become

work-image
Views: 1330

In this video art work 39 persons of different ages are invited to sit in front of the same black door, talk about their favourite object and in what, by using this object, they could be transformed. In the final cut only the silent expressions are kept.



At some point it will overflow
Joanna Poupaki
At some point it will overflow
The Room
The Room
Something Goes
Georgia Skartadou
Something Goes
The metaphor to the coexistence of real and digital space
Evgenia Faliaridou
The metaphor to the coexistence of real and digital space
INRIRI - Interactive Audiovisual Theatrical Performance
Sofi Moutafi
INRIRI - Interactive Audiovisual Theatrical Performance
Inner Journey
Eleni Mitrouska
Inner Journey
Drifting
Aristomenis Chatzipapas
Drifting
Confusion
Fani Kesidou
Confusion
The dream 2- Intersections
Maria Paresia Pasipoularidou
The dream 2- Intersections
Angst
Katerina Zachariadi
Angst
At some point it will overflow
Views: 1053

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.

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The Room
Views: 1537

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.

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Something Goes
Views: 1956

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.

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The metaphor to the coexistence of real and digital space
Views: 2169

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.

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INRIRI - Interactive Audiovisual Theatrical Performance
Views: 1888

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.

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Drifting
Views: 981

Social sensitization animation project on road safety. It emphasizes the use of a safety helmet when driving a motorcycle.

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Confusion
Views: 776

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

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The dream 2- Intersections
Views: 1090

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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