Lying upon a Rock

A documentary about Lazaretto, the desert islet near the city of Corfu that functioned for centuries as a quarantine station as well as a place of execution for political prisoners during the Greek Civil War. The identity of the place is approached through fragmentary testimonies and original sources.
Spyros Kavvadias, Dimitris Gkrintzos, Andreas Vouliakis, Margarita Chalakatevaki
Related Works
The project focuses on close-ups of flowers ας elements of the beauty of nature and the spiritual uplift created by the connection with it.
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.
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.
The Video installation in the exhibition emphasizes and at the same time negates the temporality of a medium whose dominant form of expression is space.
Α thought upon all the things we don't listen to, until we can't but listen. Αη animation featuring a creature balancing over the words that are haunting her.
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.
The portrait of Dimitra Samara, a talented dress designer, who decided to pursue her dream only a few years ago. A great misfortune in her life brought her closer to her dreams. The only way to overcome her shock was to escape through her passion. So, through a voice-over narration and the creation of a dress, from scratch to its final form, we follow a parallel evolution: That of the red dress and of her own self.
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
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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.
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.












