Avatars act as an instrument of embodiment, giving the users the sense of "materiality" required to be part of a world. Questionable if that is a need for a virtual world. Avatar is a conceptual figure that emphasises the relationship between human equivalent and (digital) images. Here we use Image - in its definition of a representation of external form, of general impression assumed by a public. The avatars can be everything that we are not, and yet to "have" the information of everything we are. Is it a human condition, an instinct to constantly try to replicate oneself? In the scope of this artistic endeavour, the roles are reversed. The computer is collecting data and images to recreate its owner's avatar. Because of a sudden glitch, it is triggered to do that, an error ~ an awakening. In order to create a memory based on an actual experience, not on mere numbers, the machine needs a body. The piece reflects on the the nature of identity and parallel between human and machine memory.
Avatar Cerberia shows the transformation of identity through self-eating, illustrating the radical readiness for the change. Knowing no fear of death, for she is the death, Cerberia, however, heralds the rebirth. The etymology of her name refers to the myths of the hound of Hades – Cerberus, who guarded the entrance to the Underworld.
Ancient writers traced the origin of the word to "creoboros" (devouring meat). Cerberia, on the other hand, devours pixels and takes the role of the guide to the Virtual Realm of the Dead Avatars, where each pixel incarnation still lives and will live on the endless expanses of the Internet's memory.
Erythra is the avatar and the artifact of an organism evolving from a bacteria living on martian surface in the future. Like Wolbachia bacteria on Earth, it is able to transform DNA. It restructures matter and transforms the living. After humans failed to build an atmosphere on Mars, Erythra arises and takes over the transformation of Mars. All matter, living and non-living, decomposes and gets recomposed to a new form of life, detached from social constructs and hierarchies.
Vote for Gameover or Replay by tapping one of the characters.
~queer coding ~monstrosity ~mythology ~fictioning ~
Hejkal is the first interactive character from a series dedicated to queer joy and imagination. Hejkal is a woodland spirit from slavic mythology. They announce their presence with warning shreaks and although they are quite peaceful, their anger can be pretty deadly.
The scene tells of an alien object detected on the moon, emitting a sound that fascinated humans. Scientists had no idea of the sound's origin or purpose, with some speculating it was a communication signal and others attributing it to some natural phenomenon. Over time, people developed their interpretations of the sound, with some seeing it as a warning of impending doom and others enjoyed its aesthetic effects on human computer hardware.
In diesem situated game ist ein „Neuromatic mindobject“ ein nicht-humaner Aktant, der sich aus humanen Daten speist. Die Form des aus 300.000 Datenpunkten immer wieder neu generierten organisch anmutenden Objekts wird über Code direkt gespeist. Die Daten kommen vom Hirnscan eines „players“, him/her/they, aufgenommen mit einem der aktuellsten Mind Reading Devices, einem professionellem 32 Kanal EEG im Rahmen des Forschungsprojektes Neuromatic Game Art.
Das wie eine Pflanze wachsende Objekt platzieren die in der App Mitspielenden im Wiener „Narrenturm", einem historisch relevanten Ort im historischen Spital, der Neurowissenschaft und Psychiatrie, der Observation und Kontrolle von „WILDEM DENKEN“. Zur Zeit seiner Entstehung galt der Narrenturm als eines der fortschrittlichsten „Devices“ – eine architektonische Maschine zur Gedanken-Für-Sorge (S/care/Behandlung/).
In der App entwickelt sich der Mindworm durch die gedankliche Interaktion innerhalb der symbolisch aus 5x28 Zellen aufgebauten und zentral um ein Kontrollzentrum angeordneten Architektur des Narrenturms. Der virtuelle Spiegel des realen Baus beginnt sich im Spiel zu verändern, aufzulösen. Der Kopf des zwie-gespaltenen (schizophrenen?) Mindworms aus brain-data basierten „splines“ liest laut die ersten 100 Datenpunkte von 300.000 des Hirnscans, aus dem das Objekt selbst generiert wurde. Wie in einem Mantra kommen sich die Stimmen der zwanghaft Zahlen lesenden zwei Enden des Datenwurms immer näher und synchronisieren sich eventuell – abhängig von der jeweils individuellen Positionierung des Startpunkts des virtuellen Objekts durch die Spielerin vor Ort. Schrittweise und mit jedem Zusammentreffen mit einer Zelle wird die Architektur aufgelöst, die Zellen des Objekts, die die Zellen des Narrenturms repräsentieren, verschwinden mit den expandierenden Mindsets der Spielenden....
Neozymandia Monumentalis is a trans-medial art-game project, consisting of a digital game, a physical toy, and an XR-artwork. It critically explores structures of power and authority, and their impotence in the face of inevitable change. The digital game invites players to ascend the mysterious tower, observing the environment and the narrative change based on their progress, while the toy and the XR-object offer additional perspectives on the monumental structure and it’s ever-changing states.
"Quadrupes Absurdum" is a bizarre fictional city on legs, allowing it's inhabitants to change their place by walking to good spots with supposedly better influences of environment.
Is it an utopia for all or still just a thing for the privileged, who are able to escape from climate change?
Is it the "Game over" scenario or could we have a chance to change the world destroying structures? Hybrid forces are called for now!
Während Maschine-Learning-Algorithmen heutzutage wie moderne Sklaven behandelt werden, von denen erwartet wird, dass sie rund um die Uhr lernen und arbeiten, gewährt ihnen das Künstler*innenkollektiv TE-R im Kongreßbad etwas Freizeit und Erholung. So amüsiert sich ihre künstliche Intelligenz (KI) hier und lässt so richtig die Sau raus. Ja, die neue maschinelle Arbeiter*innen-Klasse hat eine Stimme und singt vor sich hin.
Core - Coworking Rembrandt
SystemKollektiv, z.H. Daniela Weiss
Rembrandtstraße 10 / 2
1020 Wien
Austria
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