Nuit Blanche @ Maison du Développement Durable

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Playmind, under the artistic direction of Emmanuel Sevigny, created a site specific interactive installation for Montreal’s Centre for Sustainable Development for the Montreal-based all night festival ‘En Lumiere’ and ‘Nuit Blanche’.  The multimedia installation was projected on the vegetation wall and included multisensory and immersive technologies.

 

 

 

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Architectophonie @ Quartier des spectacles

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ARCHITECTOPHONIE is an urban obstacle course in which participants experience reactive architecture. Through the magic of video projection, architecture abandons its rigidity in favour of becoming momentarily made out of a flexible sensory material. Projections are affected by the intimate sounds that can be heard in the environment. Sounds are picked-up by smart technology such as phones and tablets and have a direct impact on the soundtrack as well as the architectural projections. The resulting experience is both intimate due to the soundscape and grandiose due to the large scale of the images projected on buildings.

 

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Viewers find themselves in a world of realism and optical illusion, but also in a living architectural landscape that responds directly to the rhythms of the sounds made by the streets. The structural forms of the building ‘move with breath’ as though alive, even crumbling at the surface. In this surreal world, time is not linear – the past and the future meet, based solely on their existence in the same place.

 

 

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Communicating Vessels @ ONF-QDS

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Like magic, animated characters inhabit the shadows that are made by passers-by’s. Once a shadow appears on the wall of the President Kennedy Pavilion, a small animated character appears, out of thin air. Viewers are fascinated by their interaction with the characters, so direct and intimate. The animations are inspired by the Danish game Limbo and by animated shadow prince and princess films. The characters are fun and expressive, reacting in almost human-like ways. The shadows created by the viewers – become the entire universe for the small characters to live in and explore.

 

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Halfway between a game and an interactive animated film, this experience is intended to be a poetic reflection on loneliness and its relationship to human interactions and society at large.