This year’s INTER:ACTIVE exhibition at Kunsthal Charlottenborg invites you to take a deep dive into the possibilities of immersive storytelling. Seven interactive installations, two Augmented Reality experiences and twelve VR:Cinema projects you can experience on site at our festival center, Kunsthal Charlottenborg.
‘Spheres’ tells a story too complex to be handled in a short VR experience (what happens when two black holes collide), showing how something so hard to visualise can be brought to life through an artistic collaboration, told through an extended narrative. It’s directed by festival guest Eliza McNitt, whose earlier work, ‘Fistful of Stars’ can be seen in the VR:Cinema. ‘The Master’s Vision’ uses three VR experiences to draw you to explore the creative heart of what three painters (Munch, Friedrich and Monet) were trying to capture in their work. This exploration is continued in ‘Isle of the Dead’ in the VR:Cinema.
A STORY IN TWO PARTS
Australian artist Lynette Wallworth’s ‘Awavena’ tells the story of the first female shaman of the Yawanawa across two parts – the first through storytelling and the second, through a ‘vision sequence’ – an impressionistic experience where you can take your own shamanic journey.
VARIATIONS ON A THEME
Two artists, Jakob Kudsk Steensen and Uri Kranot, used the same source material, the extinction moment of the Kaua’i ‘o’o bird, to create radically different VR experiences (‘Re:Animated’ and ‘Songbird’), showing the powerful artistic and emotional potential of the medium. Steensen’s earlier work, ‘Aquaphobia’ can be seen in the VR:Cinema. In positing a future world affected by climate change and the rising oceans, and the physical and psychological consequences, it has a lot in common with Shezad Dawood’s installation ‘Leviathan’. There are two different versions of ‘Das Totale Tanz Theater’ – one an installation and the other in the VR:Cinema, showing how work can be creatively reimagined and beautifully designed across two different formats. Meanwhile three works point to a future mediated through artificial intelligence — the future of work in Keiichi Matsuda’s ‘Merger’ in the VR:Cinema and the AR game ‘Hand in Hand’ and the future of art and ethics in the AR game ‘Glitch’.