ImGame: An Immersive Educational Environment to Teach
Contemporary Art
Ieva Gintere
1a
, Emmanouel Rovithis
2b
, Ágnes Karolina Bakk
3c
and Alvis Misjuns
1d
1
Vidzeme University of Applied Sciences, Tērbatas street 10, Valmiera, Latvia
2
Ionian University, Plateia Tsirigoti 7, Corfu, Athens, Greece
3
Moholy-Nagy University of Art and Design, Hungary, Zugligeti út 9, Budapest, Hungary
Keywords: Immersiveness, New Media Art, Serious Games, Ecosystems, Meditation.
Abstract: The study describes a creative virtual environment named ImGame which serves as an interactive platform
hosting recent works by new media artists in Latvia, Greece, and Hungary. The study explores the common
conceptual characteristics of these works as interpreted by the ImGame researchers. The artworks have been
categorized under two intertwined aspects, namely meditation and ecosystems. The terms are slightly different
in each country: the Latvian artworks demonstrate a meditative state of mind linked to reflection about
ecology that also encompasses purity of mind. The Greek works highlight the organicity and
interconnectedness of elements that form alternate ecosystems which can be seen as ways to escape previous
thought patterns. For unpredictable realities to be plausible there is a need for a contemplative mind set before
the change of perspective. The human role is reimagined as a set of data-driven variables participating in the
dialogue between old and new, physical and digital, natural and artificial. In Hungary, artworks often deal
with data gathering techniques and their visualization. They are simulated ecosystems, where the viewer is
part of that system and can contemplate and submerge in it with the aim of raising the participant’s level of
sensitization towards social issues or phenomena.
1 INTRODUCTION
The serious art game entitled ImGame is being
designed cooperatively by three research institutions
in the framework of a Creative Europe grant from the
European Commission (2022-2025) to demonstrate
the contemporary artistic phenomena related to the
psychological experience of immersiveness which is
close to the feeling a reader has when wrapped up in
a good novel. The game aims to teach about trends in
new media art, strengthen an investigative,
observational relationship with our current cultural
environment and create a dialogue about ideas
generated by these artworks during recent years. As
various researchers have noted, effective learning
occurs when a relationship between user, cultural
context, and the immersive reality system is
established (Bekkele and Champion, 2019). ImGame
a
https://orcid.org/0000-0003-0203-3351
b
https://orcid.org/0000-0001-7404-4063
c
https://orcid.org/0000-0003-4036-256X
d
https://orcid.org/0009-0003-4841-9302
offers an artistic interaction with the environment, a
possibility to encounter recent works and learn about
their cultural context through specially designed
activities.
The project’s design proposes an indirect mode of
learning created by the user playing in the virtual
environment, exploring, memorizing, and
remembering specific aspects of the experience. An
interactive relationship is established between user
and content, as the former freely moves in the virtual
space, which is organized in compartments, like
separate game-stages, featuring different thematics
and posing different challenges. The first stage is
dedicated to the antecedents of modern aesthetics.
There, users are expected to be able to comprehend
and briefly describe the conceptual aspects pertaining
to the feeling of immersion. Before entering the next
stage, they will be asked to name the targeted
338
Gintere, I., Rovithis, E., Bakk, Á. and Misjuns, A.
ImGame: An Immersive Educational Environment to Teach Contemporary Art.
DOI: 10.5220/0012600000003693
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 16th International Conference on Computer Suppor ted Education (CSEDU 2024) - Volume 1, pages 338-346
ISBN: 978-989-758-697-2; ISSN: 2184-5026
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
associations as well as historical ideas related to
immersiveness, such as the keywords “awe”,
“captivation” or “flow”. The next stage is where the
digital artifacts are exhibited. Users are encouraged to
examine them, as well as the surrounding space, in
search of tokens that will be redeemed for creative
modules in the final stage, a virtual studio designed
for experimentation. By means of all the above, the
game creators intend to improve learning by
contextualizing immersive experiences “within a
lesson” (Makransky and Mayer, 2022). The
educational results will be evaluated via interviews of
users during the last year of the project.
The authors of ImGame utilize experience-based
knowledge or the ‘learning by doing’ approach where
the user learns by constructing knowledge while
doing a meaningful activity (Mortara et al., 2014) so
that a player is considered “as an active transformer
and not as a passive contemplator” (Marxen, 2009).
For best results, exploration as well as a social context
in terms of interaction between learners is
encouraged. Hence, the ImGame project will
eventually guide users to take part in the playful
environment and create some artifacts using virtual
creative tools unlocked by quizzes and challenges that
help one denote the basic features of immersiveness.
The explorative nature of the game is expected to
motivate users to spend time examining the virtual
exhibition space. Since all the researchers working in
the team are university teachers, the game will be
used in a classroom to ensure discussions and the
exchange of experience after the course.
The niche of serious art games dedicated to the art
styles of the 21st century has been left with almost no
attention. On a global scale, only a few games teach
contemporary art (Gintere, 2020); however, these
games do not represent the examples of immersive
aesthetics as such. The digital role-playing game
Kronos that educates on concepts of electronic music
is one of the few that are connected to contemporary
art (Rovithis et al., 2014). ImGame intends to fill this
gap and support the knowledge acquisition of art
during the last decades.
2 THE CONCEPT OF
IMMERSIVENESS AND ITS
IDEOLOGICAL PROFILE IN
CONTEMPORARY
ARTWORKS
At this stage of the project only a theoretical model of
ImGame has been created which will be empirically
tested. The project’s “knowledge discovery”
(Janševskis, Osis, 2023) will be built on a qualitative
research basis, using deep semi-structured interviews
of users to assess the educational results and develop
the game following the obtained data during the
testing and interviews. Qualitative data are planned to
be collected at Ionian University (Greece), Latvian
Academy of Music and other institutions of
education.
This paper describes the main concept and
ideological framework of ImGame, which has served
as the basis for its design. The game is focused on the
psychological feeling of immersiveness that has been
defined by the authors as a twofold phenomenon
encompassing:
- a meditative yet rational reflection,
- ‘disappearing’ into the aesthetic object
(affective, timeless contemplation of an
artwork).
These aspects cannot be separated as in most cases
they come as an ensemble or a shifting between the
two. Musicologist Veit Erlmann (2010) has precisely
described this mental state where the subject’s mind
balances between distanced, deliberate watching or
listening and momentary self-forgetfulness. This
particular twofold characteristic of immersiveness
also appears in works by the theoreticians Harri
Mäcklin (2021) and Mihaly Robert Csikszentmihályi
(1996). They note that even when the subject is
‘floating’ in the aesthetic experience and identifies
oneself with the artistic material such as music,
literary work or film, the subject can still be reflecting
on this experience. Hence, immersiveness can be
called an altered mode of the subject’s mental
involvement that marries a rational self-awareness
with a dream-like condition.
The experience of immersiveness will be
represented in the game by artworks created by the
young artists (described below). The theoretical
context will be demonstrated with the help of Greek
myths about Narcissus and Medusa, as well as the
Kantian concept of sublime in order to briefly explain
the feeling of awe, captivation, flow and other
keywords related to contemporary aesthetics of
immersiveness.
2.1 Technical Aspects of ImGame
The idea of ImGame is based on a post-doctoral
project at the Vidzeme University of Applied
Sciences in Latvia. The demo version of the game
entitled Art Space (Gintere et al., 2021) was created
in the frames of the post-doctoral project led by
ImGame: An Immersive Educational Environment to Teach Contemporary Art
339
researcher Ieva Gintere. It is a demo version of an
educational virtual space with gaming elements that
transfers knowledge about contemporary aesthetics to
a wider public and teaches the audience about modern
digital audio-visual stylistics. Technically, Art Space
was made using the Unity game engine which
requires a gaming PC to run. ImGame is stylistically
and educationally a continuation from Art Space.
ImGame is a web-based game currently under
development using the A-Frame framework which
simplifies the game development as it uses the ECS
(entity-component-system) architecture. A notable
feature of A-Frame is its implementation of the
WebXR API (Application Programming Interface),
enabling virtual reality experiences to run through
supported web browsers. ImGame can run not only
on smartphones, tablets, computers, and similar
devices but also with head-mounted displays (HMDs)
(Rodríguez et al., 2021).
Interaction in ImGame is achieved through point-
and-click or touch, depending on the device. It is
facilitated by a custom component called trigger.js,
designed specifically to activate animations on 3D
objects and manage loading and unloading content.
As A-Frame is taught in the Art Academy of Latvia
across multiple study programs, ImGame
components have been developed with user-friendly
usability in mind.
ImGame comprises three stages (figure 1)
arranged linearly, facilitating quick navigation from
one end to another when all stages are unlocked. The
first stage, Antecedents visualizes concepts in an
abstract manner (figure 2), and when interacted with,
grants information and points. The second stage,
Exhibition presents the greatest technical challenges
due to the nature of digital artworks. While some
artworks like images and videos can be directly
integrated into ImGame, others require custom
components for point-cloud visualization, portals,
360 recordings, and more. In the Exhibition, tokens
and points can be collected, which are then utilized in
the final stage, the Studio (figure 3). Here, tokens and
points unlock creative tools for users to craft
expressive compositions.
Figure 1: ImGame three stages.
To preserve user compositions and progress, a
component named db.js has been developed,
managing user logins and saved game states.
Additionally, this component can be employed to
gather data, draw conclusions, and make adjustments
to game design as needed.
Figure 2: Antecedents.
Figure 3: Exhibition and Studio.
2.2 Characteristic of Immersiveness in
Latvian Recent Artworks:
Calmness and Pureness
There is a visible tendency among the Latvian new
media artists to demonstrate a calm, meditative state
of mind. It is often linked to reflection about ecology
that encompasses an eco-psychology, as it might be
called, or pureness of mind. The mood of deep
thought in these works mirrors the ecological
approach; the mind as an ecosystem needs to be taken
care of to avoid negative influences or an overload of
information. A promenade in these virtual landscapes
can be sometimes treated as an allusion to wandering
in one’s soul or subconsciousness to maintain its
spiritual qualities. The works are conceptually close
to Cory Arcangel’s popular video installation “Super
Mario Clouds” (2002) which is a modification of the
game “Super Mario Brothers” (1985). Arcangel has
hacked the original game and erased all the sound and
visual elements such as Super Mario’s jumping and
running through a labyrinth, leaving just the pixelated
white clouds that slowly move over the blue sky
(Iantorno, 2023). Thus, the author has turned the
game into an abstraction with lots of space for a deep
reflection, using the symbols of sky and clouds as
icons of thoughtfulness and purity. Latvian new
media artworks of the 21st century are not so radical,
yet they demonstrate, as Arcangel does, an inclination
to get rid of the unnecessary activity, creating a mood
of reverie and a reference to nature.
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2.2.1 “Peace on Web” and “Atmospheric
Forest”
The WebXR experience “Peace on Web” by Alvis
Misjuns (2022) is a virtual place for the user wishing
to be alone and skip influencers, ads, purchases and
competitive activities characteristic of the modern
web. The environment is created as a sandy terrain
landscape with a calm sun, distant water and
meditative sound. A holy water container has been
added to the work in the exhibition hall to represent
the spiritual idea of the work in the analogue space. In
order not to disturb the peace and the serene passing
of time, each user is provided with an avatar that
harmoniously fits into the environment, for example,
a branch or a rock. Verbal and text communication is
unavailable. Thus, the work’s atmosphere is
meditative, and its message is eco-psychological at
the same time: it proposes an alternative, purified
environment that helps keep stress away from our
digital activities and maintain mental well-being.
“Peace on Web” was created in reaction to the
attempts by such companies as “Meta”, “Microsoft”,
“Nvidia”, and “Google” to create a metaverse a
wide-reaching 3D virtual world that combines
various communication platforms, industries and
payment systems. Some features of the metaverse are
used on popular platforms, such as “Roblox”,
“Minecraft”, and “Fortnite” where the players are
made to compete with each other in order to survive.
Although the “Atmospheric Forest” (2020) by
Rasa Šmite and Raitis Šmits is focused on a forest as
an ecosystem, it is a meditative environment at the
same time as it evokes slow reflection and a
contemplative mood in the user. It provides an
immersive experience by visualizing the complex
relations between forest and climate change. Trees
emit large amounts of volatile organic compounds
that we can sense as the scent of the pine forest, yet
some scientists believe that these emissions could
make global warming worse. “Atmospheric Forest”
creates visual data of volatile emissions and resin
pressure in pine trees. The viewer can navigate
through the emitting trees of virtual forest, observe it
from the bottom up, and follow the path through the
tree trunk to get far up above the emitting forest,
experiencing the interactions between the terrestrial
ecosystems and the Earth’s atmosphere.
2.2.2 Other Examples of Meditation and
Ecology of Mind
“Imagination” by Paula Ostupe-Dejus (2022)
contains over 300 unique illustrations of nature and
imagination created by the artist: aliens, plants,
animals, characters, and mushrooms. She uses
cascades of images, creating depth in the 3D space to
achieve the feeling that the scene is revealed through
exploring. The work offers a promenade in wonderful
scenery that can help unburden one’s mind.
“Imagination” can be interpreted as an attempt to
escape from reality to a certain degree as it
demonstrates an idealistic, uncontaminated world.
Another ecosystemic immersive work by Ostupe-
Dejus is Solution (2018) that reflects the problem of
air pollution. It is a VR projection of a futuristic,
hermetically sealed space where oxygen is being
produced artificially to solve the problem of air
pollution. This environment, much like
“Imagination”, is a subtle invitation to take a deep
breath and feel isolated for a moment from the harsh
reality outside.
“Transfungus” by Gints Gabrāns offers a
meditative experience of mushrooms. Visitors to the
exhibition can learn about the nature of mushrooms
with the help of AI generated images and responses
from their own body. As the artist points out, “self-
exploration of a mushroom/human is infinite”
because the versions of AI human-mushroom images
are not limited. Mushrooms are the embodiment of
divine thoughts, he affirms, as they reveal a variety of
beauty and peace. “What cannot be talked about can
only be enjoyed,” says Gabrāns. “The project reveals
the mushrooms adventures with the human
exobody” (Arterritory, 2023) as well as
demonstrating the integration of humans into the
ecosystem of forests and the wonders of nature.
In Zane Zelmene’s “Guide to Invisible
Landscapes” (2022), one walks in a space of magic
orbs using the HM headset and enters different dream
worlds (they are made on the basis of the artist’s own
lucid dreams). The orbs are parallel realities, each
with its own, calm character. The artist invites the
user to dive into meditative spaces and explore the
sophisticated visions of these virtual areas. The user
is invited to meditate on the view, yet the work
belongs to the category of ecosystems as well because
it tends to initiate psychological refinements through
a peaceful wandering in the microcosmos created by
the artist.
Rute Marta Jansone (2020) has created a
contemplative VR environment “Insight” that recalls
the famous board game “Circus”. Here, by using the
touchpad, the user is invited to illuminate the images
and reveal what is hidden under their surface. The
particular field that is illuminated transforms and
demonstrates the inner nature of situations as well as
triggers the associative mind of the viewer. The user
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sees the characters in different dispositions as if
explaining their secret meaning. The narrative is
formed following the user’s subjective interpretation
and individual impressions. “Insight” falls under the
category of mental ecosystem in a broad meaning as
it intends to manifest our personal understanding of
situations, to show things as we see them unrelated to
social standards, and moral norms. The work is
contemplative and thoughtful, too, as the user is
offered the opportunity to dive into one’s own
reflection to seek explanations of the situations.
2.3 Characteristic of Immersiveness in
Hungary
Many Hungarian immersive artworks aim to provide
a sense of a system that can immerse viewers in two
ways. These artworks either challenge the viewers
with an immersive meta-level type of reflection on
how data abundance can mesmerize us, or by
addressing our sense of empathy by putting the
viewer into the middle of the ecosystem that can
sensitize them regarding social issues or phenomena.
The artworks use various types of techniques, but
many of them rely on generative AI algorithms.
2.3.1 Awe by Data Structures
The data visualizations “150 Years of Nature” crafted
by the Barabási Lab, were featured on the cover of the
National Geographic (Barabási, 2019) and presented
at theHidden Patterns exhibition at ZKM Gallery
in 2021 to provide a distinctive opportunity for
recipients to reflect on the intricacies of data and its
societal connections. Viewing data visualization
becomes a contemplative practice, requiring time and
effort to unravel and comprehend extensive
information. This process enables individuals to
engage in introspection. Moreover, the visualizations
create a unique convergence of science
communication and its artistic implications. This
interdisciplinary perspective can create a certain awe
that enables the viewer to have the sense of
meditation.
Máté Előd Jánky’s works are intricately tied to
virtual experiences, predominantly utilizing digital
media and internet footage to convey ambiguous
emotions within bustling yet delicate realms,
spanning both auditory and visual domains. His
creations resemble pages extracted from a coded
diary, visually delving into the development of
personal symbolism and mythology while exploring
diverse psychological concepts. His images serve as
mind maps or visual depictions of thought patterns,
saturated with self-reflection through shapes,
textures, and narratives. In the realm of sound, he
explores improvisation, textural thinking,
eclecticism, and the frontiers of music. His work “The
Dream of Love” (Előd Jánky, 2020) epitomizes the
meditative states that virtual communities can
provide to users. The meditative, sometimes self-
destructive messages offer viewers a moment for
contemplation on how continuous online aesthetics
influence our perception of reality.
Kati Katona’s work offers a reinterpretation of
nature’s rule-based systems and prompts viewers to
contemplate the concept of predestination. The
interactive video installation “Submerge” (Katona,
2022) utilizes motion graphics to immerse users in a
state of fusion with the environment. Her artistic
focus centers on generative, procedural, and 3D
animation. Inspired by nature’s elements, biomorphic
structures, and natural algorithms, this project aims to
deliver the viewer into nature artificially drawing
attention to the granularity of it.
2.3.2 Ecosystem as a Tool for Social
Imagineering
Judit Navratil’s “Szívküldi Lakótelep” (2021-)
incorporates the experience of her temporary
relocation to a small Canadian island, where she
resided in a friend’s enchanting boathouse. Life on
Salt Spring Island presented a unique experience,
surrounded by the silence and rhythm of nature in a
challenging landscape for her video “Long Distance
Somersaults”. Inspired by this, she chose to chart the
various sections of the VR Neighborhood by
somersaulting through its virtual realms. To unify the
different facets of Szívküldi Lakótelep, Navratil
intertwined the practice of “Long-Distance
Somersaults” into these realms, forming the
foundational structure of the project.
Her work is categorized as an ecosystem,
representing a cyberspace where individuals are
invited to engage. These gatherings serve as
consciousness-shaping events, encouraging
participants to confront anxieties and reconsider their
physical and psychological conditions a
manifestation of a pure and eco-centric approach on a
broader scale (Navratil, 2018).
KirstófLab’s (Kristóf Szabó) “Wrong Data
Landscape” (Szabó, 2023) explores the dynamic
between nature and a constructed environment,
juxtaposing the static nature of human-inhabited
structures with the organic movements of the natural
world. This contrast is visually evident in the video,
where the gradual, rhythmic undulations of the
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earth’s grains harmonize with the frozen stillness of
the buildings. The visual error within the image
serves as a symbolic reference to human presence,
suggesting that this error is a consequence of human
intervention.
The installation “Limbo” by Gábor Kitzinger and
his team (Kitzinger et al., 2020) unveils the
perpetually repeating life cycle of a digitally
generated entity. The simulation, captured by four
cameras within the program’s virtual space, is then
displayed within a precise plexiglas pyramid or
frustum. The holographic animation depicts a bust,
allowing us to witness the entity’s accelerated life
cycle from the zygote state to death and onward to
Limbo, where the entire cycle recommences, trapping
the entity in an unending repetitive loop. The audio
material controls the character, yet the viewers can
also interact with it through simple gestures that
modify accompanying soundwaves. These gestures
serve as stimuli, disrupting and altering the entity’s
repetitive reality, introducing uncertain events into its
cyclical existence.
The artwork presents an abstract and ambiguous
representation of life as an ecosystem. Life, with all
its living components, forms a living ecosystem with
a rhythm dictated by biological elements. The
ecosystem is biologically conditioned, but it also
demonstrates how our actions have consequences on
our life. In Limbo, the user is shown how the
consequences of individual acts can manifest in
changes of the desired rhythm. The work offers a
possibility to change, this way manipulating the
lifecycle of an individual. It demonstrates our ability
to affect the biological lifecycle, illustrating how
human gestures and our assumed agency can become
integrated into the system.
2.4 Characteristic of Immersiveness in
Greece: Escapism and Organicity
Escapism seems to be the underlying fabric in the
works of the Greek artists that were examined by the
researchers. Possibly rooted in the economic crisis
experienced in the last decade and still lurking today,
there is a visible tendency to distort reality, not in the
sense of “disrupting the message” through techniques
of deformation or under-representation, but rather by
changing its generic parameters to present an
alternate version, a different but still plausible
universe. Economic recession coupled with political
turbulence and social insecurity, has produced a sense
that the cards can easily be reshuffled, and the dice re-
rolled instantly by fate into a dystopian future. The
artworks reflecting these considerations do not
embrace panic, nor do they wish to warn by being
repulsive; instead, they invite the audience into
convincing possibilities, as manifested by the
interdependencies that govern their elements.
Fictional worlds are held together by their organic
environments, yet the tweaking of selected details can
lead to major deviations, where anything is possible.
In the Greek artists’ attempts to virtually construct
such immersive “living and breathing” systems, two
perspectives are salient: the one aims to challenge the
perception of reality and leave the spectator in awe
before the implications of an unknown fictional
world, whereas the other focuses on organic
autonomy per se aiming to turn the audience towards
themselves in an inward contemplation of the
individual’s complexity, and one’s fluid and fragile
place in the cosmos.
2.4.1 Parallel Ecosystems
Anestis Anestis’ “Love Distortion Field (Anestis,
2021) features a snapshot of a humid urban
environment, an empty dark alley illuminated by a
neon sign. In the middle of the picture lies a black
hole, dark and mysterious, with its corona blending
into the neon light in hues of red. Yet, the distortion
seems to fit in the picture like a normal, everyday
occurrence. In fact, this and all other instances of the
artist’s collection “Night Encounters” follow the
same pattern: urban landscapes with “naturally”
embedded cosmic phenomena blending into a new,
coherent reality.
In her VR exhibition “Uh everything looks so
fresh Oh everything is so rotten!” (2020) Eva
Papamargariti invites the audience to roam around a
series of CGI (Computer Generated Image) rooms
populated by hybrid, ominous creatures, comprising
an audio-visual world beyond the boundaries of space
and time. In these extraordinary landscapes with
inhabitants behaving absurdly, natural shapes are
highlighted with intense colors and shining textures,
and gestures that obey natural physics yet become
entangled in repetitive loops. As the artist herself has
stated, biological systems set the example for other
systems’ functions. In her work, the micro and macro
characteristics of ecosystems act as guides for cycles
of generation and development (Papamargariti,
2020).
In his video work “Ichographs II – Absentia”
(2021) Yannis Kranidiotis disrupts classical paintings
through modern, digital ways of abstraction by letting
human figures decompose themselves into a fluid
stream of pixels until they reach the state of
nonexistence. Detached from their core elements, the
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depicted ecosystems are now seen through a different,
holistic prism, where the notion of emptiness gains its
own substance. In the fused reality of stability and
flux, a dialog between the old and the new, the viewer
is guided to contemplate the process of change
(Kranidiotis, 2021).
Thomas Valianatos uses AI generated imagery to
reinvent the city of Athens in the work “Athens, the
present that did not exist” (2023). In a fictional
timeframe that is neither present nor future, people in
public spaces are represented as entities in a constant
change of state between human and robotic elements,
whereas buildings and streets claim their space on the
verge between familiarity and unrecognizability as a
way to escape from the present to a world of
possibilities (Valianatos, 2023).
2.4.2 Meditative Organisms
In her interactive virtual installation “Where do I
exist?” (2021) Sousana Romanidou explores the
boundaries between virtual and physical ecosystems,
and wonders about the role of human interaction in
that bipole. Her work is a collection of virtual rooms
that can only be changed via user input of a specific
hashtag. A symbol of communication becomes the
only variable able to transform an otherwise closed
system. Besides intervening from the outside, users
can also examine themselves in the virtual space
through a camera, which invites them to reflect upon
their place. The conceptual focus is shifted from the
environmental rules governing the organisms of the
ecosystem to the organisms themselves (Romanidou,
2021).
“Not Allowed for Algorithmic Audiences” (2021)
is a video installation of seven monologues narrated
in seven consecutive days by a virtual entity. The
artist, Kyriaki Goni, investigates the relationship
between humans and machines by letting a symbol
for Artificial Intelligence borrow a human form and
reveal information about their programming,
infrastructure, and even share tips on how humans
and machines can be reconciled. The work’s post-
anthropocentric approach implies a paradigm shift in
societal equilibrium, in which new balances must be
sought through reflection and contemplation (Goni,
2021).
Pandelis Diamantides’ generative audiovisual
artwork “Pulse” (2022) uses data from the artist’s
own heartbeat and breath coupled with data from the
crowd’s movement around a social point of interest to
drive its software. The artist fuses three metaphorical
axes, the emotional, the physical, and the social, into
one organic entity, whose body is placed in the
middle of a dark vacuum, and whose function reflects
the need for inward exploration (Diamantides, 2022).
3 CONCLUSIONS
A study of digital artworks from the beginning of the
21st century has been conducted in the three partner
states of the ImGame project Latvia, Hungary and
Greece with the aim to include the works in a digital
game about contemporary art, support their
international circulation and disseminate knowledge
about the most visible characteristics of art today.
A certain bipolarism can be observed in the
structure of the overlooked artistic concepts; they
often refer to a gap between the ecosystem (a pure,
organic place in various interpretations) and the other
which can be the polluted environment or a virtual
platform which is considered a world of new
possibilities. The notion of ecosystem is also
frequently linked to a mediation state as the user is
invited to contemplate the calm atmosphere of the
ecosystem and its beauty, or adaption possibilities to
the new technological reality. Thus, the trends of
meditation and ecosystems are often related.
There is a visible tendency in Latvian new media
art to reflect upon a clean, uncontaminated world. The
concepts are sometimes utopian, escapist, and
introverted. An ecosystem is a territory of peace and
mental purity which helps to maintain a psychological
balance between the stressful reality and sometimes
idealistic or even hallucinatory scenes of art. The
notion of ecosystem has been used in the classical
sense i.e. related to nature preservation, but it is also
a place for a search of freedom and true, individual
consciousness.
In Hungary, the artists using new technologies
including generative AI often aim to immerse the
viewers by relying on a meditative state that these
data visualization types of artworks can represent.
Other works aim to approach the concept of
ecosystem in unconventional ways, for instance, to
create new fictional worlds. Digital technologies
offer them an opportunity to represent their views on
contemporary society on a micro- as well as on a
macro level in an immersive manner.
The notion of ecosystem is vivid also in the works
of Greek artists. The ecosystem behaves as a whole,
its elements are interconnected, its parts united in an
organic whole. Greek artists seek a refuge outside of
time, yet the structured laws of the ecosystem are still
needed to ensure stability. Physicality is sought in
streams of data, familiarity in exotic imagery, and
cause and effect in novel interaction. The Greek
CSEDU 2024 - 16th International Conference on Computer Supported Education
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artworks prompt the audience to immerse and search
inward for a natural equilibrium in changing times.
The ideas of these artists have been collected and
analyzed by the project authors to promote digital art
created recently and demonstrate the common
concepts in these works. They will be assembled in a
digital environment entitled ImGame to demonstrate
the psychological feeling of immersiveness in digital
art in relation to the mood of meditation and
ecosystemic awareness.
ImGame belongs to the narrow niche of serious
art games as it offers educational content and a
journey into new art. The project intends to expand
the industry of gaming in general and improve
competitiveness in the specific field of artistic
gaming. The project aims as well to support the
creative activities of artists in the 21
st
century and to
improve access to their works, thus safeguarding
them in the modern, rapidly changing world where
the works are at risk of being lost without
documentation in the huge number of fleeting
experimental
artifacts.
ACKNOWLEDGEMENTS
The creative research project “ImGame An
Innovative Digital Environment Based on Research
with Elements of Immersive Aesthetics and Serious
Gaming” (2022-2025) No. 101054570 was funded by
the European Union and co-funded by the Latvian
Ministry of Culture in frames of the program
“Creative Europe”. Many thanks to Mr. Wayne
Chislett for his kind support and copy/line editing.
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