Initiated in 2020 in response to the global health crisis, Satellite is an immersive, 3D, social web environment developed by the SAT. Accessible from any web browser, this transdisciplinary platform is a field of exploration for artists from around the world. The works presented in this virtual space constitute an exercise in eclectic styles at the limits of mixed reality, holography, interactivity and hybrid theatrical performance, exploring themes such as the relationship of our bodies to space, modes of collaboration, the memory of places and the representation of spaces.
Pointe-à-Callière Archeology and History Museum
Society for Arts and Technology
MUTEK
Presence (prɛzns) Made for someone, something to be physically, materially in a determined place. To participate in something, to play a role somewhere. To experience one’s own existence.
Presence is a live experiment, mixing different disciplines of the performing arts: dance, music, circus and theatre with the intention of being presented in the metaverse. The holographic actors will meet their virtual audience who will also be present via their own webcams. Presence offers a dramatic reflection on the meaning of what we perceive, our place in the world and the meaning of our existence.
This theater piece in the metaverse will be presented in collaboration with the SAT will be both a creative laboratory and a world premiere.
Antoine Saint Maur is a multimedia artist and producer specializing in transmedia content. Always interested in new ways of telling and producing stories, his practice pushes the boundaries of experience and immersive storytelling across platforms as diverse as film, music, live performance, VR/AR applications. and interactive public installations that connect people with each other and with their environment.
ἘPHEMERA ONE (DARIA SMAKHTINA – VADIM SMAKHTINA) (RU)
Real/Virtual Experience
The installation is an artistic investigation of emerging forms of virtual and physical communications developed through Mozilla’s custom Hubs platforms. It is an interactive environment intended for two users to communicate using only with body language. The first user uses a virtual reality headset and is represented by an avatar. The avatar is located in a space, which is entirely controlled by the second user. By employing their body language, the second user changes the appearance of the room, which thus serves as a device for spatial communication, replacing spoken language with a language of non-orthogonal shapes.
ANKE SCHIEMANN (DE)
Cassandra Rooms is a futuristic fantasy universe, a spatial metaphor for human existence. The Web-VR interaction space consists of a series of rooms, each illustrating a moment in human life, such as birth, religion, human and animal suffering and death. Interactive objects help to navigate the mazes of rooms and guide the visitor in his observations. Much like Cassandra from Greek mythology, who was cursed with the gift of speaking the truth without ever being believed, it is just as impossible for us to react to our doomsday predictions of the anthropo/techno/eco-scene. Cassandra is a dark reflection on the human condition and its future.
Multimedia artist and videographer Anke Schiemann is interested in exploring new narrative paths and sculpting them into sensory and immersive installations. She likes to experiment with XR, where the grammar is not yet defined, thus offering a large spectrum of exploration. In all of his works, animation is used to inject surreal elements and to bring a practice of classic arts like drawing and painting into the realm of film. His experience as a scenographer helps him design the staging so that these moments of distorted reality can take place.
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RED SPILLS (CA / SG / CA)
Real / Virtual Theatrical Live Performance – Spatialized Audio
Oscuterium is the latest Web-XR project from RedSpills. The term “Oscuterium” is a neologism that combines auditorium and the acronym OSC (Open Sound Control), a network protocol for sound transmission. RedSpills performs on a set of three musical and digital instruments (known as DMIs), thus sending OSC data remotely into a HUBS session equipped with VR synthesizers. Telemetrically playing these synthesizers, the OSC values also transform the HUBS environment; the set of tangible movements required to operate the instruments are transduced into data signals which, in turn, become sound gestures and transformation of the VR environment, thus reifying the bodily gestures of the performers.
PATRICIA ECHEVERRIA LIRAS (US)
As villages disappear from the physical world, virtual real estate speculation comes into vogue. As real estate prices skyrocket, what will happen to marginalized villages and communities, which are simultaneously deprived of their access to the physical spacel and, now, the virtuall? In an effort to preserve, In This Land seeks to digitize those spaces, those cultures, those stories that are disappearing from the real world as a result of modernization, colonization, and environmental threats. A cultural sanctuary is being built for the future, a sanctuary that brings fragile cultural heritages, marginalized communities, oral traditions and rituals into the metaverse.
Patricia Echeverria is a Spanish artist working across immersive technologies, social justice, audio-visual poetics, and storytelling to explore forms of collective (and personal) liberation, digital protest, and equity in the machine age.
She has previously collaborated on international projects including: a “Public Therapy Tour” across Palestine with AM Qattan Foundation and Matadero Madrid, “Outside In,” a playback performance with the Freedom Theatre from Jenin, rapper Shir3p andSakakini Cultural Center, “Parallel Utopias,” an environmental conflict resolution scheme at the Korean DMZ with National Geographic, and more. She is currently a Sandbox Fellow, and NYU ITP/IMA Project Fellow.
She is currently focused on bringing collective (and personal) memories into the metaverse. She is now developing In This Land, which was initially conceived out of the Venice Biennale VR Lab; and ‘Memories for a Metaverse‘ as a cultural repository for the future. The project seeks to address the glaring gap between the new frontier of the metaverse, and the marginalized communities that inhabit our Earth, which we have gradually left behind physically, technologically, and hence virtually. Through In This Land she is collaborating with partners in Colombia and local communities in Palestine to build an XR universe that can bring memories of lost histories and spaces into the metaverse. On a more personal note, she is working on a poetic audio-visual project based on personal memory called: “Entre el tiempo y la memoria existe un espacio” (Between time and memory there is a space.)
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