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»Cycloramadrome«
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Keywords

  • aesthetics
    • acoustic
    • affective
    • anamorphic
    • animated
    • anthropomorph
    • assembled
    • automated
    • autopoietic
    • collaborative
    • contextual
    • cybernetic
    • disgusting
    • documenting
    • duplicated
    • dynamic system
    • ephemeral
    • experimental
    • found object
    • generative
    • gustatory
    • hypermediacy
    • illusionary
    • immaterial
    • immersive
    • installation-based
    • interactive
    • intermedial
    • intervention
    • mobile
    • modular
    • multi-user
    • multiple
    • narrative
    • navigable
    • networked
    • olfactory
    • panoramatic
    • performative
    • polysensory
    • processual
    • projected
    • real-time
    • remediated
    • remixed
    • sculptural
    • site-specific
    • sonification
    • sublime
    • tactile
    • telematic
    • three-dimensional
    • time-based
    • uncanny
    • virtual
    • visual
  • genre
    • Bio Art
      • Genetic Art
      • Transgenic Art
    • Database Art
    • Digital Activism
    • Digital Animation
    • Digital Community (Social Network)
    • Digital Graphics
    • Game Art
    • Glitch Art
    • Hybrid Art
    • installation
      • interactive installation
      • performative installation
      • sound installation
      • Virtual Reality
        • Augmented Reality
        • Mixed Reality
    • Nano Art
    • Net Art
    • Performance
      • Computer performance
      • Happening
      • multimedia performance
      • sound performance
      • video performance
    • robotics
    • Telematic Art
  • subject
    • ART AND SCIENCE
      • algorithm
      • anthropology
      • archaeology
      • artificial intelligence
      • astronomy
      • biology
      • botany
      • cartography
      • code
      • combinatorics
      • cyberspace
      • database
      • documentation
      • evidence
      • experiment
      • geography
      • geometry
      • history of science
      • humanities
      • library
      • light
      • machine
      • mathematic
      • medicine
      • microscopy
      • nanotechnology
      • neuroscience
      • philosophy
      • physics
      • psychology
      • Representation of knowledge
      • research
      • science
      • scientific image
      • space
      • statistics
      • stereoscope
    • ARTS AND VISUAL CULTURE
      • allegory
      • animation
      • architecture
      • art history
      • art market
      • beauty
      • cinema
      • Concept Art
      • conservation
      • dance
      • expanded cinema
      • fashion
      • gaze
      • grid
      • illusion
      • literature
      • mask
      • materiality
      • mirror
      • model
      • museum
      • music
      • nude
      • panopticon
      • panorama
      • personification
      • perspective
      • poetry
      • projection
      • representativeness
      • shadow
      • sketch
      • spectator
      • symbolism
      • theatre
      • Theory
        • complexity
        • media theory
        • modernism
        • postmodernism
        • poststructuralism
        • semiotics
        • simulacrum
      • virtuality
      • visual culture
    • BODY AND HUMAN
      • agency
      • anatomy
      • body
      • breathing
      • cybersex
      • cyborg
      • death
      • disease
      • dream
      • embodiment
      • empathy
      • expression
      • eye
      • facial expression
      • fantasy
      • feeling
        • affect
        • emotion
      • gender
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      • gesture
      • hand
      • human
      • identity
      • intimacy
      • movement
      • pain
      • perception
      • performativity
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      • self awareness
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      • surgery
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      • ancestor
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      • archive
      • artifacts
      • collective memory
      • colonialism
      • cultural heritage
      • historical site
      • historism
      • history
      • meme
      • memorial
      • modern era
      • nostalgia
      • postcolonialism
      • preservation
      • romanticism
      • teleology
      • tradition
    • MEDIA AND COMMUNICATION
      • access
      • advertising
      • Big Data
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      • error message
      • film
      • global village
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      • media archaeology
      • open source
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      • agriculture
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      • anthropocentrism
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      • four elements
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      • outer space
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      • weather
    • POWER AND POLITICS
      • authority
      • banking
      • censorship
      • conspiracy
      • democracy
      • discrimination
      • economy
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      • human rights
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      • nationalism
      • patriarchy
      • politics
      • sovereignty
      • surveillance
      • terrorism
      • violence
      • warfare
    • RELIGION AND MYTHOLOGY
      • afterlife
      • Alchemy
      • bible
      • church
      • creation
      • crucifixion
      • esoterism
      • exodus
      • heretic
      • legend
      • mysticism
      • myth
      • mythological creature
      • mythology
      • paradise
      • religion
        • buddhism
        • christianity
        • islam
        • judaism
      • ritual
      • sacrifice
      • Saint
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      • spirituality
      • vision
      • worship
    • SOCIETY AND CULTURE
      • activism
      • capitalism
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      • digital identity
      • diversity
      • ethnicity
      • feminism
      • globalization
      • individuality
      • information society
      • interculturalism
      • mass
      • mass culture
        • entertainment
        • parody
        • phantasmagoria
        • popular culture
        • spectacle
      • migration
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      • morality
      • native
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      • participation
      • poverty
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      • voyeurism
      • wealth
      • working class
    • TECHNOLOGY AND INNOVATION
      • artificial life
      • cybernetics
      • development
      • digitization
      • electricity
      • emulation
      • engineering
      • history of technology
      • innovation
      • intelligent environment
      • invention
      • mechanics
      • military technology
      • mobility
      • nonhuman communication
      • optics
      • product design
      • production
      • robot
      • simulation
      • supercomputing
      • technophobia
      • telematics
      • telepresence
  • Technology
    • Display
      • Electronic displays
        • BOOM (Binocular Omni-Orientation Monitor)
        • CAVE (Computered Augmented Virtual Environment)
        • computer monitor
        • Electromechanical Display Device
        • Electronic Paper
        • flashlight
        • Head-up Display
        • Headphones
        • HMD (Head-mounted Display)
        • holography
        • laser
        • light-emitting diode
        • plasma
        • printer
        • projection screen
        • projector
        • robotic
        • speakers
        • VFD (Vacuum Florescent Display)
        • VRD (Virtual Retinal Display)
      • Non-electronic displays
        • body
        • Book
        • easel painting
        • globe
        • house wall
        • inflatable structure
        • mirror
        • paper
        • sculpture
        • shutter glasses
        • sofa
        • Somatosensory System / Tactile Feedback Technology
        • table
    • Hardware
      • camera
      • computer mouse
      • data glove
      • Joystick
      • MAC
      • Mobile Device
      • multi touchscreen
      • plotter
      • scanner
      • touchscreen
      • Video
      • Virtual Workbench
      • Virtuscope
      • webcam
    • interface
      • Automatic Identification and Data Capture (AIDC)
      • biometrics
      • Body sensor
        • Body Tracking
        • brainwave sensor
        • breathing sensor
        • Breathing-Balance-Interface-Vest
        • Endoscope
        • eye scanner
        • facial recognition system
        • Motion Capture
        • positiontracker
        • retina scanner
        • Speech Recognition
        • step sensor
      • camera recording
      • electromagnetism
      • interactive media
        • Auditory User Interface (AUI)
        • Augmented Reality Interfaces
        • breath based communication
        • Internet of Things (IoT)
        • Ludic Interface
        • MR-based (Mixed Reality) Interaction
        • Multi-Modal Interaction
        • tactile user interfaces
        • Tangible Acoustic Interface
        • Tangible User Interface (TUI)
        • Voice User interface
      • Non-electronic interface
        • bike
        • doll
        • furniture
        • plant
      • Soundgenerating device
        • Audiotape
        • keyboard
        • microphone
        • musical instrument
        • RFID (Radio-frequency Identification)
        • Speech Recognition
        • syntheziser
        • telephone
        • Theremin
        • turntable
        • voice analysis
        • Voice User Interface (VUI)
      • virtual balance
    • Software
      • C++
      • CGI/Perl
      • CSS
      • Global Positioning System (GPS)
      • ISDN
      • Java
      • Linux
      • Optical Character Recognition (OCR)
      • periscope
      • PHP
      • RFID (Radio-frequency Identification)
      • robotic interfaces
      • SGI Onyx2
      • softimage
      • software interface
      • Video
      • VRML
      • Wireless Sensor Network (WSN)
      • XML
3260
Information
Technology
Hardware
KINECT, 8 speakers, 3 short focal video projectors, M-Audio 410
Software
Max/Msp, MadMapper
Descriptions & Essays
Cycloramadrome is a project in which the spectators can interact with the work in the immersive ambient environment. Exploiting the technology of 360-degree projection developed in the 50s, the artist sets out to utilize aspects of the surrounding environment as a vehicle for impacting on the audience both mentally and physically: the movements of the characters are designed to trigger the movement of the audience. The artist uses modern technology to explore the complexity of common behavioral patterns as well as the public’s “iconophilia”, or constant manic love for images.
Alexandra Dementieva 03-01-2015
The installation is a type of cyclorama encircling its audience, which enters into it to watch a video that is presented like an extended film episode. A pretty blond woman is walking around circle dressed in sexy, white, loosely tied home dress. She looks preoccupied and insecure. From time to time she says something unintelligible, but it is rather a murmur than clearly spoken words. It seems that she is deeply immersed in her thoughts. The world around doesn't interest her. Periodically, she turns her head, as if someone could pursue her. At this point, her steps quickened, she ceases to control her gestures and accented elegance of her image, maintained consciously by her. When she becomes aware that danger is not here anymore, she returns to her walking rhythm.
Suddenly she stares at a viewer, while continuing to move. Uncertain smile begins to wander on her face, and it seems that she is trying to catch a visitor 's sight - searching for empathy, support. She stops but just for a second and she starts to move again.

She is as one of Hitchcock heroines who tend to be lovely, cool blondes, who seem proper at first but we could expect them to respond in a more sensual, animal, or even criminal way, when aroused by passion or danger.
She is not alone. And we can see this, when suddenly from her behind strange figure appears. It could be a woman walking purposefully ahead, indomitable and fearless. She holds an object in her hands, carefully hiding it from the eyes of women and the viewers. After a few meters, she disappears, leaving an unpleasant feeling of anxiety.
It could be a man trying to catch up with the woman. But his limping gait and clumsy movements give the woman an advantage and she rushes to escape without looking back. When man suddenly stops and vanishes without a trace, she calms down after a while. She arranges herself, looking in the mirror, and continues on her way.
She is mysterious woman as Lynch's female character. We observe her obsessive behavior and begin to be consumed by her mystery.

All movies are filmed in references of spoofs and parodies scenes from various nightmarish, disturbing black & white films of confused identities, human vulnerability, sexual victimization and dark histories.

Like many thrillers, the video plot seems to be so complex that prolonged viewings are necessary to capture all its subtlety. The sporadic ghostly apparition of the other two film characters moving silently in front or behind the woman arouses pulsating interest. Although nothing frightening or captivating happens in what are rather monotonous scenes, the horror or suspense is created in the mind of the audience, whose collective subconscious memory has been influenced by the mass media.

The tension drama and emotion created by the soundscape where we seem out of place. The lack of story telling makes watching this films as a more puzzling experience. The paradox is in crossing the familiar with unfamiliar that we feel prompted to solve puzzle and stay longer. Use direction speakers emphasize the feeling of involvement.
The linear cinematic narrative spread across the circumference of the screen destroys the limits of cinematic perception and experience, and integrates the spectator into the work. Unlike traditional cinema, in which the interaction of the static spectator is merely a mental event, the interactivity in 'Step in Panorama' allows various types of physical navigation or assembly that go far beyond the purely psychological. Through a coordinated juxtaposition in the montage captivated spectators are performing a continuous ‘common movement’, rotating slowly to very fast to follow the actress till dizziness and lost of balance. But the characters’ disappearance provokes disorder in the coagulated audience as the viewers, intrigued and confused, begin to turn around chaotically in search of the diaphanous figures. The idea of a participatory audience is thus stretched further as both the actors and the audience perform.

Interaction's modes

In all three parts we see the same three characters.
First mode - I named it cinematographic one, - is not interactive in sense of programming. The main personage (a blonde young lady), living through an existential drama, attracts a spectator in long observation, time by time interrupted by other two heroes involved in film's action. Her mood is changing from depressive state to joyful and provocative, then it replaced by anger and dissatisfaction and ends by a long Edvard Munch like scream. Its length is 15 minutes
Second mode is links to visitor's time inside of panorama. More he/she is watching the video, more different personages arrive on screen, walking slowly and staring on a newcomer. Visitor becomes an actor and a main topic of observation by virtual people.
Third is divided in 4 parts (it correspondes to the lenth of film 15') following change in mood of the main caracter. The space inside panorama has three interactive zones. Each zone has its own script and its own heroes.



Spatial description

Panorama is an installation's project in which the spectators can interact with the work in the immersive ambient environment. Exploiting the technology of 360-degree projection developed in the 50s, the set utilizes aspects of the surrounding environment as a vehicle for impacting on the audience both mentally and physically: the movements of the characters are designed to trigger the movement of the audience. The use of modern technology gives a possibility to explore the complexity of common behavioral patterns as well as the public’s “iconophilia”, or constant manic love for images.
Panorama is presented in a dark room, where a multi-video projection is shown on the inside of a circular screen attached to a large cylindrical stretcher 1.70 meters high and almost 4.80 meters in diameter suspended in mid-air (attached on ceiling), 130 cm above the floor. 3 video projectors and 8 speakers are fixed on panorama side attached on ceiling. A reflection from the illuminated screen forms a light circle on the floor below, evoking the image of an arena. Outside of panorama is lit by 4 small projectors.
Alexandra Dementieva: Cycloramadrome, 03-01-2015, in: Archive of Digital Art
Literature