Multiverse

Multiverse

Installation
Multiverse
Multiverse
Multiverse
Multiverse

Information

Multiverse is an interactive VR installation based on the concept of a multilayered world. The experience begins in a post-Soviet housing estate landscape, from which we wander through dark crystal corridors, vast luminous gardens and levitating debris all around us. Thematically, it refers to the phenomena of nostalgic reminiscence of the past world, unfettered joy of children's creativity and destruction, bringing ambivalent reflections on human nature prone to destruction. On this meditative journey we are accompanied by a mysterious object held in our hands. The dual physical and virtual representation linking both worlds not only adds interactivity to the visited spaces, but also supports in the experience observations, analyses and perceptual experiments of the immersive VR medium.
International title
Multiverse
Synopsis
Treatment - Are you ready? [Text Wrapping Break]After our answer for that question is recorded, we suddenly find ourselves in the room of a neighbourhood garbage shack. Having found the exit, we emerge into the open courtyard space of a large post-Soviet housing development. Among the densely arranged buildings we find a school, constructions from athletic fields, rows of kiosks, here and there dried-up lawns with bushes and a few trees, and in distance garages and the concrete platforms of an abandoned railroad. Although we have the impression that no one lives here, from afar we can hear children running and calling to one another. After exploring the courtyard we find the entrance to one of the apartment buildings, where we find that there are no apartments inside, only external walls. We climb up the staircase until we reach the roof. Taking in the view, we discover a puzzling [OBJECT] which, to our surprise, we can pick up and hold physically in our hands. After some experimentation, we realise that it carries interactive properties: it skews our perception of reality, enabling us to see through walls. At first we use it like a radar, seeing through only our most immediate surroundings, but gradually our vision expands to the whole housing development. Before us appears the known space organised a bit differently, with diagonal platforms connecting the buildings. Before leaving the roof we hear the sound of one of the buildings collapsing in the distance. As we travel across one of the bridges to a neighbouring building, sonic ambient atmosphere of the apartment block gives way to a dense humming, and the realism vanishes. The platform we are walking on turns into a corridor connected to a network of other geometric tunnels. We feel trapped in the labyrinth, which every now and then expands with new branches emerging in crystalline form. We are accompanied by the [OBJECT], which lights our way. The shockwave of the collapsed building passes through the walls and reaches our ears, resounding with a distant echo. From the corridors we find entrances to four other worlds, which we may visit in any order: L4 – Gardens, L5 – Dimensions, L6 – The Complexity of Things, L7 – The Vertical Order of Things. Each of these worlds is organised in a different way, with unique visual and acoustic spaces and ways of interacting with the environment. We remain among these four worlds until, having visited at least three of them, we are called back by the sound of recording of our own voice: “Yes, I am ready.” The world we happen to be in begins to shrink to the dimensions of a 5x5 meter room, where we feel intensely confined. The extension and movement of our body in space causes the three-dimensional relics of the worlds we were in a moment ago to be shattered and "erased." By waving our hands and penetrating the dense mesh of the world with our head, we clear the space around us. In order to continue the process of clearing the space around us, we are forced to cross the safe play area boundary, which activates the security system’s camera view, finally knocking us out of immersion and ending the experience.
Thematics
Action / AdventureCulture and artsExperimentalFictionMeditativeSciences and technologies
Technology(ies) used
6DoFAmbisonics soundInstallationInteractivity
Production company(ies)
Visual Narratives Laboratory - National Polish Film School in Lodz, Poland, Las Sztuki
Country(ies)
Poland

Distribution Strategy

Device(s) compatibility
Oculus Quest 2
Number of user(s)
Single-user experience
Play area
IndoorRoom ScaleStanding
Distribution strategy
Art museums & galleriesDigital art centersFestival, Art fairsPerforming art centers (dance, music)Theaters
Target audience(s)
no restrictions, 8 - 99 yo

Team

First and last name(s) of the Lead artist(s)
Robert Mleczko - Director / Idea Radomir Majewski - Co-Director / Idea Andrew Maillet - Sound and Music composer Adam Roszyk - Senior Developer
First and last name(s) of producer(s)
Paulina Ratajczak - Executive Producer

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