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Best Male Torso of Eastern Europe '18

by Random Error Studio

Explore the CT scan of the Best Male Torso of Eastern Europe '18! CT (computed tomography scan - formerly known as computed axial tomography or CAT scan) takes a series of 2D images of the body. With this educational project we created a 3D space from a CT scan. The users can traverse layers of a human body based on density, navigate it and study how our body works.

You can reach the software here.

Credits

development
Balázs Buri

Swarm

A VR experience by Ula Sowa (PL)

SWARM is a piece about the power of the collective to make change. ​​Inspired by Women’s Protests happening in Poland since 2016, SWARM is a call for action, sharing the feeling of collectivism and anger. It says: “we are fed up with the current system of inequalities. We need to change it. Let’s do it together!”. SWARM creates a dream of utopia and wants to show the viewers that better realities are possible if only we work towards them all together.

Credits

director and writer
Ula Sowa
audio director
Przemek Danowski
technical director
András Szabó
producer
Fabian Driehorst
creative producer
Viktória Szabó
concept artist
Alba Dragonetti
interactive design & development lead
Péter Kovács
CG lead developer
Balázs Buri
3D-modeling
Viktor Duka, Balázs Buri
assistant director
Zainab Tariq

Don't you dare

by Random Error Studio

The participant will experience several magic tricks also in virtual reality but also physically: in the prescripted experience he will undergo the rubber hand experiment, he will lose his sense of space and time. Due to a misleading magic trick, the experiences will find herself in a vanishing trick and actually she will get vanished into an egg. Here the experiencer will have an encounter with the long-forgotten twin-brother in the womb of their mother. After this encounter one can step out from the vanishing magic trick and the audience will applaud. When stepping out the helper is handing an egg, as a memory that there is only a very thin line between reality and VR.

Credits

concept
Ágnes Karolina Bakk
development
Ágnes Karolina Bakk, László András Halák, Dorottya Kovács, András Szabó, Bendegúz Szatmári
visuals
Dorottya Kovács, Bendegúz Szatmári
animation
Szatmári Bendegúz
Supporters
Moholy- Nagy University of Art and Design Budapest, National Cultural Fund of Hungary, Random Error Studio

Circus VR

by Random Error Studio

In the Circus VR project, the user can experience as a tightrope walker what it feels like to balance at a height of 7 meters. We created this project for the National Circus Arts Center, in constant consultation with the circus management and the professionals working there. We have modeled the interior of the Capital Circus of Budapest, the VR experience thus reproduces the atmosphere of the circus and we can experience what it feels like to stand on the rope and move.

Credits

Visual creation and development
Random Error Studio
Producer
András Szabó
3D artist
Viktor Duka, Balázs Buri
Developer
Péter Kovács
Voiceover
Gyula Maka

Pulse Impulse

Interactive site-specific space installation by Villő Turcsány (HU)

The cyclically changing, choreographed moving plastic system generates audio and visual elements. The kinetic and sound design was created through unique, site specific multi channeled programming and it is constantly transforming: on the basis of the coding system of the time factor and the momentary weights, the new composition is created by the changes of the movement and audio stimuli. This is completed by the presence of the participants, which is transformed into signs in real time by a sensorial system located in different points in the space)

Credits

Artist
Villő Turcsány
Curator
Kinga German
Production
Trafó House of Contemporary Arts
Moholy-Nagy University of Art and Design Budapest
Development
Random Error Studio
Visual identity
Attila Cosovan

Contributors

Technological consultant
András Szabó
Motion graphics
Villő Turcsány, Viktória Szekér
Dramaturgy consultant
Ágnes Karolina Bakk
Motion system development
Róbert Kovács
Interactive audio development, sound engineer
Péter Márton
Software development
György Horák
Special thanks
Jozef Nadj, Csaba Lódi
Catalogue and graphics design
Kinga German, Attila Cosovan
Technical group
Trafó, MOME TWO, Alpintechnika Kft.
Communication
Trafó House of Contemporary Art, Moholy-Nagy University of Art and Design Budapest, Brand Office
Project management
Villő Turcsány, Enikő Buday
Curator assistant
Kinga Hamvai
Supporters
Trafó House of Contemporary Art, National Cultural Fund of Hungary, Moholy- Nagy University of Art and Design Budapest
The development of the work is also part of the Multimedia DLA program at the Doctoral School of Moholy-Nagy University of Art and Design Budapest.
Supervisors
Miklós Erhardt, József Tillmann

Vanishing Presence

A VR experience by Implausible Works (HU)

Vanishing Presence is an immersive location-based experience which seeks the solution for how the memories and the past can interact with each other by harmonizing the reality with the virtual. The growing weight and the presence of a motionless body leaves a dominant memory trace, which, as the time passes by, starts to get worn out and becomes a connectionless piece of memory. On the other hand, the moving body doesn’t leave those impactful traces, but its kinetic energy can manipulate the memory. As the dimensions of space and time and the material interfere with each other, the virtual reality and the real presence cannot exist without the attributes of time and materiality’s passing by.

Credits

Artists
Ágnes Szekeres, Loránd Szécsényi-Nagy (Implausible Works)
Producer
András Szabó
Development
Viktor Duka, Péter Kovács, Balázs Buri
Curator
Balázs Fodor

Whichcraft

A VR experience by Botond Tobai and Adrienn Pintér (HU)

WHICHCRAFT is an interactive experience where collecting 3D-scanned objects and entertaining oneself with them, one can start to question the real nature of technological obsolescence and the continuously changing media that shape our senses and awareness. An immersive journey into Botond Tobai and Adrienn Pintér memories represented by objects collected from their past.

Credits

Visual creation and development
Random Error Studio
Producer
András Szabó
Director
Botond Tobai, Adrienn Pintér
Supervision
Viktor Duka
Development
Viktor Duka, Péter Kovács, Balázs Buri

VR poetry book

A VR experience by Rita Eperjesi (HU)

Rita’s starting point is that literature is considered boring for teenagers as it’s hard to concentrate on a book, because is taking such a small part of your eyesight, with only white pages and black letters on them. Creating a VR- experience, where your whole world is about words and which is interactive, might give a new perspective about literature as well. Rita Eperjesi developed a prototype for a Virtual Reality Poetry Book. She explored how these two genres can interact with each other, if the content of literature can find new ways of expressions through virtual reality. Does seeing the other side of a letter make you get lost in the beauty of shapes? Does walking between words add other dimensions to the meaning? Here the experiencer’s brain is augmenting different meaning making strategies and creates personalized interpreting structures.

In this experience the experiencer is walking in the forest of words. By encountering each words, they will become part of his/her poem. That poem will be like a wind, an own entity flowing around and whispering the words. This project is inspired by the French movement called Oulipo, Ouvroir de littérature potentielle, roughly translated: "workshop of potential literature" which seeks to create works using constrained writing techniques.The group defines the term littérature potentielle as (rough translation): "the seeking of new structures and patterns which may be used by writers in any way they enjoy".

Credits

artist
Rita Eperjesi
sound design
Levente Markos
voiceover
Áron Fazekas
producer
András Szabó
development
Balázs Buri, Péter Kovács, Viktor Duka

Suprematist VR space

VR experience by Rita Vándor (HU)

Suprematism, the term coined by Kazimir Malevich, denotes a mode of expression in which emotion dominated all other artistic considerations. This concept, however not popular today, is very fruitful for approaching various VR-environments and augmented fine art concepts. The gravity and the directions are out of consideration. The white space and the suprematist objects surround the visitor. The audience is becoming an “experiencer” of Malevich’s work, as his world is not only visible in 2D but is also getting close to the body of the viewer and can enhance the bodily reaction to suprematism itself. Andrej Avraamov’s experimental music accompanies our journey. The track called The Symphony of Industrial Horns was reconstructed by Sergey Khismatov in 2009. While developing the project, a research was also done about Malevich ouvre which is documented in a book with the appearance of the black square.

Credits

artist
Rita Vándor
development
Viktor Duka, Péter Kovács, Balázs Buri
music
Sergey Khismatov
consultants
Tamás Marcell, Balázs Vargha

Kim pong

politically incorrect #micro-game by Fanni Szilvás (HU)

This piece is a subset of a group project by which Fanni illustrates the sensory modalities which are not perceptible in virtual reality (smell, taste) and substitutes them with visual and auditory stimuli. She explored the idea more by utilizing the playfulness of the pattern of the seeds, and adding some opportunities to interact with them. The game’s structure is based on a virtual dragon fruit atmosphere into which a politically incorrect micro-game, called “Kim Pong” is built in. The playing field consists of three basketball hoops placed on a sports ground with a dragon fruit texture. Each basketball hoop has an attached sound sample that activates when a seed is passes through a hoop. In the center of the fruit there is a translucent ball that swirls the seeds when we approach or move away from it. Three sound samples can be activated: “Kim” “Jong” and “Un”, and the aim of playing is to activate them in the right order. The sense of control in the game is minimal. If the sound samples are played in the right order the game offers further surprise.

Credits

artist
Fanni Szilvás
development
Balázs Buri, Péter Kovács, Viktor Duka

Szövegvilág

by Random Error Studio

SzövegVilág is a 2D adventure game commissioned by the Petőfi Literary Museum, which was created on the occasion of the 200th anniversary of the birth of the famous Hungarian poet and revolutionary Sándor Petőfi, i.e. the Petőfi Memorial Year. In close cooperation with designers and the researchers of the Moholy-Nagy University of Arts and Design, as well as the museologists of the museum, we have created an educational game that can be used as a museum pedagogical tool, which presents to 14-18-year-olds the world-building possibilities inherent in Petőfi's poetry, the power with which words and poetry influence our worldview and how they shape our environment.

You can reach the game here: iOS App, Android App

Credits

Concept
Ágnes Karolina Bakk, Anna Czékmány, Anna Kádár, Dorka Kovács, Diána Sóki, András Szabó
Art direction
Dorka Kovács
Concept art, graphics
Regina Vitányi
Development
Balázs Buri, Péter Kovács
Development, animation
Botond István Tobai
Copywriter
Henrietta Kovács
Producer
Ágnes Karolina Bakk, András Szabó
Production management
Tű Fokán Art Foundation