Sound of Oblivion

Views: 807
The artwork is a diptych canvas (1m x 0.90) x2 (total 1m x 1.80m) covered with transparent white fabric. On the surface, there will be protrusions from the fabric created with heat, and conductive paint will be applied on top of them. The interaction occurs when the viewer touches the surface; specifically, the paint will produce sounds such as children's laughter, etc. The piece is currently in the process of being constructed.


Wroom
Konstantia Makri
Wroom
Athens, my love
Dimitris Kechris
Athens, my love
Chasing Sugar
Rania Mastrosavva
Chasing Sugar
become
become
In between moments
Sofia Androutsopoulou
In between moments
Paralysis by Analysis
Evangelos Aslanidis
Paralysis by Analysis
7500+1 sculptures
7500+1 sculptures
The metaphor to the coexistence of real and digital space
Evgenia Faliaridou
The metaphor to the coexistence of real and digital space
Negative Buoyancy, the story of a freediver
Dimitra Delfi
Negative Buoyancy, the story of a freediver
INRIRI - Interactive Audiovisual Theatrical Performance
Sofi Moutafi
INRIRI - Interactive Audiovisual Theatrical Performance
Wroom
Views: 1030

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.

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Athens, my love
Views: 1053

An essay-film which looks for mnemic traces of major political events inscribed in the body of the metropolitan entity of Athens.

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Chasing Sugar
Views: 1950

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.

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become
Views: 1530

In this video art work 39 persons of different ages are invited to sit in front of the same black door, talk about their favourite object and in what, by using this object, they could be transformed. In the final cut only the silent expressions are kept.

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In between moments
Views: 1053

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.

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Paralysis by Analysis
Views: 863

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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7500+1 sculptures
Views: 1072

The Video installation in the exhibition emphasizes and at the same time negates the temporality of a medium whose dominant form of expression is space.

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The metaphor to the coexistence of real and digital space
Views: 2383

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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Negative Buoyancy, the story of a freediver
Views: 2086

A freediver transforms into water while he dives beneath the surface, connects with nature and becomes a part of the underwater environment by hunting like a marine predator.
The mesmerizing underwater world is accessible to those who overcome fear and dare to push their human limits a little further in order to explore it. The passion with the serene world beneath the surface becomes a lifestyle for those who surrender themselves to negative buoyancy.

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INRIRI - Interactive Audiovisual Theatrical Performance
Views: 2093

Myths are living stories that grow with time, change, adapt, but continue being a source for research, inspiration and creativity. The interactive audiovisual theatrical performance INRIRI questions the adaptation of an archetypal myth at a time of many dimensions and levels with elements from physical theater and embedded interactive technology in the performing space. Parts of the story are a Caribbean myth which transforms the body, a woodpecker and some new experimental technologies. On stage two bodies try to communicate with themselves and the environment around them and to discover anew what a body can be, what the relation and connection with the other body and which are the influences of the surrounding space on them.

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