Phantasma [WIP], 2023
Exhibited at the Aniconoclasm Pop-up Exhibition, Goldsmiths University of London
Phantasma is an immersive installation that explores the experience of a lucid dream, while the player lays on a bed with a VR headset, passively communicating with the outside reality through an ever-lasting choreography.
By strategically placing a web camera on the space, I use computer vision to track the movement of the audience surrounding the bed, influencing and transforming the VR experience. The movement of the player generates information that interacts with a cloud-like particle system projected on the floor on the installation space. This creates an exchanging loop between the player and the exhibition audience, where the player explores the feeling of loneliness while being surrounded by people.
It is a contemplative and introspective moment where the player is liberated from their bodily experience. The body is both a target and a source of social or cultural premises. By stepping back from the immediate physical sensations and societal expectations tied to the body, participants may question the social biases they have internalized and examine the influence of culture, norms, and social constructs on their lives. Through this liberation from the bodily experience, individuals can gain a broader perspective on their own identities, beliefs, and societal conditioning. This critical self-reflection can lead to a greater sense of freedom and agency as individuals become more aware of the forces that shape their social identities.
/ materials
JavaScript, Unity, Oculus Quest 2, Webcam, Projector, Bed
Phantasma [WIP], 2023
Exhibited at the Aniconoclasm Pop-up Exhibition, Goldsmiths University of London
Phantasma is an immersive installation that explores the experience of a lucid dream, while the player lays on a bed with a VR headset, passively communicating with the outside reality through an ever-lasting choreography.
By strategically placing a web camera on the space, I use computer vision to track the movement of the audience surrounding the bed, influencing and transforming the VR experience. The movement of the player generates information that interacts with a cloud-like particle system projected on the floor on the installation space. This creates an exchanging loop between the player and the exhibition audience, where the player explores the feeling of loneliness while being surrounded by people.
It is a contemplative and introspective moment where the player is liberated from their bodily experience. The body is both a target and a source of social or cultural premises. By stepping back from the immediate physical sensations and societal expectations tied to the body, participants may question the social biases they have internalized and examine the influence of culture, norms, and social constructs on their lives. Through this liberation from the bodily experience, individuals can gain a broader perspective on their own identities, beliefs, and societal conditioning. This critical self-reflection can lead to a greater sense of freedom and agency as individuals become more aware of the forces that shape their social identities.
/ materials
JavaScript, Unity, Oculus Quest 2, Webcam, Projector, Bed