“Supra-dimensional Cinema: VR Case Study ‘TesserIce’” presented by T. Waite
Symposium:
- ISEA2022: 27th International Symposium on Electronic Art
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Presentation Title:
- Supra-dimensional Cinema: VR Case Study ‘TesserIce’
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Abstract:
The combined three-dimensional, stereoscopic space and embodied navigability of virtual reality foster a supra-dimensional perceptive space. They provide an opportunity to experience a four-dimensional, shifting landscape and acoustic, cinematic environment from within the fourth dimension. VR is uniquely positioned to visualize hyper-space as a mathematical construct in which the participant can experience four dimensions.
TesserIce is a four-dimensional, VR mediascape that utilizes these features, allowing one to enter the 4D space-time of glacial ice. The mediascape constructs a tesseract as an embodied cine-poem – a hyperspace of spatialized meaning and navigable time, examining the effects of climate change on polar ice. Within a crystalline, cinematic tesseract, a four-dimensional architecture composed of different scales, forms, sounds, and speeds of ice enacts the meta-dimensions of our contemporary data-world in manifold perspectives. Participants propel themselves through the hyper dimensions of this tesseract, unfolding unchartered vistas, juxtapositions, and timeframes – the space-time of Earth’s polar ice. The stark iconography of ice serves as a distinct access point into the overwhelming complexity of climate change and its ramifications, creating an embodied experience of the time, scale, causes, and effects of climate change.