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Draft, 15th November 2021.
28th November & 5th December 2021.
Sickhouse, Enschede.
[https://www.theoverkill.nl/program-game.html#erik The Overkill Festival]
==About==
 
EtherAxis is an interactive game installation and reflection tool aiming to challenge the inner paradigms that shape our perception of realities. The physical relic that forms the base for this game shape-shifts in different contexts.
The structure of the gameboard emphasises four main axes, each connected to multiple ancient symbols of alchemy, hacked to uncover their original meanings. In this constellation of four interlaced geographic grids, the dreamer wanders through bridging fields on a spatiotemporal axis. Throughout the Overkill, EtherAxis lures you into the streets to find its messages hidden in plain sight, stepping over to the worlds floating in the ether.
 
EtherAxis is the result of an ongoing collaboration between Camilo García A., Emilia Tapprest, Erik Peters, Federico Poni, Louisa Teichmann & Victor Evink, as part of the Hamburger Community of Live & Art trajectory of Roodkapje, with performances by Queer Arcana.
 
==Introduction==
 
The Narrative of EtherAxis is based around the idea that there is a multitude of other possible worlds floating in the Ether*, the in-between space we cannot sense or grasp. The Gameboard is the center of a navigation tool in order to find locations in which there are bridgepoints to these worlds, where we are able to make contact. These locations will have to be found by the players during the gameplay. With the help of ''[[EtherAxis#The_Device|The Device]]'', we are able to channel the invisible waves of the Ether, the wireless ways of communicating and sharing information between the worlds.


==Abstract==
language of space + numbers.
[150-200 words]


'''
Myth of the Ether'''


<p style="color: red; font-family: garamond; text-decoration:none; text-shadow: 1px 1px 3px #e0dfd1, 1px 2px 4px #e0dfd1">
“Like matter itself, socio-political realities are constantly in motion, katalysing, crystallising, boiling. Therefore, each landscape is represented by a symbol inspired by, but not restricted to, alchemical concepts and processes. Although they are independent realities, they all derive from the ether, the vibrating, hyperdimensional quantum field that allows shifting between them. Since we cannot perceive the ether directly, it manifests in the form of landscapes that we can travel through.
'''''If we were living in a simulation, there wouldn't be so many commercials.'''''</p>


In this thesis I will document the process of building a location-based, pervasive game. The topic revolves around personalised, location-based targeted content under the veil of ludification. By analysing novelty game formats like Alternate Reality Games and Escape Games, and connecting them to methods of targeted advertisement, I am starting a networked narrative through augmentation and modification of physical spaces.
We are bound to the horizontal axis. The material plane, and then there's the vertical axis leading to the skies. And everything that fills the space in between is the ether. We cannot see, but we sometimes can sense its matter, the waves and electricity it is made up of.  


==Introduction==
[[File:Etherax5.png|thumb|400px|center|EtherAxis Game board, photographed by Emilia Tapprest]]
[500 words]
 
[[File:Vitriol.jpg|thumb|400px|center|Visit the interior of the earth, and by rectifying what you find there, you will discover the hidden stone]]
 
 
''*meaning of ether''
''1 : a liquid that burns easily, that is used to turn solid substances into liquid''
 
''or less commonly aether \ ˈē- thər''
''\ : a medium that in the wave theory of light permeates all space and transmits transverse waves''
 
''(2) An invisible medium through which all light, heat and electromagnetic waves propagate. Pronounced "ee-ther" with the "th" as in the word "thought," ether was postulated from the 1600s to the 1800s. The word inspired the name Ethernet.''
 
==Game Narrative==
===The Device===
https://hub.xpub.nl/etheraxis/
 
 
an entity + devices = subjectivities
 
devices have the capacities of capturing, orienting, determining, intercepting, shape, control, ensure gestures, ensure conducted, ensure opinions [G. Agamben]
 
At the root of each device there is a desire and the subjectivity of this desire constitutes the power of the device
our desire -> future building
 
device as -> speculative tool for positive feedbacks [F. Polak]
 
 
''The Device is a device built with different components aimed to send and receive knowledge''
 
''The Device communicates through the ether, via radio waves, with esoteric and exotic encryption systems, with multidimensional protocols''
 
''The Device speaks the language of the ancients, subverting its original essence''
 
''The Device is always looking for beacons to navigate through waves' ocean''
 
''The Device translates signals from different potentially realities''


''The Device uses multiple protocols, the most are unknown and incomprehensible for our species''


Frustrating experience as child of telling reality and dreams apart, core interest in making people doubt if something is real or part of a fiction to feel less isolated in experience. Sleepwalking: being able to move around in a real space without too much issues since the geographical markers are the same, sharing the same space. Creating games in order to activate people and change their state of mind and experience of their environment. Looking closely, everything could be a potential hint. Building on research of text-adventures and targeted advertisement. Making use of the group present and the things everyone could contribute to the game experience instead of making them passive spectators of a work.
''The Device is a part of the ecosystem and is looking for also other potentially ecosystems''


==Chapter 1: Navigating Invisible Borders==
===Four Worlds===
[1200 words]


4 worlds - post powerism
fantasy allegories of real world conflicts


===Invisible Borders===
'''as parallel possible realities, not in past/present/future'''
Video Game techniques of hiding the map borders, integrating limits of map and unnreachable areas as part of storyline.
''post powerism''


in XR, geographical markers are translated into fictional environment to make sure players are not walking against walls or outside of playing field -> wall could look like abyss
Each reality is represented from an ancient symbol of alchemy, hacked to uncover their original meanings
[[File:Blastheory canyouseemenow.jpg|thumb|600px|center|Can You See Me Now? - Blast Theory, 2001]]
The human understanding of alchemy is shaped by human-driven events: they are mostly wrong, that's why we have to talk about original meanings of alchemy.  
Incapacity from human perspective to see the multiple diffractive meanings of what humans name "alchemy"


they are indipendent realities '''but''' the conjunction points are the different radio frequencies where wireless protocols and sincronized locations creates bridged points to share infos between the realities




    “A crucial feature of Blast Theory projects is the ability to extend user and audience affect outside the game - rather than delimiting our consciousness to the stereotypical and virtual, the gameplay pushes us to understand aspects of ourselves, our communities and social responsibility. This is partially achieved by the very visceral gameplay - in CYSMN? the players and gameplay self-generate affects of pursuers and pursued. ... It was encouraging to see Blast Theory awarded the Prix Ars Electronica Golden Nica, which has in the past lauded some commercial, apolitical projects.”
====1====
1 Smart Shop
Realm of the Sensor


Quote credit: RealTime magazine, Dec03/Jan04
Can sense subtle changes in their environment, sensitive, aware
https://www.blasttheory.co.uk/projects/can-you-see-me-now/


===Geofencing===
[mercury]
Location-based advertisement


''"A geofence is a virtual perimeter for a real-world geographic area. A geo-fence could be dynamically generated (as in a radius around a point location) or match a predefined set of boundaries (such as school zones or neighborhood boundaries).''


''The use of a geofence is called geofencing, and one example of use involves a location-aware device of a location-based service (LBS) user entering or exiting a geo-fence. This activity could trigger an alert to the device's user as well as messaging to the geo-fence operator. This info, which could contain the location of the device, could be sent to a mobile telephone or an email account.''" ''[[https://en.wikipedia.org/wiki/Geo-fence 2]]''
(~) Mercury Queer : {Mercury} + {tangible} + {intangible} + {salt} + {sulfur} + {*the spectrum in between both states*}
<br><br>
<br><br>
[[File:GeoFence.jpg|thumb|300px|center|GeoFence Wikipedia]]


==Chapter 2: Take a Leap in the Dark==
Conflict around queer acceptance. self expression.
[2000 words]
Mercury
diffractive
shapeshifting
no determined shape
 
[[File:Smartshop.jpeg|thumb|400px|center|Location 1 Realm of the Sensor]]
 
'''Character:
The Sensor'''
 
(was queer mercury, realm is smart shop)
 
Characteristics: sensitive, adapts to movement, reinvents themselves constantly
 
Skills: able to shift their perception and adapt to new spaces
 
Natural Habitat: stimulating, bright seas of light and colours
 
“Wait, I think there is something here! I am sensing something!”
 
====2====
2 Empty Boxing Studio
Realm of the Synchronizer
Uses own body as a vessel to channel feedback loops
Embodied movement to receive messages
[covalent bonds]
 
Coexistence: {melting/digesting} + {amalgamation} + {covalent bonds} COVALE
COVALENT BONDS
coexistence
 
[[File:Synchronizer.jpeg|thumb|400px|center|Location 2: Realm of the Synchronizer]]
 
'''Character:
The Synchronizer'''
 
(was covalent bonds, realm is empty building)
 
Characteristics: enjoys forming bonds with others
 
Skills: embodied movement, miming
 
Natural Habitat: empty, open spaces
 
“We stand together, in constant motion yet strong as ever.”
 
====3====
3 Source (water statue)
Realm of the Energizer (Energy/power source)
 
XENO
the myth of pain
 
network without hierachy = anarchy
distributed network of people
explicit on political system
 
[[File:Energizer.jpeg|thumb|400px|center|Location 3: Realm of the Energizer]]
 
'''Character:
The Energizer'''
 
(was xeno, realm is water with hooded figure)
 
Characteristics: creates momentum and direction, enjoys friction
 
Skills: their voice has a special frequency allowing them to speak to the ether
 
Natural Habitat: Close to water
 
“Follow me! We can make it! This way!”
 
====4====
4 Polypore
Realm of the Transmitter
Holds the information of the network.
Connected, intelligent, practical
 
 
smart connections to other realms like fungi
funghi are a bio communications protocol, providing full-duplex communication channels over a single animal-animal connection.
 
human not an obsolete entity, but upgraded humans ft cyber stuff and viceversa
different kind of brains/computers, stuff that we cannot get the essence froim cause the prtocols and bio-architecure are completely different
from Internet of Things to bioNetwork of Entities
internet of beings
build society from the same technologies could be ok the porblems are the protocols/purposes/goals
There is a legend that says Funix brought the The Device from this world to ours.
 
[[File:Polypore.jpeg|thumb|400px|center|Location 4: Realm of the Transmitter]]
 
'''Character:
The Transmitter'''
 
(was more than human, realm is fungus)
 
Characteristics: well connected, intelligent, technology affinity
 
Skills: sharing information across networks
 
Natural Habitat: vast, pulsating networks of information
 
“Someone told me about this! Let me share this information with you.”
 
===Protagonists===
Agents of Chaos:


====[https://www.instagram.com/jessiedepressiequeen/ Derk Over]====
Maze Controller


====[https://www.instagram.com/instagore/ Sasa Hara]====
Shapeshifter, Seer


===Bright Screens & Dark Patterns===
====Federico Poni====
"Types of Dark Patterns
Funix, mad italian hackerman, originating from one of the worlds, bringing the Device to our world.


❃Bait and Switch.
===Locations===
====Sickhouse (center, start and finish)====


❃Disguised Ads.
The installation is set up in two parts, divided by a semi-translucent wall.
The players start on the front side of the wall, where they get their characters assigned.
When they return, they are invited behind the wall, representing the liminal realm, where the game board is located.


❃Forced Continuity.
====Smart Shop====


❃Friend Spam.


❃Hidden Costs.
====Training Station====


❃Misdirection.
the neopythes are trained in a secret training location where they get introduced to the program and learn to movements needed to unlock the bridge points of within the ether. the players have been recruited and are being introduced to the objective. the people inside the training hall are from different worlds, the training centre is in a crossover field. different characters tell you different things about their worlds. players have to give some coins here in order to receive a special tool they need in a next location. the ground is covered in sand symbols of the different worlds, the different characters from each world gather to their matching symbol. the training is movement based. there is a soundscape. the building is empty and what happens inside is very secret. the different ancient methods of channelling electromagnetic waves are linked to the storyline of the training. there may be different movements connected to different wireless communication tools. some people gathered there are having a discussion.


❃Price Comparison Prevention.
🧩


❃Privacy Zuckering." ''[[https://uxdesign.cc/dark-patterns-in-ux-design-7009a83b233c 1]]''
====Bike Parking====
database of messages from a lot of the different worlds floating in the ether,
players need to contribute a voice message from our world in order for others to make contact with this world, hear about it.


🧩


The Age of Surveillance Capitalism ~ Shoshana Zuboff
====Mushroom====
Ancient communications w/ mushroom:
 
bluetooth but idk ow to write it, is note necessary cause this is not the technology, this is the name of the technology, the technology itself has a proper essence which is killed by the name-attribute / the mushroom has been kinda infected from another possible-float-in-ether-world and it can use that technology. mastering the waves, the mushroom transform themselves in multi dimensional bridges: the beacon of data is The Device, catching those waves getting a parallel connection exchange from the ether-in-power-world. which ether-world is in contact with you in that moment? one? more? they are not infinite but they are a multitude - the mushroom are a metaphor of networking but also a metonimic.
 
 
mushroom as beacon!
 
🧩 in radio stuff, beacons send a fixed message
 
like weather info, viability, practical stuff
 
mushrooms send their message through waves at the same frequencies of our bluetooth range
 
mushroom in this world is using the same frequencies as our bluetooth frequencies, an interconnected information sharing between funghi and humans through waves.
 
===Handbook===
by Funix
intro
 
====wireless communication====
 
==Gameplay==
===Chapter 1: Arrival===
Gameplay in stages:
total time per group: 1 1/2 h
 
Sickhouse:
15/20 mins
Character building based on the players digital possession.
'''Players show their phones in order to receive character card and matching props.'''
characters get assigned 1 of 4 character types.
 
Player objective collect bridge cards and bring them to the game board.
They receive their navigation tool and leave to find their first location.
 
There will be a reading based on the phones of the players. Reading the radio waves around them to determined which player gets assigned which character/role
 
===Chapter 2: Take a Leap in the Dark===
City:
40 mins
They go into the city in order to find the bridge points and learn about the different worlds.
 
4 Locations, 4 questions, 8 numbers.
 
===Chapter 3: Return===
[20 min, back at Sickhouse]
 
They come back with collected code which unlocks modular poem in the end.
Collective world reading based on poem.


Interactive Fiction meets Surveillance Capitalism:
neophytes ready for the worldbuilding in the liminal realm


Surveillance Capitalism spilling into the city streets, leading you to where the algorithm thinks you should be going.


==Chapter 3: The Game==
sound over bluetooth
[2600 words]
bluetooth speaker
something that transmits life sounds or obsolete radio channels
-> locate where sounds are coming from
at edge of range
   
bluetooth
radio frequency
 
===pre-game===
===pre-game===
====Forming a progressive storyline====
Geographical markers connect alternate spaces. Playing the game results in subtle changes in public spaces of city




Game adapting to the way its being played.
====Visual Language and Communication Methods====
Symbols cosmology


====Creating a visual language and communication methods====


[[File:Nexus.gif|thumb|https://www.imperian.com/what-is-a-mud/|center|320px]]
1. More than human: {silicon+water} + {crucible}  {sublimation} / amorphous structure silician SYLICIO


2. Coexistence: {melting/digesting} + {amalgamation} + {covalent bonds}COVALE
3. XENO: New Elements : {imagination} + {imagination}* + {imagination}**
4. (~) Mercury Queer : {Mercury} + {tangible} + {intangible} + {salt} + {sulfur} + {*the spectrum in between both states*}
====Play Tests====
====Play Tests====
Thursday, 18th November at Roodkapje


===in-game===
Documentation of actual Gameplay.
timeslots online, Sunday 28th November
12:30
13:00
14:30
15:00
16:30


=====EtherAxis=====
17:00
28th November + 5th December
timeslots online, Sunday 5th December tickets


[https://www.theoverkill.nl/program-game.html#erik The Overkill Festival]
[[File:Etherax5.png|thumb|400px|center|EtherAxis Game board, photographed by Emilia Tapprest]]


=====Development Week TETEM=====
12:30
January or March


[https://tetem.nl/ TETEM]
13:00


===in-game===
14:30
Documentation of actual Gameplay.


===post-game===
15:00
Analysis.
I am planning to review the different game methods I have tested and applied and in what ways they have supported the progression of the narrative through lived experience. Based on the results of this analysis I will suggest areas of improvement and propose a future set-up of the game.


==Conclusion==
16:30
[500 words]


17:00


Based on my research on methods of location-based advertisement, I will formulate my vision of its potential and dangers, picturing a ludified smart city and celebrating ways of dancing on the structures of its system.
===post-game===
Analysis


==Bibliography==
==Bibliography==
Line 164: Line 397:
Roos Groothuizen: I want to delete it all, but not now. 2021.
Roos Groothuizen: I want to delete it all, but not now. 2021.


==Collaborators (to be confirmed)==
==Collaborators==
   
EtherAxis is the result of an ongoing collaboration between Camilo García A., Emilia Tapprest, Erik Peters, Federico Poni, Louisa Teichmann & Victor Evink, as part of the Hamburger Community of Live & Art trajectory of Roodkapje. Joined by Derk Over and Sasa Hara from Queer Arcana.
'''Emilia Tapprest''' (film maker and performer)
 
''"[https://nvisible.studio/ nvisible.studio] is the independent research practice of Finnish designer and filmmaker Emilia Tapprest (b. 1992). She is currently enrolled at Filmforward’s Virjplaats residency and Stimuleringsfonds’ Talent Development programme 2021-22. Her research explores the role of value paradigms in emerging technocultural developments through worldbuilding and cinema, working closely with historian and music producer Victor Evink (S x m b r a). Their works as a duo Liminal Vision tackle themes such as human connectedness and agency in the quantified age, exploring how a system's underlying logic produces particular ‘affective atmospheres’ in interaction with its social fabric."''
 
 
'''Tomo Kihara''' (game designer)
 
''My name is [https://www.tomokihara.com/ Tomo Kihara] — research driven designer making playful interventions that provides a new perspective to complex socio-technical problems.''
 
 
'''Roos Groothuizen''' (artist & designer)
 
''My name is [https://roos.gr/ Roos Groothuizen]. I am an independent media artist and designer who dances on the borders of interaction, theater, intervention, web, film, games and animation.''
 
''Who is in control over what I perceive? Fascinated with the unfair distribution of information and how online algorithms systematically discriminate us, my work reflects on in-depth research and recent developments, often with interactive or game-like elements. Fun with a serious undertone.''


==Further Reading==
==Further Reading==
Line 187: Line 405:
[[File:Mazesandmonsters.jpeg|thumb|400px|center|Mazes & Monsters by Rona Jaffe]]
[[File:Mazesandmonsters.jpeg|thumb|400px|center|Mazes & Monsters by Rona Jaffe]]


==Appendix==
===Game Narrative===
===Climb the Firewall, 2020===
===[https://hamburger.community/earthrise Earthrise], 2021===
''"I had to smile when I saw you, holding that mobile phone in your hand, big and heavy. You remind me of myself, many years ago. I should feel nostalgic for those years, but I feel anxious for you. For what is yet to come, until we finally meet again. Back in the 2020s, I was one of the gamers who started living entirely off of data provision, when the data ownership lawsuit guaranteed millions of internet users a constant flow of income. It was really: “The more you interact, the more you get paid.” and that came easy for me. I spent my teenage years consumed by video games, I would get drawn into the beauty of the digital landscapes and somehow, the thought that someone created it, thought of every detail and placed every single object with a purpose, made me feel a sense of intimacy and connection. I dedicated all of my attention to my favourite games and eventually gained international success by joining the esports team Dolphin Waves. The recognition I received for my performance was unimaginable and made me feel like I was floating above the world. But something felt off. I could never feel complete with the pressure of success and the real time ticking in the back of my mind. When I started to get paid for my time spent interacting in the metaverse, I would spend the money on minted in-game items and the worlds would get better and better.''
<br><br>
''Do you see the skyscrapers on the side of the water? What you are seeing is the vertical city. It was built to accommodate any need inside one massive structure, reaching only upwards. In your time, there were still many offices next to the living spaces. In the late 20s, a tech spa opened on one of the floors, with a small number of flotation tanks connected to the VR game Dream Chaser. The first time I tried it, I could never look back. It was like something clicked and I realised, this is all I need. I started investing most of my pay into XR, and with me many others, which finally allowed for completely invisible tech. Do you see the floating pavilion? Three translucent domes, interconnected to create a sheltered platform. In 2021, it became abandoned due to the covid-19 pandemic and was up for rent to anti-squatters for a while. Its best days as an event space were long gone, once the vertical city bought it as a part of their XR program. Look inside? Seems empty, doesn’t it? Well, it’s not, but you can not see it. It is a worlding space, we use it to move around in our hyper-individualised landscapes. We all see different things. It becomes exciting when we share the space. At the moment someone joins the space, they become non-playable characters in each other’s worlds, matching the aesthetics of the other. How, do you ask? We connected our brainwaves to a massive computer network run in the harbour. Everything is completely intuitive. The beauty of it is, now I am the creator of the landscape, and everyday, I am rediscovering myself inside of it.''
<br><br>
(''Earthrise'', May 2021)


===EtherAxis, 2021===
</div>
</div>

Latest revision as of 23:50, 23 November 2021

28th November & 5th December 2021. Sickhouse, Enschede. The Overkill Festival

About

EtherAxis is an interactive game installation and reflection tool aiming to challenge the inner paradigms that shape our perception of realities. The physical relic that forms the base for this game shape-shifts in different contexts. ‍ The structure of the gameboard emphasises four main axes, each connected to multiple ancient symbols of alchemy, hacked to uncover their original meanings. In this constellation of four interlaced geographic grids, the dreamer wanders through bridging fields on a spatiotemporal axis. Throughout the Overkill, EtherAxis lures you into the streets to find its messages hidden in plain sight, stepping over to the worlds floating in the ether.

EtherAxis is the result of an ongoing collaboration between Camilo García A., Emilia Tapprest, Erik Peters, Federico Poni, Louisa Teichmann & Victor Evink, as part of the Hamburger Community of Live & Art trajectory of Roodkapje, with performances by Queer Arcana.

Introduction

The Narrative of EtherAxis is based around the idea that there is a multitude of other possible worlds floating in the Ether*, the in-between space we cannot sense or grasp. The Gameboard is the center of a navigation tool in order to find locations in which there are bridgepoints to these worlds, where we are able to make contact. These locations will have to be found by the players during the gameplay. With the help of The Device, we are able to channel the invisible waves of the Ether, the wireless ways of communicating and sharing information between the worlds.

language of space + numbers.

Myth of the Ether

“Like matter itself, socio-political realities are constantly in motion, katalysing, crystallising, boiling. Therefore, each landscape is represented by a symbol inspired by, but not restricted to, alchemical concepts and processes. Although they are independent realities, they all derive from the ether, the vibrating, hyperdimensional quantum field that allows shifting between them. Since we cannot perceive the ether directly, it manifests in the form of landscapes that we can travel through.”

We are bound to the horizontal axis. The material plane, and then there's the vertical axis leading to the skies. And everything that fills the space in between is the ether. We cannot see, but we sometimes can sense its matter, the waves and electricity it is made up of.

EtherAxis Game board, photographed by Emilia Tapprest
Visit the interior of the earth, and by rectifying what you find there, you will discover the hidden stone


*meaning of ether 1 : a liquid that burns easily, that is used to turn solid substances into liquid

or less commonly aether \ ˈē- thər \ : a medium that in the wave theory of light permeates all space and transmits transverse waves

(2) An invisible medium through which all light, heat and electromagnetic waves propagate. Pronounced "ee-ther" with the "th" as in the word "thought," ether was postulated from the 1600s to the 1800s. The word inspired the name Ethernet.

Game Narrative

The Device

https://hub.xpub.nl/etheraxis/


an entity + devices = subjectivities

devices have the capacities of capturing, orienting, determining, intercepting, shape, control, ensure gestures, ensure conducted, ensure opinions [G. Agamben]

At the root of each device there is a desire and the subjectivity of this desire constitutes the power of the device our desire -> future building

device as -> speculative tool for positive feedbacks [F. Polak]


The Device is a device built with different components aimed to send and receive knowledge

The Device communicates through the ether, via radio waves, with esoteric and exotic encryption systems, with multidimensional protocols

The Device speaks the language of the ancients, subverting its original essence

The Device is always looking for beacons to navigate through waves' ocean

The Device translates signals from different potentially realities

The Device uses multiple protocols, the most are unknown and incomprehensible for our species

The Device is a part of the ecosystem and is looking for also other potentially ecosystems

Four Worlds

4 worlds - post powerism fantasy allegories of real world conflicts

as parallel possible realities, not in past/present/future post powerism

Each reality is represented from an ancient symbol of alchemy, hacked to uncover their original meanings The human understanding of alchemy is shaped by human-driven events: they are mostly wrong, that's why we have to talk about original meanings of alchemy. Incapacity from human perspective to see the multiple diffractive meanings of what humans name "alchemy"

they are indipendent realities but the conjunction points are the different radio frequencies where wireless protocols and sincronized locations creates bridged points to share infos between the realities


1

1 Smart Shop Realm of the Sensor

Can sense subtle changes in their environment, sensitive, aware

[mercury]


(~) Mercury Queer : {Mercury} + {tangible} + {intangible} + {salt} + {sulfur} + {*the spectrum in between both states*}

Conflict around queer acceptance. self expression. Mercury diffractive shapeshifting no determined shape

Location 1 Realm of the Sensor

Character: The Sensor

(was queer mercury, realm is smart shop)

Characteristics: sensitive, adapts to movement, reinvents themselves constantly

Skills: able to shift their perception and adapt to new spaces

Natural Habitat: stimulating, bright seas of light and colours

“Wait, I think there is something here! I am sensing something!”

2

2 Empty Boxing Studio Realm of the Synchronizer Uses own body as a vessel to channel feedback loops Embodied movement to receive messages [covalent bonds]

Coexistence: {melting/digesting} + {amalgamation} + {covalent bonds} COVALE COVALENT BONDS coexistence

Location 2: Realm of the Synchronizer

Character: The Synchronizer

(was covalent bonds, realm is empty building)

Characteristics: enjoys forming bonds with others

Skills: embodied movement, miming

Natural Habitat: empty, open spaces

“We stand together, in constant motion yet strong as ever.”

3

3 Source (water statue) Realm of the Energizer (Energy/power source)

XENO the myth of pain

network without hierachy = anarchy distributed network of people explicit on political system

Location 3: Realm of the Energizer

Character: The Energizer

(was xeno, realm is water with hooded figure)

Characteristics: creates momentum and direction, enjoys friction

Skills: their voice has a special frequency allowing them to speak to the ether

Natural Habitat: Close to water

“Follow me! We can make it! This way!”

4

4 Polypore Realm of the Transmitter Holds the information of the network. Connected, intelligent, practical


smart connections to other realms like fungi funghi are a bio communications protocol, providing full-duplex communication channels over a single animal-animal connection.

human not an obsolete entity, but upgraded humans ft cyber stuff and viceversa different kind of brains/computers, stuff that we cannot get the essence froim cause the prtocols and bio-architecure are completely different from Internet of Things to bioNetwork of Entities internet of beings build society from the same technologies could be ok the porblems are the protocols/purposes/goals There is a legend that says Funix brought the The Device from this world to ours.

Location 4: Realm of the Transmitter

Character: The Transmitter

(was more than human, realm is fungus)

Characteristics: well connected, intelligent, technology affinity

Skills: sharing information across networks

Natural Habitat: vast, pulsating networks of information

“Someone told me about this! Let me share this information with you.”

Protagonists

Agents of Chaos:

Derk Over

Maze Controller

Sasa Hara

Shapeshifter, Seer

Federico Poni

Funix, mad italian hackerman, originating from one of the worlds, bringing the Device to our world.

Locations

Sickhouse (center, start and finish)

The installation is set up in two parts, divided by a semi-translucent wall. The players start on the front side of the wall, where they get their characters assigned. When they return, they are invited behind the wall, representing the liminal realm, where the game board is located.

Smart Shop

Training Station

the neopythes are trained in a secret training location where they get introduced to the program and learn to movements needed to unlock the bridge points of within the ether. the players have been recruited and are being introduced to the objective. the people inside the training hall are from different worlds, the training centre is in a crossover field. different characters tell you different things about their worlds. players have to give some coins here in order to receive a special tool they need in a next location. the ground is covered in sand symbols of the different worlds, the different characters from each world gather to their matching symbol. the training is movement based. there is a soundscape. the building is empty and what happens inside is very secret. the different ancient methods of channelling electromagnetic waves are linked to the storyline of the training. there may be different movements connected to different wireless communication tools. some people gathered there are having a discussion.

🧩

Bike Parking

database of messages from a lot of the different worlds floating in the ether, players need to contribute a voice message from our world in order for others to make contact with this world, hear about it.

🧩

Mushroom

Ancient communications w/ mushroom:

bluetooth but idk ow to write it, is note necessary cause this is not the technology, this is the name of the technology, the technology itself has a proper essence which is killed by the name-attribute / the mushroom has been kinda infected from another possible-float-in-ether-world and it can use that technology. mastering the waves, the mushroom transform themselves in multi dimensional bridges: the beacon of data is The Device, catching those waves getting a parallel connection exchange from the ether-in-power-world. which ether-world is in contact with you in that moment? one? more? they are not infinite but they are a multitude - the mushroom are a metaphor of networking but also a metonimic.


mushroom as beacon!

🧩 in radio stuff, beacons send a fixed message

like weather info, viability, practical stuff

mushrooms send their message through waves at the same frequencies of our bluetooth range

mushroom in this world is using the same frequencies as our bluetooth frequencies, an interconnected information sharing between funghi and humans through waves.

Handbook

by Funix intro

wireless communication

Gameplay

Chapter 1: Arrival

Gameplay in stages: total time per group: 1 1/2 h

Sickhouse: 15/20 mins Character building based on the players digital possession. Players show their phones in order to receive character card and matching props. characters get assigned 1 of 4 character types.

Player objective collect bridge cards and bring them to the game board. They receive their navigation tool and leave to find their first location.

There will be a reading based on the phones of the players. Reading the radio waves around them to determined which player gets assigned which character/role

Chapter 2: Take a Leap in the Dark

City: 40 mins They go into the city in order to find the bridge points and learn about the different worlds.

4 Locations, 4 questions, 8 numbers.

Chapter 3: Return

[20 min, back at Sickhouse]

They come back with collected code which unlocks modular poem in the end. Collective world reading based on poem.

neophytes ready for the worldbuilding in the liminal realm


sound over bluetooth bluetooth speaker something that transmits life sounds or obsolete radio channels -> locate where sounds are coming from at edge of range

bluetooth radio frequency

pre-game

Visual Language and Communication Methods

Symbols cosmology


1. More than human: {silicon+water} + {crucible} {sublimation} / amorphous structure silician SYLICIO

2. Coexistence: {melting/digesting} + {amalgamation} + {covalent bonds}COVALE

3. XENO: New Elements : {imagination} + {imagination}* + {imagination}**

4. (~) Mercury Queer : {Mercury} + {tangible} + {intangible} + {salt} + {sulfur} + {*the spectrum in between both states*}

Play Tests

Thursday, 18th November at Roodkapje

in-game

Documentation of actual Gameplay.

timeslots online, Sunday 28th November


12:30

13:00

14:30

15:00

16:30

17:00

timeslots online, Sunday 5th December tickets


12:30

13:00

14:30

15:00

16:30

17:00

post-game

Analysis

Bibliography

Books

This is not a Game ~ Dave Szulborski

The Case Against Reality ~ Donald Hoffman

The Age of Surveillance Capitalism ~ Shoshana Zuboff

Space Time Play http://www.spacetimeplay.org/

Tactical Tech https://ourdataourselves.tacticaltech.org/posts/inside-the-influence-industry/

Articles

http://aaaan.net/blast-theory-2/

https://en.wikipedia.org/wiki/Location-based_game

https://www.playtoearn.online/category/blockchain-gaming/

https://whatis.techtarget.com/definition/geofencing

Games

Blast Theory: Can you see me now? 2001. https://en.wikipedia.org/wiki/Can_You_See_Me_Now%3F

Tomo Kihara: Escape the Smart City, 2018.

Roos Groothuizen: I want to delete it all, but not now. 2021.

Collaborators

EtherAxis is the result of an ongoing collaboration between Camilo García A., Emilia Tapprest, Erik Peters, Federico Poni, Louisa Teichmann & Victor Evink, as part of the Hamburger Community of Live & Art trajectory of Roodkapje. Joined by Derk Over and Sasa Hara from Queer Arcana.

Further Reading

Mazes & Monsters by Rona Jaffe

Mazes & Monsters by Rona Jaffe