Maxime Coton

Imagine your body literally immersed in a book. The letters of the alphabet, the punctuation marks have escaped the limits of the page. They seem to have an autonomous life, forming clouds all around you. Reacting to your amazed gaze, the letters find their order to form a sentence. You turn around, abstract shapes float: we don’t know if they are images or objects. Above, lines of code scroll like rain curtains: you are immersed in Living Pages.

Living Pages is an original poem that is expressed at the same time as it is contemplated. It is a work of virtual reality based on unconscious interactivity. It is a new form that materializes, in real time, the mental images generated by the user and conveyed by words.

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Credits

Duration 11 minutes
Director Maxime Coton
Production Company BRUITS, Saoi Media, Transcultures
Script Maxime Coton, Paula Kehoe
Visual Design Jamil Medahoui
Sound Design Mathilde Lacroix
Voice Charlotte Allen
Mixing Rémi Gérard
Interactivity Demute Studio
With the support of la Fédération Wallonie-Bruxelles, la SACD and of pILEN
Developed with support of the VR Creators’ Lab

Belgium, Ireland 2019

Yao Wang

Flow is a first-of-its-style 360 experience that converts Chinese water painting into a beautiful 3D landscape. It tells the story of “The Peach Blossom Spring”, a famous fable written in 421 CE, of a lost fisherman who stumbles upon a tiny village sheltered from the world, where people live in harmony with their natural environment. Flow lets you look through the fisherman’s eyes as he drifts through the village on the river’s current, entering an oriental utopia. Flow is an important addition to VR in the realms of art styles, music syncing and visual storytelling.

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Duration 2 minutes
Director Yao Wang
Production Company ICTUS Audio
Producer Sherry Li
Artists Tao Chuan, Jessica Zhai
Music The GAIA Ensemble
Composition/Sound Design Yao Wang

Canada, 2020

Kerenza Harris, Alessio Grancini

New World invites us to join Astra and Yu as they journey through a world in chaos. We follow their emotional story as they grapple with a new reality. With this surrealistic 360° experience the artists Kerenza Harris and Alessio Grancini deal with the current threat of the Corona crisis.

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Duration 7 minutes
Directors Kerenza Harris, Alessio Grancini
Production Company Nightshade Production
Illustrations Corie Yaguchi

USA, 2020

Mary Sibande

A Crescendo of Ecstasy combines familiar sculptural forms and figures with a Virtual Reality component that brings the work dramatically to life. Based on her use of alter-ego figures made in her own likeness, the piece creates an immersive environment for the viewer that can be accessed both physically and virtually, foregrounding the complex relationship between reality, fantasy and artistic imagination. The project extends Sibande’s preoccupation with these three elements and bridges her use of sculptural technology with the language of virtual reality.

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Duration 4 parts à 1.30 minutes
Director Mary Sibande

South Africa, 2018

Christian Lemmerz

Entering the virtual reality of La Apparizione, we encounter the Crucified One. A golden tortured body, released from the cross and floating in deep darkness, his wounds revealing flesh and blood behind the glistening metal surface of his skin. This must be how one pictures a sacral peepshow. Exposed to the viewer through the extreme visuality of the VR medium is a fusion between the suffering Savior and a bodybuilder bordering on vulgarity. In this space in between pathos and irony, between fake and real, Jesus Christ endures the bodily event of death – this death that we live.

La Apparizione, TRAUM and Locus Solus constitute the three parts of Christian Lemmerz’s VR trilogy. These works explore the medium of Virtual Reality, asking us to question the very nature of existence, the feeling of being there, our sense of self. At VRHAM!, La Apparizione is framed by fragments of TRAUM and Locus Solus.

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Duration 2 minutes
Director
Christian Lemmerz
Dancer and Choreography Kitt Johnson

Denmark, 2017

Kris Pilcher

Most of us can’t expect to truly make sense of dimensions outside of our three-dimensional realm of experience. But Quantum Tesseract visualises the fourth dimension through sculptural projections of “HyperCubes” (fourth dimensional shapes) existing in a constant state of quantum unfolding. Here a viewer can find themselves in a place beyond three dimensional existence possible only through virtual reality.

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Duration variable
Director Kris Pilcher

USA, 2020

Tina Sauerländer is curator for VR art, author and founder of the exhibition platform peer to space. In 2018 she was part of the international jury of the first edition of VRHAM! With the new VR art award she now has new tasks:

For the first time, Deutsche Kreditbank (DKB) is awarding an art prize for VR in cooperation with the Contemporary Arts Alliance (CAA) Berlin. What are your tasks as artistic director of this award?

TINA SAUERLÄNDER: I am very happy to be the artistic director of this first VR ART PRIZE of DKB in cooperation with CAA! One of my tasks is to organize the open call and the selection process. At the end of August our jury of experts will select 5 awardees. With these awardees I will then work on the implementation of their ideas for the installations which will be shown together with their VR works in the exhibition in the Haus am Lützowplatz from 27.2.2021. With this large institutional exhibition we want to set new standards for establishing VR art in Germany.

What is the portential of this art form which is still difficult for many to imagine and to experience?

TS: VR art has been gaining an increasing presence for several years now. VR festivals like VRHAM! have come into being, institutions have begun to integrate VR artworks into their exhibitions, and film festivals have their own VR sections. VR art is being made more and more accessible to a broad public. This is great! We have also started a podcast (available in German only) on the topic and are doing educational work. In “Virtuos Virtuell” Tanja Lepczynski and I talk to different guests about VR art once a month. And in addition to these great developments, I am happy when many people use VR glasses at home for many different experiences.

VRHAM! Festival is very familiar to you in the physical version. Now the festival will be moved into digital space and VR art can be experienced virtually. Is this a concept for the future?

TS: It is a pity that VRHAM! cannot take place physically this year, but I am very excited about the virtual version! This will certainly be a concept for the future, although I don’t think that the virtual version will completely replace or should replace the physical version. We can take advantages of both worlds! As social beings it is nice to meet in real space, but festivals and conferences in the digital space allow more people to participate, see the works and network in virtual places. This reduces travel costs and protects the environment.

A fragmentary approach to  Carl Maria von Weber’s opera and its thematic contents. The four 15-minute parts do not follow any chronology or linear narrative. They do not claim to tell the plot of the opera. It is focused on chosen highlights and creates new worlds for the visitors to discover themselves. One of the episodes, for example, contains an encounter with Kaspar or follows Ännchen through a labyrinth, or you visit Agath in a virtual forest and roam through a large Max mountain range.

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Concept & realisation: CyberRäuber
Composition & Sound design: Micha Kaplan
Dramaturg: Deborah Maier
Production manager: Eva-Karen Tittmann

Supported by the Fonds Doppelpass of the

Last year’s winner of the VRHAMMY Award, Dani Ploeger, returns to VRHAM! with his latest project. Last December, the artist traveled to the fortified border fencethat Hungary had raised along its southern border with Serbia to keep out migrants and asylum seekers. The barbed-wire is capable of delivering electric shocks and is equipped with heat sensors, cameras and loudspeakers that shout inhospitable messages in several languages. Once at the border fence, Ploeger cut off and ran away with a piece of razor wire from the border fence. This was a daring action: damaging the border fence is a criminal offence under Hungarian law. His SMART FENCE project uses old and new media, from celluloid film to augmented reality, to explore the way we delegate our responsibility towards asylum-seekers to these tech-enhanced structures. Along the way, the artist also attempts to deconstruct the techno-ideologies that are often inscribed in these technologies of control and exclusion.

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Director: Dani Ploeger

A dance show based on Embodied Virtual Reality experiences, in order to materialize the feeling of displacement. Eve makes possible the meeting between the virtual and the real: in this ritual, the audience “enter” the body of Eve and go through a story. Eve is like a Pachamama, the goddess venerated as the mother of the earth and time in Incan mythology, a creative self-sufficiency power maintaining life around the four cosmological principles of water, earth, sun and moon.

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Choreography and performance: Margherita Bergamo (Telma Ha)
Interaction Design, VR Developer & Co-creator: Daniel González (Omnipresenz)
Scriptwriter & Associate Producer: Mark Lee
Associate Producer: Lucia Candelpergher
Music Composer & Sound Designer: Dale Nichols
Visual Artist: Kirstin Huber
Costume Designer: Paloma Bomé
Video Capture: Émilie Léveillé
Production & Distribution: Compagnie Voix & Omnipresenz

With the support of: BeAnother Lab, Le Réservoir Ville de Saint Marcel, Département de Saône-et-Loire, École de Danse Contemporaine de Montréal, Oculus VR