We all need help.
Crisis brings people together.
When I was a child we used to play a game.
We were at war and there were two sides. We didn’t know where the enemy’s base was, and it was our duty to keep ours a secret. Whilst a few people stayed behind to guard, a few of us would venture out to attack. The enemy would do the same and the overall aim was to find the enemy base and fight until control was gained of their territory. If you failed you would be taken captive and the game often spiraled into a rescue mission.
We used silent hand signals, scouted for new information, spied silently and attacked with sticks and rope. I don’t remember learning these skills from anywhere, nor do I remember establishing any of the rules. Sometimes hours would go by without food or water. When one of our ‘men’ were taken captive the objective for retrieval was acute, and the sense of triumph of our success always seemed like the most rewarding part of the day. We returned home bruised, sunburned and thirsty but slept soundly knowing we had saved our comrades.
My current practice examines the body in relation to its context and site. During an emergency the person in distress is surveyed in relation to the dangers that they are in. Building bonds through collective problem solving are essential to a healthy community. I would like to investigate crisis and help in regard to:
- Distress
- Analysis of crisis
- Strategy
- Execution of help
- Can we breakdown these stages of human responses to crisis and help for everyday tasks?
- When does crisis end and help begin?
- How important is are our instinctive reactions to a problem solving.
All of these projects are form my hometown, Bristol.
Rogue Game, Spike Island.
Sophie Warren and Jonathan Mosley with Can Altay
http://www.spikeisland.org.uk/events/exhibitions/rogue-game/
Rogue game consisted of 4 events where 3 different games (five a-side basketball, football and volleyball) were played simultaneously.
“The gallery is presented as a space for spectacle and action, a setting for new communities to come together and for developing alternative frameworks for co-habitation through the informal and unplanned possibilities of play.”
Like my project, Rogue Game allows participants to display their “gaming instincts” in a live art format. Instead of using competition, HELP-SOS employs the need for a common goal though rescue.
Prison Break, The College Project
Collaborative, not-for-profit project.
http://www.prisonbreak.org.uk/
http://www.artspacecollege.com/
“Our headline piece, Prison Break – The Game, is an immersive game/experiencial theatre piece performed over two sites (and a prison bus) on the 23rd, 24th and 25th March, featuring a huge cast of prison guards, inmates, and other prison visitors. In the course of one night you will have an experience that would normally take 25 years to life….”
This event took place in my studio complex, which used to be a comprehensive school. The theatre group dressed the site as a prison and actors played the prison staff. The audience was part of the scene as it was their task to escape from prison. I would like to organise events that the public had immersive and adrenaline filled experiences, however HELP-SOS is a more of a sprawling research project where simpler and possibly more abstract experiments take place.
SIPER
Kayle Brandon and Heath Bunting
http://duo.irational.org/siper/
“UPDATE: swine flu (H1N1) pandemic is here - evacuate to the wilds!
Sponsored Influenza Pandemic Evacuation Rehearsal (SIPER).
A summer camp for survivalists, 12-19 September 2005”
SIPER documents the research, strategy and rehearsal of a potential flu epidemic evacuation. The project exists in the participation and documentation of the investigations. There is an acute objective for survival, and the tasks are performed with ‘tongue and cheek’ humour. The HELP-SOS project will reflect the use of research and development of strategy in a crisis. However it will also monitor the unpredictable results achieved through the frenzy of an urgent task and hopefully involve collective problem solving.
Crisis brings people together.
When I was a child we used to play a game.
We were at war and there were two sides. We didn’t know where the enemy’s base was, and it was our duty to keep ours a secret. Whilst a few people stayed behind to guard, a few of us would venture out to attack. The enemy would do the same and the overall aim was to find the enemy base and fight until control was gained of their territory. If you failed you would be taken captive and the game often spiraled into a rescue mission.
We used silent hand signals, scouted for new information, spied silently and attacked with sticks and rope. I don’t remember learning these skills from anywhere, nor do I remember establishing any of the rules. Sometimes hours would go by without food or water. When one of our ‘men’ were taken captive the objective for retrieval was acute, and the sense of triumph of our success always seemed like the most rewarding part of the day. We returned home bruised, sunburned and thirsty but slept soundly knowing we had saved our comrades.
My current practice examines the body in relation to its context and site. During an emergency the person in distress is surveyed in relation to the dangers that they are in. Building bonds through collective problem solving are essential to a healthy community. I would like to investigate crisis and help in regard to:
- Distress
- Analysis of crisis
- Strategy
- Execution of help
- Can we breakdown these stages of human responses to crisis and help for everyday tasks?
- When does crisis end and help begin?
- How important is are our instinctive reactions to a problem solving.
All of these projects are form my hometown, Bristol.
Rogue Game, Spike Island.
Sophie Warren and Jonathan Mosley with Can Altay
http://www.spikeisland.org.uk/events/exhibitions/rogue-game/
Rogue game consisted of 4 events where 3 different games (five a-side basketball, football and volleyball) were played simultaneously.
“The gallery is presented as a space for spectacle and action, a setting for new communities to come together and for developing alternative frameworks for co-habitation through the informal and unplanned possibilities of play.”
Like my project, Rogue Game allows participants to display their “gaming instincts” in a live art format. Instead of using competition, HELP-SOS employs the need for a common goal though rescue.
Prison Break, The College Project
Collaborative, not-for-profit project.
http://www.prisonbreak.org.uk/
http://www.artspacecollege.com/
“Our headline piece, Prison Break – The Game, is an immersive game/experiencial theatre piece performed over two sites (and a prison bus) on the 23rd, 24th and 25th March, featuring a huge cast of prison guards, inmates, and other prison visitors. In the course of one night you will have an experience that would normally take 25 years to life….”
This event took place in my studio complex, which used to be a comprehensive school. The theatre group dressed the site as a prison and actors played the prison staff. The audience was part of the scene as it was their task to escape from prison. I would like to organise events that the public had immersive and adrenaline filled experiences, however HELP-SOS is a more of a sprawling research project where simpler and possibly more abstract experiments take place.
SIPER
Kayle Brandon and Heath Bunting
http://duo.irational.org/siper/
“UPDATE: swine flu (H1N1) pandemic is here - evacuate to the wilds!
Sponsored Influenza Pandemic Evacuation Rehearsal (SIPER).
A summer camp for survivalists, 12-19 September 2005”
SIPER documents the research, strategy and rehearsal of a potential flu epidemic evacuation. The project exists in the participation and documentation of the investigations. There is an acute objective for survival, and the tasks are performed with ‘tongue and cheek’ humour. The HELP-SOS project will reflect the use of research and development of strategy in a crisis. However it will also monitor the unpredictable results achieved through the frenzy of an urgent task and hopefully involve collective problem solving.