The age of Big Technology raises an important societal question: do we have a freedom of personal information that is an inseparable part of our identity in cyber space? My artwork reflects on two major opposite feelings regarding this issue using a bird as the most common symbol of freedom in art. The positive aspect of simplicity and freedom of IoT usage is portrayed in the overall composition: the bird flies away without being disturbed by a bracelet. Smart devices are akin to a mystery box that contains everything about us. Only external forces know how to unlock it. Equipped with the various sensors and connected to a smartphone, IoT devices are fully integrated into people’s and animals’ daily chores. And this also has a negative impact such as data privacy risks depicted in the data leakage metaphor and exposure of different data sheets.
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The goal of the project was to explore how art can influence and evoke political beliefs and it was conducted in two phases. In the phase we created a sculpture that depicts the head of an individual however in the place of the brain is parliament on fire. The inspiration for the sculpture came from class discussions and the name of the course, regarding brain regions and their functions, as well as how psychological constructs and research explain political views and behavior. In the second phase, we conducted a questionnaire in order to see people’s reactions to the art piece.
It can be said that no other product is more closely connected to its place of origin than mastiha is to my home, the island of Chios, where Mastic gum, or mastiha, prized for its healing qualities has been defining the island’s history for centuries and is an inseparable part of the island’s identity.
The Tears of Chios investigates the story of Mastiha in shaping the history, traditions, and customs of the island of Chios. Despite regime changes over the centuries, industrialization, technological advances, social and cultural transformations, the production of mastic continues to shape the life of the people of Chios.
A bunch of drawings will be presented, most made by me, but some made by my friends. Each drawing is a body that has been drawn to represent either a vague word such as “void” or “desert” or the bodily representation of an instrumental music track. All of the drawings were made either by stimuli given from me to my friends or words they gave to me, and I had to give them a body. It is a project made to challenge anthropocentrism and post-humanism, and examine how we as people perceive the world around us, including our own concepts.
For my creative project, “Fairy Tale or Reality?”, I decided to focus on the significant issue of animal testing in the make-up and beauty industry. The medium I decided to use is a video, which is a short-documentary synthesized by short-cuts from TikTok videos, a campaign from YouTube, Bright Eyes: End Cosmetics Testing on Animals (Lush, 2013), Voiceovers that I recorded as well as an interesting “interview” video of my friends on campus.
Anthropocentrism is the act of putting humans at the center of the world, and it can be seen in various media including horror. Anthropocentrism is dangerous as it can make us lose touch with nature. The goal of this project was to judge already existing horror media since they are always centered around the human experience. Using the form of pixel art and writing I created a horror concept of bodies that can act as a steppingstone for people that would like to expand on it using other media.
This game is designed as a manual to provide a mindful experience for young children with the company and guidance of their caregivers. There are five categories of different targeting exercises included in the game: mind breaks, relaxation techniques, yoga and breathing, positive task-focused thinking, and talking about feelings. All exercises will be presented in the form of cards allowing the child or the parent to select one that feels essential. The categories mentioned before have different goals, even though they all share the component of helping the child deal with anxiety.
The Acton Enigma is an Escape Room experienced in the form of a board game. You, the player, find in your hands the belongings of the late Acton Family—all of whom passed away over a decade ago under mysterious circumstances. Amongst those, a journal stands out: hints on how to navigate the Actons' items are carved on every page, signed by “M”. Who sent you the Actons' belongings? Who is the self-named M? Only you can bring the pieces together and answer the burning question: what really happened to the Actons?
“Specter” aims to immerse viewers into a world inspired by 1970s retro-futurism, embodied by creating a private investigator office. This project is not only an artistic recreation but a personal examination of immersive storytelling, where to borders of time and space are blurred, inviting audiences to pass through the intersection of past and future. This project looks into the core of retro-futurism, where vivid colors, sleek lines and cinematic nostalgia join to create an immersive experience. Through detailed set design and including audio-visual elements, this space aims to produce a fully captivating environment convincing viewers they have stepped into a private investigator's office in an alternate reality.
My creative project was inspired by our class visit to the Schisto camp. This visit impacted me greatly and was one of the most valuable experiences I gained from the course. Motivated by heart-warming interactions with the children in the camp, I wanted to do something related to children and their environmental education as my creative project. Therefore, I decided to write two picture books for children, ages between four and eight, in which various SDGs are included. At the end of each book, there is a section titled “Let’s Learn”, where certain terms used in the story are explained, aiming to educate the children who would read the books.