• Installation

  • 2008
  • Thomas Hawranke

A plant plays a first person shooter. The virtual light, displayed by the monitor, is transferred to the light environment in the room and stimulates the plant. The botanical reactions are then sent back to the controlling of the first person shooter. This describes a feedback loop. Game real-time and botanic real-time are adjusted by time expansion and time compression. Both spaces melt into each other and delocalize.


The starting point of this work consists of a mimesis. Different sensors of plants are used, measured and transmitted onto another area of knowledge.

Time compressure and equalization / Realtime

Time is a very important aspect in this project. Nowadays, when speaking of Realtime, one describes the notion of velocity or even acceleration. Realtime in games, means, for example, an „invisible“ framerate in highly detailed and realistic designs. Simulations in realtime are fast calculations and so forth. Considering plants, realtime seems very slow, time, which realtime describes, is expanded or decelerated. If you assign the botanical realtime onto the accelerated realtime, the first is almost unperceivable. Mathematical opperations must be used to level the different velocities of time, before the possibility of communication of both areas is warranted.

Feedbackmachine and Learning

The plant´s perception happens through a kind of biosensoric. Different states can then be sensorically captured and read. After leveling the time velocities, the following step would be generating a kind of feedback. This feedback should also be equalized and finally a reaction to the plants behaviour should be simulated. The following question arises: Do plants learn through First-Person-Shooter ?


Another component is the choice of specific plants for this work. Some species are more sensitive to light, others engage in a symbiosis with each other, and then again others are extremely sensitive or even reactive to pressure.


Test arrangements in an Electro-Biotope