The dramaturgy of Sensory Circus is oriented to establishing spatial situations for a limited period of time. The audience is invited to actively participate in the media and architectonic rearrangement of dominant conditions within this installation.
Specially constructed interfaces requiring the conscious and active use of the whole body enable each visitor to arrange their own audiovisual environment and thus manipulate and determine the character of the installation.
Interventions in various computer-animated game worlds are supported, as well as the rearrangement of acoustic and visual landscapes. Aside from this very direct influence, all the activities of the audience with the interfaces of the installation are registered and processed. The manipulations and subsequent changes in the environment that are calculated from this data are then presented to the public.
Possible changes include, for example, a constantly adapting spatial architecture, shifting light and temperature conditions, alterations of acoustic and visual representations, modifications of the way individual interfaces function, and changing the rules of single computer-games.
The result is a circular dependency between the visitors and their surrounding environment. An active audience causes changes in the general ambiance. This ambiance that is modulated in real time forces the audience at times to adapt planned activities. Every further action on the part of the audience results in a new reformulation of the parameters of the