ABSTRACT My master thesis examines whether computer generated virtual art is the methodology tool to a post-surrealistic approach of the art movement and its ideology of freed expression in the artistic practice. To elaborate this problematic I go through the manifestations of Surrealism and today’s computer programming that enables, with its own complex structure, the creation of digital art. The aim is to experiment with the creative possibilities given by technology based on the theoretical context given by Surrealism. The combination of imagination and coding constitutes my research field and the ingredients of my digital installations in a development platform.
Concept analysis The coexistence of antinomic and equivocal elements were my inspiration deriving from my readings on Surrealism. The second main axis was the concept of choice. Usually in video games and virtual reality to make a choice means to provoke an action. This is not a passive action but an interaction with something that will lead to the transformation or the transportation to something else. At each of my scenes, two points, in opposite directions, are on purpose distinguishing to provoke visual absorbance. The provoked attention can be considered subconscious since it is based on the aesthetic preference or interest of the user rather than on the deliberate selection between the two elements of each scene in order to proceed to the next one. The time that the participant has devoted on the one or the other element is estimated to permit for the change of the scene to occur. But the user is unaware of it. The purpose of this main structure, that is based on the viewer’s time spent before a 3D image, has as an upper goal to gather data on the cerebral response when viewing it. That could possibly lead to a new experiment collaborating with a researcher on the field of neurophysiology.
**Images, digital sounds, programming, creation of scenes Elena Marinou [please do not use or reproduce without permission]