Ring is an interactive light installation; it builds on my earlier work with computer-controlled and sequenced light (http://roypardi.com). Ring consists of 24 emitters, each comprised of a light source and sensor. These emitters are spaced evenly around the perimeter of a 10-12 foot diameter circle, suspended just above knee height from an overhead grid. The diameter of this circle will be adjusted depending on the available gallery space to enable viewers to interact with the piece from all sides. The light source for each emitter is a 3.5" diameter, spherical, 60-watt, white bulb. Attached to the base of each emitter is an infrared proximity sensor. Each emitter is individually addressable for both powering the light and reading sensor input.
The space overall is dim but not dark; a few spotlights are directed at nearby walls to provide ambient light. The intention is to minimize the visual presence of the physical elements of the work in order to direct attention to the sequence and patterns of light.
Ring has two operation control modes: autonomous and interactive. When viewers are outside of sensor range, Ring defaults to autonomous mode, running simple rule-based sprite sequences which play out around the circle. At the start of each sequence a number of light "sprites" are created. These sprites are virtual objects having properties with randomly assigned values (number of emitters, strength, speed, direction, and life span). They follow simple rules regarding their behavior and their interaction with other sprites (seeking, escaping, colliding, combining). These sequences do not have fixed outcomes so the visual results will vary. The intention is that a viewer will observe these sequences, infer the behavioral rules guiding the sprites and so be able to follow the simple narratives within each sequence.
Each emitter continually tracks motion directly in front of it within a three-foot range. When a viewer approaches and pauses for 15 seconds, a sprite is created at that position and overall control of Ring switches to interactive mode. The sprite begins oscillating and sending light pulses to adjacent emitters along one side of the circle. The longer the viewer stands in this first tracked position, the stronger and more frequent these pulses become, extending out around the circle, until eventually the pulses circle back to the origin. When this self-collision occurs, the sprite is destroyed and the sequence restarts. If the viewer moves around the circle, the sprite follows; the frequency of the pulses begins to decrease and the sprite life span is extended. Through moving, energy and strength is conserved.
When multiple viewers are interacting with Ring each viewer has control of a sprite and determines its movement and behavior. Collisions can occur when the light pulses of one sprite overlap another sprite's position. The outcome of collisions between sprites is determined by their relative strengths. Based on the simple rules attached to moving and pausing, viewers will invent strategies of interaction and play.