MARIO'S FURNITURE
Mario’s Furniture, collaboration with Hillary Mushkin, 2002 – 2006
documentation stills from interactive installation and game
This is an interactive installation and performance that
takes the experience of dislocation to an immersive environment where
viewers become participants in a virtual video game made manifest in a
physical place. Integrating wireless technology with artistic production
and performance, viewers become players, physically moving objects
before a relentlessly panning camera, all the while watching themselves
and their scores in real time on a large-screen projection.
We used wireless technology to create a game based on aesthetically
pleasing and conversation encouraging, furniture arrangement. The
work suggests a kind of mirror situation, as participants attempt to
negotiate their right from their left by navigating their reality as it’s
shown on the screen – an image of themselves caught by the camera’s
lense and therefore reversed. Mario’s creates an experience of extreme
displacement and unfamiliarity leaving players questioning their basic sensory assumptions.
The project is also the subject of an essay by M.A. Greenstein in Grethe
Mitchell and Andy Kinet's book Videogames and Art (published by
Intellect books in the U.K. and Chicago Press in the U.S.)
This work was included in Leonardo, MIT Vol. 41, No. 3 (June 2008).