Wroom

work-image
Views: 1206
The Wroom, is a movie that start with two red iron cars, a 1953 Chevrolet 1100 & a 1954 Magirus Deutz small fire engine, spilling out of a race of skills, flips and drifts at speed in the dining room of their home. In a brightly room, in a world where imagination knows no bounds. They spin around of the dining room of their home, with dangerous maneuvers and endless drifts, while an imaginary audience cheers their fights, with hilarious moments of laughter, while the rest of the family sleeps. As they are taking their final race with breath taking dtifts, they end their race by opening wide their small doors and side cabinets, showing gratitude to their fantastic audience, who have been cheering them on throughout their race.


A Quest For Eternity
A Quest For Eternity
Something Goes
Georgia Skartadou
Something Goes
Excitatio Corcyrae : Player’s Guide
Despoina-Sofia Kyrgiafini
Excitatio Corcyrae : Player’s Guide
State Of Affairs
Nichoalos Κarnampatides
State Of Affairs
Windows
Konstantina Kaika
Windows
Panopticon
Lampros Marios Pavlakis
Panopticon
Hear the Shape-See the Sound
Gelina Palla
Hear the Shape-See the Sound
BRAIN_RINTH
BRAIN_RINTH
Me, myself & ai
Sofi Moutafi
Me, myself & ai
Inside the body
Eleni Mitrouska
Inside the body
A Quest For Eternity
Views: 1816

The research documentary A Quest for Eternity (2020) focuses in four different elements of Angelopoulos’s style and provides new information using and analysing the data from semi-structured interviews. This research documentary is part of Dr. Iakovos Panagopoulos practice based Phd research in the University of Central Lancashire with the title: “Reshaping Contemporary Greek Cinema Through a Re-evaluation of the Historical and Political Perspective of Theo Angelopoulos's Work”(Panagopoulos, 2019).

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Something Goes
Views: 2373

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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State Of Affairs
Views: 2413

When the observer is standing in front of a work of art and is trying to comprehend it, they are consciously entering a recognition process. This is achieved because the brain recognizes the relationship between some shapes or colors in the piece of art and, automatically, recalls them from memory. This procedure creates the necessary conditions for the creation of new neural synapses. Using these facts?, the artist suggests an audiovisual performance that includes an interference of audio to the visual aspect? in real time.

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Windows
Views: 1231

The atmosphere of the space and the emotional charge are the dominant points in the work. The windows ας protagonists have a dual meaning. Internet windows - tabs ας a means of socialization and communication, a substitute for a life.

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Panopticon
Views: 1209

It is an Interactive Installation that deals with the issues of immigration, wars and surveillance of citizens on a global scale.

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Hear the Shape-See the Sound
Views: 2227

An experimental workshop was realized at the Corfu Archaeological Museum, on May 2019. The workshop was designed within the frames of interdisciplinary learning and participatory art, based on Maker culture and STEAM education, willing to highlight the importance of arts and technology in learning. The participants, children and adolescents 11 to 15 years old, were initially guided to an important archaic find at the Archaeological museum of Corfu, a pediment depicting ancient Greek goddess Artemis-Gorgo, and got acquainted with the myth surrounding it. In two groups the participants made
1. electronic circuits which produced sounds via photo resistor and conductive paint and
2. conductive drawings inspired by the archaic pediment imagery.
The two groups combined their work to create interactive installations were circuits and sensors were used to “read” the tonal variations and line elements of the pencil drawings. Documentation indicates the childrens’ immersion into the experience.

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BRAIN_RINTH
Views: 1870

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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Me, myself & ai
Views: 1498

Α creative dynamic dialogue with artificial intelligence (ai). The cursor is about to press "generate". Analyzing.

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Inside the body
Views: 1216

Every expression of the subject is inherent in the body image, indicating the lack of being, which desire tries to cover.

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