Captured is a participatory installation about social injustice where your digital double has a role to play. Recreated as a 3D avatar by the world’s most advanced realtime face modelling technology, you become an actor and spectator in a scenario where individual freedom is taken over by collective instincts.
Captured was acquired by the Center for Art and Media in Karlsruhe, Germany.
Exhibitions:
23 March - 3 April - CPH:DOX, Copenhagen Denmark
27 February - 15 May 2022 - Hacking Identity, Dancing Diversity (Esch2022 Cultural Capital of Europe & ZKM), Esch, Luxembourg
6-17 October 2021 - BFI London Film Festival, UK
15-19 September 2021 - Silbersalz Science & Media Festival, Halle, Germany
Director
Hanna Haaslahti
Lead Developers
Tyler Henry | Alep Parikh | Mike Robbins
Music
Phivos-Angelos Kollias | Jamie Perera
Co-producer
Harmke Heezen
Produced by
Fantomatico | High Road Stories
Distributed by
Diversion Cinema
The Captured experience takes place on two interconnected screen spaces. In the first phase of the installation, your avatar is created. Your digital double is drawn in by a white figure, who gently attaches your face to your new body. You are able to look at your avatar being born and wonder what is waiting for it in the virtual world.
Your double then appears in the second phase of the experience, where all captured doubles are part of a simulation depicting an unsettling cyclical performance of ritualised social humiliation. Your avatar gets assigned a random role in one of the groups making up the bullying triangle: the Bullies, the Targets or the Bystanders.
The simulation cycles between two states: Wandering, depicting doubles as walking together, each searching for a companion among them; and its opposite, Segregation, which takes shape as bullying and humiliation of one colour group among the doubles. The transition between states is initiated by a special double, called the Gamechanger, who has the ability to change the course of narrative by directly influencing the behaviour of other avatars.
The setting of Captured is a simulation, but it feeds directly from the reality of the exhibition space. Social pressure is transmitted to the audience watching their digital doubles act out. How does the behaviour of the virtual collective affect the relationships in the audience, in the real world?