GallileoVR und Schauspielerin 4.0

September 28, 2018

29. - 30. Sept. 
GALILEO_VR UND DIE SCHAUSPIELERIN 4.0 am CAMP DER ZUKUNFT, Stadttheater Chur
Zusammen mit http://digital-buehne-zurich.ch  

www.bb18.org

Im Virtual Reality-Showroom wird die VR-Experience GALILEO_VR gezeigt. Die Adaption basiert auf dem «Leben des Galilei» von Bertolt Brecht. Das Theaterstück beschrieb schon 1939 die unheimliche Zuwendung der Intellektuellen zur postfaktischen Unvernunft. GALILEO_VR überträgt die philosophischen und politischen Themen von Brechts «Galilei» in den virtuellen Raum und verbindet Virtual Reality, Live Motion Capturing und Schauspiel. 

Konzept / Buch / Co-Regie:

Erfahrung «Mönch» – Corinne Soland, Laura Sophia Becker;

Erfahrung «Laughton» – Samuel Schwarz, Diana Wotruba

Design / Entwicklung VR: Pascal Achermann, Claudio Antonielli

Spiel VR (Motion Capturing) / Live vor Ort: Laura Sophia Becker, Corinne Soland, Diana Wotruba

VR-Jane Interface Design: Florian Huber, Sound: Michael Sauter Ausstattung: Jimena Cugat, Wissenschaftliche Beratung: Diana Wotruba, Bigna Lenggenhager, Produktionsleitung VR: Florian Huber, Produktion: Digitalbühne Zürich Unterstützt von: Pro Helvetia, Stadt Zürich Kultur 

NZZ 3.10.2018: "fein und sinnlich... in Erinnerung an die schöne virtuelle Realität fragt man sich, warum Schwarz Peymann nicht einfach hatte simulieren können."  

ImmerWorld

ImmerWorld.

a tale in 5 acts. 9 min. virtual reality experience (engl.)

parallel reality in plexiglas, virtually projected on carbon.

concept, narration, interaction design, production by diana wotruba

music “transmission” by ken gubler

 

this installation makes a tangible statement of the synchronous, parallel existences of realities, interwoven, yet never simultaneously apprehensible in their singular distinctiveness. there is an assemblage of an allegedly objective, a subjective and a virtual world, in which the separation between the digital and the real appears utterly obsolete, yet all is conceived as a unity. by exposing the subject to wearing the VR goggles inside a transparent plexiglass cube, the viewer may be set into the awkward position of a voyeur, grasping on the subjects vulnerability while deducing those closed, unreachable, impermeable realities.

 

upon entering the vitreous cube, a virtual world is revealed in which a dystopian sci-fi parable is told in five acts, inspired and illustrated by systematically mined images, extracted from the virtual world of the internet and transformed by algorithmic pareidolia, artificial neural networks that identify patterns in the image and amplify them iteratively. each act includes an aspect of the «ImmerWorld’s» nature; an artificial, hyper-individual VR into which the people of the future immerse themselves. while the physical reality of this society loses the momentum, the artificial life gains intensity and finally culminates in the algorithmic simulation of death in the fifth act. men can now completely surrender to the «ImmerWorld» and let life be lived algorithmically.

 

this work is the first installation through her artistic inquiry «It am I», in which artificial and human intelligence are juxtaposed in opposition. By means of poetic and immersive installations the nature of the silicon and the artificiality of the carbon shall be dismantled tangible for critical controversy.

shows in 2017:

- "WILD!" group exhibition zug (exhibited as "death of machine")

- "Expanding Immersive Design"  http://digitaltag.zhdk.ch/konferenz/ausstellung/immerworld/

upcoming shows:

- Illuminate // Licht und Kunst Festival, Zug

- Kunstraum Waldhaus, Zurich https://kunstraumwaldhaus.ch

 

„wie Inception, nur logisch“, „frei Assoziieren und doch logische Schlüsse ziehen während dem Erleben- scheinbar Unmögliches möglich gemacht“, Dr. Matthias Haldemann, Direktor Kunsthaus Zug: "ganz in den Fusstapfen von Fritz Wotruba, der war auch schon so ein Freigeist und Weiterdenker“

Now:Zero

the «glitch collective» invites you to be part of their epic struggle to combine millions of thoughts into a carefully crafted multi-sensory experience called «Now:Zero». their performance is a critical attempt to envision future mixed reality scenarios by de- and re-constructing the real into the unreal. waiting patiently to enter a simulated world, at the core of the «Now:Zero» experience, the spectator might ask herself: what happens when the virtual tastes real, and the real becomes unreal? the only way to find answers is to dive into the experience and perform presence, while being entangled in multiple realities.

team:

noemi chow, jonas shriqui, seulmi lang, gian klainguti, kevin perlinger, diana wotruba

shows

- "World VR Forum" in crans montagna, may 2017 https://worldvrforum.com

- "Expanding Immersive Design" in zurich, conference at ZHdK, november 2017 

Submarinechannel: 

"..made this in just three weeks. The experience dissolves the distinction between the virtual and the real by tricking the senses. You’re in a candy colored room with a view. Outside you see tall buildings. There’s a giant fork with a marshmallow on the floor (both in VR and in RL). When you pick it up, the room changes and seems to come alive. Suddenly you are transported and you find yourself on top of one of the buildings that you saw out the window. It’s windy out here (an assistent actually blows a fan on you, which makes the experience so much more vivid). The wind and the visual cues motivate you to carefully step from one rooftop onto the next, being careful not to fall into the looming abyss (very scary for someone like me who suffers from acrophobia). This sensation is again augmented by a physical component: an assistent moves the boxes below your feet that represent the rooftops you’re balancing on. It looks pretty lo-fi on the snapshot I made,  but believe me, Now:Zero was my biggest surprise at the World VR Forum."

further

http://www.sproutcommunity.xyz

#hkbotanicalcommons

 

shows

september, 2017

«Cities and Natures — Thinking Beyond» at connecting spaces, hongkong, china

october, 2017

«Zurich meets in Hong Kong», hongkong, china

https://vimeo.com/255183267

«sandys room». unity3d. autodesk remake photogrammetry. oculus rift.  an intuitive VR experience to discover objects, enabling to infer on a fictional character while indulging in the gloomy, constricting, slightly oppressing ambience of being in its drawer.

team:  noemi chow,  seulmi kang, diana wotruba

«I am we am I». photo booth. smartphone. video installation questioning the nature of the ego concept, playing with the notion of what is an accurate depiction of the self.

 

shows:

march, 2017

zurich university of the arts, zurich

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