Voices in our heads

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Views: 1435

Α video art piece with performance and art installation elements in public space. The need for extroversion of artistic creation intuitively led to an action with a participatory character. The world of the "inside" meets with that of the "outside", while the voices being heard ας a chaotic inner dialogue, become flesh and bone through human form sculptures.



Audio Crossings
Konstantinos Tsioutas
Audio Crossings
Changing room
Nektarios Pachiadakis
Changing room
EX-SITU [existing situations]. Destruction as an social-artistic practice.
Tonia Aino
EX-SITU [existing situations]. Destruction as an social-artistic practice.
Excitatio Corcyrae : Player’s Guide
Despoina-Sofia Kyrgiafini
Excitatio Corcyrae : Player’s Guide
Sound Art
Sound Art
Paralysis by Analysis
Evangelos Aslanidis
Paralysis by Analysis
BRAIN_RINTH
BRAIN_RINTH
Something Goes
Georgia Skartadou
Something Goes
The metaphor to the coexistence of real and digital space
Evgenia Faliaridou
The metaphor to the coexistence of real and digital space
The Room
The Room
Audio Crossings
Views: 1425

Multiple distance sensors trigger sound events ας people move around and get close to the grid with the srceens.

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Changing room
Views: 753

A place of relative isolation and no influence from the outside environment. Black cloth with a small opening that the viewer enters wearing headphones and playing a soundscape I created on a magnifying glass. 

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EX-SITU [existing situations]. Destruction as an social-artistic practice.
Views: 2031

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.

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Paralysis by Analysis
Views: 940

The audiovisual work "Paralysis by Analysis" presents a combined experience that unfolds in two chapters of two and three dimensions respectively.

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BRAIN_RINTH
Views: 1818

BRAINRINTH is a multi-channel video installation. The work attempts – through technology – to approach brain-related functions of memory, drawing on material from personal experience of the body in crisis. The title BRAINRINTH –from the words Brain and Labyrinth – is a play on the intractable riddle of an archetypal Greek structure (the labyrinth) and the labyrinthine processes of the human brain. The BRAINRINTH installation seeks a poetic mapping of the human brain.
Due to the shock of trauma, our understanding of the functioning of the body, and of nature itself –which we are trying to dominate – seems desperate and full of anxiety. Taking this into account, if we adopt a position in which we keep a distance of aesthetic neutrality, perhaps this reality begins to look less frightening.

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Something Goes
Views: 2312

The current project is a digital, interactive, audiovisual application that can be used either as a virtual installation accompanied by a simultaneous projection of its content in the physical space or be distributed as an executable digital medium on any computer, compatible with its technical specifications. It examines the flow of information, its creation, collection, storage, interpretation and utilization through perceptual mechanisms that mutate -enhance or degrade- with the available tools of digital reality and its transformation from a sequence of serial, adjacent and referential values to one unified context, what is usually interpreted as meaning or significance. The participants of this reality are called upon to engage at the degree of signification that expresses them better, ranging from a purely perceptual and empirical viewing to a frantic clarification of everything included.

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The metaphor to the coexistence of real and digital space
Views: 2544

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.

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The Room
Views: 1855

Where do memories go when they are lost? Are they still where we left them, if we don’t recall them? In this room, as private and irrevocable as our memory, objects animate a series of scenarios. A memory floods the room, another struggles to disclose itself, another one leaks back and forth in time. The idea of the ‘other’ hovers between what has already passed and what is reminisced every time. We never recollect events and spaces as such. We always enliven recollections in our own way. Through constant evocations that seek to perpetuate the existence of the ‘room’, memories converse with space and time, as well as with a part of ourselves. Either as past, forgetfulness or loss, they always contain something that is already gone.

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