Changing room

work-image
Views: 778
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. The viewer, putting on the headphones and listening to the lingering sounds with the nightmarish voices and at the end the breath that slowly fades away, is forced to feel and experience the pain and terror that man experiences.


Windows
Konstantina Kaika
Windows
Hear the Shape-See the Sound
Gelina Palla
Hear the Shape-See the Sound
The dream 2- Intersections
Maria Paresia Pasipoularidou
The dream 2- Intersections
become
become
The portrait of my mother
Xanthos Tsafalopoulos
The portrait of my mother
Panopticon
Lampros Marios Pavlakis
Panopticon
ΟBLIVION: A Rotoscoping Videoclip
Sosanna Natalia Tsaousi
ΟBLIVION: A Rotoscoping Videoclip
Excitatio Corcyrae : Player’s Guide
Despoina-Sofia Kyrgiafini
Excitatio Corcyrae : Player’s Guide
Chasing Sugar
Rania Mastrosavva
Chasing Sugar
INRIRI - Interactive Audiovisual Theatrical Performance
Sofi Moutafi
INRIRI - Interactive Audiovisual Theatrical Performance
Windows
Views: 1232

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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Hear the Shape-See the Sound
Views: 2228

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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The dream 2- Intersections
Views: 1538

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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become
Views: 1710

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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The portrait of my mother
Views: 1812

A day in my mother's life. The documentary shows her daily routine, something that I personally find very interesting as I believe that the true self of a person lies in the "insignificant".

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Panopticon
Views: 1213

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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ΟBLIVION: A Rotoscoping Videoclip
Views: 2271

This thesis is about the production, direction and animation οf a contemporary dance music video lasting four (4) minutes. Its title is "OBLIVION: Music video using the Rotoscoping technique". Its subject is the loss of a great summer love and the pain that comes when this love is over. Its goal for all of its elements be to harmoniously joined together i. e. the dance, the surroundings, the colors, the music and the animation so as to make the viewer feel nostalgic and melancholic.

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Chasing Sugar
Views: 2132

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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INRIRI - Interactive Audiovisual Theatrical Performance
Views: 2328

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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