In
the framework of "Unternehmen Capricorn" project we developed
a virtual knowledge space ["Virtueller Wissensraum"] in collaboration
with 10 Austrian museums. The programme, built with EPIC Megagames' UNREAL
Game Engine enables 3 users to enter a cross-disciplinary environment
based upon objects from the Technical Museum, Jewish Museum, Museum of
Natural History, Museum of Modern Art amongst others. The content provided
by these museums had to be made accessible and comprehensible to users
of different age, educational background and computer literacy. fuchs-eckermann
developed a system of connotations amongst the objects, which then was
translated into a spatial structure of rooms, corridors and places of
different size, shape, remoteness or proximity. The viewer/ listener of
their knowledge space explores a semantic structure by navigating virtual
spaces with the topics being contained in these rooms. The connecting
architecture between these rooms resembles staircases, passages, elevators,
hidden doors or portals according to the nature of the connotation. Quite
contrary to web-based databases and hypertext structures, the links therefore
possess a quality of their own, carrying much more information than just
"is connected with".
fuchs-eckermann: 'We are looking for something which Friedrich Nietzsche
labelled "Gay Science", ["Fröhliche Wissenschaft"]
a mode of experiencing knowledge in a joyful as well as thoughtful manner.
Nietzsche thought that you can only come across important insights if
you discover them when "dancing". And thats precisely
what the users of our computer game have to do. They have to move in order
to find out facts, they have to dive and swim to get deep into certain
areas of knowledge and they have to dance around to discover unexpected
aspects of a topic.'
Following this methodology, the user of the virtual museum has to jump
into a water zone in order to hear about the extinction of an ancient
fish once populating the Danube River. The user has to operate triggers
and barriers to learn about the dangers of machinery provided by the Technical
Museum. Or he/she has to walk to down a spiral staircase to reach the
hall of Sigmund Freuds subconsciousness ["Die Traumdeutung"]
credits
fuchs-eckermann (Sylvia Eckermann, Mathias Fuchs)
concept and realization, 3D architecture, textures, sounds, scripting
additional UNREAL scripting: Christopher Lindinger
additional 3D objects: Jürgen Hagler, Werner Pötzelberger
player skins: Philipp Brunner, Ngoc Nguyen
video stills: Ruth Kaaserer
translations: Rosemary Mackenzie, Andrew Bentley, Leena Bentley
Finnish voiceovers: Leena Bentley
English voiceovers: Andrew Bentley
Exhibition architecture in Vienna: the nextENTERprise - architects (e.j.fuchs - mth.harnoncourt)
thanks to
Perttu Rastas, KIASMA media curator
Petri Ryöppy, Esa Niiniranta, Simo Pirinen, KIASMA technical support
Expositur - a Virtual Knowledge Space (ein virtueller Wissensraum) was first shown in Vienna,
May 2nd - June 21st 2001. The interactiv knowledge game was part of the show: Unternehmen Capricorn.
Eine Expedition durch Museen im Karmeliterviertel. (concept and idea Christoph Steinbrener).
It was also shown at: KIASMA, Museum of Contemporary Art Helsinki / FI, April 25th - June 23rd 2002
Collaborating Museums: Naturhistorisches Museum Wien (Ernst Mikschi), Jüdisches Museum Wien (Werner Hanak), Technisches Museum Wien (Hubert Weitensfelder), Österreichisches Museum für Volkskunde (Kathrin Pallestrang), Historisches Museum der Stadt Wien (Rolf Laven), Heeresgeschichtliches Museum im Arsenal (Manfried Rauchensteiner), Museum für Völkerkunde (Axel Steinmann), Sigmund Freud-Museum (Alexandre Métraux), Museum Moderner Kunst Stiftung Ludwig Wien (Rainer Fuchs), Öster. Theatermuseum (Agnes Pistorius).
Expositur - a Virtual Knowledge Space was supported by:
Bundeskanzleramt - Kunstsektion, Bundesministerium für Innovation und Technologie.
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