Seeing Double: Emulation In Theory And Practice The Erl King Case Study

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Seeing Double: Emulation In Theory And Practice The Erl King Case Study


As part of a larger program called the Variable Media Network, the Guggenheim Museum, in collaboration with the Daniel Langlois Foundation for Art, Science and Technology, has investigated a series of case studies to formulate creative strategies for endangered works. One work chosen to test emulation is Grahame Weinbren and Roberta Friedman?s video piece ?The Erl King? (1982-85). Heralded as one of the first works of interactive video art, ?The Erl King? invites the viewer to control the work?s narrative structure through the use of a touch-screen monitor. Due to its unique combination of obsolete hardware (both off the shelf and custom made) and artist-written software, ?The Erl King? presented itself as an ideal candidate for hardware emulation.