‘What is reality?’ This is one of the most contested issues today. The 'real' is said to be multiple, fragmented, virtualized, or even lost, as a result of media effects and social dynamics. The interpretations offered are highly controversial, some point to the disappearance of immediacy, others to the changes provoked by the application of new technologies. What are the layers of reality today and which of them concern us most?

The new technologies have created hyperreality as the new environment for the human condition, destabilizing the senses, affects, knowledge as well as spatial and temporal relations). We move in simulated environments and talk to programmed people and feel less and less able to separatefacts from fiction, editorials from advertisements, humans from bots. The virtual is more real to us than the mere real.

Our Reality Research Festival will investigate how the new technologies inserted between the zones of sensation and consciousness affect our perception and grasp of the surrounding world, what happens when AR (augmented ~), VR (virtual ~) or MR (mixed reality) technologies set the benchmarks for reality.

Reality Research Festival 2k16 (21-27 October) is a concerted effort by non-profit cultural organizations to map and dissect contemporary concepts of reality.
#body positivity
#tooperfect
#realitylost
#realityTV
#teleport
#avatar
#graphicssuck
#proxies
#metaverse
#wearablefacecomputer
#digitalvirtualworlds
#cybercast
#syntheticimagery
#hyperreality
#renderedenvironments
#vectorupload
#bodyscan
#escapism
#immersive
#interfacing
#whiteguyswearingoculusrift
#empathymachines
#arts-driven innovation
#mathematical wonderland
#morethanyourself
#avatarpsychology
#throughthelookingglass
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Friday, 21 October
Vektor Normal (HU): Intraverse
17:00-20:00.
Meeting point: Mandarin Café, 1094 Budapest, Tompa street 12.,17:00 pm / starts in every 10 minutes with one person Tickets: http://placcc.jegy.hu/
Invisible Playground (DE) – Reality Research Center (FI): #COPPP Budapest (CENTER OF PASSIVITIES / POSSIBILITIES / POTENTIALITIES)
20:00 / group of 20 persons
Meeting point and installation space: Kubik Coworking, 1137, Budapest, Jászai Mari square 5-6. Tickets: http://placcc.jegy.hu/
Neuro Gym exhibition opening, official opening of the Reality Research Festival 2k16
20:00-00:00
Kubik Coworking underground shelter, 1137, Budapest, Jászai Mari square 5-6.
20:30: performance: Vadas Zsófia Tamara – Gryllus Ábris (HU): Krund ni Ovel.
21-00: DJ: Filip Ruisl.
Opening time of the exhibition: 22-23 October (Weekend): 10-21:00, 24-27 October (Weekdays) 15-21:00.
Location: Kubik Coworking underground shelter, 1137, Budapest, Jászai Mari square 5-6.
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Saturday, 22 October
Talks / Reality Research Festival 2k16
10:00-18:00
Location: Kitchen Budapest, 1092, Budapest, Ráday street 30. (Entrance from Biblia street)
The conference is free. Registration: festival@realityresearch.info
Neuro Gym exhibition
10:00-21:00
Kubik Coworking underground shelter, 1137, Budapest Jászai Mari square 5-6.
MINECRAFT + LITTLEBITS WORKSHOP for children and their parents
10:00-12:00, 14:00-16:00
Organiser: Makerspace.hu
The workshop is free. Registration: hello@makerspace.hu.
Location: Kubik Coworking,1137, Budapest Jászai Mari square 5-6.
Vektor Normal (HU): Intraverse
16:00-20:00
Meeting point: Mandarin Café, 1094 Budapest, Tompa steet 12.,17:00 pm / starts in every 10 minutes with one person
Tickets: http://placcc.jegy.hu/
Invisible Playground (DE) – Reality Research Center (FI): #COPPP Budapest (CENTER OF PASSIVITIES / POSSIBILITIES / POTENTIALITIES)
18:00-21:00 / group of 20 persons
Meeting point: Kitchen Budapest, 1092, Budapest, Ráday street 30 (entrance from Biblia street)
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Sunday, 23 October
Neuro Gym exhibition
10:00-21:00
Kubik Coworking underground shelter, 1137, Budapest Jászai Mari square 5-6.
Jonathan Ravasz, Filip Ruisl (SK): Unfolding project presentation
10:00-11:00, 15:00-16:00
Free city tour. Registration: festival@realityresearch.info
Meeting point: corner of Rottenbiller street and Dob street.
Pribék Gábor (HU): Audiovisual Map project presentation
11:00-12:00
Free city tour. Registration: festival@realityresearch.info
Meeting point: Kubik Coworking, 1137, Budapest Jászai Mari square 5-6.
Jonathan Ravasz, Filip Ruisl (SK): Unfolding project presentation
15:00-16:00
Free city tour. Registration: festival@realityresearch.info
Meeting point: corner of Rottenbiller street and Dob street.
Joris Weijdom (NL): Mixed Reality Pressure Cooker Session workshop
14:00-16:00
Free workshop
Location: Kubik Coworking, 1137, Budapest Jászai Mari square 5-6.
Registration: festival@realityresearch.info
Vektor Normal (HU): Intraverse
16:00-20:00
Meeting point: Mandarin Café, 1094 Budapest, Tompa street 12.,17:00 pm / starts in every 10 minutes with one person
Tickets: http://placcc.jegy.hu/
Invisible Playground (DE) – Reality Research Center (FI): #COPPP Budapest (CENTER OF PASSIVITIES / POSSIBILITIES / POTENTIALITIES)
17:00-19:00 / group of 20 persons
Meeting point and installation space: Kubik Coworking, 1137, Budapest, Jászai Mari square 5-6.
Tickets: http://placcc.jegy.hu/
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Monday, 24 October
Neuro Gym exhibition
15:00-21:00
Kubik Coworking underground shelter, 1137, Budapest Jászai Mari square 5-6.
Smart.est (HU) AR City project
16:00-19:00
Urban walking tour, free. Registration: hello@smartest.hu
Meeting point: Warmcup Café, 1073, Budapest, Erzsébet krt. 39.
Somló Dávid (HU): Mandala
17.00, 18.00, 19.00.
Meeting point: Boráros square (next to the suburban train, HEV station).
Free project presentation. Registration: https://www.eventbrite.com/e/david-somlo-hu-mandala-tickets-28520529672
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Tuesday, 25 October
Neuro Gym exhibition
15:00-21:00
Kubik Coworking underground shelter, 1137, Budapest Jászai Mari square 5-6.
CREW (BE): C.A.P.E_drop_dog
16:00-21:00
Location: Gödör klub, 1073, Budapest, Király street 8-10, Central passage.
Tickets: http://placcc.jegy.hu/
Jonathan Ravasz, Filip Ruisl (SK): Unfolding project presentation
17:00-18:00
Free city tour. Registration: festival@realityresearch.info
Meeting point: corner of Rottenbiller street and Dob street.
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Wednesday, 26 October
Mapped.Reality workshop (AU, HU)
10:00-17:00
Tutors: Viktoria Sandor, Marie Lichtenwagner, Annamaria Dobai
The workshop will be held in english and the participation is free.
Meeting point: 1111, Bp, Szent Gellért square, at the fountain.
Neuro Gym exhibition
15:00-21:00
Kubik Coworking underground shelter, 1137, Budapest Jászai Mari square 5-6.
CREW (BE): C.A.P.E_drop_dog
16:00-21:00
Location: Gödör klub, 1073, Budapest, Király street 8-10, Central passage.
Tickets: http://placcc.jegy.hu/
Crosstalk Video Presentation side event
19:00-21:00
Metahaven design studio: Infromation Skies.
Chantalla Pleiter: Crew.
Videopresentations and talks.
Location: Toldi Klub.
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Thursday, 27 October
Neuro Gym exhibition
15:00-21:00
Kubik Coworking underground shelter, 1137, Budapest Jászai Mari square 5-6.
CREW (BE): C.A.P.E_drop_dog
16:00-21:00
Location: Gödör klub, 1073, Budapest, Király street 8-10, Central passage.
Tickets: http://placcc.jegy.hu/
Jonathan Ravasz, Filip Ruisl (SK): Unfolding project presentation
17:00-18:00
Free city tour. Registration: festival@realityresearch.info
Meeting point: corner of Rottenbiller street and Dob street.
For more information please contact:
festival@realityresearch.info
+ 36 30 325 9923

Main facebook event

Entrance to the main festival venue is without charges. To take part in the PLACCC programs, please register online and buy tickets here.
http://placcc.jegy.hu/

RICHÁRD NAGYFI

10:30 – 11:00

The Renaissance of VR: preserving ancient knowledge while rejecting it: a summary of hardware, software and social challanges VR headsets had to overcome to finally achieve basic immersion. What are the reasons behind the failed but overhyped attempts throughout history? What further obstacles are to be faced in the near future in order for VR to reach mass adaptation and public acceptance? Richárd NAGYFI (sociologist, IT specialist) #intro.#deep

LÁSZLÓ SEPSI

11:00 – 11:30

The Haunted Metaverse. Virtual Reality in literature and film. Presentation: SEPSI László. The basic difference between virtual reality and other imaginary alternate realities of human culture (like the underworld, dreams or drug induced psychedelic journeys) is that VR is a technology-mediated experience. But can the virtual reality get rid of the ideas connected to the elder „other worlds”? The representation of VR in science fiction film and literature is still contaminated with pre-technological thinking: it is often haunted by gods, demons, sects and religious rituals. Presentation: SEPSI László #cult

MÁRIÓ Z. NEMES

11:30-12:00

Digital culture revolts with images against nature, which human body was also an integral part of. As a result, images deprive us of corporeality and force image-experience in its place. The lecture gives an interpretation of this phenomenon in line with contemporary techno theory and aesthetic discourses. Lecture: Márió NEMES Z. (writer, poet, aesthete) #body

MÁRK HORVÁTH

12:00 – 12:30

Death of symbols and digital virulence. Virtuality and reality are not to be conceived as distinct or antagonistic categories, but destructured reminiscences of systems that reciprocally contaminate and interfuse one another. To understand one of the spheres can not be complete without exploring the other one. The lecture confronts the virulent, prolifical, inhuman nature of the digital in the face of the asthenic, collapsing, fading reality characterised by the ‘death of symbols’.The applied method does not take the two spheres apart, but unities them in the framework of ‘paroxism’. Paroxism does not aspire for disassociation, but after the collapse of meaning it seeks the emerging new connections. Márk HORVÁTH (philosopher, founder of Absentology) #philosophy

DANIEL SCHWARZ

14:00 – 14:30

Augment Reality with Serious Games. Daniel Schwarz (DE) explains how games can become urban transformators by injecting real-world data into a game system and giving it to the citizens to plan their own city. Daniel SCHWARZ (DE) / co-founder and creative director of Takomat GmbH. #seriousgames

MIRKO STOJKOVIC

14:30 – 15:00

Virtual reality is not a new world which will be conquered by the bold, greedy, slightly genocidal adventurers and then become land of the free and home of the brave. VR is a new universe with billions of potentially habitable worlds. Every single atom of that new universe will be owned by corporations from the very moment of its creation. The laws of those lands will be end-user license agreements written by corporate lawyers. The governance will be algorithmic. The cages will be gilded. We'll move into them, baited by the conformity of unprecedented safeness. The reality will then become the privilege of the rich and the humanity will enter the era of pervasive slavery. But, there's still hope we can liberate our future. We just need to act now. I mean, it's not like climate change - we can still reverse this one. Mirko STOJKOVIC (RS) (Faculty of Dramatic Arts Belgrade) #society

JELENA VISKOVIC

15:00–15:30

Speculative fiction & easter eggs. Recent Royal College of Art graduate Jelena Viskovic launches a three-act narrative game built from documentary material. Nirgendheim seems like a dystopian city of the future, but is born out of documents, experiences, and architectures taken from Berlin, Budapest and London, depicting the shadows of modernist dreams. Jelena’s work imagines the collapse of fragile global cities, showing how scientific and political ‘magic’ are essential to contemporary technologies of estrangement, and the search for meaning in a world of decentred networks of information. Artist talk: Jelena VISKOVIC #art

PEKKO KOSKINEN

15:30 – 16:00

COPPP Reality Hacking
How to change your reality in gazillion easy steps?

Have you ever thought: gee, I wished that things around me could be different? Well, your wish might be granted! Our experts, with years of reality modification experience, will describe you things you can change, what you can do to them and how. COPPP (Center of Possibilities/Passivities/Potentialities), will serve as our prime example as we take you through the techniques and structures that can affect everyday reality. For starting easy we use timeslots that everyone is keen on getting rid of: waiting time! What's more, we'll teach you how to create your own techniques. Spread the play!

Pekko Koskinen - as one of the artistic directors of Finnish Reality Research Center - creates realities based on game design, playing around with combinations of art and everyday life. His works have included fictional religions, social forms, conceptual tools and self-designs.

CHRISTIANE HÜTTER

15:30 – 16:00

COPPP Reality Hacking
How to change your reality in gazillion easy steps?

Have you ever thought: gee, I wished that things around me could be different? Well, your wish might be granted! Our experts, with years of reality modification experience, will describe you things you can change, what you can do to them and how. COPPP (Center of Possibilities/Passivities/Potentialities), will serve as our prime example as we take you through the techniques and structures that can affect everyday reality. For starting easy we use timeslots that everyone is keen on getting rid of: waiting time! What's more, we'll teach you how to create your own techniques. Spread the play!

Christiane Hütter (Frau Hue) explores systems: the overlapping areas of participation, science and politics. Therefore she designs playable social fictions in her favourite medium (reality), all over the world. Since 2010 she is a core member of Berlin based Invisible Playground and designs urban games and playful experiences.

PETER TOMAZ DOBRILA

16:00 – 16:30

Art as technology based activity embraces various, processes, material and in-material to construct various realities. Digital is only a simulacrum of simulacrum – analog (and discreet) in various media and different environments being called virtual, artificial, non-haptic, immersive, augmented, mixed. But it's reality after all. With intermedialisation of art we step into multisensual, responsive media environments / ambients and confront traditional forms with creative principles of cybernetics and computer procedures. Peter Tomaž Dobrila is an electronic and IT engineer and a musician who focuses on the creative use of the new technologies. He co-founded the Multimedia Centre KiberSRCeLab – KIBLA (MMC KIBLA) in Maribor and is a president of the Association for Art and Audio-Visual Production CODE BLUE.

JORIS WEIJDOM

16:30 – 17:00

The dramaturgy of Mixed Reality experiences. The recent acceleration in development of virtual- and augmented reality technologies has created a huge increase in experimental mixed reality experiences that explore the nature of embodied immersive storytelling. The exploration of this potentially new medium, or stage, asks for an interdisciplinary approach in its design process using know-how from film-, game-, interactive media- and theatre disciplines. #design

MARIA GARDIZI

17:00 - 17:30

The Hatusne Miku-phenomenon. From the virtual to the physical. Who is Hatsune Miku? A fashion-icon, a musician, an idol? What we know for sure is that the turquoise haired winner of Japans biggest Science-Fiction literary award is a superstar. The first virtual superstar ever made. But is she really the first of her kind? And what culture produces a phenomenon like this? On a final note, character designer and concept artist Maria Gardizi (Takomat Agentur, DE) will give a brief insight on how to develope a superstar character. #popculture

DEVIL COW ENTERTAINMENT

17:30-18:00

„Within three decades, the iconography of computer games developed from abstraction (a few pixels for a tree) to hyperrealism, where the leaves of the tree are produced by generative algorithms imitating natural forms. This progression reflects the conquest of the world by mathematical means”. Virtual ecosystems, visual fidelity, simulations, alternative worlds and video games. Talk: DEVIL COW ENTERTAINMENT ( game designers) #games

JIP DE BEER

Web Spaces: 3D Printed Web Pages

‘I frequently visit virtual spaces, like e-business websites or online social networks. I’ve also contributed some websites of my own to this virtual landscape. But these spaces are rendered flat, in 2D, on a screen. This made me curious: how would these spaces look like in the physical world? This is my approach to get web pages out of the screen.’
In 2013 the art world was loud with Kenneth Goldsmith, the notorious American non-creative writer printing out the Internet and stack the papers of A4 format in a gallery space. If the same project should be realized today by means of the state-of-the-art technology, it would be, without doubt, 3D printing. The former Kitchen Budapest resident, Jip de Beer followed suit of thinkers conceiving virtuality on the basis of a city metaphor opposed to those (e.g. the Nettime collective) who claims that cyber-being is more about time than space.

‘For me it’s also an example of what exists in that digital world can manifest itself in the physical world.’ Or to rephrase it after Hito Steyerl, ‘an upload comes down as a shitstorm’.

DÁNIEL CSEH, ANDRÁS LÁSZLÓ HALÁK

Black Box robotic installation

The Black Box is a robotic installation, a reference to Vilém Flusser’s concept of the technology that intentionally conceals its inner workings. As its metaphor, by borrowing the body and the senses of a robot, the observer wanders in a maze closed off from the outside world. Unlike virtual reality, this inner universe of concrete has mass, it occupies space, it’s a subset of our physical world. This makeshift symbiosis of flesh and machine becomes complete, when, through its own reflection in a mirror, it emerges as a hybrid being moving in unison with itself.

MÁTYÁS CSISZÁR, ZOLTÁN KOVÁCS

Virtual Tourism Agency

The project approaches the distopian dream of ‘avatar slavery’ by means of a fake brand that provides this service. The service is designed to fulfil the techno-fetishism of advanced welfare societies, while also gives the potential workforce occupation in the third world. The fictive company offers the experience of ‘Augmented Perception’ to its subscribers. The trade-fair-like information booth offers the prototype of the transmission machine and the branded PR material on display.

FRIDVALSZKI MÁRK

Starless

Now the cybernetic landscape does not illuminate, neither blind or pierce. The significative pixels are charged with materiality, they lay schematically articulated over the ground. Being immaterial stays an unfulfilled urge, a simulation. Under the surface, the unfolding subterranean horizon transforms to its surroundings and reemerges as a ruin.

KIM LEIGH PONTIN

Human Imagination Task Force

In this Live / Augmented Reality / Virtual Reality experience, unsuspecting gallery visitors are taken aside by the Human Imagination Task Force. The HITF have been using a Pataphometer to map imaginations, preserving the imaginations of the chosen few in preparation for the coming Singularity.
With the most recent explosion of VR and AR technologies promising salvation from the threat of a peak-smartphone market, it is important that artists and designers forge spaces to challenge the social implications of this new medium. This work is also about exploring new kinds of narrative, a virtual space where PRESENCE + EMOTION + POTENTIALITY meet.
Human Imagination Task Force is about the relationships between language and power / poetry and imagination / technology and access / presence and absence.
HITF asks questions of the potential consequences of prolonged immersion in these emerging technologies.

GERGŐ KOVÁCS

LAVA FLOWS THROUGH VOCALOID PARADISE

The project creates an abandoned techno-religious, ruined site. What it has signified before or what it means today, can not be recognized any more. The main object is a textile-tech-idol: 1, a textile with obscure, click-bait-y messages inscribed (»How to be an approachable digital artist«, »Facebook Gaze«), 2, through the body of the suspended material, video works run on screens held by robo-hands. The videos display idiosyncratic 3D animations as if they were culturally signified symbols and references.

TAMÁS PÁLL

ZET (ZeroEnthropy)

ZET is a simulation. The viewer first experiences his proxy hands from FPS position. The narrator tells him how much processing power is needed to render his virtual body and indexes its environmental impact at the initial phase. From that on a synthetic world starts to unfold situated around a nuclear plant. As the space evolves into hyperrealism, both the processing power, the hardware capacity and the environmental impact is gradually increased. The avatar self occupies more and more space both on the screen and in the constructed world, thus connecting visual fidelity with the efficacy of make-believes. The continuously shifting meta-narrative simultaneously reports on the computing balance between the environment/character and tells a story of degradation in-the-game.

FANNY PÁPAY

GÁBOR PRIBÉK, LAJOS KOLOZSVÁRI

Audio-visual Map: Liberty Square

Facebook event

In big cities the environment is surrounded by prolific information-overflow which influences our travel experience. What is also evident is the shift of attention towards the private digital space of the inhabitant’s smartphones. Audio-visual map is an experiment based on these facts, exploring an alternative audio-visual version of public spaces.

The structure and units of the buildings are transformed into simplified 3D graphics, and a multilayered ambient music is designed for the specific locations in the area. Walking in the streets generates a musical composition, an opposite of the linear playing of music associ- ated with 3D visuals. This expands the original function of the space, transforming it into a digitalized audio-visual experience.

The experiment is a diptych with two versions. The geolocation-based version can be explored on the streets (Szabadság tér) with a smartphone app and earphones. The other version is based on immersive virtual reality, which can be experienced through a head-mounted display, controller and headphones in the exhibition space.

JONATHAN RAVASZ, FILIP RUISL

Unfolding

Facebook Event
The event is free, please register at festival@realityresearch.info

The project by Jonathan Ravasz and Filip Ruisl showcases the possibility of architectural reconstruction in the virtual domain. The project targets badly maintained buildings of cultural heritage by providing visual information (AR – augmented reality) on their original state. Meanwhile the conservation of building sites is intrinsically intertwined with market speculations (real estate, legal issues), digital design provides creative freedom and is more accessible to the public. The project leaves the properties untouched without any physical intervention except from those (markers) that the smartphones can read. By using your mobile, the app displays how architecture existed in its purest form according to the architectural drawings. By doing so it creates a contrast between decaying reality and the perfection of the cybercast. Part of the festival program, the Unfolding app will be demonstrated as a guided tour in the 7th district (groups of 10 can register in advance. Rsvp to festival@realityresearch.info). The case study explores the former Makkhetes Restaurant (now Holmi-ház) designed by the reknown Hungarian architect, Mihály Pollack in classicist style.

The architectural model of the building as a project demonstration will be exhibtied in the Neuro Gym.
On the spot project presentation dates:
23 October 2016, Sunday 10 am and 5 pm
Meeting at the corner of Rottenbiller and Dob streets

25 October 2016, Tuesday 5 pm
Meeting at the corner of Rottenbiller and Dob streets

27 October 2016, Thursday 5 pm
Meeting at the corner of Rottenbiller and Dob streets

JELENA VISKOVIC

Nirgendheim

Recent Royal College of Art graduate Jelena Viskovic launches a three-act narrative game built from documentary material. Nirgendheim seems like a dystopian city of the future, but is born out of documents, experiences, and architectures taken from Berlin, Budapest and London, depicting the shadows of modernist dreams. Jelena’s work imagines the collapse of fragile global cities, showing how scientific and political ‘magic’ are essential to contemporary technologies of estrangement, and the search for meaning in a world of decentred networks of information.

IMPLAUSIBLE WORKS

Loránd Szécsényi-Nagy, Ágnes Szekeres

The implausible works collective was founded in 2015 by an architect and a multimedia artist (Agnes Szekeres and Lorand Szecsenyi-Nagy).

The project applies augmented reality technology to visualise the actual exhibition space (former air-rade shelter). By looking through your smart phone’s display the whole architecture unfolds without the walls blocking your vision.

VALYO: SKUBI

SKUBI

SKUBI is a mini exhibition space in which anyone can create his own piece of arts, regardless of ageand occupation. One side of the wooden box has a transparent glass on it, the other has a little hole to peep inside. The artworks inside the 20×20×40 cm space kf the box can be made with the easiest tools or even with the most sophisticated techniques. Texts, figures, writings or objects can appear inside. Any kind of topic can be exhibited in the SKUBI installations. As you look inside the SKUBI boxes and turn it to the light, the stories inside become visible. You can use a flashlight to use the SKUBI at night. In the basic version, you use three layers in the inside space, but this number can be decreased or increased according to the creativity and skills of the artist. The layers are transparent in order to give the illusion of three dimensions.

SKUBI can be used in inside spaces as well, but normally it is installed outside in public spaces. It is a minimal-scale intervention, but in the mean time it raises interest and makes you curious: we should peep inside (‘skubizni’ means ‘peeping inside’ in Hungarian)!
http://valyo.hu/portfolio-item/skubi/
https://www.facebook.com/events/1873573686207179/

NEFERTITI-PROJECT

The project explores the state of artworks in the age of 3D scanning and printing. By means of latest technologies, physical reproduction of cultural products shifted from 2D to 3D (from the photographic world of André Malraux’s museum without walls to collective, virtual platforms). Post-digital mechanisms entail public accessibility, user-generated publishing, the collapse of institutional hierarchies, creative remixing technologies and aesthetics.

CREW (BE): C.a.p.e. Drop_Dog

Facebook Event
Tickets: http://placcc.jegy.hu/

C.a.p.e. is a short immersive performance, experienced individually. Using state-of-the-art technology C.a.p.e. Drop_Dog teleports the visitor tot he stage and into the core of two short stories. No longer sitting and reading in a comfy seat, you are ‘immersed’ in a 360° story that develops whilst you are moving. This continuous process of looking, reading, listening, and moving produces a complex reading experience and a pleasantly uncomfortable feeling of being in two different, but parallel, worlds at once.

Whilst you travers the concrete floors of the exhibition space in what looks to others a s strange human-cyborg dance, you experience fear of heights in your body, you will see a view from a balcony whilst overhearing some conversations, you interchange perspective with dogs up to a threatening level, you will experience the fragility of our existence, human-nature and perception. C.a.p.e. Drop_Dog delivers two transformative stories that shift one’s perception about location, personal space and time.

C.a.p.e. (Computer Automatic Personal Environment) was developed by CREW and EDM/UHasselt (BE). It is a lightweigt version using prerecorded material for a mind-expanding immersive walk. Video goggles, trackers and a headset transfer the visitor tot he virtual inside. Premiered at the Shanghai World Exhibition in 2010, this participatory format offers a radically new way to engage with a narrative, to live a documentary, to discover a far-away city.

http://www.crewonline.org/

Concept C.a.p.e. Drop_Dog Eric Joris & Chantalla Pleiter in collaboration with Tonnus Oosterhoff
Director Chantalla Pleiter & Eric Joris
Text C.a.p.e. Drop_Dog Tonnus Oosterhoff
Technique Jakub Rehak
Editing Chantalla Pleiter & Jakub Rehak
Technological development CREW Koen Goossens
Technological development backpacks Vincent Jacobs
Lights Julien Ladavid
Sound Ruben Nachtergaele
Graphics Peter Prinsen
Production coordinator Veerle Joos
Artistic director CREW: Eric Joris

#COPPP Budapest

INVISIBLE PLAYGROUND (DE) - Reality Research Center (FI)

Facebook Event
Tickets: http://placcc.jegy.hu/

How much of your time do you spend waiting every day?
You know what waiting feels like.
You are waiting for something to start. You are waiting for someone. You are waiting to finally
have time. You are stuck in-between situations, which usually makes you feel uncomfortable. But wait.
Waiting is a time when the world around you doesn’t demand anything of you. It’s your opportunity.
Your time.

Welcome to #COPPP, the CENTER OF PASSIVITIES/POSSIBILITIES/POTENTIALITIES (exchange Ps)! It is a site specific social project that helps us navigate different realities, comparing and contrasting different times. It observes and researches “the nature of waiting in public” in the areas where such waiting regularly occurs. It helps us see our environment in a new way, in terms of what it really is and what it could become. As a new type of flexible city location and social engine, #COPPP redefines our everyday life’s possibilities by teaching us to read attitude-based messages, interpreting suggestions in a specific, but still individual, way.

With: Christiane HÜTTER, Pekko KOSKINEN, BALLA Csönge
Production manager: KOVÁCS Andrea
Supported by: Robert Bosch Stiftung, Finnagora, Kitchen Budapest
In cooperation with: Let_it_Be art agency

VEKTOR NORMAL: INTRAVERSE

Facebook Event
Tickets: http://placcc.jegy.hu/

Satellites are artificial objects orbitting planet Earth. They function to do communication and research tasks, they were made for. Their inertial orbit can not change without outside impact, they circulate in regular periods. However, a satellite has escaped recently, and left towards the infinate. Thier is no scientific explanation found so far. The satellite transmits radio signal constatly, successfully detected by the Intraverse group. This is the only trace to catch the message of the liberated satellite.

Participants can exlopre the key of escaping the repeating rounds in theirselves in a 30 minute game. Paradoxes can be solved, distances can change by involving a new dimension. But crossing dimensions is always a risky act to do.

One person can be involed in the research at a time, meeting every ten minutes in Café Mandarin.


The perfomrance is supported by IN-SITU Network.

JONATHAN RAVASZ, FILIP RUISL

Unfolding

Facebook Event
The event is free, please register at festival@realityresearch.info

The Unfolding project by Jonathan Ravasz and Filip Ruisl showcases the possibility of architectural reconstruction in the virtual domain. The project targets badly maintained buildings of cultural heritage by providing visual information (AR – augmented reality) on their original state. Meanwhile the conservation of building sites is intrinsically intertwined with market speculations (real estate, legal issues), digital design provides creative freedom and is more accessible to the public. The project leaves the properties untouched without any physical intervention except from those (markers) that the smartphones can read. By using your mobile, the app displays how architecture existed in its purest form according to the architectural drawings. By doing so it creates a contrast between decaying reality and the perfection of the cybercast. Part of the festival program, the Unfolding app will be demonstrated as a guided tour in the 7th district (groups of 10 can register in advance. Rsvp to festival@realityresearch.info). The case study explores the former Makkhetes Restaurant (now Holmi-ház) designed by the reknown Hungarian architect, Mihály Pollack in classicist style.

Dates:
23 Oct, Sunday 10 am and 5 pm
Meeting at the corner of Rottenbiller and Dob street

25 Oct, Tuesday 5 pm
Meeting at the corner of Rottenbiller and Dob street

27 Oct, Thursday 5 pm
Meeting at the corner of Rottenbiller and Dob street

BYOM (bring your own mobile)

GÁBOR PRIBÉK, LAJOS KOLOZSVÁRI

Audio-visual Map: Liberty Square

The event is free, please register at festival@realityresearch.info

In big cities the environment is surrounded by prolific information-overflow which influences our travel experience. What is also evident is the shift of attention towards the private digital space of the inhabitant’s smartphones. Audio-visual map is an experiment based on these facts, exploring an alternative audio-visual version of public spaces.

The structure and units of the buildings are transformed into simplified 3D graphics, and a multilayered ambient music is designed for the specific locations in the area. Walking in the streets generates a musical composition, an opposite of the linear playing of music associ- ated with 3D visuals. This expands the original function of the space, transforming it into a digitalized audio-visual experience.

The experiment is a diptych with two versions. The geolocation-based version can be explored on the streets (Szabadság tér) with a smartphone app and earphones. The other version is based on immersive virtual reality, which can be experienced through a head-mounted display, controller and headphones in the exhibition space.

smARt est.2015: AR_CITY

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The event is free, please register at hello@smartest.hu

AR_City is the “love child” of smARt est. 2o15, a small company focusing on AR & AI. The project is aiming to revolutionize the currently used analogue, print based communication materials and on the other hand, to involve smartphones into the cityscape experience, using currently a software that is available for free from AppStore or Google Play.

After scanning at a specified location we reach extra data or content that can be a 3D game, (fun) facts about the history of the discovered building or a promotional code of a nearby designer store.

Our point is to make people notice and get to know the surrounding city as it changes and grows, instead of only staring at our smartphones, refreshing the Facebook NewsFeed.


Part of the official festival program, AR_City will be demonstrated as a city tour. At the start and at the end points of it, organizers will be waiting for you all with further information and a little talk.

SOMLÓ DÁVID: MANDALA

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Tickets: http://placcc.jegy.hu/

Part immersive sound composition, part spontaneous choreography, part urban meditation, Mandala asks how we might exist and interact with each other when there is nothing to do but walk.


The performance now using the space of Boráros tér and invites audience members to assemble a collective choreography of sound and movement, which creates a strong presence and playfully interrogates how we exist and interact with each other in a modern urban environment.


Prior the performance all participants are given a simple set of instructions, a specific path demarcated on the floor and a portable speaker containing the music of the performance. Following these pathways and carrying around the sounds, the unique sound and spatial experience of the performance is created together in interaction with the urban space.


The performance is 30 minute. Participants need to arrive 15 minutes before the performance start.
Registration is advised: https://www.eventbrite.com/...

Video: https://vimeo.com/165559405

“The simple restrictions/instructions open up an indulgence of complexity. A workshop in social relations. A microcosm would be the easiest one-word review. (...) The fundamental aspects of space and time are made and remade in Somló’s sensitive handling.” Alexandra Baybutt, Bellyflop Magazine


The theatre version of Mandala was commissioned and premiered at Audiograft Festival, Oxford and the finalist of the international Cross Awards, Italy. Further performances include Montag Modus Series (GER), NOW’16 Festival (UK), FIME (BR)


David Somló is a Hungarian interdisciplinary artist currently based in London. In his performance practice he is interested in the small, important moments of human interactions and in exploring the relations of the physical, the social and personal space through sound and movement. He composes situations which offer a complex, non-repeating outcome from simple elements, structures and instructions.


davidsomlo.com
Co-commisioned by The Yard Theatre and OCM
Supported by Arts Council England, Minirig Speakers

VIDEOPRESENTATIONS

Metahaven: information skies

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Information Skies is a psychodrama about VR (Virtual Reality), written and directed by Metahaven. The film will be presented by Daniel van der Velden, one of the founders of the politically-minded Dutch design studio at Toldi Klub (26th October 2016, 7pm). Moderated by Krisztián Puskár (freelancer journalist, organizer of UH Fest).
The program is part of the Crosstalk Video Presentation-series.
Free entry.

Chantalla Pleiter (NL): Crew


CREW is the Brussels/Belgium-based art collective, initiated by artist Eric Joris, that operates on the boundary between art and science, between performing arts and new technology.
CREW pioneered imersion-based performances in 2003 and was the first to combine 360° Omni Directional Video (ODV) and Head Mounted Display (HMD) for delivering an ‘Alternative Reality’ (‘AltR’) which is anchored in the physical: by moving and walking the ‘immersant’ experiences the virtual world from within his own body.
Their work is very versatile, but always rooted in the same utopic vision: the quest for a medium that analyses and at the same time opens up our experience. This striving for immersion is the basic theme running through CREW’s live-art. CREW creates in hybrid forms and presents in various settings (performance arts, visual arts, large public events, scientific conferences,..) alla cross Europe, China, Canada and the U.S.

Chantalla Pleiter is a core member and Eric Joris’s close collaborator since 2006.

MIXED REALITY PRESSURE COOKER SESSION

Workshop lead by Joris Weijdom (NL)

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Do you have a background in film, games, interactive media, theatre or consider yourself already an interdisciplinary artist? Are you thinking about using virtual- and/or augmented reality technologies in your next project and have questions about how to proceed? Do you have a mixed reality experience concept that you would like to develop further?

This pressure cooker brainstorm, coached by Joris Weijdom, is intended to help you make the next step by sharing your ideas and brainstorm with others in a fast-paced and structured set of collaborative exercises and feedback sessions. Three project ideas coming from the participants will be chosen to serve as case-studies for the session.
The duration of the session will be 2 hours and takes place on Sunday, 23 October, 14-16:00 at KUBIK Coworking office (1137, Budapest, Jászai Mari tér 5-6.)

Please send an 300 word outline of your project idea, concept or professional questions in the context of a mixed reality experience. Also formulate briefly your motivation to participate and your expectations for this session.
Please send your concept to the following email adress: festival@realityresearch.info
Deadline: 18th October, 2016.

The workshop will be held in english and the participation is free.

About Joris Weijdom

Joris Weijdom (NL) is a researcher and designer of theatrical experiences using mixed reality technology. He is the founder of the Media and Performance Laboratory (MAPLAB) which enabled from 2012 until 2015 practise led artistic research on the intersection of performance, media and technology. He works as a researcher at the Research Centre Performative Processes and teaches at several BA and MA courses at the HKU University of the Arts Utrecht.

Joris is always looking for the ‘inter’ in everything: inter-disciplinarity, inter-connectivity, inter-action and inter-faces. He learned from experience that sharing ideas and concepts through ‘sketching’ in an interactive mixed-reality environment is a powerful and effective approach for creative research, design and development. Being able to quickly manifest ideas through interactive spatial prototypes stimulates experimentation and possibly true innovation.

The MINECRAFT WORKSHOP

Workshop orgnized by Makerspace.hu

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The 2-hour long workshop is dedicated for children and their parents. The activity is taking place at the festival center (KUBIK office). The aim of the workshop is to develop skills by using modern technological devices while merging virtual 3D mechanics of Minecraft with small electric building blocks (littleBits). Minecraft is one the most popular video games where everyone can create virtual worlds. During the activity, children are invited to built a platform where virtual and physical elements adds up to a Rube Goldberg machine.
The workshop is a great opportunity for family members to create, think and play together.

Time:
Saturday, 22 October, 10 - 12:00, 14 - 16:00
Participation is free but please register in advance at: hello@makerspace.hu
Location: Kubik Coworking, 1137, Budapest Jászai Mari square 5-6.

MAPPED REALITY WORKSHOP

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The goal of the Mapped Reality workshop is to introduce photogrammetry techniques and design approaches, by adapting the relation between virtual and physical environments and by using it in the design development. During the workshop participants will experiment with photogrammetry tools and then analyzing and modifying their outcome; the result will be mapped back in the original environment.
"Mapped Reality" defines new parameters, enabling different perception of material, size and precision than human vision can achieve. This digital approach generates a new spectrum of how the natural and built environment can be perceived and designed accordingly.

Teaching assistants Viktoria Sandor, Marie Lichtenwagner and Annamaria Dobai gained their specific knowledge in the field of architecture and design at the Studio Hani Rashid, at the Studio Greg Lynn and at Studio Zaha Hadid at the University of Applied Arts Vienna. They have always been focusing on the development of innovative design technics and questioning existing design methods. This approach is leading them in the challenging design-development.

Time: 10-17:00, Wednesday, 26 October.
Location: Kitchen Budapest, 1092, Budapest, Ráday street 30. (Entrance from Biblia street)
The workshop will be held in english and the participation is free.
The result of the workshop will be exhibited on 27, October at Neuro Gym exhibition (KUBIK).
Participants: 15 person, divided to groups (3-4 person/group)
Please bring your laptop and smartphone if you have one.