| Title: |
| Ere
be Dragons |
| Artist(s): |
| Stephen Boyd
Davies
|
| Brief description of the work: |
| Multi-user
interactive artwork, to be experienced as a live event, mapping environments
through playing the game and updating a global interface live via
the internet using GPRS |
| Materials, dimensions, duration: |
| GPRS
equipment, software, biofeedback sensors |
| Location (venue & dates, public/ private):
|
| Ere be Dragons
was presented at the Mindplay conference, London January 2006 |
| Audience information (size, mode of participation): |
| This biofeedback
game can be played outdoors by two or more participants who use their
heart rate to create an emotional map of the environment they travel
through. |
| Other information (reviews, collaborators, funders): |
| Lansdown Centre
for Electronic Arts, Middlesex University (London), in partnership
with Mobile Bristol and Sciencescope, HP IPAQ. Magnus Moar and John
Cox. Professor Chris Riddoch and Karl Cooke London Sport Institute
at Middlesex University (London). Leif Opermann, Mauricio Capra and
Professor Steven Benford at the Mixed Reality Lab. |
| Floorplan, scheme:
|
|
|
|
| Visual/ audio-visual reference: |
 |
| Key theme(s): |
| Social play;
interplay and fusion between a participant's physical presence and
a perceived reality (projected image); observing externalised internal
processes in realtime using visual means; intense engagement with
a body |
| Further context: |
|
http://www.i-am-ai.net/erebedragons/video
Online video clip demonstrating Ere be Dragons in action
Ere be Dragons guides players to observe their heart
rate in order to stay within an optimum range. It encourages competitive
play, as by entering another player's area they can overwrite the
exisitng data and annex the territory.
|
|