based interactivity, embodied participationHCI — tangible & embodied interactionTEI · CHI PLAY · DIS · MOCOTangible Affect · Embodied Metaphors
Participatory work, co-creation, audience as centreRelational aesthetics · socially engaged artBooks over proceedings — Bourriaud, Bishop; October · Third TextWavy RGB · v2.5 in Evolution
Dissolving performer / audience / mediumPerformance & digital media studiesIJPADM · Performance ResearchFused Spectatorship · Interactivity vs. Gamefulness
Materiality of the object in the handGame studies · material cultureDiGRA · Game Studies · Games and CultureThe Controller as a Cultural Symbol
AI-driven generative visualsComputational creativity · generative artEvoMUSART · xCoAx · ISEANot here yet. It is in the practice, not in the research.
Urbanization, displacement, politics of belongingMedia art & curatorial discourse — not a conference circuittransmediale · Ars Electronica · LeonardoDeliberately outside the thesis. See below.

Two things this table makes visible. The top two rows are the only ones with a conference circuit that treats a peer-reviewed paper as the primary publication — everywhere else the argument lands in a journal or a book, on a much slower clock. And rows three and four are where the v2.5 direction would have had to be argued, which is part of why it did not hold: the reading that produced the gap was done almost entirely in rows one, two and five.

What the thesis takes, and what it leaves

The thesis takes one coordinate out of all of this: an ordinary person, a controller, a screen, and an audience whose body is involved. That is a narrow slice of the practice, and it is narrow on purpose — the readings point at it as an empty spot, and my own work keeps arriving at it from the other direction.

What it leaves out is the political and ecological material. Urbanization, displacement, the erasure of landscape — those drive the content of the work, and none of them are questions about how gameful design shapes embodied experience. Folding them in would make the thesis about everything. They stay in the practice, and they will outlast the thesis.

Where this starting point has since moved, and what is currently unresolved, is logged in Evolution.

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