In this thesis, I have given an in-depth overview of the different technical, artistic and aesthetic aspects of AFTERLIFE. I have contextualized the piece, comparing it to and referencing other relating artists, practices and artworks, and placed the work in a social and philosophical contemporary context. I have further discussed and elaborated on the potentials of the game engine and immersive mediums such as VR in future artworks, and how their realization could (beneficially) impact society. I have concluded with my own aesthetic value statement, and advocated for it with basis in history, cultural studies, science, technology, politics and an outlook into the contemporary and future art sphere.
I hope this page may be of inspiration, value and fun to other creators and explorers beyond its function as a thesis.
I need to thank a few people who have been of huge inspiration to me and this body of work:
I want to thank Leonhard Onken-Menke, for introducing me to Unreal Engine and patiently and stoically dealing with my overenthusiastic childishness while showing me around in the interface.
I want to thank Claudia Cox for developing and performing AFTERLIFE with me, for all the patience, creativity, support and fun.
I want to thank SImon Steen-Andersen for introducing me to a mindset where everything is possible, and everything is play.
I want to thank Alexander Schubert for years of immense inspiration, profound guidance, trust and patience with my personal development - and many, many wonderful, strange and fun technology-induced moments!
I want to thank Georg Hajdu for having a profound vision for creating a truly unique and transgressive study environment, for the ongoing will to explore and develop it further, and for the playful and 'everything-is-possible'-like approach to one of the hardest subjects in the world - coding!
And now, for the most important aspect of creation, innovation, social gatherings, spiritual and personal development:
Tobi, March 2023
Francesco della Gatta, Francesca Garbarini Is a corresponding author , Guglielmo Puglisi, Antonella Leonetti, Annamaria Berti, Paola Borroni: Decreased motor cortex excitability mirrors own hand disembodiment during the rubber hand illusion (research paper)
Giuseppe Riva, Brenda Kay Wiederhold, Alice Chirico, Daniele Di Lernia, Fabrizia Mantovani, Andrea Gaggioli: Brain and Virtual Reality: What Do they Have in Common and How to Exploit their Potential (research article)
ANALYSIS: FORM AND STYLE
HYPERREAL AESTHETICS: THE ORIGINAL AND THE COPY
ARTIFICIAL INTELLIGENCE AND CONTENT CREATION
TECH INSIGHTS: REAL-TIME MOTION TRACKING IN A 3D GAME UNIVERSE
ANIMATION, OBJECT PERSONIFICATION AND LIGHT PROGRAMMING
COSTUMING AND SET DESIGN
APPROPRIATION OF VISUAL ARCHETYPES IN THE DIGITAL REALM
Resident Evil 4 - Farm Out of Bounds Glitch & Hidden Unused Item (GCN Version Only) (video)
SHOCK VALUE AND RESTRAINT
GAMIFIED AUDIO AESTHETICS
DRAMATIC STORYTELLING IN ELECTRONIC VOCAL MUSIC
REAL_TIME AVATEERING: DIGITAL DRAG
IMMERSIVE EXPERIENCES AND GAME-BASED STORYTELLING DEVICES
FINITE AND INFINITE GAMES: RULES AND PLOT-STRUCTURE ARCHETYPES
DECONSTRUCTING THE PSYCHOLOGY OF THE STAGE
IMMERSION AND AVATAR IDENTIFICATION AS A SPIRITUAL EXPERIENCE
EXPLORING THE FRAGMENTED HUMAN: FUTURE DIGITAL PLAYGROUNDS
TRANSGRESSING THE MEDIUM: TOWARDS A PLAYFUL DIGITAL AESTHETIC