ZEDNA

Selected XR Development Market

Information

“Zedna” is a feature VR documentary film, an investigation of the process of decolonization and of broken identities. An experience and relevant voice in the ongoing debate on colonialism.

The film re-tells ancient inuit myths in an immersive environment. Is there still relevance to these age-old tales in a time where we communicate in 40-character tweets? Can we still draw wisdom from our myths in our modern globalized society ruled by corporate giants where the new frontier is space at which we eagerly look to replenish our depleting resources?

In a dialogue with both old and young Greenlandic people and through the director’s personal journey, the film creates a visual immersion into modern and ancient inuit culture and values. Together they discuss what it means to be Greenlandic and Inuit in 2023.

The experience shows a scene in one half of the audience’s view and an apposing scene in the opposite direction. This simple but effective juxtaposition of narrative elements speaks directly to the theme of the project and evolves into complexity like its subject.

The documentary also juxtaposes historical cruelty and suppression with the personal experiences of its participants. Central to the project is the will and drive towards forming a new identity. An identity based on an awareness of the past but also open toward the future.

The experience plays to the strengths of VR storytelling, the landscape, and the personal story in both the vastness and the intimacy.

Lead artist(s)
Mikisoq Hove Lynge, Wiebe van der Vliet
Name of the producer(s)
David Adler
Premiere Status
Prototype/Demo
Estimated duration (minutes)
75
Artwork category
DocumentaryVR
Play Area
Seated (360° chair)
Thematic(s)
Colonialism, identity, decolonization, indigenous, global warming, arctic
Technologies used
Ambisonics soundBinaural soundStereoscopic 3D

Production Strategy

Production Company(ies)
TBA
Acquired Budget (%)
Less than 5%
Name(s) of the funding body(ies) or partner(s)
Norddok 2, Danish Commonwealth
Open to coproduction
Yes

Distribution Strategy

Targeted audience
Since this is a VR project, we expect the target audience to be users of the Metaverse. In a study by Statista, the typical users of the Metaverse are men from Generation Z. That makes for the primary demographic of males from 12-25 years old. A UN survey estimated in 2015 that 53,9 % of the world population lives in urban areas. This number is expected to rise to 68,4% by 2050. The greater part of the audience of this experimental immersive VR experience will live in an urban society. Children that grow up in these urban environments only experience "nature" as man-made parks and food arriving from the supermarket. They have a limited chance of having a relationship with the raw and unforgiving nature, and because of that, they have a slim chance of understanding or respecting nature. We believe that if we humans don't have a relationship with nature, we can't respect it. If we don't respect it, we fail to see that we are a part of nature as well.
Release Date
2025
Number of user(s)
Single UserSingle User,Multi-user
Distribution strategy
Location basedAt homeDigital art centersCulture & ethnographic museumsScience & technology museumsHeritage sites TheatersFestival, Art fairsSingle User,Multi-user
Device(s) compatibility
HTC VIVE FOCUS

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