Phoenix

Phoenix is the rebirth of the refugees. It is what was left of the big fire in the Moria's camp.
Related Works
It’s Monday, the 13th of December 1943, the small town of Kalavryta is set on fire by the occupation army of Nazi Germany while the entire male population is being gathered on a nearby hill and shot dead. This war crime will go down in history, along with the massacre of Acqui Division, as the largest mass killing in Greece during WWII. Three men who witnessed these events as kids, locked up with the rest women, children and elderly people in Kalavryta’s primary school, recall this traumatic experience.
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.
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.
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.
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.
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.
BRAINRINTH is a multi-channel video installation. The work attempts – through technology – to approach brain-related functions of memory, drawing on material from personal experience of the body in crisis. The title BRAINRINTH –from the words Brain and Labyrinth – is a play on the intractable riddle of an archetypal Greek structure (the labyrinth) and the labyrinthine processes of the human brain. The BRAINRINTH installation seeks a poetic mapping of the human brain.
Due to the shock of trauma, our understanding of the functioning of the body, and of nature itself –which we are trying to dominate – seems desperate and full of anxiety. Taking this into account, if we adopt a position in which we keep a distance of aesthetic neutrality, perhaps this reality begins to look less frightening.
Α creative dynamic dialogue with artificial intelligence (ai). The cursor is about to press "generate". Analyzing.












