ESCAPE THE ROOM
Online exhibition "Escape the room" is a pavilion of 4 edition
of the Wrong New Digital Art Biennale.
“Escape the room” is a genre of video games in which the main goal is to find a way out of the locked room using improvised means. The "Escape the room" exhibition examines passive and active phases
of confrontation, various forms of isolation and escapism as practices of resistance to the imperious regime of the web environment.
It also studies the causes of their occurrence and detects intersections between urban and cyberspace. What are user comfort zones and what is the emancipatory potential of ambiences created by an artist?
Dates: November 1, 2019 - March 31, 2020.
Artists: Kristina Cyan, Gediminas Daugela, Aleksey Efremov, Ellina Gennadievna, Habbilen H., Katya Isaeva, Anastasia Koroleva and Alex Pleninger, Pomidor group (Polina Egorushkina and Maria Sarkisiants), Postende (Vita Shakhnovich and Dmitry Olgin), Ann Rotaenko,
Vita Shakhnovich, supr & rkktkk (Yuliya Kozhemyako and Margarita Skomorokh), Denis Uranov, wasdswag (Fedor Balashov)
Curator: Oxana Chvyakina
The Wrong mission is to create, promote and push positive forward-thinking contemporary digital art to a wider audience worldwide through a biennial event that gathers an extensive selection of digital artworks, while embraces via instant radical inclusion the young artists and curators of today's exciting digital art scene.
#escapetheroom #thewrong #thewrongbiennale
supr & rkktkk (Yuliya Kozhemyako, Margarita Skomorokh)
Just an Ordinary Room
Just an Ordinary Room, is a deconstruction of the room escape genre and at the same time a tribute to it. This game also pays hommage to Toshimitsu Takagi's classic room escape games, such as Crimson Room.
Today, the freedom of man, as a subject of entertainment, is the freedom of choice, and not the freedom to change the conditions
of choice. People who are in conditions of detention turn out to be disconnected from the collective patterns of the imaginary. The power emanating from the nature of things is transformed by the nature of digital things, dominated by the logic of algorithms.
“Zone” is a game of voluntary conclusion. This is the emancipation of the imperious regime of imprisonment by digital means in order
to open a space in which you can not enjoy.The free space of the room is outlined by the accompanying boundaries of virtual reality.
The game is possible only in this space. The game score is the time spent in this zone wearing virtual reality glasses. The position
of the glasses is controlled by sensors. When removing points, the game ends. When you go abroad, the game ends. The player simultaneously becomes a prisoner of virtual boundaries of the free space of his own room and virtual communication.
This is a game intervention based on VRCHAT social vr platform.
Anastasia Koroleva and Alex Pleninger
performance video documentation
Video documentation of the performance that took place within the “Prepared Wednesdays ‘18” festival in ZIL art place. Time turned backwards. Representation varied from Space-Time continuum
to the human rights constraints.
wasdswag (Fedor Balashov)
DISCO/DISCOMFORT is a short interactive story, dedicated to sociophobia.
this game is about dancers and watchers, and also about the experience of being in public spaces. the user is prompted to make a trip to the disco-bar
and to interact with its inhabitants.
for full experience webcam is needed
3hrs Self-hack Meditation Ambience for Class Solidarity Stress Relief
online ambient video
Instead of mindfully hacking ourselves to cope,
how about we meditate on the conditions of not having to
net-art, instagram stories
Time is a transcendental and abstract structure,
but also it could be understood as something completely concrete, be inscribed in the context
of life and in a various social systems, for example, economic-capitalist. So, we can already talk about losing, short-term, purchase, and so on. In the context of the Internet, time combines abstractness and elusiveness, but with a concrete and clear perception of it. Thereby the images, offering to buy time paradoxically becomes the time itself.
digital graphics, in-game photography
"Free app" is a series of gif-animation videos where an animated prototype of the artist participates in numerous cult events without leaving home. In the gif-animation the artist uses scenes from popular films, TV series and video clips, however, she covers such topics as memory, discipline and precariat problems.
All gifs are created in a free application program and shown as a visual narrative sequence in the artist's social networks, thus, the digital cloud is being filled with the digital presence of the author.
False memories. Part 1, 01'31''
False memories. Part 2, 01'16''
Working hours, 00'42''
On discipline, 00'37''
REAL WEAPON / УКУСЫ (bites, stings)
conceptual music single
The conceptual music single is deconstructing
the "54 technologies of cultural resistance". Robots female voices read the excerpts from
the book of Alexander Brener, with comments and changes including feminites. The neuro-dancable lumpen-feminine set was created by using
4 synthesizers assembled from the sounds of cultural resistance of neural networks. In the exhibition space, this is a performative installation that depicts musical “live” in the genres of experimental electronics and spoken word
A doll with a laptop plays the set in a DJ cage.
The viewer is invited to follow the link located outside the virtual space. There’s a QR code that leads to the online version of Google’s space at the addresses below. You are transferred to the server as data when you get to the location. You become visible. Graphically, you get the point on Google map.
What drives us: curiosity or network algorithms? Do you want to escape the room? What is the difference between being in a location and following a link?
Find the QR code at:
Yauzsky Blvd., 11 Building 1, Moscow, Russia
Postende (Dmitry Olgin, Vita Shakhnovich)
performance documentation, 2019
Datatouch is a project about exploring the Moscow WiFi database via touch. The city is riddled with mobile networks and the Internet, and artists are trying to find a channel for interaction with this invisible environment. With the help of the Playtronica device, the contacts of the palms form signals that distort the visualization of the interactive map of wifi points in Moscow.
The Wrong, 2019-2020
Polina Egorushkina and Maria Sarkisiants
Truncated Communication Moscow – Berlin – 2018
Video, duration – 53 minutes
This video is part of our work which was presented in Berlin in the wings of Die Wahrheit residency in 2018 Our aim was to perform communication hypothetically free of censorship. Every year the number of countries with state surveillance of Internet usage grows, authorities try to control private correspondence in one way or another. Personal boundaries and human rights are violated for a ‘higher’ purpose, for safety that we can neither feel nor measure. Even in places free of so many prohibitions, users tend to think more about confidentiality of information. Data becomes available to security services, bans against applications considered by governments as disloyal are getting more frequent, the Internet is being censored.
We would like to devote this project to citizens of our country, as well as citizens of other 22 countries where there is no more free Internet. While exploring alternative options of communication, trying to find the sense of privacy and safety, we are chatting
in What’sApp on everyday topics, using words that begin with the first letters of these countries’ names.
The list is based on the report Enemies of the Internet 2014: entities at the heart of censorship and surveillance.
wearable electronic device, 2019
аССTV is a jewellery, which allows the owner to know if he/she is near a CCTV camera in the city or not. It realized using data from the open data portal about surveillance cameras in Moscow and gps receiver, which compares the data of the owner’s location and the data from the portal.
aCCTV is a jewellery-organoprojection. A person has 5 senses: sight, smell, hearing, taste, touch. With this device, it gets a sense of tracking, now this feeling is not needed, but I come up with this need and, accordingly, create
an object of speculative design for that sense. Of course, the project also brings up the subject of invasion of the personal space of a person, etc.
Could it be a phone app? Yes, but it would lose its ability to be a new organ sense, taken out of the body itself. The structure of the phone is hidden from us, but I decided to bring the «architecture» of my device out and make
it an object of design, the design comes from functionality.