The Bunker

It Was Nice While It Lasted

Exprimentation:

Test Subjects 036:

Images:



Date: 19/08/2131

Experiment: AI art made from artist conciousness.

Cover Story: Video game installaltion that triggers Arudino Robots made by Orisa Pather

Fabricated Statement:

Orisa Pather completed a residency at Liverpool FACT. Although she didn't initially have a specific research question in mind, two distinct inquiries emerged: firstly, how digital spaces can evolve collective identities over time, and secondly, whether digital identities can adequately represent our complex selves.

These research questions arose from the collaborative framework provided by FACT, which facilitated material experimentation in her practice. This framework included access to artists for interviews, participation in workshops, and unlimited access to the FACT space, fostering impromptu conversations with staff.

Her research was primarily based on the conversations she had within the FACT community, culminating in the creation of a playable game. Orisa Pather collaborated with artists from Liverpool's FACT and their community to spearhead a pioneering project: playable games where human consciousness, digitized and compressed, fuels AI art creation. By integrating Arduino technology to synchronize gameplay with Blender, the project blurs the boundaries between virtual and physical realms, inviting players to explore the implications of AI, consciousness, and collaborative creativity.

She chose Unity as the platform for this project due to its open-source nature and the robust community surrounding it, which fosters a 'hive mind' effect in the curation of the entire piece. The game serves as a hybrid of various artists' work and ideas, designed to explore the notion of how our messy human selves only become compressed when datafication takes place.

The installation itself is a collection of different artists’ studios, with each studio telling a story about the women who once worked there. These narratives unfold as the player interacts with the game world, revealing how one woman was ultimately killed after taking on the behaviors of the artists she had killed. This dark narrative of imitation and destruction unfolds through the player’s journey.

A unique feature of the installation is its physical interaction: when the artist dies in the game, a Blender in the real world turns on, further blurring the line between virtual and physical realms. Additionally, upon selecting a level, a mannequin hand points towards a game trophy, symbolizing the artist associated with that level. This adds a haunting layer to the experience, connecting the stories of creativity, life, and death through a tangible and eerie interplay of the physical and digital worlds.

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Error: TS-34 data was transferred successfully. Subjects seem to produce bad art..

Output: game, monitor, mouse,keyboard, blender, ardunio, speaker.

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