By Diaa Ahmed Mohamed Ahmedien
How can new-media art-science projects move beyond raising public awareness of science to achieve a high level of layperson involvement in a scientific process? How can such projects use two-path integration:
- across multiple academic disciplines, and
- including the participation of laypeople?
In 2017, I developed an interactive game, using a holographic scene, where participants had to interact physically with their neural activities to complete the required processes and tasks (see the figure immediately below). A participant was attached to EEG (electroencephalography) monitoring and then, when standing at a table that had a set of holographic plates laid out upon it, they had to puzzle-out a hologram of a toy. How the holographic plates were illuminated, and hence the possibility of seeing the holographic puzzle, depended on the participant’s brain responses.