Tied Realities

Ayten Gönel – Tied Realities

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.

Diploma project (2025) by Ayten Gönel

Mention
Good
Know-how
Virtual Reality (VR), 3D Graphics, Tangible Interaction
TiedRealities_ECAL_gonelayten2.jpg

Projects related to Tangible Interaction

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.

Simon De Diesbach – OccultUs

BA MEDIA & INTERACTION DESIGN

Simon De Diesbach – OccultUs

with Alain Bellet, Christophe Guignard, Gaël Hugo

OccultUs is an Oculus Rift installation that immerses the user in the midst of a sensory experience playing on the interpenetration of visual and sound elements from two distinct realities, one tangible and another simulated. I wanted to exploit the technical and artistic potential of Oculus Rift without achieving a purely digital experience. I preferred imagining a hybrid installation to shake the sensory habits of users while questioning their relation to the world.

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.

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.

Isaïa Delaplace – Azimut

BA MEDIA & INTERACTION DESIGN

Isaïa Delaplace – Azimut

by Isaïa Delaplace

Azimut is a puzzle game set in a 3D natural environment. The aim is to solve a series of riddles linked to the position of the sun in the sky. Inspired by the theme of Jun'ichiro Tanizaki's book “In Praise of Shadows”, controlling the sun becomes the central element of the gameplay. This action allows players to simply interact with the light that illuminates the Earth, solving puzzles and progressing through the experience. Through this series of increasingly complex puzzles, we can observe and feel the beauty of light and shadow in an increasingly vivid and rich environment.

Related courses