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EXERCISE IN IMMERSION 4 2006/2007
The first public participation-trials at Deaf 07.
Exercise in Immersion 4 is an ‘art-game’
devised by the Rotterdam media-artist, Marnix de Nijs and further
developed in collaboration with V2_lab. His presentation at Deaf
07 saw the 'first public participation trials". Further software
refinement will be carried out by V2_lab in the following year.

Together with a specially designed ‘crash-suit’
fitted with headset, EI4 takes place in one of the industrial warehouses
in 'Pakhuis Meesteren'. Once the headset is placed in position,
the participant is introduced to a combined reality: a cinema-graphic,
parallel world where the partition between the real and the surreal
is interrelated with the progress of the game itself. Reality will
gradually disappear in the ‘pakhuis’ warehouse, but
if you crash into one of the pillars, for example, then you will
be cast abruptly backwards in the game and towards reality.
The headset is equipped with a sensor system that
can couple the exact position of the user in reality with previously
designed imagery. On the display built into the headset, a combination
between the real world and the virtual-constructed world becomes
visible.The virtual world corresponds with the existing environment
through a number of clearly marked reference points, such as walls,
pillars and doors. Without movement, the player remains in reality
and there is no possibility to take part in the game. Movement and
game progression results in the manipulation of the existing space
that in the long run will transform into a virtual environment.
In the most extreme case, the representation of the existing space
will be completely replaced with a new and unknown world.
Genre-wise, the game is roughly modelled around
the concept of the classic computer game: PacMan. In EI4, however,
points are not collected but ‘bionts’ (a snot like form:
designed as 'discrete units of living matter'). The bionts have
a certain level of intelligence and are essential for the player
to navigate their way through, not only the physical, but virtual
world as well. They function as an extension of the participant’s
self and warn against anticipated collisions with existing obstacles
like pillars and walls. In the higher levels, the bionts also serve
as a buffer for other occupants in the parallel world, whose aim
is to throw the player back into reality.

In the project Exercise in Immersion 4, the relationship
between these two realities is further investigated and fine-tuned.
A new balance examined within what is true and virtual by literally
combining them both in the “real world”. Metaphorically
speaking, it could also be interpreted as the poise between private
and public (media-affected) world as well as reality and fantasy.
| Software & hardware development: |
V2_lab,
Rotterdam |
| Crash-suit design: |
Carina Hesper, Arnhem & Maartje Dijkstra, Rotterdam |
| Audio design: |
Boris Debackere, Antwerpen |
| 3D & light consultancy: |
Reinier van Brummelen, Rotterdam |
| Light: |
Prodelight, Joep Vermeulen, Amsterdam |
Funding: |
MultimediaN BSIK research project Dienst
kunst en Cultuur, Rotterdam |
Many thanks to Stichting
RMR_Organisatie

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