Blind Game: An Interactive Installation About How We Can Exorcise Memories of a Visual Disability

Patrícia Gouveia, Luciana Lima
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Abstract

In this paper, we recover an interactive artwork developed by one of the authors to provide possible ways of inserting the playful and artistic perspective into augmented human studies. In this way, a perspective based on play and interactive digital fiction can inspire us to look at other ways of using digital technologies that focus on improving human capabilities. The interactive installation Blind Game brings us a personal, visual, and playful perspective of a person who, at the age of three years, was diagnosed with amblyopia, revealing the subjective world of the character P.. Created in 2001, this installation was an interactive conceptual artwork developed by a young artist who wanted to exorcise the memories of her diagnosis of amblyopia and the tensions caused by the political instability in her home country. Through interaction and playful strategies, the artist sought to abstract herself from the reality around her, reorganizing her subjective relationship with visual impairment and the political tensions of a transition period between a dictatorial government and a democratic one.

盲人游戏:关于我们如何祛除视力残疾记忆的互动装置
在本文中,我们恢复了作者之一开发的互动艺术作品,为将游戏和艺术视角引入增强人 类研究提供了可能的方法。通过这种方式,基于游戏和互动数字小说的视角可以启发我们审视使用数字技术的其他方式,这些方式的重点是提高人类的能力。互动装置 "盲人游戏 "以个人、视觉和游戏的视角,向我们展示了一个三岁时被诊断为弱视的人的主观世界。该装置创作于 2001 年,是一位年轻艺术家开发的互动概念艺术作品,她希望唤醒人们对她被诊断出患有弱视以及她的祖国政治不稳定所造成的紧张局势的记忆。通过互动和游戏策略,这位艺术家试图将自己从周围的现实中抽象出来,重组她与视力障碍的主观关系,以及独裁政府和民主政府之间过渡时期的政治紧张关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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