By entering in the CUBE, the spectator is immersed in a poetic world ...
On the circular screen are projected at 360°
The gameplay of the viewer is developed from our body and sensory memory.
The artistic challenge of setting up the interactions is:
- to identify precisely what movement the visitor will have to do, to feel, himself, the emotions of the character, and chose what sensors will be used.
- to define how each movement will alter the immersive universe.
The artist’s bias is to propose an abstract representation of emotions through the different states of water and to be able to create shaders. These emotions-shaders will modify and transform the immersive narrative images to 360 ° by playing, for example, on the absorption and diffusion of light, on the texture, on the shading, and on the sound ... The whole narrative space becomes a tangible and multisensory interface. The viewer enters Colin’s skin, crossed by his history, his joys, his desires, his fears ...