FEEDBACK EXHIBITIONThe exhibition design for LABoral’s Feedback show is based in mapping. The Feedback map represents one depiction of a geography of new media art. Instead of abstracting geography for physical or digital inscription, the traditional procedure is run in reverse; curatorial abstraction, in this case, is made physical, and inscribed within the volume of the LABoral Art Center. This map is meant to encourage participatory drift and exploration of the gallery environment. By exploring, participants are urged to discover established and emergent relationships between each individual artwork. Through the creasing, scoring, cutting, turning, folding and unfolding of a single surface, the map is the new space of the gallery, with the artworks imprinted onto and in some cases into the thin skin.GAMEWORLD EXHIBITIONA real environment modeled after a virtual one, Gameworld begins as a surface with a non-directional grid of 3-dimensional elevated points, not unlike the top surface of a Lego block. At the scale of the exhibition space, one is surrounded by these dots, the tops of which are somewhat higher than the line of sight. The elevated points vary to accommodate the requirements of each installation; they merge with others nearby; they grow or shrink and become the display surfaces and interfaces of projection screens, portrait gallery walls, research tables, and game playing stations. The flexible system can be modified over time, should the contents of the exhibition change or grow; modules of alternating colors can be inserted. This unreal landscape is entirely executed in digital blue, amplifying the exhibition’s tactility while at the same time producing an effect of slightly absurd mono-materiality. Projected on giant screens at the head of the venue, a virtual model of this blue landscape is imported into a game engine, allowing players to navigate the simulated condition of Gameworld while inhabiting the actual exhibition environment. Entering Gameworld for the first time produces the curious juxtapposition of witnessing reproduction while enacting unique participation.PLAYWARE EXHIBITIONPlayware acts as a physical analog for the concept of the video gaming Expansion Pack. An add-on to the preexisting storyline, Playware highlights a conflation of boundaries between video gaming and concretion. The exhibition environment, which in itself obfuscates these boundaries, is transformed into a realm that never quite clarifies its intentions. Many of the 3 dimensional modules of Gameworld have been replaced by discreet game objects, which require a diverse range of body motions, physical exertions, and tactile experiences. These objects require largely the 2-dimensional exhibition space of the wall or floor, and they invoke the newness of activity that a video game user expects from an Expansion Pack. The remaining modules have been reprogrammed with new games. The Expansion Pack modules and play zones have been adjusted to the color orange. Islands of the Expansion Pack emerge within the blue. The optical oscillation between the two vibrant colors animates the space, and, like its oscillation between virtual reality and real virtuality, it heightens the most peculiar quality of Gameworld: its failure to come into focus.