VR Sequences – 2023

VR Sequences – 2023

VR Music Video projects created by second-year students in the Bachelor of Media & Interaction Design program.

Transversal project (2023) by Théo Déchanez, Luca Riva, Odran Jobin, Sacha Décoppet, Gary Sandoz, Seraphine Sallin-Mason, Marius Parisod, Pierre Teissier

Know-how
Virtual Reality (VR)

A blob story

 

Par Odran JobinSacha Décoppet


Empty room

 

Par Marius ParisodPierre Teissier


AI Museum

 

Par Gary SandozSeraphine Sallin-Mason


Beyond Observation

 

Par Théo DéchanezLuca Riva

Projects related to Virtual Reality (VR)

Odran Jobin – What lies behind

BA MEDIA & INTERACTION DESIGN

Odran Jobin – What lies behind

by Odran Jobin

What Lies Behind is an immersive virtual reality experience dealing with the disproportionate scales that separate us from the immense and the minuscule. This project is based around a philosophical and personal thought; it is difficult, as human beings, to define ourselves when faced with the idea that the immense and the minuscule come together in complexities and scales that escape our perception. This experiment takes us on a journey through these scales. The aim is not to explain, but to marvel at the beauty of the inexplicable. Seated on a bench, we are led through various scenes, each gradually altering our perception of space.

Théo Déchanez – Vulcan

BA MEDIA & INTERACTION DESIGN

Théo Déchanez – Vulcan

by Théo Déchanez

Vulcan is an immersive journey to the heart of telluric powers. It is a tribute to volcanologists and volcanoes, exploring themes such as human smallness and the fascination of the immensity of natural forces. Divided into two parts, the narrative opposes the vision of a volcanologist getting as close as possible to a crater, to that of the god of fire, forges and volcanoes, the eponym of the experience. Vulcan is inspired by the work of Haroun Tazieff and the couple Katia and Maurice Krafft, and is an extension of a reflection begun during my thesis on the reconstruction of myths using digital tools.

Alexine Sierro – Spira Memoriae

BA MEDIA & INTERACTION DESIGN

Alexine Sierro – Spira Memoriae

with Pauline Saglio, Christophe Guignard, Alain Bellet, Gaël Hugo, Laura Nieder, Lara Défayes

In a world where ecosystems are dying out and certain smells are evaporating, what is happening to the places and stories that gave them form? Spira Memoriae is an immersive olfactory experience in virtual reality that invites users to journey through a fragmented sensory world. Original fragrances, created in collaboration with perfumer Tennessee Macdougall, extend the reflection through the language of odours. Beacons of an abstract landscape, they reveal rare materials, sometimes extinct, but still present in our collective memory. Spira Memoriae explores the tensions between disappearance and persistence, industry and territory, reality and reconstruction. Smell becomes a vehicle for storytelling, transmission and shared fiction.

VR Sequences – 2024

BA GRAPHIC DESIGN

BA MEDIA & INTERACTION DESIGN

VR Sequences – 2024

with Sami Benhadj

Unofficial VR music video projects created by 2nd-year students in Visual Communication, specializing in Graphic Design and Media & Interaction Design. Working in groups, the students were given full freedom to experiment and develop creative, exploratory, and original approaches, combining narrative and visual worlds. Inspired by selected music tracks, they imagined immersive stagings where sound and image interact to create unique sensory experiences. These projects were carried out as part of the course supervised by Sami Benhadj.

Ayten Gönel – Tied Realities

BA MEDIA & INTERACTION DESIGN

Ayten Gönel – Tied Realities

with Pauline Saglio, Christophe Guignard, Alain Bellet, Gaël Hugo, Lara Défayes, Laura Nieder

Tied Realities is an interactive virtual reality (VR) experience that questions the relationship between material and immaterial space. In VR, physical space is rarely considered a constraining parameter in the creation of the environment. the project seeks to reverse this logic by integrating a physical constraint at the heart of the virtual experience. Plunged into an oppressive environment, each participant is invited to interact with an device that binds their wrists and restricts their movements. This device acts as a material representation of the discomfort felt by the protagonist in VR, which becomes the central element of the narrative, structuring the environment and interactions. Tied Realities then allows to experience the friction between digital freedom and physical limits.

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