Dharmadhatu

"Dharmadhatu" is an experimental audiovisual video with linear narrative. It has been created with an original experimental technique, where each frame results from a live recording of the behavior of flowing colors on a painted surface.
Related Works
A professional electrician works in the villa of the rich professional actor. The electrician is also an amateur theater actor. The love of the amateur actor seems to be greater than the famous actor. The famous actor tries to make money but the amateur tries to do what he loves.
The compositional method is based on the incorporation of sound material of cultural background into an electroacoustic piece. By drawing a linear narration, my aim was to demonstrate a unity, an imaginary community, which characterizes the Romani culture, despite the hybridic, complicated and diverse traditions deriving from the various European and Asian countries its people live in. A central question behind the making of this piece is what kind of role can a civilization have today, when the concept of space is eliminated by time- a key element in the dynamics of capitalism. What are the cultural consequences of the so-called annihilation of time and space, as materialized and tangible dimensions of social life? Are historical tradition and the search for roots promoted and reorganized as simulacra, imitations or/and museum culture, thourgh the demonstration of a partly deceptive past?
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.
Where do memories go when they are lost? Are they still where we left them, if we don’t recall them? In this room, as private and irrevocable as our memory, objects animate a series of scenarios. A memory floods the room, another struggles to disclose itself, another one leaks back and forth in time. The idea of the ‘other’ hovers between what has already passed and what is reminisced every time. We never recollect events and spaces as such. We always enliven recollections in our own way. Through constant evocations that seek to perpetuate the existence of the ‘room’, memories converse with space and time, as well as with a part of ourselves. Either as past, forgetfulness or loss, they always contain something that is already gone.
This art piece is trying to express the struggle between letting go ας one would use nature for meditative reasons and the over controlling mind fixating on patterns deriving from sea foam lines.
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.
Α creative dynamic dialogue with artificial intelligence (ai). The cursor is about to press "generate". Analyzing.
Multiple distance sensors trigger sound events ας people move around and get close to the grid with the srceens.
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.












