Interactive installation based in a flight simulation videogame. Players are inmersed in an ambience of golden sparkles, and lie down in a big platform/bed. They'll try to take off by handling the stiff, suggerent joysti
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.
This illusion is fooled: the installation gives the viewer the possibility of actually interacting with the work, but only inside a strictly definite pattern that stresses the restrictive mood of the structure and subdues the spectator's behavior to the device. Both actors (player and system) get closed in 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...
The project could be seen in 2000 at the XVI Muestra de Arte Injuve, Círculo de Bellas Artes in Madrid.
The installation was composed of a brass screen of 3x3m., a beamer, a computer, a joystick and a golden platform covered in golden cloth. The software was a simple real time 3D flight simulator created for the project, programmed with Dark Basic.
Idea and development: Carme Romero.