The Room

work-image
Views: 858

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.

Curation: Konstantinos Tiligadis Sound Design: Apostolos Loufopoulos Visual Design: Angeliki Malakasioti



Chasing Sugar
Rania Mastrosavva
Chasing Sugar
Confusion
Fani Kesidou
Confusion
Excitatio Corcyrae : Player’s Guide
Despoina-Sofia Kyrgiafini
Excitatio Corcyrae : Player’s Guide
Bouquets: Artifact Conglomerations
Bouquets: Artifact Conglomerations
The dream 2- Intersections
Maria Paresia Pasipoularidou
The dream 2- Intersections
The portrait
Chrysoula Kokota
The portrait
ATHENDS
Giorgos Polymeropoulos
ATHENDS
Hear the Shape-See the Sound
Gelina Palla
Hear the Shape-See the Sound
Amateur actor
Lefteris Keteoglou
Amateur actor
Finem
Fani Arapi
Finem
Chasing Sugar
Views: 824

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.

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Confusion
Views: 98

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

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Bouquets: Artifact Conglomerations
Views: 286

The project composes a series of random artifacts relating to art and design history, used either ας decorative or utilitarian artifacts, turning them into a non-definitive object [bouquet] floating in space.

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The dream 2- Intersections
Views: 167

While we dream, much of the information that the brain involuntarily collects during the day, is intersected and integrated with previous experience and can be used in future behaviors.

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The portrait
Views: 791

The animation was made as part of the course digital narration. The animation is about a story of a painting of a woman, it saws how an object that people admire it can capture thoses who see it, how it can become alive and inspire curiosity.

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ATHENDS
Views: 109

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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Hear the Shape-See the Sound
Views: 794

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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Amateur actor
Views: 1022

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.

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Finem
Views: 160

The performance Finem deals with app[ause ας a transformative act. The aim of the action is to deconstruct applause ας a social expression of admiration and recognition.

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