Aoi Nakamura and Esteban Fourmi (AΦE), WHIST
Posted: August 9th, 2017 | Author: Ian Abbott | Filed under: Film, Performance | Tags: Aoi Nakamura, AΦE, Esteban Fourmi, Happy Finish, Jasmin Vardimon, Samsung, Virtual Reality, Whist | Comments Off on Aoi Nakamura and Esteban Fourmi (AΦE), WHISTAΦE, WHIST, Festival Theatre, Edinburgh, July 31
“Good stories are like those noble wild animals that make their home in hidden spots, and you must often settle down at the entrance of the caves and woods and lie in wait for them a long time.” – Herman Hesse
WHIST is the first major work for Aoi Nakamura and Esteban Fourmi who formed the company AΦE in 2013. Inspired by the work of Sigmund Freud, it invites us on a journey exploring the fears, desires and unconscious minds of a fictional family. Wearing a Samsung Gear virtual reality (VR) headset and headphones this is a solo experience (for a maximum of 20 people at a time) in the carpeted third-floor foyer of the Festival Theatre. After a pre-show briefing and orientation by the FOH staff we are invited to put on the headset and headphones and to follow the early instructions for triggering scenes by lining up our gaze with a small blue dot.
It’s made clear that there are 76 different perspectives and that who/what/where we look at when we’re ‘inside’ WHIST determines the next scene we watch; it’s a classic branching narrative device that is very prominent in non-linear video game design. Imagine a Choose-Your-Own-Adventure book where the agency rests entirely with you; you map out your own path and are responsible for your next 45 minutes.
“At times we’ll want to escape our polluted reality…not augment it with digital debris.”- Clyde DeSouza
The fantasy dream space of lust and Oedipal urges that Freud explored is ripe territory for a theatrical VR response; alongside their technology partner, Happy Finish, AΦE has created 20+ filmed scenes set variously in a dilapidated cottage, photographic studios and warehouses where you are introduced to the family gnawing on human hearts, waltzing with bird cages and evaporating into ping pong balls. With the headset on you’re limited in your ‘real’ movement and aren’t able to move through the VR space; you’re a static witness to the three- or four-minute filmed scenes from a single fixed camera perspective not of your choosing. I’m invited into this world though I’m unsure of my role. Am I an invisible voyeur? An additional family member? Something/one else? Without the clarity of who I am and my relationship to those around me it’s difficult to emotionally invest or empathise. The perspective changes across the scenes; sometimes we assume the head of the father, sometimes the camera is at knee height, sometimes on a silver platter and other times we’re inside a CCTV camera. Our virtual scale oscillates regularly but I’m unsure for what purpose.
Nakamura and Fourmi have created a number of other shorter screen, interactive and stage works before WHIST and are also members of the Jasmin Vardimon Company (Vardimon is the creative mentor for WHIST). The visually rich spectacle that has become Vardimon’s signature is laced throughout the work; be it a performer emerging from a wicker basket frantically scrawling indecipherable chalk symbols on the floor or an eerie motionless accordion player barely pressing the keys yet the sounds make it into your ear, the images stay with you.
“It is a predisposition of human nature to consider an unpleasant idea untrue, and then it is easy to find arguments against it.” – Sigmund Freud
WHIST (named after Whist House in Kent where the work was filmed) defines itself as a ‘one-hour experience merging physical theatre, interactive virtual reality (VR) and augmented reality (AR) technologies and an art installation, in an environment that blurs the boundaries between consciousness and unconsciousness, reality and fiction, the physical and the virtual’. I find this language hugely alienating; in a cultural landscape of marketing hyperbole this description signals to a niche crowd and does little to provide clear and plain English entry points to the 92% of non-arts attenders.
An audience will predominantly experience a work only once and I found my first experience of WHIST quite unsatisfying; it’s physically limiting, generates a huge sense of FOMO (fear of missing out) as there are 75 other possible scenarios that I’ve not seen, and the technological fidelity and finish isn’t as crisp as it could be (you can often see the glitches where the 360 degree cameras meet and bodies warp momentarily). However, I went in for a second time — now familiar with the rules, the technology and the characters I had the chance to play with the interactivity of the work and it was richly rewarding. I found some of those alternative branching narratives (unlocking 3 new scenes along the way) and whereas in the first experience I didn’t feel in control and had a real sense of time rushing past me, during the second time there was a chance for greater depth, focus and the ability to find some of the triggers and nuances that are artfully hidden in the work. There’s a suite of scientific research from eye tracking studies that reveals hot spots and how our eyes are often drawn to movement that emerges from stillness on a screen/stage; I made a commitment to focus on one character in my second experience, tracking their journey and watching their reaction and interactions with others even though at times I knew there were other things happening outside my 80-degree viewing angle and that the other 280 degrees would have to go unwatched.
Just before the credits roll you’re given a number on screen which if you enter into AΦE’s website will translate into a loose interpretation/analysis of the route you’ve taken through WHIST. Using some faux Freudian language it’s desired aim is ‘to inspire questions, reflections and insights into the unique meaning the performance may have for you.’ However it comes across more like the end-of-the-pier Zoltar fortune telling machine from Big dishing out the same message to anyone who’s gullible enough to feed it some money (there was a LOT of repetition when I entered my two separate numbers).
Although there is little visible dancing in WHIST, but there is a definite choreographic consideration and execution in how our solo bodies experience those that are presented to us and the world they inhabit. WHIST rewards the audience and encourages multiple viewings as it unlocks more scenes, greater depth, hidden easter eggs and more of that luscious branching narrative.