“Embody” is an interactive video art in which the viewers are asked to make a series of choices, intended to create an illusion that they can affect the visuals. The project is about violence against women and it shows a personal perspective of a violent scenario. 

Shenkar College 
Graduation Project


Generative art + Video Editing: Shahar Dayan
Music & Sound Design: Oleg Raichlin, Shahar Dayan
Guidance: Ofir Liberman, Zohar Koren
Font: Cormorant Garamond
Visual Communications Disciplines: Interior and space design, Interface design, Interactive and Experience design, Video editing, Generative art, Sound design.
Freedom of choice gives the viewer an illusion of control on what happens during the video, although all choices lead to the same ending. This helpless ritual aims to emphasize women’s passive behavior when living in a violent environment.
Structure of Interaction

The interaction is divided to 6 levels, each requires the viewer to make a choice. Every level is based on a different theme which presents a personal interpretation to the act of violence.

The themes are:

1. Inequality
2. Patriarchy
3. Burden
4. Sin
5. Control
6. Violence

- Minimalistic and clean interface.
- Button States: hover and press buttons with
sound and visual
- Background looping sound
- Timer line
Video Art & Concept
The visual creation was made in a technique which combines found footage taken from real life scenarios and disruptive effects from the generative digital world. The concept of the videos was inspired by an article of Ortner Sherry B. (1974) "Is Female to Men as Nature to Culture?". In her article, she explained why a women is seen as closer to nature, and why men  are seen as closer to culture. 
I created a combination of objects that express nature and culture, a manipulation on the visual and sound that brings up thoughts about the relationship between nature & culture versus women & men.
The reason I decided to present my ideas in that way was because I wanted to create different view on that subject. As a society, we used to think that violence must be physical, we used to see the same images of blood and beating. I suggested a new perspective on that matter by using the analogy of nature and culture. My main points are that violence is not always physical, there is a route leading to that. Violence can be expressed in so many ways, not visually but also economically, verbally, violence based on gender, etc.
Level 1: Inequality

The first choice the viewers need to make refers to their gender. Each gender will see a different video. Inequality between men and women is where it all starts.
Level 2: Patriarchy

We live in a world that is powered and dominated by men. In this level,
I asked indirectly whether the viewer believe that men rule the world or not, and used nature as a personification to women.
Level 3: Burden

In this level, I asked about women’s expected behavior. Viewers need to choose between sexuality and fertility. Women are carrying on their backs social expectations that must be fulfilled, and if they fail to achieve those expectations they are considered as sinners.
Level 4: Sin

This level shows 3 options for a woman to commit a sin. Unlike the direct choices, the video shows visuals that might be perceived as provocative but it is not necessarily the case. I used questions about sex, body and provocation and kept the visual open for the viewer's interpretation.
Level 5: Control

Based on the previous level, the level of control talks about losing control. When a woman sins and deviates from her social expectations, the man feels that he lost his position of power, and must take back power to his own hands. The abstract generative art implies the feeling of falling, and losing stability.
Level 6: Violence

The final level. The viewer gets to choose between the lesser of two evils, and probably already feels that it all leads to the same ending, and the lost of all control over the situation.

In the end, there is a looping video that shows a man during a violent act, beating a woman, and the only action the viewer can take instead of watching it, is to press “Stop” when the button finally appears on the screen.

- Small dark room to isolate the viewer and increase impact
- Large screen
- Headphones 
- Interaction podium

Outside of the room: 

- A question about women (nature) inferiority that makes the viewer
think and act as an invitation to get into the dark room.
- Flickering light on the sign to imply disruption and something wrong.
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