Planet Sram

F.A.B.R.I.CATORS

Planet Sram
Co-workers & Funding
Co-Worker: Joshua Davis
Documents
  • Planet Sram
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  • Planet Sram
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Description
This work associates Virtual Reality with Multimedia through a narrative intuitive percourse. Designed for a multi-user interface platform that combines motion capture and virtual reality. Up to seven participants can interact with the application. The more synchronized and intense the collaboration, among the visitors, the more surrealistic the response.The visitors can interact within the virtual environment "play" enter in contact with the inhabitants as if they were "toys". They can interact with them, eliminate them or substitute them with other, human-like creatures, which at the same time generate other, distinct movements.

Other inhabitants devoid of identity and individuality producing the same movements, actions and gesticulations, over and over, with their individuality nullified, programmed as pseudo-artificial beings, executing very monotonous and mechanical movements, one is identical to the other, one moves identically like the other.

The multimedia world represents a blurry flash back of the lost identity; corresponding to the ulterior human past of this pseudo artificial being which now inhabits the Planet Sram. Depending upon the navigation and interaction of the visitors, they will be able to generate situations and reactions within the virtual world and see the corresponding consequences (3D visual effects key-framed animations, video sequences or sounds) in real time, within the virtual world.

An abandoned satellite floats in an outer space. A premonitory tunnel controlled by a cyber warrior conduct us to an enclosed environment of high gates with no ending, where cloned pseudo-artificial beings execute mechanical movements and emit telluric moans around a giant DNA which hangs in the center like their GOD.

(Franz Fischnaller)
Keywords
  • aesthetics
    • animated
    • anthropomorph
    • interactive
    • visual
  • genres
    • installations
      • virtual reality (VR)
  • technology
    • interfaces
      • body sensors
        • motion capture
Technology & Material
Exhibitions & Events
Bibliography