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Interpretation as above makes projects like the Game of Life lie somewhere on the fine line between determinate works and indeterminate works; and we found it interesting to play with that distinction and explore what it really means to create an emergent, indeterministic performance. Thinking back to our discussion in class about the readings, and the tension created between this distinction (specifically pertaining to Game of Life), we developed our performance in a somewhat similar fashion as there isn't really pure randomness in the performance. Yet our performance changes each time because the audience will give a different input (i.e. vote for different options at each fork) when it is performed, and thus the performance will take on a different, undetermined form each time.

Based on the four levels and categories of interactivity in media art and performance (introduced in the reading "Performing Interactivity" by Dixon, S.), our project will fall into the participation category as the audience will trigger different plots of the story and reach the corresponding good or bad ending.

The idea of our "voting lollipops" through which the audience show their choices by turning either the orange or purple side to the performers came from a similar situation mentioned in Dixon's reading where large audiences express their opinion "by each holding up a paddle 'wand' and turning either its green or red side to the screen". We didn't use the exact same colors as they are so commonly used that certain stereotypes have formed --red seems to indicate "stop" (or bad) and green represents "start" (or good). We didn't want the stereotypes of colors to influence the audience's choices or indicating /revealing the potential results of each option; thus, we chose a pair of contrast colors which have not been overly used and are relatively visually appealing, i.e. orange and purple.


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