04 · 2026-
Whispers
Interactive installation
A creature lives in an environment of attention: steady focus holds its complexity, while attention falling away leaves visible wounds.
- Methods
- Brain · Computer vision · Unreal Engine · Realtime
A creature that lives in the environment of attention. Not a figure running through levels: it remembers. Steady attention lets it hold the complexity it has reached, injuries stay with it longer, and some experience fades. It never starts a meeting from scratch.
You catch it in a state, the way you catch a living thing. Its highest form is unmistakable, and it gets there by holding steadier, not by piling on effects.
A pointed camera lens reads as a threat. The focus shifts, the hands close, the breathing of the particles speeds up. We are used to wounding our own attention and no longer notice it. For the creature the wound is visible.
Its form is a circular cascade of scanned bodies with a cascade of open hands growing inside it, and one to three rings of Metatypismus glyphs around the whole. The hand is the organ that both receives and takes: open, it turns toward the viewer and accepts the light; closed, it ends access.
It runs on two tools I built. Brain is a standalone program with AI and a node-based control system: it reads cameras and audio, interprets what it finds, and sends behaviour signals onward. A custom Unreal Engine plugin receives them and moves the creature. Brain is designed as a tool for my installations in general, not for this piece alone.
Signal path
Camera to creature
camera / audio → BRAIN → UE plugin → creature
Technical rider
Installation requirements
LED screen from 4 m on the long side · realtime output, resolution and aspect matched to the display · camera at screen level, facing the viewers · low light, not darkness, because the camera must see · computer and software provided by the artist · stereo sound · two sockets · floor depth from 4 m. Projection is possible, but it requires an infrared or depth sensor.