Digital Puppetry

Digital Puppetry

Meet the Puppeteers!

While a graduate student at MIT’s Media Lab, I worked with a team of colleagues, community members, and urban youth. Our intention was to help the youth learn in a playful environment, find personal self-expression, and have their voices heard by communities in Boston. To do this, we adapted commercially available technology to provide a unique medium: digital puppetry.

Foot Controllers could remap glove motions on the fly
Foot Controllers could remap glove motions on the fly

Working with members of the Computer Clubhouse, I led the hardware team. We adapted P5 gloves to send MIDI signals, which in turn triggered flash animations using Arkaos VJ. Our design used Microchip’s PIC 18F252 Microcontroller running a Logo virtual machine aka The Logochip. We also developed foot controllers based on The Logochip which interfaced with the gloves to remap the glove’s controls on the fly.

Otis, a puppeteer, shows the glove off
Otis, a puppeteer, shows the glove off

The youth wrote a story capturing a typical day in their urban lives. They then drew the animations, wrote the music, and gave three performances as digital puppeteers. Our last performance was May 8, 2004 at the Puppet Showplace Theatre in a digital puppet slam.

Similar Posts

  • Build Day

    As founding Director of WSU’s Center for Research in Arts, Technology, Education and Learning (CRATEL) I hosted Build Day every Friday. On Build Day, CRATEL was open to visitors, volunteers, or anybody who wanted to come by, chat, or build something.

  • DoubleTalk

    Doubletalk, a two player audio-manipulation game was my first serious endeaver with the Gameboy. The game used the Pocketvoice, a Gameboy cartridge with a built-in amplified speaker and microphone. In Doubletalk, players record themselves, reverse their recordings, then try to guess what each other is saying.

  • Be The Shortstop!

    Be The Shortstop! is a permanent public indoor installation at The Baseball Museum in Riverfront Stadium, Wichita KS. Players hit a large button on a kiosk to start the game. After a few seconds the game starts as they race to hit the correct button on a large wall. A crowd cheers on speakers as…

  • Ghost in the Machine

    Originally conceived in 2008, Ghost in the Machine (GITM) consists of a webcam and display which mixes and crossfades events in realtime with motion-activated video it has recorded previously. It continually shifts between 3 states: individual, community, and the world. GITM has been shown in many venues and contexts.