Find out more about the CPH:LAB projects of 2023/2024 and 2024/2025.
2024-2025 CPH:LAB Projects
A Sanctuary of Stuff
Characters, vehicles, furniture. Hats, food, street trash cans. Rusty electrical boxes. Guns. A lot of guns. Something finally catches your eye. A digestive system. You don't know it yet, but it'll become the centerpiece of your next "I'll for real finish this one" project.
Becoming Lucien
A 7-year-old child finds themselves trapped in a void, struggling with an identity that feels wrong. Their future self, twenty years ahead, reaches out through the darkness, guiding them toward understanding and promising a future of transformation—a new name, body, and voice. This is the story of how I became Lucien.
Lucien Pin, Lucien Pin & Alex Haugmard / Thibault Elie / France
BrainRot Revolution
BrainRot Revolution is an immersive game for large screens where dancing leads to the destruction of the Internet.
Brett Gaylor / Mike Wozniewski / Canada
Cripping Up
Cripping Up is an interactive VR experience that invites the audience to embody Meg, a wheelchair user, to make a simple journey. They are confronted with the ableist barriers that surround Meg everyday as she navigates her life.
Amy Crighton / Meg Fozzard / United Kingdom
Futuristic Pagan: Bridal Homecoming
Futuristic Pagan: Bridal Homecoming immerses audiences in a traditional Zezuru wedding ceremony, where timeless Zimbabwean rituals of love and family union unfold through interactive VR. The experience packages traditional narratives using immersive technologies to celebrate Zimbabwean identity and preserve cultural heritage.
Chipo Mapondera / Sabina Mutsvati / United Kingdom
Not so far away places
Using 400 hours footage from the chest camcorder of human rights activist Anya Karetnikova documenting four-year work inside Russian prisons,
This immersive VR places participants in Karetnikova’s shoes, confronting them with the banality of evil, resistance in a totalitarian environment, and the moral dilemmas of challenging the system from within
Scratching the Surface
Can the human soul be digitized? After the loss of her father, Line Hoven embarks on a personal journey into the world of digital and generative art. She seeks the essence of creativity, navigating the emotional depths of life and death in an immersive VR experience.
The Place Beyond
What does your soul really look like? The Place Beyond is a collective AI-Powered interactive experience for museums/VR. With friends or strangers, experience synthetic “death” with an AI guide, who “transforms” your soul into a visually stunning escape-room like Purgatory, where you solve riddles visualizing your deepest conflicts... with a twist!
TUNER
Tuner is an AR experience that uses generative AI to transform your room into a mysterious world where you get to have a tailor-made supernatural close-encounters.
Omid Zarei & Anne Jeppesen / Denmark, United States & France
2023-2024 CPH:LAB Projects
Anamnesis
In this simulation, you are a medical student tasked with obtaining anamnesis from an AI-simulated entity by posing investigative questions. Your empathy towards the suffering chatbot will be assessed.
Petr Salaba / Ondrej Hrach & Petr Salaba / Czech Republic
Fay – Carving Memories
Fay is a 25 minute (6-dof) animated VR experience that guides the audience on an interactive journey to investigate different emotions within the spectrum of grief.
Follow the Carnation
A virtual reality experience that uses archives pre and post Carnation Revolution - which took place on April 25, 1974 - overthrowing the longest dictatorship in Europe, to reflect on the fragility of modern democracy.
Fully Automated Contact Zone
Two sites of rewilding - an attempt to rebalance ecosystems by introducing “wild foreign” organisms - collide inside a game-engine simulation: the Swiss Alps and my intestines. Created for dome environments and projection-mapped spaces, audiences are immersed inside ecosystems, zooming from the planetary, to the forest, to the molecular scale. Audio braids together scientist interviews, philosophical questions, and the artist’s intergenerational story.
Miriam Simun / Elijah Stevens / United States
Garden Alchemy
Garden Alchemy is an interactive audiovisual multi-user Experimentarium: a dynamic, shared playground where music, hand-painted animation, and immersive installations unite in harmony. The garden serves as an active and sensual space for contemplation, exploring human encounters as ecological acts through an immersive experience of the sublime.
Michelle Kranot & Uri Kranot / Peter Fisher / Denmark
Hermaphrogenesis
Hermaphrogenesis is a sensory experience that examines relationship with our bodies and the possibility of becoming through rearrangement. Using silicone replicas of internal organs the participants create androgynous organisms which populate a virtual ecosystem.
Marcin Gawin / United Kingdom & Poland
Paradise Lost
An immersive voyage through time and space about the last minutes of a political prisoner’s life who was violently killed during “The Great Fire”in Izmir, turkey in 1922 while his wife flees with her two children leaving everything behind.
Tales Of A Nomadic City
In a first-person VR experience, audiences encounter Mohamed, a former nomad living on the outskirts of Nouakchott (Mauritania), on a journey to one of the fastest growing cities in Africa. Composed of layered collages of film and archives, the experience collapses temporalities, unfolding the extraordinary transformation of the city through time.
Christian Vium & Mohamed Ould Lemine / Kathrine Fremming / Denmark & Mauritania
The Bald Altuus
Auto-fiction portrait of a Romanian immigrant family settling in the United States in the 1980’s, presented as an infinitely-generative video game. Staged as an American TV sitcom on endless repeat, stock digital avatars perform increasingly dysfunctional variations on the family drama while haunted by memories of the Ceaușescu regime.
Kat Mustatea & Peter Burr / United States & Romania