Engage




Description of the space
We find ourselves in an elongated rectangular space with high ceilings that recalls the appearance of the central nave of a Gothic cathedral. The space is divided into two lateral corridors and a larger central space by two rows of simple columns, which support cross vaults. The entire supporting structure is in stone, while the floor is covered with glazed terracotta tiles and decorated with ecclesiastical motifs. Along the side walls we find several Gothic windows with wooden frames and stained glass decorations, some of which are opened and let the sunlight in. The visible exterior consists only of a blue sky and a full sun. Along the central corridor there is a red carpet that leads us to a raised platform on which a throne rests, behind which there is a decoration that reflects the proportions of the carpet. The throne area is mainly made up of wood, red fabric and brass. On the opposite wall there is a wooden and metal door, closed.
Athmosphere
This space is incredibly false and unpleasant: as soon as we enter our brain immediately perceives something unnatural and strange, not only given by the low definition of the textures and the too approximative geometry, but also by the light that does not reflect a plausible situation. Spending more time in this room, we perceive more and more the imprecision and the lack of elements of the real world: near the open windows we need to perceive the air entering, as well as the sensation of heat emanating from the sun's rays. Unless we are physically in a cathedral, our brain aware us that something is wrong: the sound does not propagate correctly respect to the visible space and we cannot hear our footsteps on the tiles or on the carpet. It also lacks the unmistakable smell that places similar to this have and the sensation of humidity emanating from the stone. All these elements lead to perceiving the space in an uncomfortable and controversial way, as if we were trapped in an old videogame.
Description by Valeria Kraehenbuehl
We find ourselves in an elongated rectangular space with high ceilings that recalls the appearance of the central nave of a Gothic cathedral. The space is divided into two lateral corridors and a larger central space by two rows of simple columns, which support cross vaults. The entire supporting structure is in stone, while the floor is covered with glazed terracotta tiles and decorated with ecclesiastical motifs. Along the side walls we find several Gothic windows with wooden frames and stained glass decorations, some of which are opened and let the sunlight in. The visible exterior consists only of a blue sky and a full sun. Along the central corridor there is a red carpet that leads us to a raised platform on which a throne rests, behind which there is a decoration that reflects the proportions of the carpet. The throne area is mainly made up of wood, red fabric and brass. On the opposite wall there is a wooden and metal door, closed.
Athmosphere
This space is incredibly false and unpleasant: as soon as we enter our brain immediately perceives something unnatural and strange, not only given by the low definition of the textures and the too approximative geometry, but also by the light that does not reflect a plausible situation. Spending more time in this room, we perceive more and more the imprecision and the lack of elements of the real world: near the open windows we need to perceive the air entering, as well as the sensation of heat emanating from the sun's rays. Unless we are physically in a cathedral, our brain aware us that something is wrong: the sound does not propagate correctly respect to the visible space and we cannot hear our footsteps on the tiles or on the carpet. It also lacks the unmistakable smell that places similar to this have and the sensation of humidity emanating from the stone. All these elements lead to perceiving the space in an uncomfortable and controversial way, as if we were trapped in an old videogame.
Description by Valeria Kraehenbuehl
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