Emotional Sickness Bag Report

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The Emotional Sickness Bag: Cartharsis Therapy Simon Bong

Inca Siojo

Eileen Lin

Tim Au

Naz Parivar

School of Interactive Arts and Technology Simon Fraser University Surrey 250 -13450 102 Avenue Surrey, BC V3T 0A3 CANADA phone: +1 778.782.7474 fax: +1 778.782.7488

ABSTRACT

The following paper discusses the idea, concept and research surrounding the project entitled Emotional Sickness Bag, an interactive project/object that utilizes and manipulates sound as input and feedback. First, the paper gives an overview of the meaning of catharsis and the way that it is used as part of psychotherapy process. It briefly discusses the positive and negative implications of catharsis and the different forms that it can take. Then, we examine the use of catharsis in different fields outside the psychological realm such as interactive arts and how technological advances have changed the ways that catharsis are practiced. Subsequently, we explore the aesthetic and technical aspects of the artifact as well as a clear analysis of similar projects that both informed and inspired this interactive piece. The paper also gives an overview of how sound can be used as a tool to alter emotions and as a method for people to release their feelings and emotions. In conclusion, we discuss the findings through the user studies, present the documentation of the user experiences with the Emotional Sickness Bag, and also potential future iterations based on the user test findings.

Keywords

affective computing, catharsis, psychotherapy, purging, emotion, embodiment, expression, communication, sensor technology, interactivity, MAX/MSP

1. INTRODUCTION

When King Oedipus blinds himself at the end of Sophocles’ Greek tragedy ‘Oedipus Rex’, because of the guilt of committing incest and the emptiness he experiences due to the loss of his beloved mother, it is said that the act of blinding himself is an instance of catharsis. Not only does the character in the play experience a purification of intense emotions but at the same time, the audience also experiences an emotional cleansing after Oedipus commits such an unexpected act. Catharsis refers to the

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purging of emotions through acts of expressing one’s feelings especially in exaggerated and unexpected ways such as shouting, crying, laughing, dancing and other ways of emotional release (Heron, 1998, p. 12-14). The practice is commonly used in psychosomatic therapy to help people who are mentally affected by stress of everyday lives or suffering from traumatic disorder (Kettles, 1994). Although its effectiveness as a positive therapeutic method has been a controversial debate among researchers who studied the practice (Powell, 2010), there is a general consensus that the interpretation of the meaning of catharsis is consistently changing over time and becoming a mainstream practice outside the clinical field. Our project, the Emotional Sickness Bag, explores the notion of the catharsis in an interactive context. We want to bridge the gap between technology and human emotions by creating an artifact that allow users to interact with in an embodied way. Our goal is to examine the cathartic experience that the artifact affords and whether it has the ability to influence behavioral changes within the users. We also want to document the level of embodiment that users experience while interacting with the artifact. Kettles (1994) notes that “in human potential or encounter work, catharsis provides a relatively easy and reliable way to produce a peak experience, a period of self-transcendence or a discharge of those emotions” (p. 2). This is the basis of the concept and serves as a research objective for our project.

2. BACKGROUND 2.1 Stress and catharsis in humans

Humans are emotional animals and we actively seek out different ways to express our feelings and emotions. We also experience the world by ways of associating our emotions with specific events in our lives. The most common methods that we express our emotions are through our body movements, (i.e. dancing, jumping and kicking), and also through our ability to convey our feelings verbally, (i.e. shouting, shrieking and laughing). Humans’ behaviors are directly affected by our emotions and the amount of frustration and stress that we accumulate on a day-to-day basis. Therefore, it is important to find proven, therapeutic ways to relieve our pent-up anger and frustration and serve as a healing ritual for our mental well-being (Kettles, 2010). Because we live in a technologically advanced age, more humans become inclined to retreat to their digital devices to alleviate their stress, whether it may be television, their cell phones, or video games. However, they are also suppressing any extreme bodily or verbal instinctual


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