THE CHAMBERS

 

Uncovering various artifacts, the observer becomes a direct participant in an

unusual discovery as one virtually travels into places such as: The Pantheon of Misinformation, The Double Mouthed Ventriloquist, The Marionette Room, The In-Security Zone, The Head Chamber, The Addiction Chamber, and The Fracture Room.  

 

 

 

The Pantheon of Misinformation

The Pantheon of Misinformation is a scaled, wire frame model of the Roman Pantheon which was completed in 126 A.D. It is a re-creation of this magnificent structure, with domed hall and oculus, used as a temple to the gods. Here the pantheon acts as a repository for fetishized technological objects, now defunct, but once considered to be hugely valuable. There are symbolic models of humans who tumble endlessly in the echo of obsolesce. It is here where media distortions masquerade as the truth. Was the technology on exhibit not only recently considered “essential”? The objects of modern life, now simply wire frame memories. Were we misinformed about the “value” of these objects?

The Pantheon of Misinformation
Stunt Dummies c. 2003 Kathleen Ruiz

 

 

 

The Double Mouthed Ventriloquist

How does the voice of consumption dominate us? Our language and technological terms and new “knowledge” are endless, quite inhuman as we try to stay abreast of change, it ultimately can consume even us. We speak of the technological objects and “knowledge” we constantly desire, but are we aware of who is feeding us, and who is truly speaking? In the chamber of The Double Mouthed Ventriloquist we activate technological text and feed it into the mouths which speak to us about need and desire. Occasionally the mouths spit back indigestible terms. Finally who is speaking when we speak about technological desire?

The Double Mouthed Ventriloquist

Stunt Dummies c. 2003 Kathleen Ruiz

 

 

 

The Marionette Room

The illusion is who is really in control? We open into this section and see a marionette dancing and moving, her strings are attached, but we do not know to where they are attached. Moving outwards we realize that the marionette is in a box controlled by a large being who is carefully observing her. As we turn to look around, we see two figures walking diligently from corner of the room to another. Caught in a scripted walk path, they are unable to stop.

 

The Marionette Room (motion capture choreography by Lisa Naugle)

Stunt Dummies c. 2003 Kathleen Ruiz

 

 

 

The In-Security Zone

Our private lives are being watched by powerful institutions without our knowledge. Upon entry we discover …ourselves in the game. We are made aware of our own presence as we play the Stunt Dummies game. Our own image turned to bits which float around the room and become scattered by the turn of a helicopter blade. We venture past a stick figure only to see it turned to bits which reconfigure elsewhere. The user is amused, taken aback with his/her own live moving image, which is recorded into the bits of the contemporary digital stream.


 
The In-Security Zone

Stunt Dummies c. 2003 Kathleen Ruiz



 

The Head Chamber

Over loaded and caught in a web of confusion imposed by special interests, our brains cannot keep up with the information hurled at us. The loud, compelling sounds of the flute in this section activate a wire frame head which becomes temporarily obscured. The player travels through this “networked” terrain until entering a mountain, which is actually a more formulated head, inscribed with the code from which the chamber is made. Inside this “mountain” one sees a number of different world views. To which does one subscribe to?

 

The Head Chamber

Stunt Dummies c. 2003 Kathleen Ruiz

 

 

 

The Addiction Chamber

The Addiction Chamber illustrates the seductive nature of technologies. Compelling music and a first person shooter armature make the viewer become a participator. One can see seizure like movements of models (dummies), discarded junk food trash, and a model who collapses into herself as abstracted tetris pieces fall outside the confines of the wire frame house of addiction.

 


The Addiction Room

Stunt Dummies c. 2003 Kathleen Ruiz



 

The Fracture Room

Our spacio-temporal framework has been shattered. So say cultural historians who study the implications of this loss. Computer time is always

on” , however, we humans are creatures of diurnal and circadian rhythms.

How do we balance these diverse worlds?

The Fracture Room
Stunt Dummies c. 2003 Kathleen Ruiz