WORKS BY MARIEKE VERBIESEN

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"Born from a desire to recreate digital environments and reshape them to our own physical world, artist Marieke Verbiesen has transformed the stylized two dimensional landscape of the original game into a three-dimensional,
playable installation.
Blending simple animated graphics with realtime video of moving objects, Verbiesen also references the early days of animation and special effects, and how these have helped shape the development of computergames.
"

Andreas Brøgger, Curator Nikolaj Kunsthal Copenhagen

 
     
  Pole Position  
 

Throughout history car racing games have evolved into diffrent shapes and forms, yet the basic
objective behind the racing game has never really changed.
Pole Position is a tribute to the iconic game of the same name released in 1982: the first fullcolor racegame for the Atari. This game set the standard for future racing games with its colourful landscapes, collisions with competing cards and roadside signs, tracks based on real-world racing circuits, time trials and grand prix, a rear-view format, and not least the scaling graphics which enabled the simulation of perspective and forward movement into the distance.
Hard to believe thirty years on, Pole Position was promoted and hailed for its unbelievable driving realism.

 
 

Pole Position is an interactive installation where the digital and the physical world meet and compete. 
Born from the human desire to recreate digital environments, and reshape them to our own physical world. 
Users look at a screen that combines both physical, realtime recorded elements, in a digital game with digital objects. They play the game with with a custommade joystick that controls a small reallife car and moving elements in the installation competing against digitally generated objects in a race against time. 

The car and other mechanic objects are realtime recorded with a small camera which transports its signal to a computer that runs the game. Users see a screen where both digital and physical elements are visble and controllable in the game. They control the car and its movement & speed and play aginst the computer where the car collides and interacts with digitally generated obstacles.
Users control the movement of the car and have to try to score points by hitting and avoiding digital objects with the physical car, and try to stay on the road and get the highest userscore.
Userscores are accredited in the end of the game at the "high score screen" by punching their name in connected to their score. Users gain more and more control over the mechanics the further they get in the game such as light, sounds, strobes and effects.

The objective in "Pole Position" is to create an environment where digital space, time and objects come together in a physical game that users control. 
"Pole Position" adds the spectators senses to the "man against machine" game experience and demonstrates digitally implemented ideas spatially, while staying true to their 2d origins.

 
     
  Pole Position got exhibited at:  
  Play Yourself, Centre Pompidou, Paris, FR
Game Over, Centre for Visual Art, s-Hertogenbosch, NL
Space Invaders, Nikolaj Kunsthal, Copenhagen, DK
NASA Artspace, Amsterdam, NL
Space Invaders, FACT, Liverpool, UK
Art Wars, De Fabriek, Eindhoven, NL
 
     
  In "Pole Position" motorcontrolled and digital objects communicate in the game. Below is a drawing of the setup: