Flintridge - der Mensch erscheint im Holodeck

A room in an isolated mountain hut in Tessin. A storm cuts the village off from the rest of the environment (world?).

As the water rises, the wind starts rushing in the mountains. Then what? A new community settles, filled with new perspectives and imagination. F. Wiesel develops a new »digiloge« theatre machine, in which Max Frisch’s »Man in the Holocene« serves as starting point for a multidimensional experience, all within a 16-square-meter room. Raw equipment, 70s computer-game logic and VR-elements immerse one in a tale about environmental challenges, humanity’s role in the future and the power of imagination.

 The installation is based on Max Frisch’s 1979-published tale, and the text-based computer-game »Colossal Cave Adventure« by William Crowther, which appeared in 1976 and was one of the first VR-simulations of its time - coincidentally contemporary, or?

The installation connects the use of classic theatre backdrops with game design. Through the VR-glasses and their senses the public enter a fantasy world - the landscape of a post-human(ity) future.

What I did:

  • Collaboration artistic concept

  • Designing 18 Channel speaker-system

  • Dialog recoding & editing

  • Designing Soundscapes and Sound Effects

  • Audio implementation in MaxMsp and Unity

  • Mixing

In Flintridge, visitors encounter a simulated environment and experience transitions between virtual and real surroundings.

The auditory dimension is an essential part of the installation's media interplay. It is intended to serve as a connecting element between the different spaces of perception.

About the sound design:

The sound system on four levels:

A 5.1 surround system is set up around the installation room. This outer sound ring is supplemented by 8 transducer, which are attached to the plywood walls of the room. There are also various diegetic sound sources in the room, such as a radio and a computer, which are also played. The mini loudspeakers of the VR glasses act as a fourth level, enabling the reproduction of a binaural sound image.

In the interplay of the four levels, a deeply layered plasticity was achieved, which effectively immerses the visitor into the depicted worlds.

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