Swarming Lounge 2.0

Tina Kult
© CIVA festival 2022, Belvedere 21, Vienna, AT ; Tina Kult

kondition pluriel

Swarming Lounge 2.0 , ongoing
Co-workers & Funding
Concept and artistic direction: Martin Kusch and Marie-Claude Poulin
Choreography: Marie-Claude Poulin
Media environment: Martin Kusch, Johannes Hucek
Sound environment: Alexandre St-Onge
Dancer/performers: David Campbell, Kim-Sanh Châu, Emmanuel Jouthe, Nasim Lootij
Installation/marker images: Martin Kusch
3D models: Franz Schubert
Programming and stage management: Johannes Hucek
Installation realization: Institute for cultural policy

With the support of:
Canada Council for the Arts
Conseil des arts et des lettres du Québec
Please add 3 logos here (CCA, CALQ and kondition pluriel)
  • Swarming Lounge 2.0
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  • Swarming Lounge 2.0
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  • Swarming Lounge 2.0
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  • Swarming Lounge 2.0
    900 × 600
Mixed-reality installation with live and virtual performers, encountered via the smartphones of the visitors. Real and virtual situations come together, and micro-narratives emerge, based on shifting degrees of presence, traces of daily gestures and fragments of intimacy. Investigation on our addictive relationship with virtual worlds and screens.

Find more information about this work under the following links:
https://vimeo.com/307380392Suspended from metal poles, set in the space of the installation, are twenty-four large digital images, displaying enigmatic scenes of interplay between these numerous protagonists. Consisting of fragments of performative instructions written in miniature font, these panels hold a dual role as visual artworks and triggers for the augmented reality scenes.
Wandering through this meta-dimensional gallery, the visitors find themselves prompted to experience different qualities of attention, eventually leading to an altered awareness of perceptual modes of intertwined degrees of reality.
Between the visual tableaux, conceived as an extension of the architecture of the site, the viewer encounters the flesh-and-blood performers, behaving as if they were part of these digital images, at the same time as the virtual characters, who merge with their live counterparts through the lens of the telephone. Here in this overlapping of architecture and bodies, the difference between the real and the virtual blurs.
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