About Me

The group Medea Electronique was formed in Athens, Greece in 2006. Inspired by a play of words – Medea and Media, it was based on the artistic crux of the Stench on a white shirt team, namely Christos Laskaris (Artistic Director) and contemporary music composer Manolis Manousakis. Panagiotis Tsagarakis (computer programming, interactive technology) and Yannis Lolis (video art and computer animation) joined the former after they became acquainted by the appreciation of each other’s work. Sharing a tendency for innovation, an inherent drive towards novelty and a lust for art, the team moves in the field of New Media Arts, as the described roles of the team’s members give away.

Thursday, May 3, 2007

Peirama 1 (Project 1)

The first creative offering of the Medea Electronique team is titled Peirama 1 (pronounced Peeramah Hena). It is based on a different reading of the Myth of Medea. The Chorus, the inner voice of Medea, is the human conscience reacting to what will follow and tries to change the course of the events and prevent the act of murder.

The psychological swings of the characters are of utmost importance to this play, and Medea’ s dilemma is repositioned on the moral-immoral, fair-unfair axes, given today’ s different circumstances. The modern day Medea, has different experiences in many domains. She has been listening to different music, has memories of televised wars, Reuters’ pictures in her mind. Recorded, radiophone sounds are reproduced in parallel to her inner voice, making the latter indiscernible. Bits of Audiovisual information fly around her head affecting her judgment.

The play is in many ways diversified from a classic Euripides Medea. In terms of content, plot, presentation and rigidity. It is largely relies on Interactive technology to create a dynamic environment where visual and sonic data of the performance are continuously processed and re-imported into the play. The spectators, contrary to what would happen in during a play in ancient Epidaurus public, are not expected to keep their sentiments to themselves. Spectators are unlike. The creation of this virtual environment is achieved through the positioning of multiple visual sources of moving picture, sound and light around the audience, so that the projected action creates a strong impact on the viewer as well as a feeling of being part of it. The spectator interacts with his virtual environment, co-directing the play, offering his recorded feedback. The sentimental swings of the performers are expressed through the audiovisual material and the projections alternate between the action of the performers and the spectators’ reactions.

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