The Uncanny TV
Interactive installation, 2022 Combination of AI-generated animation and video works. With a tongue interface. By pressing the tongue you are changing the TV channels.
“The Uncanny TV” is an interactive installation whereby browsing through TV channels the spectator is invited to discover the mystery of the ghost hidden inside the uncanny imagination of electronic media. The TV channels in the installation are built from AI-generated animation and video works. They bring a deeper investigation into the world of uncanniness. As Ernst Jentsch said: ''If one wants to come closer to the essence of the uncanny, it is better not to ask what it is, but rather to investigate how the effective excitement of the uncanny arises in psychological terms, how the psychical conditions must be constituted so that the ‘uncanny’ sensation emerges.''
Technical support by Žan Rajšek
Ars Electronica Festival, part of Interface Cultures exhibition ''Crossing The Bridge'' at JKU Linz, Austria 07.09.-11.09.2022
AI&Art Pavilion at Esch 2022 in Luxembourg, 29.06. 22.07. 2022
Link to the Luxembourg documentation:
Barbara Jazbec & Kristina Tica
Programming Žan Rajšek
Sound design Marija Šumarac
Medium: 360-degree video on VR Headset Oculus Quest, single-channel video installation
Duration: 360-degree video 3'28'' loop, single-channel video 1'49'' loop
Size: single-channel video installation 3 m 52 cm x 1 m 97 cm
Link to the videos: https://tinyurl.com/wfjfnyl
Link to the Degree show: https://www.atomicjungle2020.com/barbara-jazbec
What happens when something that should be virtually made is instead made in the real, physical world? If it is exists in both virtual and real environments, can it still be considered virtual? What is the difference between what is real in virtual reality and what is artificial?
Masks have been used by human beings since ancient times for the purpose of rituals and the embodiment of natural forces. They were, in a way, ancient forms of avatars. In the modern age of technology, an avatar can be a virtually-built body – a mask that grew to encapsulate our entire form. Such avatars are often used as a tool of self-presentation online and in the virtual world, and tell the audience what kind of character is being portrayed. They are a representation of an entity, of a person, of you – in a virtual space. It is something that embodies something else.
In my work I use masks as a transitional tool that enables such role play and identity shifts. I question the power of virtuality and embodiment, how real and immersive the virtual space is becoming and how easily blurred are the boundaries between real and artificial for our brains to perceive. The virtual world in my work is deeply connected to the viewer’s inner world and to their emotions. The viewer is embodied in a body they imagine and the virtual environment causes real emotions all this is built with feelings that are based on the movements of the visual surrounding in the 360-degree video. I try to find this boundary by mixing moving image with a new, immersive 360-degree video – a combination that creates a virtual experience that puts the viewer in the very center of the story, becoming part of the video rather than only watching it. It is, perhaps, the beginning of something unknown.
Still from Single-channel video
What happens when you are forced to look at something that you can not look away from. Come and participate on a small journey with my VR goggles installation where you can almost smell the fresh forest.
Mediapolist, Tampere Finland - iweek 24-28.04. 2017
Public installation in Kokkola, Finland - November 2015
Inverse cave paintings; With this work I want to present this really old technique in a new and modern version. My idea was to present it in the opposite way; in the cave you need to have a light to see the paintings, but here you need darkness to see them. The material I am using is el wire (Electroluminescent wire) .