PLAYABLE 01, Geneva
Event and exhibition from the 23th of October to the 9th of November 02
A digital interactive installations exhibition + 2 workshops.

 
 

Exposed works
/ Interactive Research Laboratory, Ecole nationale supérieure des arts décoratifs, Paris
/ Interactive Esthetics Laboratory, Université Paris 8
/ Seian University of Art and Design, Kyoto
/ Institute of Advanced Media Arts and Sciences,Kyoto, Japan
/ Visual Communication Department, Postgraduate New Media Department, Haute école d’arts appliqués-HES, Geneva

 

The event
The PLAYABLE Exhibition presented the works of the three schools, all of which have a multimedia branch orientated towards experimentation and research in the field of interactivity. This has been for them, not only an enriching occasion to meet with the public, but especially the opportunity to create inter-school dynamics favouring exchange and
international relations in a very specific area, in which the fields of application remain at present, countless, and unexplored. The maintained works bear witness to remarkable inventiveness in experimentation and interactive research. The event also gave rise to two workshops. During the course of the exhibition, students in visual communication participated with Gwenola Wagon (creator of interactive works and researcher in Paris 8) and Alex Chazard (programmer, Cergy Pontoise Fine Arts graduate, in charge of course at Paris 8) in a workshop on experimental creation, on the same site as the exhibition; Parallel to this, post-grad students worked alongside Jean Louis Boissier. The two workshops, on different themes, used video and interactivity. The work done was able to be seen immediately, and was "rendered playable" for the exhibition's audience. This event revealed the common preoccupations of the three research institutes in this specific domain. The stakes are so much higher as it deals with current development of the animated image via the digital and its diverse possible extensions.
Indeed, the exhibition has retraced current questions, but more importantly, it has been the necessary answer to the need to go beyond the known limits of the domestic virtual.