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virtual
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...
Director: Manfred Kielnhofer.
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.
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?
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Invited Artist
Daan Roosegaarde
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