The failure of rationalization

This art piece is trying to express the struggle between letting go ας one would use nature for meditative reasons and the over controlling mind fixating on patterns deriving from sea foam lines. The sense of Ioss that follows the stagger of nature's majestic manifestation under the power of over analysis is a matter of perspective and internal conflict.
Related Works
EX-SITU[existing situations] is an interactive installation that incorporates a computer, sound, and lighting technologies in which users/ viewers take part in the destruction of the painting by stepping on it. At the same time, a motion tracking system marks visitors and a light spot tracks them.
The content of EX SITU calls for awareness of social indifference, self-promotion, and their impact on society. The structure of EX SITU is intentionally ambiguous, revealing the obsession/fascination for the protection of material in contrast with the empathy for other people.
The interactive installation underlines the responsibility of individuals in society. The theoretical part analyses the Destruction in Art Symposium in 1966 and The bystander effect, or bystander apathy, in which individuals are less likely to offer help to a victim when other people are present.
This artwork consists of multiple videos of scrolls down found in well-known social media, which were taken by smart phone and are displayed in a horizontal layout and continuous flow. On a second reading and as the viewer moves away from the individual information, he or she realizes that the Greek flag is formed in the video. The artwork seeks to ask questions about the ever-increasing use and abuse of social media in Greek everyday life. Being sometimes means of communication and information and sometimes tools of manipulation, social media make people concern and strongly influence society in its entirety, while the posts of their multiple users are now an integral part of our modern (digital) public space.
The audiovisual work "Paralysis by Analysis" presents a combined experience that unfolds in two chapters of two and three dimensions respectively.
Every expression of the subject is inherent in the body image, indicating the lack of being, which desire tries to cover.
Α creative dynamic dialogue with artificial intelligence (ai). The cursor is about to press "generate". Analyzing.
Moments that meet and compose new ones through clips of a few seconds. Their common point is the associative thinking during their creation and the sense of the surrealistic-dreamlike mood.
The video is a documentation of a spatial installation with a dual role, through viewing / observation and participation. The investigation of the relationship that develops between digital and real space, acting in it, as the main axis of the narrative, the human being is the framework of the research with object of study the concept of metaphor to the coexistence of experience as a narrative and of the experience of the present as a fact of performance. The real environment through recording projected into an analog painting and transferred to a digital environment (images-video- video projection) connecting the real, the digital and painting form. Respectively, the natural environment of the installation transferred to the projection surface, in a digital space, via the camera and projector.
Zoe is a 25 year-old student, living in Corfu island, Greece with her only friend and roommate Anne. Waking up late an afternoon Zoe realises that her friend is missing and she goes out at night alone in search of her. The strangely empty and quiet town, a series of bizzare events and the sense that she's been followed gives her the realization that something strange is going on and her eager to find her friend grows stronger.
At that time she comes across a dark human figure that wants to capture her. Trying to escape, Zoe ends up in a white room with nothing but a mirror inside.
As she walks closer to the mirror she sees that someone is trapped inside a room. Thinking that it's her friend Anne she reaches and goes through the mirror into that other room.
As she sits down next to the other person, thinking that she is Anne, she realizes it's her own self. In a desperate and decisive moment she tries to save her double, only to realize that her double can not cross to the other side of the mirror. Realizing that there's no way out the double lets go of Zoes hand.
Zoe wakes up in her room in the morning, gets dressed and goes for a walk by the sea in the now fully alive and noisy town. As she stands and stares at the waves she meets a girl named Anne sitting nearby. After the two girls meet they sit by the sea talking.
It is a work of digital design in real time that in its evolution displays the Word human, relationship coupling, thoughts and feelings..
Multiple distance sensors trigger sound events ας people move around and get close to the grid with the srceens.












