a collective biogame.
Shu Lea Cheang
We are infected. We are the virus. We enter the BioNet. Sign on as UKI virus to play the game.
Infiltrate the BioNet. Sabotage the Production. Your heartbeat, your blood flow, your emotion, your actions are
your assets to join the UKI bio-game. HACK and PLAY. WIN or LOSE.
UKI – Enter the BioNet launches us into the future in a science-fiction scenario in which the Net, the Internet of our time,
has collapsed. The Genom Corp. takes human body hostage to initiate BioNet, a network made up of microcomputing red blood cells (erythrocytes) programmed to re-condition our sexual desires. UKI – Enter the BioNet is a collective bio-game in which the game players (virtually) infected are UKI the virus. They enter Genom’s BioNet with a mission to eliminate the altered red blood cells and reclaim the stolen orgasm data.
In this game, each player is wired with a GSR (Galvanic Skin Response) sensor which measures the skin resistance level linked to the players’ state of mind and body condition. Their fluctuating biosensor data jointly effects the game in process. As the sensor data is synchronized, the subwoofer powered soundscape varies its scores and the red blood cells are progressively eliminated. The game over prompts the final sonic vibration taking the players to the ZERO state of all senses.
Artist: Shu Lea Cheang
Producer: Isabelle Arvers
Technical director: Etienne Landon
Sensor design: Martin Hug
Sound: Julien Ottavi
Shu Lea Cheang
As an artist, filmmaker, networker, Cheang constructs networked installation and multi-player performance in participatory impromptu mode. She drafts sci-fi narratives in her film scenario and artwork imagination. She builds social interface with transgressive plots and open network that permits public participation. Currently situated in post-crash BioNet zone, Cheang takes on viral love, bio hack in her current cycle of works.
Isabelle Arvers is an author, critic and media art curator. Her field of studies is the immaterial, through the relationship between Art, Video Games, Internet and new forms of images linked to network and digital imaging. She organizes exhibition and workshops for machinimas (film made from video games). In 2014 she creates the association Kareron for production and diffusion of works between art and games.