An Domhan

by Gaëtan Le Coarer, produced by Transcultures & Pépinières Européennes de Création
2021

An Domhan is an XR experience, mixing virtual and augmented reality through the adaptation of an Irish Celtic legend entitled The Tragic Death of the Tuireann Children. Users with a virtual reality headset or with a smartphone and an augmented reality application embody the main characters of the legend. In a black and white, contrasting and abstract world, users are immersed in a quest involving revenge and redemption. The augmented reality user has the power to interfere upon the virtual reality.

In-situ experience
VR headset, Computer, Smartphone, Video projector
Suitable for all audiences
French, English
Update : 23/01/2023
AN DOMHAN - CNAM ENJMIN, Courant 3D
AN DOMHAN in TRANSDEMO - MILL Museum (Be)
Virtual and Augmented Reality experience adapted from an Irish Celtic legend. AN DOMHAN is supported by Transcultures and Les Pépinières Européennes de Création
Immersive Virtual Reality Environment Overview
Overview Immersive environment in VR. The embodied character is surrounded by images and tries to get away from them
Overview in AR - the user generates narrative cubes (like speech bubbles in comics) that appear simultaneously in VR
AR - VR - Interactive objects to explore the narrative quest
Inside the speech bubbles
The AR user sees the incarnation of the VR user
VR user
VR user
Tommy Lawson Sound Artist
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An Domhan is a work produced as part of a thesis entitled "Graphic Novel and Mixed Reality, towards new spaces of narration". Through a visual method of creative research, we stage this immersive and mixed experience adapted from an Irish Celtic legend. Users with a virtual reality headset or with a smartphone and an augmented reality application embody the main characters of the legend. In a black and white, contrasting and abstract universe, users are immersed in a quest mixing vengeance and redemption. The augmented reality user has the power to interfere with virtual reality.

The experience "re-spatializes" the narrative tensions at work in the legend, offering us a field of experimentation and research to consider comic book narration in new dimensions and in a relationship to the body. The comic book leaves its supports to stick to the body of the users, and take on the scale of a place. The scenario and the relationship between the devices marks a new perspective for the notions of sequences and simultaneity. The narrative becomes non-linear and the character is embodied. The boxes are drawn according to the movement and gestures of the users...

From this project, and therefore from our thesis, we seek to understand how narration is structured in mixed reality, that is to say in our case, in the "mixedness[1]" of the media used, the spaces involved, the place and impact of the body in relation to the narrative.

[1] Paul Virilio, La machine de vision, Collection L'Espace critique (Paris: Editions Galilée, 1988), 148.

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In-situ experience
Experience
Terms
Multi-users - Solo
Interactivity
Interactive
Audience
Categories
Suitable for all audiences
Minimum age
13 years
Prices
Languages
Original language
French, English
Dubbing
Subtitles
Team
Interpreter
no
Public outreach
yes
Technician
yes
Material
Equipment
VR headset (Quest) ; Computer (Windows) ; Smartphone (Android) ; Video projector
Minimum space required
A partir de 9 m 2
Internet connection
Required to broadcast the artwork
A workshop may accompagny this artwork.
Awards
Lauréat TRANSCULTURES Résidence Pépinières Européennes de Création – Fédération Wallonie-Bruxelles (Belgium) 2021
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Programming
Festival Recto VRso Laval (France), 2022
Welcome to the XR Generation Crans-Montana (Switzerland), 2021
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Direction
T L
Composition and sound design
Tommy Lawson
Production-distribution
T
Production
Transcultures & Pépinières Européennes de Création
P F
Production
Philippe Franck
 
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