Multimedia – Radical Atoms https://ars.electronica.art/radicalatoms/en Ars Electronica Festival 2016 Tue, 28 Jun 2022 13:26:43 +0000 en-US hourly 1 https://wordpress.org/?v=4.9.6 Deep Space 8K: Flow https://ars.electronica.art/radicalatoms/en/deep-space-8k-flow/ Mon, 01 Aug 2016 14:27:40 +0000 https://ars.electronica.art/radicalatoms/?p=1069 FLOW is an immersive interactive installation specially designed for the deep-space media display. Inspired by the natural phenomenon of the tides, the multimedia environment offers a sensory experience, poetic, playful and aesthetic principles of the rise and fall of sea levels. It invites visitors to plunge into the fascinating world of science through interactive immersion. The multimedia space aims to create an intelligent data environment where various forms of information can be expressed in a dynamic representation and enhance the perception of the physical space.

Synchronized with the moon, the sea levels would change gradually and will create an environment that offers various degrees of immersion. The installation is an “open form” that offers various combination options to the audience. The idea is to create a system with a random creation process, in a range of settings defined by nature. In this sense, every state, the time of installation is unique and inimitable.

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Flying in the Middle of Nowhere https://ars.electronica.art/radicalatoms/en/flying-middle-nowhere/ Mon, 01 Aug 2016 09:14:13 +0000 https://ars.electronica.art/radicalatoms/?p=2867 The work was produced at Fondazione Mondo Digitale’s Innovation Gym. Lino Strangis for six  months at Phyrtual Innovation Gym along with seven young people selected by a call. The Phyrtual Innovation Gym is place where artists can find support to develop their Projects. The work aims at developing new artistic content for immersive platforms such as Oculus Rift. The work is an interactive multimedia application consisting of a 3D virtual set. On the set there are few animated characters with choreographic movements obtained in motion capture. Overturning the classical of video game idea, the audience is free to move in a symbolic environment created and conceived by the artist. Fundamental to this is the contribution of the audio track (electronic/experimental/post-ambient), which characterizes the environment, building up a non-synchronic but “empathic” atmosphere.

Selection from BNL Media Art Festival, Rome (sponsored by Fondazione Mondo Digitale)
selection curated by Valentino Catricalà.

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