ARTWORKS
CURRENT WORK : CONSIDERATIONS FOR VOLUMETRIC VIDEO IN VR
Currently my research work is in volumetric video for XR experiences
SELECTED PREVIOUS WORK / FILM/ INSTALLATION / XR / MOBILE / WEB PERFORMANCE / PROTOTYPE

The Swallows, Film/ film installation, 2019
In “The Swallows” we find three shape shifting female swallows: Alma, Alta, and Amantea. They visit the city of Amantea, where the youngest of the birds originates and is named after. Amantea is thinking about leaving the flock to stay permanently in the region. The characters all speak as birds. The film is subtitled in English and Italian.
Film Screened:
2020 Lift Off Tokyo Film Festival, Tokyo Japan, Screening
2019 La Guarimba International Film Festival, Italy, FIlmmaker in residence, screening
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In “The Swallows” we find three shape shifting female swallows: Alma, Alta, and Amantea. They visit the city of Amantea, where the youngest of the birds originates and is named after. Amantea is thinking about leaving the flock to stay permanently in the region. The characters all speak as birds. The film is subtitled in English and Italian.
Film Screened:
2020 Lift Off Tokyo Film Festival, Tokyo Japan, Screening
2019 La Guarimba International Film Festival, Italy, FIlmmaker in residence, screening

The Mermaid
Public Installation
The Mermaid is a public projection map work proposed for a site specific location by the waterfront.
Current stage: Prototype
Developed in Touch Designer
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Public Installation
The Mermaid is a public projection map work proposed for a site specific location by the waterfront.
Current stage: Prototype
Developed in Touch Designer

SELF PORTRAIT, 2018 / PROTOTYPE
Self Portrait is a volumetric video VR work, where the artist is featured as the main subject.
Viewers are guided through a VR experience of a golden world where the artist is featured and engages with the audience member with passive glances. Designed for HTC VIVE
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Self Portrait is a volumetric video VR work, where the artist is featured as the main subject.
Viewers are guided through a VR experience of a golden world where the artist is featured and engages with the audience member with passive glances. Designed for HTC VIVE

The Healing Crystal, AR work, 2018 (Gallery work or Site Specific)
The Healing Crystal is a mobile augmented reality work. The crystal can only be seen through a smart phone or tablet. Through this lens, the viewer is now able to see the crystal hanging in the space glowing a bright shade of blue. Fog begins to appear below the crystal, and snow begins to fall.
The work can be scene in a private setting, or public. Here we see that the crystal is a set in a gathering place, where animals and people congregate around the crystal as a healing space.
The crystal can only be seen through the tablet or mobile device for as long as the viewer would like to observe the crystal.
Documentation
https://www.youtube.com/watch?v=lU96ZRV1Wmc
Developed with the Unreal Engine
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The Healing Crystal is a mobile augmented reality work. The crystal can only be seen through a smart phone or tablet. Through this lens, the viewer is now able to see the crystal hanging in the space glowing a bright shade of blue. Fog begins to appear below the crystal, and snow begins to fall.
The work can be scene in a private setting, or public. Here we see that the crystal is a set in a gathering place, where animals and people congregate around the crystal as a healing space.
The crystal can only be seen through the tablet or mobile device for as long as the viewer would like to observe the crystal.
Documentation
https://www.youtube.com/watch?v=lU96ZRV1Wmc
Developed with the Unreal Engine

Take me somewhere new, 360 AR animation, 2018
In this Augmented reality animation work, the user is immersed in a 360 animation speculative fiction narrative. Users can pan to view the narrative on an mobile or tablet device to view emerging characters, creatures, crystals and objects embedded and active in their environment.
Documentation
https://www.youtube.com/watch?v=k29biAEaFVo
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In this Augmented reality animation work, the user is immersed in a 360 animation speculative fiction narrative. Users can pan to view the narrative on an mobile or tablet device to view emerging characters, creatures, crystals and objects embedded and active in their environment.
Documentation
https://www.youtube.com/watch?v=k29biAEaFVo

A Hairy Place, 2018 / PUBLIC INSTALLATION
In “A Hairy Place”, a large building is mapped with an animation of a hair tossing from left to right shaping the building facade.
The software transforms the building, changing its appearance and animating its form to a fuzzy active ball of hair.
Documentation https://www.youtube.com/watch?v=PFl_hl8c8pI&feature=youtu.be
Developed in Touch Designer
Exhibited in 2018 in collaboration with Interaccess Electronic Media Arts Centre

In “A Hairy Place”, a large building is mapped with an animation of a hair tossing from left to right shaping the building facade.
The software transforms the building, changing its appearance and animating its form to a fuzzy active ball of hair.
Documentation https://www.youtube.com/watch?v=PFl_hl8c8pI&feature=youtu.be
Developed in Touch Designer
Exhibited in 2018 in collaboration with Interaccess Electronic Media Arts Centre

Companion, Interactive VR Experience, 2017
In this VR work, the user is given a companion to accompany them on an interactive experience. Users are given the opportunity to go through a landscape.
The VR experience creates small tasks for the user such as navigating through walled hallways in the landscape provided a guiding way to move through the environment. Users were able to go through the environment and witness events such as rooms of golden horses.
Documentation https://www.youtube.com/watch?v=cadr6MvTPbM
Developed in Unreal Engine
Creative research presented at CAA conference, New York
In this VR work, the user is given a companion to accompany them on an interactive experience. Users are given the opportunity to go through a landscape.
The VR experience creates small tasks for the user such as navigating through walled hallways in the landscape provided a guiding way to move through the environment. Users were able to go through the environment and witness events such as rooms of golden horses.
Documentation https://www.youtube.com/watch?v=cadr6MvTPbM
Developed in Unreal Engine
Creative research presented at CAA conference, New York

Echo, Interactive VR experience, 2017
This VR work explores task and non-task based interaction explored in a landscape.
In this VR work, the user is dropped into a maze, and they are initially blocked with a box in their path. In order to move forward, they are required to use their tool, in this case a gun like apparatus that is shooting hammers. With this trigger they are able to push through and move through the maze using projectile hammers to move through progressive obstacles to a final staircase. Once outside the maze the tool is no longer needed and users are free to walk roam the barren landscape. Users can continue to exert work buy shooting various objects in the landscape, however it has no purpose or effect. Users could choose to walk around the landscape with no purpose, or choose to return and enter a staircase and move back into the maze and work through the landscape with their tool functioning again.
Documentation:
https://www.youtube.com/watch?v=_17z7MzrQBk&t=6s
Creative research presented in CAA, New York

The Night Walker Interactive VR experience, 2016
The “Night Walker” is a looped Virtual Reality (VR) work that takes audiences on a tour of a glass landscape. Moving through the landscape users move between two fields of glass and explore a guided tour lit by the moon. It examines a cinematic rail experience where viewers are on a guided VR tour, with an ultimate immersive event within the VR landscape.
Documentation
https://vimeo.com/215112118
This project is developed for the HTC VIVE.

Swans, Internet piece, 2018
Swans is a geographic cinema work embedded in google maps as a temporary exhibition with York University Cinema and Media Lab. It looks at a reflection of personal histories and traces of a remote part of the city rarely visited by the Artist. The audio portion of the work discusses the Swans that inhabit the Island and circle the city as a personal narrative.
Materials: Cell phone video, audio recording, online geolocative mapping

Sputnik, 2007, Film Installation Commission
Aerospace Museum, Toronto
In celebration of space flight in collaboration with the Canadian Space Society, held at the Toronto Aerospace Museum, “Sputnik” is a short film loop created for the 50th anniversary of Sputnik an event produced by Critical Media.
Presented at the Aerospace Museum, Toronto, 2007

Swarm, Robotic Installation, 2006
Swarm is a robotic installation where robots hover and gather and shift within the gallery space. Sometimes swarming, sometimes independently, the robots move through the gallery and at a glacial pace going above and through viewers to find their pack or take a tour through the space.
Supported by the Alberta Arts Foundation with a Media Arts Grant
Developed at the Banff Centre for the Arts

Ville Blanche, 2003
Installation Produced by Le Fresnoy, Studio National Des Arts Contemporains
Ville Blanche, explores language and its ability to transform an environment. The title comes from the direct translation from Beograd, where the city was named for appearing from the fog on the Danube. The scene takes place in front of the cityscape of Belgrade, a city that has been rebuilt 38 times in its history. A woman invites the viewer to speak, constructing a the gallery into a listening space. Waiting she starts to speak of the meaning of the name Belgrade (white city) and compares it to a puzzle she created. As she speaks, snow begins to fall on her and the city, building and piling until the screen goes to white.
Exhibited:
2012 Palais De Tokyo, Nuit Blanche exhibition, Screening
2011 Indie Lisboa, Lisbon Independent Film Festival, Portugal, Screening
2010 Musee d’art Modern de Villeneuve D’Ascq, France. Exhibition with Pierrick Sorin, William Wegman, Paul McCarthy and Marnie Weber
2009 Grand Palais Museum, Paris, France, Installation
2009 FUSO, Anual de Video Arte Internacional de Lisboa, Screening
2009 Maison des Métallos, Paris France, 2009, Installation
2009 “Videos Europa”, Le Fresnoy Studio National Des Arts Contemporains, Installation
2008 Grand Palais, Paris France,Installation
2008 Loop Gallery, Barcelona, Installation
2007 Palais de Beaux Arts de Lille “Territories d’image”, France, Installation
2007 Locust Projects, “Get Lost” Exhibition Program, Miami USA, Screening
2006 Masion Du Geste et de l’image Paris, Screening
2005 Arte, France, Broadcast of short film
2005 Le Cube, Paris France, Screening
2005 Le Cadre du dipositive EROA, Lille France, Installation
2004 Curzon Cinema, London, Screening
2004 Centre for Contemporary Art, Ujazdowski Castle, Warsaw, Screening
2004 Artronica Festival, International Electronic Arts Salon, Bogota Colombia, Screening
2004 Miami Lights Gallery, Miami USA, Installation
2004 Traverse Video Festival, Toulouse, Screening
2003 Mediaschool Festival, Lodz, Poland
2003 Le Fresnoy Studio National Des Arts Contemporains, Lille

“Nape” Dual sided interactive installation, 2002
Le Fresnoy, Studio National Des Arts Contemporains
In “Nape” the viewer is confronted with a cross section of the throat of a female giant. The viewer sees a twisted neck, a pale completion, and pink lips that speaks with white breath. Her breath explains that she is cold, and that the space is cold. As viewer passes behind the screen, the air on the nape of her neck are amplified, gently swaying the figure’s hair and moves in relation to where the viewer is in the space. As more viewers gather the movement of the hair blows between the viewers creating a relationship between viewers in the space and to the body of the mythic figure
Developed in MAX MSP /Soft VNS
Documentation
https://vimeo.com/29643181
Exhibited:
2003 Culturel Du Mans, France
2002 Panorama, Le Fresnoy Studio National Des Arts Contemporains, Installation
Reviews from Beaux-Arts Magazine, Figero and Art Press

“Weep” Public Sound Installation Commission, 2002
At the base of the weeping willow situated by the canal, tables fill the coffee shop terrace of the cultural center, over looking a growing line up of tourists waiting by the dock for their boat cruise tour of Brugge Using the two wood tables next to the tree as speakers, a couple is heard discussing a story of the weeping willow The couple comment on the extent to which she cries, how lonely she is and how tourists gaze at her just to pass and simply float on her tears for a better view of other things. They discuss how her out reached arms touch the water, as the tourists sit huddled together in the line up and in boats, and how in summer she goes green with envy. The extent of the conversation from tactile table is about 5 to 10 minutes and plays every hour.
Exhibited:
Location: Brugge Cultural Center, 2002
.wav festival Brugge, Cultural Capital of Europe 2002

Melt, 2002, in collaboration with Nicholas Stedman
Telematic Interactive Installation, “C’est Pas Cinema” exhibition
Le Fresnoy, Studio National Des Arts Contemporains, Tourcoing France/ The Banff Center, Banff Alberta
Melt transforms the gesture of touch to heat that can felt half way around the world. A table with embedded sensors registers the touch of the gallery visitors in France, simultaneously it is transferred and translated through the Internet and activates heat sensors embedded in a block of ice in Canada. The ice traces the presence of the visitors through melting and refreezing. The image of the ice melting can be seen with a live web stream projected in the space in France so the visitor can see their impact.
Documentation
https://vimeo.com/29643066
Exhibited:
2002 C’est Pas Cinema Exhibition, Le Fresnoy, Studio National des Arts Contemporains, Lille, Installation

House
Web Performance, 2000
Presented: Momentum Festival, Bergen Electronic Centre Moss Norway and WAAG, Society for Old & New media

Threaded White, 1999 / Interactive Video Installation
As viewers first enter the gallery, they notice a blank white projection. On a closer inspection of the projection, a knife appears and slowly begins to dissect the screen from behind. The closer the viewer goes to the screen, the deeper and higher the cut. As the viewer leaves the gallery, the screen begins to stitch itself up, reconstructing the hole made by the viewer. If the viewer sees this, and returns to the screen, the seam begins to unravel.
If the viewer does not act, there is no image and the screen will disappear back to white. This project is developed using Soft VNS /MAX MSP.
Documentation
https://youtu.be/zHn-cD8RTiI
Horizon Zero: Invent issue; Synthetic Sensualism
First Presented: Tactile Video Exhibition, in Collaboration with workshop with David Rokeby and Images Festival. InterAccess Electronic Media Arts Centre, June 1999
Articles:
Passage De Retz, Paris France, September 2002 (Catalogue Available), Article by Michel Nuridsany
Exhibited: 2002 Passage De Retz, Paris France

The Latest, Video Art Work, 1999
Screened, Videoarchoeology International Art form for video and New Media, Sofia Bulgaria. National Canadian tour with Images festival ‘V is for Video” retrospective 2000/2001
Touring exhibition at: York University, Centre for Fine Arts, Toronto, Ontario, – Ontario College of Art and Design , OCAD Gallery, Toronto, Ontario – The Exchange, Regina, Saskatchewan, University of Regina – Art Gallery of Hamilton, Hamilton Ontario – Mt. Allison University, START Gallery, Sackville, New Brunswick – The M-A-I (Montreal Arts Interculturels, Montreal Quebec, – Bishop’s University Art Gallery, Lennoxville, Quebec