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Fruit Machine
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Hegedus
Fruit Machine
,
1991
Co-workers & Funding
Co-Worker: Franz Gallenbrunner
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Information
Documents
Description
Keywords
Technology & Material
Exhibitions & Events
Bibliography
Documents
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Fruit Machine
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Fruit Machine
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The Fruit Machine
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The Fruit Machine
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The Fruit Machine
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The Fruit Machine
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Fruit Machine; Installation Nagoya
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Fruit Machine
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Fruit Machine, exhibition space
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Fruit Machine
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Description
In this installation, an interactive format similar to FOURSPACE (1991) has been developed in a different aesthetic direction. The game as a primary modality of interactivity is chosen as the functional context for a strategy of communication (person/machine/person), and the related iconography of fruit is chosen for all of its associative values in an imaginary space where Archimboldo and Nintendo can meet.
Three viewers using multi-axis joysticks share the interactive manipulation of a computer-generated image that is projected onto a large screen in front of them. The image is a half octagonal cylinder, divided into three parts that can each be freely moved about in the pictorial space by the viewers.
On the surface of this cylinder there are rows of various fruits, which makes an association with the well known gambling machines. Under this operational guise The Fruit Machine appropriates the style of a video game to fulfill its underlying aesthetic objectives. Needing cooperation and some skill, the three operators move the individual parts until they are connected together so that the rows of various fruits are coherently joined. An effusive and clamorous shower of virtual coins then rewards the viewers.
(A. Hegedüs)
Winner of the PRIZMA-Prize for Computer Art, Hamburgische Kulturstiftung
1993
Keywords
aesthetics
acoustic
installation-based
multi-user
genres
installations
virtual reality (VR)
subjects
Society and Culture
entertainment
games
Technology & Material
Hardware
· SGI Maximum Impact
· 2 LCD Projektoren
· 8 Lautsprecher, Verstärker
· 3-D Joystick, 3 Joystickständer
Exhibitions & Events
Algorithmic Revolution. On the History of Interactive Art
2004
Mediale '93
1993
Künstliche Spiele
1993
Artificial Games
1993
Prizma Art
1993
Factory
1992
The Fruit Machine
1992
Videonale 5
1992
ARTEC 91
1991
Bibliography
Hegedüs, Agnes
.
»My Autobiographical Media History - Metaphors of Interaction, Communication and Body Using Electronic Media.«
In
Women, Art and Technology
, edited by Judy MalloyCambridge, MA: MIT Press, 2003.
Schwarz, Hans-Peter
, ed.
Medien - Kunst - Geschichte
. Anläßlich der Eröffnung des Museums für Neue Kunst, ZKM, Zentrum für Kunst und Medientechnologie Karlsruhe am 18. Oktober 1997, Medienmuseum th ed.München, London, New York: Prestel Verlag, 1997.
Schwarz, Hans-Peter
.
»Retroactive and Interactive Media Art. On the Works of Agnes Hegedüs.«
In
Agnes Hegedüs – Interactive works, Kunst und Ausstellungshalle der Bundesrepublik Deutschland Bonn
, edited by Agnes Hegedüs and ZKM Karlsruhe: ZKM Karlsruhe, 1995.