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  1. Tmání (Darkening)

    How is the world perceived by someone with depression? The animated immersive film uses virtual reality to address depression and the ways to cope with it. Director and protagonist Ondřej guides us through diverse landscapes associating the story of his struggle with depression since puberty. We share his feelings during the first depressive episodes at a family trip in his childhood, at university when striving for perfect results, at work in his everyday fights with the depressive ‘darkening’. Through animation, combining a stylised form of Ondřej’s environment and abstract images of his emotions, the viewers will experience and understand what it is like to live with this illness, how to tackle it and what mechanisms are used by people with depression to feel better. Most of the interactions are voice controlled. The main character Ondřej finds out that his tool to get the depression under control is his voice. He uses humming, singing and even shouting as a calming and relieving technique.

    Martijn Holtkamp - 08.04.2024 - 10:06

  2. All That Remains

    We are comforted by facts, by the familiarity of things we know to be ‘true.’ The sun rises in the East. There are twenty-four hours in a day. I exist. These truisms simplify our lives, enable us to get through the process of living. We are not afraid to leap into the air, because we know we will land on the ground. So we get by, day by day, until that unexpected moment when we are overwhelmed by the whisper in our hearts as we are sitting in a bustling coffee shop or walking down a crowded sidewalk, or as we are lying in bed with a loved one, nestled together... Despite all of our knowing, we will never be known. All That Remains is a meditation on the fluid boundary between dream and reality, fear and desire. It is an invitation to see and be seen.

    Martijn Holtkamp - 08.04.2024 - 10:14

  3. It will happen here, in Barcelona (Tindrà lloc aquí, a Barcelona)

    Tindrà lloc aquí a Barcelona (It will happen here in Barcelona) is an immersive experience that reframes questions of sea-level rise, migration and extinction, in which familiar places — and the memories and dreams that attend them — are transformed by rising waters; the work gives rise to acts of recognition, utterance and transformation. Viewers travel along the marshlands and industrial wastelands of our local watershed and others worldwide that are shaped by industrialization. The sounds, images and text flow like waters, following a computer-code based system that gathers materials together in ever-changing experiences. Like ocean tides, the code-driven work is always changing. Roderick Coover’s images, gathered over the past decade from journeys on and around shorelines, combine with field recordings, voices and electronic music composed by Adam Vidiksis. Nick Montfort draws from Coover’s logs to create a continually evolving, poetic text.

    Martijn Holtkamp - 21.05.2024 - 14:02

  4. Nh-9

    Poetry in virtual reality
    Interactive immersive environment
    By weaving imaginaries in the mode of biomimicry, Nh-9 is an immersive poetry experience that attempts to develop notions of interrelationships as guiding links to build scenes of symbiotic relationships between humans and non-humans. humans The aim of this project is to allow to be immersed in a state of sensory modifications (and/or mutations) in order to construct interconnected landscapes by imagining a living world – made up of beings and the relationships between these beings.

    Martijn Holtkamp - 21.05.2024 - 15:44

  5. A Condensed History of Australian Camels

    A Condensed History of Australian Camels combines historical research, creative writing, and copyright-free archive materials to imagine a camel bloodline that spans the entire history of Australian camels (1840–present). As the entirety of the Australian archive, history and experience is too vast for any one work to encompass, the camel is used as a consistent anchor: it is the prism through which iridescent fragments of Australia can be viewed.

    This work takes the image-text relationship and remixes it in three ways. First, using curatorial software to imagine an interactive fictional/factional camel timeline. Second, using augmented reality to place a 3D camel carved with text. And finally, using recombinant poetics to image a multiplying camel wandering the desert, stopping at various textual oases.

     

    David Wright - 12.06.2023 - 05:30

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