nOtbOt is an automated game-player which is controlled and deranged by reactions to it's own virtual environment, caught in a vicious force-feedback loop...
The installation consists of a hacked up human-computer interface in which the feedback system, originally intended to provide tangible interaction for a human player, is now used as input data to control a 'first-person' videogame. Human interaction with the game/controller becomes obsolete, resulting in a completely erratic form of [art]ificial intelligence.
The observer of the installation, however, can literally try to 'get a grip' on taking control of the system...
Technically the view-angle data generated by the virtual player in-game is being sent to a second app called PD, which in turn loops the incoming data back into the force-feedback system of the joystick.
To accomplish this i use the [HID]-external for PD by Hans-Cristoph Steiner, the [FF]-external by Gerard van Dongen, q3aPD by Delire and Pix, and ioQuake3.
The hardware consists of an old Logitech Wingman Force joystick, another generic USB joystick interface, and a Gentoo GNU/Linux machine.
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nOtbOt was recently shown in the Gameworld exhibition at Laboral in Gijon (Spain)....this here's from their catalogue:
"Walter Langelaar�s �nOtbOt� is a self-playing videogame; to be specific, it is a mechanized Logitech �Wingman Force� joystick that has its robotic maneuvers projected in real-time in front of it. In certain ways, Langelaar�s installation recalls the similarly automated works of Paul Johnson, but where Johnson�s games are vacuum-sealed, seen but not touched, �nOtbOt� allows viewers to actually grab hold of the controller. In the process of trying to, as Langelaar cleverly puts it, �get a grip� on the device, players confront their own metaphoric role in a feedback loop that no longer requires them � where the real object of obsolescence is not the technology, but the players themselves."
...and this from Julian at Selectparks :
"Walter Langelaar's n0tb0t antagonises conventions of games as slave to our control. n0tb0t decouples the user-agent from the input chain, leaving just a joystick thrashing about in response to every twist and turn of a bot rampaging through a stock QuakeIII level. My first impression of n0tb0t was of a haunting: an AI that would take no more, fighting back at the input device in an urgent attempt to disenfranchise itself from a history of bondage. What is actually going on however is a little more complex, a feedback loop of sorts where the bot is driven by the input device and the input device by the bot. A nice surprise was to find that Walter was using pix and my q3apd module in the piece to handle messages."
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nOtbOt is a follow-up on my work in the -instrumental- project at PZI, held in collaboration with Steim and V2_Lab, and kindly hosted by Kristina Andersen.
_____________________________________________________________________
The installation consists of a hacked up human-computer interface in which the feedback system, originally intended to provide tangible interaction for a human player, is now used as input data to control a 'first-person' videogame. Human interaction with the game/controller becomes obsolete, resulting in a completely erratic form of [art]ificial intelligence.
The observer of the installation, however, can literally try to 'get a grip' on taking control of the system...
blabla
Technically the view-angle data generated by the virtual player in-game is being sent to a second app called PD, which in turn loops the incoming data back into the force-feedback system of the joystick.
To accomplish this i use the [HID]-external for PD by Hans-Cristoph Steiner, the [FF]-external by Gerard van Dongen, q3aPD by Delire and Pix, and ioQuake3.
The hardware consists of an old Logitech Wingman Force joystick, another generic USB joystick interface, and a Gentoo GNU/Linux machine.
_____________________________________________________________________

_____________________________________________________________________
nOtbOt was recently shown in the Gameworld exhibition at Laboral in Gijon (Spain)....this here's from their catalogue:
"Walter Langelaar�s �nOtbOt� is a self-playing videogame; to be specific, it is a mechanized Logitech �Wingman Force� joystick that has its robotic maneuvers projected in real-time in front of it. In certain ways, Langelaar�s installation recalls the similarly automated works of Paul Johnson, but where Johnson�s games are vacuum-sealed, seen but not touched, �nOtbOt� allows viewers to actually grab hold of the controller. In the process of trying to, as Langelaar cleverly puts it, �get a grip� on the device, players confront their own metaphoric role in a feedback loop that no longer requires them � where the real object of obsolescence is not the technology, but the players themselves."
...and this from Julian at Selectparks :
"Walter Langelaar's n0tb0t antagonises conventions of games as slave to our control. n0tb0t decouples the user-agent from the input chain, leaving just a joystick thrashing about in response to every twist and turn of a bot rampaging through a stock QuakeIII level. My first impression of n0tb0t was of a haunting: an AI that would take no more, fighting back at the input device in an urgent attempt to disenfranchise itself from a history of bondage. What is actually going on however is a little more complex, a feedback loop of sorts where the bot is driven by the input device and the input device by the bot. A nice surprise was to find that Walter was using pix and my q3apd module in the piece to handle messages."
_____________________________________________________________________

_____________________________________________________________________
nOtbOt is a follow-up on my work in the -instrumental- project at PZI, held in collaboration with Steim and V2_Lab, and kindly hosted by Kristina Andersen.
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