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»n o w h e r e - ein welt raum spiel«

© Sylvia Eckermann

Keywords

  • aesthetics
    • acoustic
    • affective
    • anamorphic
    • animated
    • anthropomorph
    • assembled
    • automated
    • autopoietic
    • collaborative
    • contextual
    • cybernetic
    • disgusting
    • documenting
    • duplicated
    • dynamic system
    • ephemeral
    • experimental
    • found object
    • generative
    • gustatory
    • hypermediacy
    • illusionary
    • immaterial
    • immersive
    • installation-based
    • interactive
    • intermedial
    • intervention
    • mobile
    • modular
    • multi-user
    • multiple
    • narrative
    • navigable
    • networked
    • olfactory
    • panoramatic
    • performative
    • polysensory
    • processual
    • projected
    • real-time
    • remediated
    • remixed
    • sculptural
    • site-specific
    • sonification
    • sublime
    • tactile
    • telematic
    • three-dimensional
    • time-based
    • uncanny
    • virtual
    • visual
  • genre
    • Bio Art
      • Genetic Art
      • Transgenic Art
    • Database Art
    • Digital Activism
    • Digital Animation
    • Digital Community (Social Network)
    • Digital Graphics
    • Game Art
    • Glitch Art
    • Hybrid Art
    • Installation
      • augmented reality
      • interactive installation
      • mixed reality
      • performative installation
      • sound installation
      • virtual reality
        • 360° virtual walktrough
    • Nano Art
    • Net Art
    • Performance
      • Computer performance
      • Happening
      • multimedia performance
      • sound performance
      • video performance
    • robotics
    • Telematic Art
  • subject
    • ART AND SCIENCE
      • algorithm
      • anthropology
      • archaeology
      • artificial intelligence
      • astronomy
      • biology
      • botany
      • cartography
      • code
      • combinatorics
      • cyberspace
      • database
      • documentation
      • emergence
      • evidence
      • experiment
      • geography
      • geometry
      • history of science
      • humanities
      • library
      • light
      • machine
      • mathematic
      • medicine
      • microscopy
      • nanotechnology
      • neuroscience
      • philosophy
      • physics
      • psychology
      • Representation of knowledge
      • research
      • science
      • scientific image
      • space
      • statistics
      • stereoscope
    • ARTS AND VISUAL CULTURE
      • allegory
      • animation
      • architecture
      • art history
      • art market
      • artistic invention
      • beauty
      • cinema
      • Concept Art
      • conservation
      • dance
      • expanded cinema
      • fashion
      • gaze
      • grid
      • illusion
      • image
      • literature
      • mask
      • materiality
      • mirror
      • model
      • museum
      • music
      • nude
      • panopticon
      • panorama
      • personification
      • perspective
      • poetry
      • projection
      • representation
      • shadow
      • sketch
      • spectator
      • symbolism
      • theatre
      • Theory
        • complexity
        • media theory
        • modernism
        • postmodernism
        • poststructuralism
        • semiotics
        • simulacrum
      • virtuality
      • visual culture
    • BODY AND HUMAN
      • agency
      • anatomy
      • body
      • breathing
      • cybersex
      • cyborg
      • death
      • disease
      • dream
      • embodiment
      • empathy
      • expression
      • eye
      • facial expression
      • fantasy
      • feeling
        • affect
        • emotion
      • gender
      • genetics
      • gesture
      • hand
      • human
      • identity
      • intimacy
      • movement
      • pain
      • perception
      • performativity
      • physiognomy
      • posthuman
      • self awareness
      • senses
      • sexuality
      • skin
      • speech
      • surgery
    • HISTORY AND MEMORY
      • ancestor
      • antiquity
      • archive
      • artifacts
      • collective memory
      • colonialism
      • cultural heritage
      • historical site
      • historism
      • history
      • meme
      • memorial
      • modern era
      • nostalgia
      • postcolonialism
      • preservation
      • romanticism
      • teleology
      • tradition
    • MEDIA AND COMMUNICATION
      • access
      • advertising
      • Big Data
      • broadcast
      • commerce
      • communication
      • electronic media
      • error message
      • fiction
      • film
      • global village
      • hypertext
      • information
      • intermediality
      • internet
      • language
      • media archaeology
      • open source
      • print media
      • radio
      • search engine
      • social media
      • storytelling
      • telecommunication
      • telephone
      • television
      • video surveillance
      • visualisation
      • writing
    • NATURE AND ENVIRONMENT
      • agriculture
      • animal
      • anthropocentrism
      • atmosphere
      • catastrophe
      • DNA
      • earth
      • ecosystem/ecology
      • energy
      • environment
      • evolution
      • four elements
      • geology
      • global warming
      • globe
      • landscape
      • magnetism
      • nature
      • ocean
      • outer space
      • physical law
      • plant
      • pollution
      • sustainability
      • vegetation
      • water
      • weather
    • POWER AND POLITICS
      • authority
      • banking
      • censorship
      • conspiracy
      • democracy
      • discrimination
      • economy
      • equality
      • geopolitics
      • governance
      • heroism
      • human rights
      • imperialism
      • institution
      • law
      • manipulation
      • market
      • military
      • nationalism
      • patriarchy
      • politics
      • sovereignty
      • surveillance
      • terrorism
      • violence
      • warfare
    • RELIGION AND MYTHOLOGY
      • afterlife
      • alchemy
      • bible
      • church
      • creation
      • crucifixion
      • esoterism
      • exodus
      • heretic
      • legend
      • mysticism
      • myth
      • mythological creature
      • mythology
      • paradise
      • religion
        • buddhism
        • christianity
        • islam
        • judaism
      • ritual
      • sacrifice
      • Saint
      • sin
      • spirituality
      • vision
      • worship
    • SOCIETY AND CULTURE
      • activism
      • capitalism
        • surveillance-capitalism
      • civilisation
      • community
      • consumption
      • counterculture
      • digital identity
      • diversity
      • ethnicity
      • feminism
      • food
      • globalization
      • individuality
      • information society
      • interculturalism
      • mass
      • mass culture
        • entertainment
        • parody
        • phantasmagoria
        • popular culture
        • spectacle
      • migration
      • minority
      • morality
      • native
      • otherness
      • participation
      • poverty
      • privacy
      • racism
      • territory
      • unemployment
      • urban space
      • voyeurism
      • wealth
      • working class
    • TECHNOLOGY AND INNOVATION
      • artificial intelligence
      • artificial life
      • biocomputer
      • blockchain
      • cybernetics
      • development
      • digitization
      • electricity
      • emulation
      • engineering
      • history of technology
      • innovation
      • intelligent environment
      • invention
      • mechanics
      • military technology
      • mobility
      • nonhuman communication
      • optics
      • product design
      • production
      • robot
      • simulation
      • supercomputing
      • technophobia
      • telematics
      • telepresence
  • Technology
    • Display
      • Electronic displays
        • BOOM (Binocular Omni-Orientation Monitor)
        • CAVE (Computered Augmented Virtual Environment)
        • computer monitor
        • dome
        • Electromechanical Display Device
        • Electronic Paper
        • flashlight
        • Head-up Display
        • Headphones
        • HMD (Head-mounted Display)
        • holography
        • laser
        • light-emitting diode
        • lightbox
        • plasma
        • printer
        • projection screen
        • projector
        • robotic
        • speakers
        • VFD (Vacuum Florescent Display)
        • VRD (Virtual Retinal Display)
      • Non-electronic displays
        • body
        • Book
        • easel painting
        • globe
        • house wall
        • inflatable structure
        • mirror
        • paper
        • sculpture
        • shutter glasses
        • sofa
        • Somatosensory System / Tactile Feedback Technology
        • table
    • Hardware
      • camera
      • computer mouse
      • data glove
      • Joystick
      • MAC
      • Mobile Device
      • multi touchscreen
      • plotter
      • scanner
      • touchscreen
      • Video
      • Virtual Workbench
      • Virtuscope
      • webcam
    • Interface
      • Automatic Identification and Data Capture (AIDC)
      • biometrics
      • Body sensor
        • Body Tracking
        • brainwave sensor/brain-computer-interface
        • breathing sensor
        • Breathing-Balance-Interface-Vest
        • Endoscope
        • eye scanner
        • facial recognition system
        • Motion Capture
        • positiontracker
        • retina scanner
        • Speech Recognition
        • step sensor
      • camera recording
      • electromagnetism
      • interactive media
        • Auditory User Interface (AUI)
        • Augmented Reality Interfaces
        • breath based communication
        • Internet of Things (IoT)
        • Ludic Interface
        • MR-based (Mixed Reality) Interaction
        • Multi-Modal Interaction
        • tactile user interfaces
        • Tangible Acoustic Interface
        • Tangible User Interface (TUI)
        • Voice User interface
      • Non-electronic interface
        • bike
        • doll
        • furniture
        • plant
      • Soundgenerating device
        • Audiotape
        • keyboard
        • microphone
        • musical instrument
        • RFID (Radio-frequency Identification)
        • Speech Recognition
        • syntheziser
        • telephone
        • Theremin
        • turntable
        • voice analysis
        • Voice User Interface (VUI)
      • virtual balance
    • Software
      • C++
      • CGI/Perl
      • CSS
      • Global Positioning System (GPS)
      • ISDN
      • Java
      • Linux
      • Optical Character Recognition (OCR)
      • periscope
      • PHP
      • RFID (Radio-frequency Identification)
      • robotic interfaces
      • SGI Onyx2
      • softimage
      • software interface
      • Video
      • VRML
      • Wireless Sensor Network (WSN)
      • XML
1/13
1975
Information
Cite
X
Archive of Digital Art (ADA). “Sylvia Eckermann - »n o w h e r e - ein welt raum spiel«”. https://www.digitalartarchive.at/database/general/work/n-o-w-h-e-r-e-ein-welt-raum-spiel.html (retrieved 2015-28-04). @online{ADAartistprofile, author = {Archive of Digital Art (ADA)}, title = {Sylvia Eckermann - »n o w h e r e - ein welt raum spiel«}, url = {https://www.digitalartarchive.at/database/general/work/n-o-w-h-e-r-e-ein-welt-raum-spiel.html}, urldate = {retrieved 2015-28-04}
Technology
Hardware
1 PC Windows XP Computer / 1024 Ram
+ Graphic Card (512 V Ram)
1 Computer mouse / 1 box for the mouse pad
5.1 sound system
cables
Hardware
single projection:
1 Projector min. 3000 Ansi Lumen
1 VGA cable
1 high-quality projection screen of at least 3 by 4 meter or a "good white" wall


triple projection
1 Projector min. 3000 Ansi Lumen with Monitor out
2 Projectors min. 2000 Ansi Lumen with Monitor out
(1 Video-Switch if the projectors do not have a Monitor out-jack)
3 VGA cables
long mouse cable (depending where the computer is installed)
Software
n o w h e r e is based on the Unreal-Game-Engine
Software: Unreal2003
Descriptions & Essays
in cooperation with: Gerald Nestler (Research), Christof Cargnelli (Sound), Oliver Irschitz (Production) --- I treat Wittgenstein's propositions more like axioms. When I negate the axiom, 'We make ourselves a picture of the world' and say, 'We make ourselves a world from a picture' then I create the whole of Constructivism.* Heinz von Foerster n o w h e r e is a gamemod, a modification of the Egoshooter Unreal, in which the player can move freely in any direction in virtual, three-dimensional space. Architecture, sounds, spoken text and pictures support the immersive effect of this medium. The choice of free flight through space and time as a metaphor reflects the world of thought of the group of artists and architects that came together in the Gläserne Kette [The Crystal Chain] correspondence [initiated by Bruno Taut in December 1919] to share ideas. Mere depiction was not the aim of our work, neither the transfer of the two-dimensionality of the sketches, designs and drawings into the third dimension, but rather the enticement of the viewer into a "dream world" of utopian ideas and their simulation. Thus in n o w h e r e Wenzel Hablik's outer-space painting Sternenhimmel [1909] appears as a dense, sometimes concave, sometimes convex cosmos of worlds moving in an unknown system with satellites, suns, conglomerations of stars, flying machines and airborne colonies.Some of these celestial bodies are taken from text fragments from Paul Scheerbart's Glasarchitektur [Glass Architecture], a work by the man of letters who died in 1915 and who very much influenced the proponents of the Gläserne Kette: "Paradise beetles, lightfish, orchids, shells, pearls, diamonds and so on - all of this together is the most magnificent on the surface of the earth - and this is all to be found in glass architecture. It is the highest - a pinnacle of culture." [Glasarchitektur, 1914] A planet cluster beams the visitors, as navigating cosmonauts, into the contemporary architecture shining in many colors quoted by us. "Happiness without glass - how dumb is that!", "What would construction be without reinforced concrete? "These sentences formulated by Paul Scheerbart penetrate the consciously fragmented architectural extracts that appear like dazzling spots and fade away again. As in all parts of the work n o w h e r e one will also be able to discover a crystal here, in whose faceting the cosmos is reflected in its entirety. This crystal functions as a transition like a wormhole - as a link up to the starting point. Crystal, an important form to which not only our protagonists related, penetrated by light, unifying outside and inside, simultaneously form and spirit, an inorganic material growing similarly to a biological organism, is penetrable in n o w h e r e - a relationship of reciprocal transmissions and penetrations of form just as of meaning. And - as if one were inside a multi-faceted macrocosmos - the polygons that delineate the inside become an immersive kaleidoscope. A particular crystalline form is assigned to Wenzel Hablik, Bruno Taut, Wassili Luckhardt, Hermann Finsterlin, Hans Scharoun and other proponents. Like a chain, link after link lines up on invisible threads. They seem to be enclosed in this form that appeared so important to them - like the insect caught up in resin that has become stone. Where they twinkle like inclusions in the light of the stars there are other links and invisible portals. One enters a prismatic lucent cylinder in which mountain panoramas revolve through fog. This place is dedicated to Alpine Architektur [1917-1918] by Bruno Taut, the spokesman of the Gläserne Kette group of artists and architects. His drafts become real in the mountain chains - crystal cavities adorn the crevasses, chrysocolla, amethyst and bismuth tower upwards like futuristic buildings competing with the mountain tops. Here too, the previously mentioned crystal again leads back to the cosmos. The area dedicated to Wassili Luckhardt does not tell of the vastness of the starry sky but of the stronghold of fortress construction. His designs for buildings of worship [around 1920] are external views of crystalline-formed glass architecture that are interpreted as a possible interior view in the virtual architecture n o w h e r e. The sparkle around Wenzel Hablik's crystal is the transition to his Schöpferische Kräfte [Creative Powers] - a series of etchings [1912] that tell of the becoming and being of crystal, of birth, becoming and death. The cosmonaut - the visitor - in n o w h e r e will be able to discover this and much more as he flies on his freely chosen path through the cosmos of the Gläserne Kette. Come and see Utopia and start out from n o w h e r e ! *Translated from: Heinz von Foerster, in: Teil der Welt, "Zweiter Akt: 'Ich bin Teil der Welt'", page 115, 2002 (source:syl-eckermann.net)
Literature