Sensobotanics by Thomas Hawranke is a feedback system installation between a plant and the first person shooter game it plays on a computer.
The virtual light, displayed by the monitor, is transferred to the light environment in the room and stimulates the plant. The botanical reactions are then sent back to the controlling of the first person shooter…Game real-time and botanic real-time are adjusted by time expansion and time compression. Both spaces melt into each other and delocalize.
The artist describes a number of important considerations in the work related to time, interaction and feedback, e.g. how the time of plants relates to time within video games, how a plant receives feedback and in turn perhaps how games could be designed to accommodate that.
Time is a very important aspect in this project. Nowadays, when speaking of Realtime, one describes the notion of velocity or even acceleration. Realtime in games, means, for example, an â€žinvisibleâ€œ framerate in highly detailed and realistic designs. Simulations in realtime are fast calculations and so forth. Considering plants, realtime seems very slow, time, which realtime describes, is expanded or decelerated. If you assign the botanical realtime onto the accelerated realtime, the first is almost unperceivable. Mathematical opperations must be used to level the different velocities of time, before the possibility of communication of both areas is warranted.
The plantÂ´s perception happens through a kind of biosensoric. Different states can then be sensorically captured and read. After leveling the time velocities, the following step would be generating a kind of feedback. This feedback should also be equalized and finally a reaction to the plants behaviour should be simulated.
Originally seen at the Laboratory for Experimental Computer Science website
at the Academy of Media Arts Cologne.