PRESENSE
Audiovisual Experience; How technology can empower the dialogue between artist and audience
Thesis project - Master of Digital and Interaction Design - Politecnico di Milano
Focus of the research: How to empower the language of artist using technology
An audiovisual-interactive experience in an immersive space which reacts to the audience’s movements
Aim: Making the work of art connective, accessible, easier to understand and effective for everybody, everywhere
Case studies:
Pioneers of computer and video art: Lilian Schwartz, Allan Kaprow and Bill Viola
Main audiovisual applications used in this project:
Interactive computer systems
360 degree video-projection
The pressure sensory floor
“Presence”
Lets the audience be present at the moment of the experience, thanks to the technology which ease the accessibility and the dialogue between artist and the audience
Ideation
Combination of Kaprow’s space design, Shwartz’s integrations, and Viola’s human body experience and the most important in common: temerity in expression
Inspiration
Combination of pre-Raphaelite paintings with conceptual art using technology as the medium to better express the story
Space design
The exhibition space has been divided in 2 main parts:
The corridor
The main room
Space design- Exhibit structure
The exhibit could be installed anywhere
The outer walls made of hard material (concrete)
The inner walls made of fabrics
Layered space which represents each part of video and activates by receiving audience’s movements through the space
Technology
Integrated sensory floor (receive the audience’s foot pressure)
360 degree projection mapping
The corridor is a path which channels the audience through which represents first video
The main room is made of fabrics which represents second part of the video
Audience’s experience
Main actors and activators of the art
The artwork reacts to the user with their movements
They experience an artwork by being a part of it, changing it and at the same time enjoying it
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