The project Чули? Чули (Chuly? Chuly), translating from Ukrainian as “Have you heard? We’ve heard/Have you felt it? We've felt it”, merges performative video gameplay with choreography to delve into manipulative narratives and the embodiment of online personas. It engages with narratives shaped by human-led troll farms and AI, anchored in a speculative story from a woman who once saw giants. Her narrative, twisted by ChatGPT to reflect online misinformation tactics, indirectly guides the player through the environment, yet never reveals the discussed cave and giants. This work looks at today's giants—enormous, planetary, interconnected, and mostly invisible entities; AGIs, pandemics, secret weapons, and disinformation itself; some engineered and run by humans, others self-materializing, shapeshifting.
By setting expectations for perfection with AAA-game-like realistic worlds, the project intentionally subverts these expectations by working with the limitations of inertial motion capture suits. The susceptibility of these suits to electromagnetic interference becomes a core part of the choreography. The dancer's movements, distorted by the suit's gradual calibration loss, create choreography that embraces digital imperfection, disentangling the digital persona from its body, and exploring errors as part of liveness.
Eventually, the dancer and player exchange the motion capture suit band for a game controller, inverting their roles. Now the player becomes a calibrated Non-Player Character, even though the rest of the MoCap body is left behind, while the dancer takes control of the world camera. This purposeful acceptance of technological imperfections blurs the distinctions between player, performer, and NPC, crafting a complex narrative that encourages reflection on the intricacies of XR entanglement, roles, identity, and the portrayal of the digital self online.
The project Чули? Чули (Chuly? Chuly), translating from Ukrainian as “Have you heard? We’ve heard/Have you felt it? We've felt it”, merges performative video gameplay with choreography to delve into manipulative narratives and the embodiment of online personas. It engages with narratives shaped by human-led troll farms and AI, anchored in a speculative story from a woman who once saw giants. Her narrative, twisted by ChatGPT to reflect online misinformation tactics, indirectly guides the player through the environment, yet never reveals the discussed cave and giants. This work looks at today's giants—enormous, planetary, interconnected, and mostly invisible entities; AGIs, pandemics, secret weapons, and disinformation itself; some engineered and run by humans, others self-materializing, shapeshifting.
By setting expectations for perfection with AAA-game-like realistic worlds, the project intentionally subverts these expectations by working with the limitations of inertial motion capture suits. The susceptibility of these suits to electromagnetic interference becomes a core part of the choreography. The dancer's movements, distorted by the suit's gradual calibration loss, create choreography that embraces digital imperfection, disentangling the digital persona from its body, and exploring errors as part of liveness.
Eventually, the dancer and player exchange the motion capture suit band for a game controller, inverting their roles. Now the player becomes a calibrated Non-Player Character, even though the rest of the MoCap body is left behind, while the dancer takes control of the world camera. This purposeful acceptance of technological imperfections blurs the distinctions between player, performer, and NPC, crafting a complex narrative that encourages reflection on the intricacies of XR entanglement, roles, identity, and the portrayal of the digital self online.
Concept, CGI, environment, avatars, animation, motion capture, environment sound: Letta Shtohryn
Player, performer, dramaturg: Julie-Michele Morin
Choreography, dance: Junjian Wang
Voice narration: Emma Beard
Text/voice processing: ChatGPT, 11Labs
Sound: Lena Horse, Junjian Wang, Letta Shtohryn
3D models of life forms, rocks and meteorites: Natural History Museum Vienna
Conceptualization, prototype – IT:U x Ars Electronica FOUNDING LAB
Dramaturgy, completion – Realities in Transition residency at iMaL Brussels
Letta Shtohryn (UA/EU) works with XR, CGI, MoCap, machinima, and video games. Her academic background is in philosophy and media art. Through a post-humanist perspective, she explores notions of embodiment with avatars, aliens, monsters, and ghosts. Since her MoCap Streamer residency at Goldsmiths, University of London in 2022, Letta has been working with Motion Capture systems. Her works have been showcased at Ars Electronica Festival (AT), Goldsmiths University of London (UK), Centre Pompidou (FR), Milan Machinima Festival (IT), Frieze Art Fair (NYC), among others.
Letta Shtohryn (UA/EU) works with XR, CGI, MoCap, machinima, and video games. Her academic background is in philosophy and media art. Through a post-humanist perspective, she explores notions of embodiment with avatars, aliens, monsters, and ghosts. Since her MoCap Streamer residency at Goldsmiths, University of London in 2022, Letta has been working with Motion Capture systems. Her works have been showcased at Ars Electronica Festival (AT), Goldsmiths University of London (UK), Centre Pompidou (FR), Milan Machinima Festival (IT), Frieze Art Fair (NYC), among others.
This work is an artistic exploration between gaming and live performance that brings us to new frontiers of visual art. Centering the story around the body swap of the two faceless characters, the work gives both participants and outside viewers a change of perspective, raising critical questions around issues of embodiment and agency. The hybridization between game engine aesthetics and mechanics, live performance with motion capture and the exchanging of roles of performers on stage suggests new possibilities for live performance incorporating the techniques of virtual production.
This work is an artistic exploration between gaming and live performance that brings us to new frontiers of visual art. Centering the story around the body swap of the two faceless characters, the work gives both participants and outside viewers a change of perspective, raising critical questions around issues of embodiment and agency. The hybridization between game engine aesthetics and mechanics, live performance with motion capture and the exchanging of roles of performers on stage suggests new possibilities for live performance incorporating the techniques of virtual production.