f45 v.1

Interactive installation (flight simulator), 2000.

Brass screen (3x3m), data beamer, pc, circular cushion (2 m diameter), realtime 3d interactive.

 

As a child's game that reproduces a situation to prolong the pleasure, but also as a trauma that has been repressed and which returnes obsessively over and over again, the simulation of dreams is born: videogames.
Based on the existence of another space that is no longer in our subconscious, but that is external to us and to the real world: the "virtual". And - as dreams-breed, distort, parody, paraphrase the real world and our unconscious at the same time.
These virtual spaces offer us the possibility of carrying out the old desire to "awake within a dream": be aware and act in a world of wonder, freed at last from physical restraint.
Although there are'nt many steps we can take at this new world without realizing that in most
cases, the script is very bad and the characters respond to all the worst cliches of popular culture.
At this point, we see our dreams reduced to the lowest common multiple of contemporary imagination.

The aim of this installation is to give the viewer the possibility of actually interacting with the work, but only inside a strictly definite pattern defined by the author, stressing the restrictive mood of the structure and subduing the spectator's behavior to the behavior of
the device, closing both actors inside a circle so that the interaction itself is subverted in every iteration of the loop. The instruments of action and control (the joystick, keyboard, mouse...) reveal themselves as the element of attraction, the bait for the user to perform the vital function- the work- to launch the device...


This kind of interaction stresses not the spectator's ability to affect the work, but how the work has instrumentalised the viewer, that is no longer the viewpoint of the central perspective, but one element of the system of representation.

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