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Alice's Room
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Source: Jeffrey Shaw
Jeffrey Shaw
Alice's Room
,
1989
–
ongoing
Co-workers & Funding
Software: Gideon May
Hardware: Huib Nelissen and Floris van Manen
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Information
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Description
Keywords
Technology & Material
Exhibitions & Events
Bibliography
Documents
Alice's Room
image/jpeg
500 × 333
Alice's Room
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Alice's Room
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500 × 333
Alice's Room
image/jpeg
1280 × 960
Alice's Room
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1280 × 960
Alice's Room
image/jpeg
1280 × 960
Alice's Room
video/mp4
960 × 720
01:00
Description
In this installation at the International Art & Science Exhibition a large, back projected high-resolution monitor was mounted on a motorised turntable. An infra-red joystick controlled the 360-degree rotation of this screen and the synchronous rotation of the viewer's point of view in the computer-generated scene. This joystick also allowed the viewer to move his point of view forwards and backwards in the scene. The computer-generated imagery showed a room that reproduced the appearance and proportions of the real room accommodating the installation. The virtual space (the image on the the screen) and the real space (the room) were optically aligned so that the viewer facing a door or a window in the real room would also be facing the same features in the simulated room. In this way Alice's Room set up a conjunction of virtual and actual spaces enabling reality and fiction be physically interpolated. Four computer-generated objects were added in this simulated environment - red, green, yellow and blue rectangular boxes in the corners of the room. When entered, each box became a room interior which looked exactly like the outer room while at the same time possessing unique characteristics. The first room showed the four coloured boxes in a continuous circulating process of splitting into thirty-two smaller boxes and then reassembling themselves. The second room showed two rows of large moving Japanese characters - a haiku written specially by Shuntaro Tanikawa. The third room contained a slowly rotating wire-frame hypercube. At the centre of the fourth room was a continuously turning replica of the actual video monitor. While this simulated monitor had a blank white screen, moving coloured reflections on the walls of the room conveyed the impression that it was being illuminated by images on this empty screen.
Keywords
aesthetics
illusionary
navigable
genres
installations
augmented reality (AR)
interactive installations
virtual reality (VR)
subjects
Art and Science
space
Arts and Visual Culture
architecture
perspective
Technology and Innovation
simulation
technology
displays
electronic displays
hardware
joysticks
Technology & Material
Interface
infra-red joystick
Material
back projected high-resolution monitor
turntable motor
Exhibitions & Events
Kanagawa International Art & Science
1989
Bibliography