Karin Lingnau, unreal, interactive installation, 2007

 

unreal

Based on the 3D-game-engine of a first-person-shooter (computer-game) the starting point of this installation is the subjective view of the player, navigating through different virtual levels.
In the game itself a process of space-perspectives can be experienced through subjective patterns of movement set into minimalistic surroundings and repetitive scenarios. Therefore images of perception arise inside this virtual ('unreal') walkabout in real-time.

unreal

Simulation of Space

The work 'unreal' is based on dealing with concepts of space and perception of spaces, in particular in dealing with space in reality and virtuality.

By using the editor of the computer-game and first-person-shooter unreal tournament possibilities to work with a real-time-processing 3D-engine offer a direct/immediate and sensitive approach via 3D-modeling and texturized aesthetics.
Main idea of the here shown constellation of spaces is to create areas with a kind of pseudo-logic in architecture and to induce a false feeling of logical movement inside this 'unreal' architecture.

Simplified gangways, halls and passages produce a situation in which the user thinks to reach some point or something special. But with the growingly boring succession of spaces through which the user can lead himself in his own speed and curiosity it's becoming clear that it's a never-ending and exerting way through the whole artificial world.
The subjective view of the architecture “surrounding” the user facilitate the individualistic approach/ progression and walking on and on.
The user is permitted to follow him/herself in his/her own view without ever seeing himself or someone else.

unreal

Repetition of Structuring and Formations

In the repetition and resemblance to each other the passages are a walk-through without any surprises or grand actions. They are generating a monotony and likeness which bounces the user back to him/herself and his/her subjectivity. This is a formal characteristic of the created maps.
As in respect of content the repetition of the spaces is becoming a redundancy of surrounding and movement. The replication of space projected into the real room in dimensions just capable for the human body to grasp and to tolerate form a bond between the users perceptibility of space and actual being in it.

unreal

Disorientation and Entanglement

In addition to the seemingly endless movement the recurrent textures, light formations, colors and formal architectural structures like stairways and semi-transparent walls confound the user of this so-called game which has no end and no beginning.
Digital Structures

Given the possibilities which lie in a 3D-engine with real-time-processing-unit to perform realities of individual liking in pseudo-realistic physics and structuring of course the possibilities of space itself are indefinite. Interesting is therefore the diversity which lie inside the virtual aspects, the aesthetics of digitally influenced structures, the manifestations of dreamlike architectural impossibilities.
So the combinations and recombinations become a source for a manifold of virtual levels which can be explored.

unreal

Interactivity as Part of Installation

As an interactive installation the inclusion of the user is an essential part of the installation. They avail oneself in this worlds navigating as the driving force. The whole conception of the created environment is founded on and is working with the fantasy of the user, so the virtual in its abstraction can become real.

unreal

Karin Lingnau
Postgraduate Media Design
Academy of Media Arts
Cologne 2007