Lone Wolves Stick Together: Research as a Journey to an Aesthetic Understanding of Immersion and Participation through VR and roleplaying (LARP)
(2024)
author(s): Nadja Lipsyc
published in: Inland Norway University of Applied Sciences
This research explores the artistic and critical potentials of using tools from live action roleplaying (larp) to create narrative VR experiences. In particular, it unfolds the conception, physical play and VR play and production of the live action roleplaying (larp) Lone Wolves Stick Together. Inspired by the film Stalker (1979) by Tarkovsky, Lone Wolves Stick Together stages the immersive environment as an omniscient Sphynx-like character that pushes the players to question one another and to introspect. By using larp and video game design knowledge conjugated to cinematic aesthetics, this research project seeks to honor the creative and narrative potentials of immersion and participation. As such, between 2018 and 2023, this research took the form of classic chamber larps, immersive theater experiences, scenography installation, VR larps (including two other projects: The Space Between Us and Ancient Hours) and a final multimedia installation. The artistic methods rely on principles of environmental design, explored physically through production design and ambisonics, and virtually through a highly reactive virtual environment. The research method is based on a constructivist approach where we experiment to find an answer, not the truth. Here, experimentation is not conceptual but aesthetic: knowledge is lived and felt through artistic experience. Centred around VR and within a film and new media context, this research also develops a reflection on the industrial and technological influences on the creative process and their friction with artistic-research.
Unfinished Business
(2023)
author(s): Hedvig Jalhed, Mattias Rylander
published in: VIS - Nordic Journal for Artistic Research
How can microsocial rituals connected to a specific site be used as interaction templates for artistic purposes? And how can we distort such rituals artistically in order to make them memorable events? As artists, we regard distortion as the process that gives character and distinction to things and situations, as well as something that confuses and enriches information and interpretation. Through examples emerging from the operatic production Chronos’ Bank of Memories (2019–2022), set in empty shop stores with interacting visitors, we have recalled and fleshed out issues of rituality with distorted proportions. Due to the covid-19 pandemic, its production was interrupted and later on revived, which affected the work. This exposition covers aspects of both our artistic practice in general and this particular opera’s tendency to encompass distorted rituals. Commentary texts, images, and audio/video clips are arranged into an introduction and then three thematic strands in order to offer a reasoned overview of our work process.