Digital media artist and filmmaker Karen Palmer talks about her interactive parkour film SYNCSELF2. This project is a transmedia neurogame that portrays the multi-dimensional process of transcending fear, in which the film experience is determined by the user's level of focus.
Karen discusses her experience of developing an interactive film that puts the viewer at the centre of the experience, and gives useful insights about producing and writing for a project that involves wearable technology.
4. Parkour is a discipline that deals with ways to get from one place to another. its
main purpose is to traverse mainly urban landscapes by running, climbing and
jumping. Traceurs say that parkour also influences one's thought processes by
enhancing self- confidence and critical-thinking skills.
[Wikipedia] Interactive
6. SYNC SELF 2 - OVERVIEW
SYNCSELF 2 is an interactive film .
fusing parkour and gaming.
The viewer’s mental focus dictates the
narrative through specially adapted
wearable technology.
The user is the remote control and the
action is completely dependent on
the psychological state of the user.
Cutting edge wearable technology
product will be used to bring wearable
technology into the world of art and
interactivity.
7. KAREN PALMER DIGITAL ARTIST
• Freerunner
• Award Winning Visual Artist/Workshop
Facilitator
• Successfully devised Evolve 0.1 initiative,
Commission and Workshop
• Clients have included The Cultural Olympics,
The Royal borough of Kensington and
Chelsea, South Kilburn Public Art etc
• Fusing Inspirational Sport, Culture and
Innovative Film Technology
• Groundbreaking Interactive Visual Art/Films.
Transmedia Films
• SYNCSELF 2 exhibited at the V&A