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  • 2016 Project Part IIII:

    This is a sensory interaction in which the user can manipulate the gender on the screen, which is in this case a traditionally masculine or feminine manner of walking, by the style in which they sit; for example if they sit with legs more spread apart, which is a ‘masculine’ way of sitting, then the screen will show a ‘masculine’ walking figure. Viewers are able to notice that their gendered movement is calculated by the computer, and what is supposedly masculine or feminine, is simply a numerological trigger. They are also given the option to manipulate the walking style with a control bar, commanding the way it would walk in between genders, playing with the idea that their computer has decided what genderless now means.