no_name
Research
Comprehensive research into Fluxus art, cultural bricolage, and interactivity was undertaken to inform the project. The team studied historic Fluxus artworks, examining how everyday objects and concepts were repurposed to challenge traditional definitions of art. This provided a foundation for the team's approach, emphasizing simplicity, inclusivity, and participant-driven creativity. The exploration of cultural bricolage further enriched the concept, illustrating how familiar elements could be combined in new, thought-provoking ways.
Inspiration
The inspiration for "NO_NAME" came notably from Fluxus’s embrace of bricolage and interactive art, particularly works like Wolf Vostell’s "Do it Yourself De-collage" and Rafael Lozano-Hemmer’s "Body Movies." These artworks inspired the team’s use of silhouettes and interaction, encouraging participants to physically engage with the installation and reflect on their identity's fluidity. The exhibition sought to invert traditional expectations, shifting focus from external appearances to internal, lasting identities and connections.
Persona
Initially designed around a paradoxical persona—a 50-something banker attending a punk concert—the exhibition concept evolved to focus directly on the audience itself as the protagonist. This shift allowed participants to personally explore and challenge their identities, mirroring Fluxus’s ethos of unpredictability and anti-conformity.
Concept
"no_name" is an interactive and immersive exhibition exploring the fluidity of identity through movement, sound, and technology. Rooted deeply in Fluxus philosophy, the project challenges participants to question their own sense of identity. It creates a space where individual shapes and silhouettes become vessels for new meanings, prompting audiences to reconsider the boundaries of self and their connections to larger, unifying forces.
Experience Goals
The primary goal of "no_name" was to design an interactive art installation seamlessly integrating technology, art, movement, and sound, presented alongside scheduled performances at the Staatstheater Darmstadt. The aim was to create an engaging, easily accessible experience that encouraged audience participation, playfulness, and personal exploration. Through the thoughtful use of projection screens, Kinect technology, and interactive sound, participants became active creators within the exhibition, reflecting Fluxus’s principle of co-creation between artist and audience.
Concept Iterations
Early iterations were rooted in visualizing identity conflict through the banker persona, but these evolved to utilize interactive technology fully. Integrating Kinect-driven silhouette interactions allowed participants to experience a dissolution of their visual form, emphasizing the project's theme of identity as fluid and transcendent. Through iterative refinement, the experience transitioned from passive observation to active engagement, enriching audience participation and conceptual depth.
Development
Technical Development - Technology
The team utilized Kinect 2, TouchDesigner, Max MSP, and Elgato Stream Deck for interactivity. Kinect technology captured participant silhouettes, transforming them into dissolving point-cloud visuals. Videos layered within these silhouettes enriched the interaction. TouchDesigner handled visual processing, Max MSP synchronized audio and visual responses, and Elgato Stream Deck provided real-time user-driven control.
Sound Development
The soundscape was integral, composed of electronic ambient music layered with organic, environment-specific sounds (e.g., cityscapes, natural elements). The climax of the exhibition featured an impactful sonic moment synchronized with the visual dissolution. Ambisonic technology created immersive audio experiences, enhancing the emotional and sensory depth of participant interactions.
Prototype Iterations
Prototyping involved significant experimentation with visuals and interactive elements, shifting from a static identity presentation to an interactive dissolution of self via silhouettes and point-cloud visuals. This prototyping addressed technical challenges like visual clarity and immersive audio synchronization, ultimately resulting in a refined, impactful exhibition.

"NO_NAME" successfully embodied the Fluxus ethos, breaking down boundaries between audience and artwork, identity and perception. The exhibition demonstrated the profound potential of interactive art to inspire self-reflection and collective exploration, reinforcing the powerful interplay between technology, art, and human identity.
The project provided valuable insights into the complexities of live installations, the importance of flexibility in technical setups, and the value of direct audience engagement. Individually and collectively, the team gained skills in software tools (TouchDesigner, MadMapper, Max MSP), discovered deeper nuances of interactive sound design, and developed effective methods for managing technical challenges and audience interactions.
Final thoughts
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