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January 10, 2005

Nullpointer

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Warped Experiences

CCTEX is based on the expanding cultural practice of game modification and the increasing presence of cctv and mass observation technologies. In CCTEX a level from 'Counter Strike' (a popular counter-terrorism mod) is re-mapped to offer the user an warped experience of covert surveillance.

The environment that the user experiences is coated in imagery drawn from a set of webcams that are positioned strategically around the installation space. Streaming video of the audience and gallery space are translated into textures that paint the modified game architecture. The textures are manipulated during this process to create a semi-abstract reflection of the users' space outside the machine. The viewer is confronted with a distorted vision of themselves and their environment as they interact with the work. [via neural.it]

In a previous work I focussed on the ubiquitous nature of cctv and digital media streams. (Peacekeeper took as its content the already glitched news web broadcasts with their nightvison camera shots and digital artefacts). With CCTEX the data source is drawn directly from the users behaviour and the physical space outside the machine. The increase of covert surveilance (both public and private) is a familiar trend but rarely is the audience of such observation permitted to see their performance onscreen. Not only does CCTEX present the user with their own captured image but it also demonstrates how such data can be distorted and manipulated.

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PeaceKeeper: A networked, digital art installation for the Radiator Festival (1-11 May 03). Shown at the Surface Gallery, Nottingham (Commissioned by NOW & Trampolene).

For this project the software application that gamers use will be modified to warp the viewers experience of a frenzied online space. The digital arenas of an online FPS (First Person Shoooter) will be reprocessed into abstract architectural forms, time becomes compressed into a visceral texture.

Within this environment two computer controlled adversaries (Bots) are locked in an endless cycle of killing. Each Bot has only one objective, to eliminate the other, but with each victory the players are reborn to start the process again. The commanding logic behind this loop is inhuman and seemingly irreversable. However the viewer is invited to step within the cycle and intervene in the process. Each Bot will be represented by a large scale projection of its current view, from its own first person perspective. The two projections face each other across the installation space, as if allowing the opposing players to witness their deaths through their enemy's eyes.

Final Score

The installation ran for 10 days (24 hours a day) during the festival. The final score was 4408 v 2204. Bots were initially evenly matched but over an extended period small differences in their behaviour effected the final outcome.

Posted by jo at January 10, 2005 10:24 AM

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