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
With the opportunity of the preparation of the trip, the productive process of maintenance, repair and work in the area of the shipyard, the project "Forest of Winds" is created. The project was named "Forest of Winds" because of the sound of the wind passing through the masts of the boats. The "Forest of Winds" is a 360 video animation evolving into a theatrical space and indefinite time. The video depicts the invisible side of a dream, the dream of a journey and its preparation with the forms of workers hovering impersonal in space as work uniforms, creating a choreographed kinesiological narrative process. The forms of workers rub, shine and accomplish all kinds of jobs with their repetitive motions, until they are left in space like objects in an endless free fall.
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.
Α video art piece with performance and art installation elements in public space.
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.
As Vincent van Gogh's "Starry Night" is one of my favorite paintings, I created an acoustic composition with the main goal of creating an atmosphere with a freer and more abstract approach. The small touches, the colors, the swirling flow, the natural landscape of the painting and the psychosynthesis of the artist are captured. The piece in combination with two images consists of three parts. In the first part, the night landscape is presented, in the second the intense emotions of the artist and in the third the nature with its power that calms the human soul.
When the observer is standing in front of a work of art and is trying to comprehend it, they are consciously entering a recognition process. This is achieved because the brain recognizes the relationship between some shapes or colors in the piece of art and, automatically, recalls them from memory. This procedure creates the necessary conditions for the creation of new neural synapses. Using these facts?, the artist suggests an audiovisual performance that includes an interference of audio to the visual aspect? in real time.
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.
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.
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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.












