{"title":"盲人游戏:关于我们如何祛除视力残疾记忆的互动装置","authors":"Patrícia Gouveia, Luciana Lima","doi":"10.1007/s41133-024-00070-y","DOIUrl":null,"url":null,"abstract":"<div><p>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 <i>Blind Game</i> 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.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"9 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://link.springer.com/content/pdf/10.1007/s41133-024-00070-y.pdf","citationCount":"0","resultStr":"{\"title\":\"Blind Game: An Interactive Installation About How We Can Exorcise Memories of a Visual Disability\",\"authors\":\"Patrícia Gouveia, Luciana Lima\",\"doi\":\"10.1007/s41133-024-00070-y\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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 <i>Blind Game</i> 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.</p></div>\",\"PeriodicalId\":100147,\"journal\":{\"name\":\"Augmented Human Research\",\"volume\":\"9 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-08-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://link.springer.com/content/pdf/10.1007/s41133-024-00070-y.pdf\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Augmented Human Research\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://link.springer.com/article/10.1007/s41133-024-00070-y\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Augmented Human Research","FirstCategoryId":"1085","ListUrlMain":"https://link.springer.com/article/10.1007/s41133-024-00070-y","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Blind Game: An Interactive Installation About How We Can Exorcise Memories of a Visual Disability
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.