Browsing by Subject "experimental"
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Item Altered State Machines: Coding Salvia Space(Psychedelic Press, 2017-11) Oldenburg, AaronSeer (KOR), Thinning and Brief Excursion (2016) are three videogames that attempt to proceduralize characteristics of the experience of the hallucinogenic chemical Salvinorin A, the active component of the sage variety salvia divinorum. The purpose of these experiments is to explore the boundaries of representations of space and self in digital virtual worlds, as well as to attempt to convey the intangible emotional (as well as anti-emotional) and philosophical aspects of the experience. The goal is to evoke in the player sensations of discomfort, loss of direct control and a sense of being outside of assumed videogame space.Item Baptize(2009) Oldenburg, AaronThis is from a series of experimental video games exploring religious actions. As an atheist who nevertheless feels religion to be a part of my life, I choose certain rituals, activities or mental games that people play to reinforce their faith and attempt to simulate them through game mechanics. I begin with verbs such as “Baptize” and with these attempt to create game mechanics that express feelings associated with those verbs, because the essential expressive power of a game is through the repetitive performance of an action.Item Cho-Am(2016-02-12) Oldenburg, AaronThis is a videogame where the player visits the cremation site of Pol Pot as a sleepwalker. They interpret the world their character is inhabiting by their gestures and brief glimpses inside their head. The real life cremation site of Pol Pot in Cho-Am is a place of contradictory spiritual and political significance. As a "good-luck" shrine, offerings are continuously left by visitors who hope to have assistance in their prayers from a main architect of the Cambodian auto-genocide. This is a way of dealing with the memory and presence of someone responsible for pain and destruction that is outside of the realm of forgiveness and punishment. The site, itself, has very little aside from a tin roof covering a mound of dirt where Pol Pot's ashes used to be. Much of the experience of the site takes place in one's head.Item Collaborations: Call for AI/Chat Generated Essays(Hyperrhiz, 2023-07) Saper, CraigA description and call for 1000-word essays on collaborations with and about AI-Bots.Item Conversations and Collaborations(Hyperrhiz, 2023-07) Saper, CraigA set of three essays collaboratively written by Craig J. Saper and ChatGPT, on the subjects of hope, circularity and economics.Item Pieces of Jonestown(2010) Oldenburg, AaronThe video is of the empty field in Guyana that used to be Jonestown, where the Peoples Temple massacre occurred in 1978, as well as the surrounding towns and villages. The audio is composed of selections from interviews conducted nearby with local residents Wilfred Jupiter and Carlton Daniels in June, 2010.Item REPENT(2009) Oldenburg, AaronThis is from a series of experimental video games exploring religious actions. I choose certain rituals, activities or mental games that people play to reinforce their faith.Item Seer (KOR)(2016-02-28) Oldenburg, AaronThis is interactive software that attempts to represent aspects of the experience of the chemical salvinorin A on the brain's Kappa Opioid Receptor. It proceduralizes a dysphoric time-stutter.Item Simulating religious faith(Intellect Limited, 2011) Oldenburg, AaronThis article surveys various differing approaches to religious simulation in gaming and interactive art, and reports on the design of a specific faith-based game from the designer’s perspective. It looks in-depth at one of a series of short experimental videogames that explore the use of game mechanics to simulate various aspects of religious faith. A number of serious and casual games have been produced over the years by companies catering to religious audiences. These often merely add religious themes to mechanics appropriated from popular games. An example of this would be Cougar Interactive’s Zoo Race (2008), which thinly drapes the narrative of Noah’s Ark over a racing game. Although there are a small number of independent games that have begun to approach religious and spiritual ritual, such as Ian Bogost’s Guru Meditation (2009), most religious games do not attempt to simulate the internal cognitive processes of faith. This article argues that there are opportunities that these games are missing in creating original gameplay that adds to a deeper understanding of their subject matter. The author demonstrates the idea that games, which through their rules have shown that they can provoke emotion and reflection in the player, can also simulate certain processes of faith.