virtual

6th International ARTE LAGUNA Art Prize 2011-applications now open!

Terms & Conditions of the 6° International Art Prize Arte Laguna ART. 1 – Goal The Italian Cultural Association MoCA (Modern Contemporary Art), in collaboration with Arte Laguna, organizes the Sixth International Art Prize “Arte Laguna” aimed at promoting and enhancingthe contemporary art. The total value of the awards is 170.000 euros. The Prize obtained a medal by the Italian Head of State, with the patronage of, among others, the Ministry of Foreign Affairs, the...

Everlandia

Director: Martin Bricelj.
Everlandia is a journey of a special/personal kind. It playfully confronts an individual with their fantasies, needs and desires. It challenges the imagination to pick and compose from those landscapes, plants and animals, which most accurate express the image of the individual's dreamland. Their Everlandia. The invented land remains the property of its creator and is saved on the web page. The visitor will be able to send it from the gallery as a postcard and of course keep it in their heart.

Everlandia is a multimedia project by media artist Martin Bricelj, which through interactive exploration, reflection and discovery creates an inquiry into patterns of desire. In the context of the evolution of reality, it re-examines the relationship between man, technology and the unknown. Everlandia is a journey into the unknown.

A friendly agent in a gallery, transformed into an Everlandia agency will hand visitors an interesting questionnaire (made for inquiry purposes) and present them with other agency offers. It will be possible to visit Everlandia one day! The research phase and the phase of gathering image suggestions will be followed by a new adventure. The Everlandia project will again invite and challenge, namely the experience in a dream world generated in a virtual environment.

Public Avatar

Director: Martin Bricelj.
ABOUT
Public Avatar a new project documenting the relationship between virtual reality and our perceptions of self and society. This installation will allow a global audience to explore real-world locations remotely, and to interact with objects and people in those locations through real-time control of a human test subject. As digital and physical worlds collide, the boundaries between self and other, reality and simulation are constantly challenged and redefined.

HOW DO I PLAY?
Public Avatar will be available online on special events during the year. The dates and times will be announced online.
To play, you will need a computer and an internet connection.
During these events, users will be able to login at www.public-avatar.com. Each logged in user will be placed in a queue and wait for his turn, when he/ she will be able to give simple instructions (such as ‘Turn’+’Left’, ‘SAY’+’hello’ etc) to the avatar for a limited timed period. Users will be able to see and hear what Public Avatar sees and hears via live video stream.

WHAT IS AN AVATAR?
The term Avatar, meaning a virtual representation of a user, dates as far back as the Ultima series of computer games (1985), and became popularized by Neal Stephenson in his cyberpunk novel Snow Crash (1992). It was also in this novel that the term Metaverse (for a 3D virtual-reality version of the Internet) was born. Public Avatar seeks to turn the virtual back into everyday reality, replacing polygons and pixels with a human being in a real-world location, albeit under computer control.

RELEVANCE?
The project explores real virtuality, by which we mean the echo of virtual reality in reality itself. It examines the essence of reality and explores the borders between virtual and real.
Presupposing that virtual reality, internet applications, networks and games not only reflect the society and reality, but also predict its development (e.g. Ghost Recon), we can say that Public Avatar explores social reality of the present and the future.
Although the internet is full of games, networks, applications, Public Avatar is one of the few projects which try to redefine Real Virtuality. An individual is able to move and to be active in a real world by using a virtual medium (the web) and a real medium (the body of the avatar). Because the avatar is a human being with its own values, his interaction with the user (whenever and wherever) will generate interesting conflicts and a confrontation of values. What is going to happen when the users will demand unacceptable actions from the Avatar? And how will this change according to the location and source of the user?

Invited Artist

Invited Artist: Daan Roosegaarde
Daan Roosegaarde


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