Repetition is the Mother of all Disease

Views: 828
The project "Repetition is the Mother of all Disease" is an interactive installation created in the context of the course "Interactive Environments - Installations" of the Postgraduate Programme "Audiovisual Arts in the Digital Age" of the Department of Audio and Visual Arts of the Ionian University. The project was made of old-school books, fabric, conductive paint, an Arduino microcontroller, a DFplayer mini and a speaker. As the visitors touch the black conductive paint in different places, various sounds are heard related to the Greek education system and how this favours memorization instead of the students' critical thinking. Through this interaction, the gaps in memory resulting from this approach are highlighted, and the artwork prompts visitors to question the nature of education and the role of memory in the creation of knowledge.


Something Goes
Georgia Skartadou
Something Goes
Hear the Shape-See the Sound
Gelina Palla
Hear the Shape-See the Sound
Dissolving
Evangelos Aslanidis
Dissolving
EX-SITU [existing situations]. Destruction as an social-artistic practice.
Tonia Aino
EX-SITU [existing situations]. Destruction as an social-artistic practice.
ATHENDS
Giorgos Polymeropoulos
ATHENDS
Confusion
Fani Kesidou
Confusion
Me, myself & ai
Sofi Moutafi
Me, myself & ai
BLAH
Laura Konti
BLAH
Filter Bubbles
Filter Bubbles
Private - Public
Dimitra Politi
Private - Public
Something Goes
Views: 2008

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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Hear the Shape-See the Sound
Views: 1879

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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Dissolving
Views: 679

"Dissloving" is about an interactive audiovisual installation in progress, part of the thematic titled "Memory Void," assigned to us during the "Interactive Environments - Installations" Module. 

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EX-SITU [existing situations]. Destruction as an social-artistic practice.
Views: 1829

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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ATHENDS
Views: 878

The ATHENDS project is an interactive installation whose purpose is to comment on the Greek media and how it fulfills its purpose based on the violent and unfiltered transmission of information.

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Confusion
Views: 835

An interactive symbolic work consisting of a wire brain construction is presented. 

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Me, myself & ai
Views: 1145

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

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BLAH
Views: 1936

Blah as an artwork that interacts with the phenomenon of the speaking subject. The artwork responds to the human voice with air, and the intensity of the air is proportional to the volume of the voice.

Borrowing immersive practices from physical theater and the Black Box framework, the project seeks to create a liberating condition where visitors have the opportunity to experiment with their voice outside the system of organized language.

Blah is the artistic part of my master thesis on the problematic behind the three dimensions of organized language: communication-expression-meaning.

1x1x0.4

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Filter Bubbles
Views: 1044

The AVARTS team's project "Filter Bubbles" aims to raise critical reflection on the extent of the responsibility attributed to algorithms and technology for the formation of these "isolation bubbles". Furthermore, through the artistic process, it aims to weaken the positive feedback loops that gigantize imperfect information, foster fear and undermine creativity.

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Private - Public
Views: 1133

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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