Uu
The Globes
Looking from the middle, the player is in one of the many globes. These landscapes describe a mood (mental-state) between positive and negative. The tunnels describe the travels and distances between these affects. Although there is positive and negative, no statement is made about the importance of the choice. The spectator himself is an independent participant within this whole by determining his own choices.
An Ambivalent Center
This project consists of a series of digital environments (360 ° video/video game), which together form a network consisting of globes and tunnels. The player (or spectator) can find his own way between the globes. There is no overriding narrative except the experience of the spectator herself. The choices that are made determine this experience.
Autonomy
The spectator literally gets the controller in hand, through a console it will be able to move around the globe. And unlike video, the player can look around, and choose for himself. Just like in a landscape, there are interesting and less interesting elements here. The player or spectator decides for himself, and not the artist how time takes place within the artwork.
Game / time
An ambivalent center is made with the same software that games are built with. The artwork has no time duration or start and end. Although it is projected it is not a video. The player in the form of an audience in an exposition can move where it wants to go, to which in turn someone else can steer further. Because of this, the appearance of the artwork will never really be the same. There are no points to earn, puzzles to solve or opponents to beat. From here the link with the game as a medium is severed. As a kind of maze, An Ambivalent Center invites the public to discover and experience.
No fixed form
This installation does not have a fixed form of its own. A full globe of 360 ° is circular and continuous. And therefore can be divided and projected into almost any shape. In a corner of a room or an entire cube, as a cylindrical biscuit box, or as a half globe; horizontally, vertically or diagonally suspended mid-air. Experiences via personal media are also being developed, via youtube on the phone or website, and possibly later with virtual reality. An Ambivalent Center is a living project and the goal is to show it at different locations and variants. Both in terms of content and form.
Pre-release trailer in 360°
Test setup at a museum interactirve projectie met controller