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Human dragons playing in cyberspace
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Abstract
DRACO.WOLFANDDOTCOM.INFO is an interactive proto-videogame installation that immerses users, personified as abstract dragons in a cathartic, stochastic, full-body immersive videogame experience, in cyberspace. The work attempts to playfully shift user consciousness towards non-human embodiment, by real-time 3D meshing the data from the human body into a mirrored abstract, ill-defined dragonic 3D shape. It gifts humans with special virtual powers, such as flying and cusping fireballs, as they fight for their progression in the game-space and facing annihilation, through invisible, interactional camera-based technologies which will be exposed in this paper. Inside the piece’s virtual world, users play as endangered dragons in the XXIst century populated by companies, websites and humanoids eager to stop the mythological beasts. The dragons progress in the game-space by inflicting damage upon the city’s landscape. The stochastic game-space ascends in difficulty as the levels progress, slowly changing the joystick’s response into faster speeds and generating larger city-scapes, inducing the game’s ultimate goal of a cathartic ilinxian state of disruption and otherness in human perception.
Title: Human dragons playing in cyberspace
Description:
Abstract
DRACO.
WOLFANDDOTCOM.
INFO is an interactive proto-videogame installation that immerses users, personified as abstract dragons in a cathartic, stochastic, full-body immersive videogame experience, in cyberspace.
The work attempts to playfully shift user consciousness towards non-human embodiment, by real-time 3D meshing the data from the human body into a mirrored abstract, ill-defined dragonic 3D shape.
It gifts humans with special virtual powers, such as flying and cusping fireballs, as they fight for their progression in the game-space and facing annihilation, through invisible, interactional camera-based technologies which will be exposed in this paper.
Inside the piece’s virtual world, users play as endangered dragons in the XXIst century populated by companies, websites and humanoids eager to stop the mythological beasts.
The dragons progress in the game-space by inflicting damage upon the city’s landscape.
The stochastic game-space ascends in difficulty as the levels progress, slowly changing the joystick’s response into faster speeds and generating larger city-scapes, inducing the game’s ultimate goal of a cathartic ilinxian state of disruption and otherness in human perception.
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