Confusion

work-image
Views: 743
An interactive symbolic work consisting of a wire brain construction is presented. By interlacing it with metal wire, a good conductor of electricity, emphasis is placed on the function of the brain as a neural network, where thousands of neuronal synapses take place. The human body produces electricity, the brain's electrical chemical signals, light is memory and darkness is forgetting. The gradual decrease in the intensity of light produced in the facility, as regulated by the dimmer, symbolizes the gradual decline of the cognitive functions of the human brain. As it increases, it causes shadows on the paper, sudden flashes of automatic recollection of past experiences. Photography is the imprint on a material medium of an event in the external world, but the motive behind it is man's need to keep the experienced emotion alive.


Natural Perversion
Luc Messinezis
Natural Perversion
Excitatio Corcyrae : Player’s Guide
Despoina-Sofia Kyrgiafini
Excitatio Corcyrae : Player’s Guide
7500+1 sculptures
7500+1 sculptures
Chasing Sugar
Rania Mastrosavva
Chasing Sugar
Hear the Shape-See the Sound
Gelina Palla
Hear the Shape-See the Sound
Private - Public
Dimitra Politi
Private - Public
The metaphor to the coexistence of real and digital space
Evgenia Faliaridou
The metaphor to the coexistence of real and digital space
Riot - Strike - Riot
Giorgos Gargalas
Riot - Strike - Riot
The dream 2- Intersections
Maria Paresia Pasipoularidou
The dream 2- Intersections
Bouquets: Artifact Conglomerations
Bouquets: Artifact Conglomerations
Natural Perversion
Views: 1288

In the realm of acoustic hyper-reality we meet aural simulacra of the order of maleficence. These are signals that mask and denature a profound acoustic reality. They are referential and representational, but in a way that they dissimulate reality and become its twisted Doppelgängers. Simulacra of the order of maleficence are perversions of reality. With the sound artwork ‘Natural Perversion’ Through a set of sonic processes the artist delves into autogenerative, autopoietic, responsive and biomimetic modes of creation exploring how the original naturally produced audio signal can be transformed into a sonic caricature and depending on the way it balances between its signifier and its signified aspect, it may re-interpret naturally produced concrete audible events into a musical language which serves both the acousmatic and the non-cochlear approaches to contemporary sound art.

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7500+1 sculptures
Views: 855

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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Chasing Sugar
Views: 1752

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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Hear the Shape-See the Sound
Views: 1791

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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Private - Public
Views: 1047

This changing frame represents an allegorical image of human nature, which when it is in dialectic with the outside world - during the transition from private to public life, experiences conflicting feelings of apprehension, anticipation, reticence, curiosity and extroversion.

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The metaphor to the coexistence of real and digital space
Views: 2137

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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Riot - Strike - Riot
Views: 1432

This is the first video of my audiovisual installation entitled "Riot Strike Riot". The audiovisual installation entitled "Riot Strike Riot" is based on the political repression and social disorders of recent years with a focus on Greece, but also with influences from abroad. The installation has presented from a subjective point of view, the socio-political image of today through audiovisual digital media, interactive systems, and objects.

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The dream 2- Intersections
Views: 1059

While we dream, much of the information that the brain involuntarily collects during the day, is intersected and integrated with previous experience and can be used in future behaviors.

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Bouquets: Artifact Conglomerations
Views: 1193

The project composes a series of random artifacts relating to art and design history, used either ας decorative or utilitarian artifacts, turning them into a non-definitive object [bouquet] floating in space.

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