i don't do bad sauce passes
Three Goblin Art

pixel skylines

blake kathryn
taylor price
AnasAbdin
Lint Roller? I Barely Know Her
ojovivo
YOU ARE THE REASON
Game of Thrones Daily
Keni
Cosimo Galluzzi
dirt enthusiast
wallacepolsom
One Nice Bug Per Day

Kaledo Art

roma★
PUT YOUR BEARD IN MY MOUTH

⁂
Xuebing Du
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@vrfedericoanselmi
Here's a trailer for my VR Music Album Experience ITERO! Itero is an interactive virtual reality music album dealing with a contemporary vision of repetition and ritualism. In prehistoric times our ancestors were creating music through their bodies. Music was key to performing rituals: because of its immaterial nature, it was considered the bridge to transcend physicality towards the world of the gods. Can repetition and ritualism still be considered contemporary? What has been their natural translation in our social life since the ancient world? The main aim of this project is to translate these concepts into a virtual reality music album. By connecting music and virtual reality, we explore a new way of listening to music and performing rituals. This project is meant to amplify the music and ritualistic experience with an interactive Virtual Reality environment coherent with the aforementioned concepts.
You can try my first public AR face filter on Instagram
https://www.instagram.com/a/r/?effect_id=564260797623495
https://instagram.com
After some experiments, I finally decided to release my first AR face filter on Instagram! More to come...
ITERO 2019
ITERO is my final major project at LCC in London. It is a virtual reality music album dealing with a contemporary interpretation of repetition and ritualism.
A big thank you to all the people who came and experienced my virtual reality project.
Most of all a warm thank you from the bottom of my heart to all the people who believed in this project and helped me in its development.
@e_i_d_e @nicommusic @antoinehacheme @zhancat alejandro, delia and ana. https://www.instagram.com/p/B5ycTL5lZ2b/?igshid=hervehadmlv0
ITERO is almost finished! You can try the VR experience next week at London College of Communication in London. https://www.arts.ac.uk/whats-on/lcc-postgraduate-shows-2019-show-2,-design-and-screen?fbclid=IwAR1sJxOcCddUrDZapgxkVQ4xwbpiKrDPlcMTejnAHcLFdE0uOo686P-fb4w
I have improved the gaze interaction by making the time for triggering the scene shorter and making the visual feedback more evident. The dolmens have a different lighting from the rest of the environment to make the user easier to understand that they are interactive. When the gaze is over these objects the user will hear a sample of the song and the color of the light will increase in intensity and change color.
I have improved the fire particle system by changing the sprite and by adding two more particle systems simulating sparkles and smoke. I have created a texture for the sky myself. In addition to this I finished the song 1 and song 4. The spoon is pouring dust when tilted. In the next weeks I will create song 2 and 3 and I will make video capture and a trailer so you can all see the project.
An other screenshot of the Song Scene with the bowl and the fire.
Some screenshots of two Song Scenes (Track 2 and Track 4). This is a VR music album experience, so when you select a song the environment of the song selected is going to represent visually the track. I’m going to release the songs in the experience on YouTube, Soundcloud and later on on Bandcamp, so you will all be able to hear the music playing in this VR experience.
The second interaction in the experience is working. When the users are staring for some seconds at the dolmens in the experience (like the one in the first picture), that will activate a particle system around the users that will bring them to another environment.
The environment selected is going to represent visually the song playing in the background. Since this is a VR music album, I don’t want to have many animations in the environment, but I want each rock to be a 360 audio source.
The big rocks will be playing drum or bass sounds.
The small floating rocks (that I still have to add to the experience) are going to play voice sounds. These rocks will be interactive, so when the users are going to look at them, the voice sound volume will be increased. I will work on this interaction in two weeks.
In the second picture you can see the particle system fading to let the users see the environment selected.
Improving the main interaction in the experience. The user will be using a spoon to dig in the bowl. Inspired by the Homa ritual ( Homa is a Sanskrit word that refers to a ritual, wherein an oblation or any religious offering is made into fire), the user will be sacrificing the dark dust on the fire. That will trigger a sound, an animation and a vibration. Here’s some screenshots of the fire animation triggered by the interaction.
Recording some vocals for ITERO
Next week I will be recording two more vocalists.
In a month I will be recording the last singer.
Itero
Research question
How can I translate a music album, dealing with a contemporary vision of repetition and rituality, into a virtual reality experience? This is the research question for my Final Major Project.
Main aim and concept for the music album
The main aim for this project is to translate the concept of a music album, as an artistic medium, in a virtual reality experience. On the other hand the concept that I’ve chosen for the music album will be a contemporary interpretation of the prehistoric notions of repetition and rituality. I decided this concept for the music, since I want to go back in time to the origins of humanity and music. I don’t want my exploration to be misunderstood as an archeological approach to prehistoric artifacts, since I want to re-elaborate this audio and visual material with a contemporary attitude towards it. For instance one of my objectives is to use autotune on some of the vocals, and make evident the repetition by digitally looping the audio. In addition to this I want to use some electronic drum machines, to have a powerful drum and bass instrumental which is going to support the ritualistic vocals. This element is going to be examined and explained further in my dissertation, since I believe that ritualism is deeply present in contemporary electronic music. I’m going to study Aldous Huxley’s The Door of Perception for this part of my thesis.
Visuals references and connection to my other projects
For the visuals I want to reference the first artifacts in human history, like the Venus of Berekhat Ram. That is because the representation is fairly abstract and will create a gnoseological confusion in the user. This consequence on the user is what I want to achieve, since it has been my main research for the whole duration of this master (e.g. Osmosis, Limbo, Andante, Synesthesia). The shape is only suggested, and it’s fairly difficult to consider this artifact figurative. “The grooves accentuate the natural shape to suggest a human form which has been drawn as female” (Foundation, 2019). Some researchers even concluded “that it is problematic to identify a human body, as the cognitive and cultural context is so alien, saying that probably there will never be any agreement about what was intended by the marks” (Errico 2000). This allows me to link to this project also the topic of ‘unconscious/ abstract actions’, that has been one other subjects of my research during this MA (e.g. Osmosis, Andante). I want also to pursue my research on ritualism that I started with my MA project glortha.
Platform
The project is going to be developed for Virtual Reality, because I want the user to be fully immersed in the digital soundscape and completely surrounded by voices, music and drums. I’m going to use the software Fmod to create the complex interactive soundscape featured in this experience. My goal is to emphasize the immersion in the music piece with the spatialization of sound. That is why my main focus will be in the music, not in the visuals, which they will be supporting the songs in the experience. This has never been done before. By now there aren’t any interactive VR music album publicly available. The only VR music album I’m aware of is Björk’s Vulnicura VR album, which is going to be released soon. On the other hand she’s creating VR music videos for each track of the album. In my opinion this case study, which I’m going to further analyze in my dissertation, can’t be considered a pure VR music album, since the visual aspects in the experience are more important than the music itself.
Literature
In order to develop the concept of my project, I am reading at the moment the following books, which are going to be the core literature for my dissertation: Gilles Deleuze - Difference and Repetition
Walter Benjamin - The Work of Art in the Age of Mechanical Reproduction
François J. Bonnet - The Infra-World
Aldous Huxley - The Door of Perception
Sabina Meyer - Dare Voce all’ Invisibile
Case Studies
Some case studies that I will undertake in my thesis are: Björk - Vulnicura VR album
Hamish Fulton - The Repetitive Walk
Dead Can Dance - The Serpent’s Egg, Dyonisus
William Basinski - The Disintegration Loops
Björk - Medulla
Holly Herndon - PROTO
Itero Improving the visuals for the bowl and the fire. This will be the main interaction in the experience. The user will be using a spoon to dig in the bowl. Inspired by the Homa ritual ( Homa is a Sanskrit word that refers to a ritual, wherein an oblation or any religious offering is made into fire), the user will be sacrificing the dark dust on the fire. That will trigger a sound, an animation and a vibration. On the edge of the bowl there is an Uoroborus. When the serpent is eating is tail, the beginning and the end overlap in an eternal present. The ouroboros or uroborus (/ˌ(j)ʊərəˈbɒrəs, uːˈrɒbərɒs/,[2][3] also US: /-oʊs/) is an ancient symbol depicting a serpent or dragon[4]eating its own tail.
Sketching a few ideas for visuals for my final major project Itero.
Itero will be an interactive vr music album dealing with ritualism and repetition.
LIMBO is a non-linear narrative virtual reality experience. The user is located in a complex shaped room in which there are two creatures made of a golden alien material. In this experience the user will have to face an hostile eerie scenario, where the gaze is the key to manipulate and interact with the dark and abstract environment in LIMBO.
The title of the experience is inspired by the catholic afterlife concept of LIMBO, which is a specific place in hell where the souls of the dead are waiting to be redeemed without having being assigned to any punishments.
Virtual Reality experience created by Federico Anselmi Technical support by Stephen Long Music by Lost Alter Project supported by Ana D. Tudor at LCC in London