Unlike former lifeClipper applications, where historic content was referenced or interactive tools for urbanism or tourism were examined, this project takes no cultural context from its surroundings. Only the natural features of the grass, paths, trees and the riverside form the basic references to the real world. Virtual artistic content extends their appearance, function and symbolic values. The limits of the park also represent the borders of the virtual stage. It is as if the visitor is walking on a game plateau, which is half reality, half fantastic parallel world.
Figure left: 3D model of the park plateau and the cosmic shells around it.
Figure right: Photomontage study of cosmic dimensions keyed into the sky.
Since lifeClipper3 is built upon a variety of characteristic areas with references to the real world and correlations amongst components, no overall conditioning style
was defined before design began. An eclectic style was allowed to grow out of the parts of the system.
Crucial to this project is the idea of challenging what we take for granted, like the earth-centred nature of our basic reference systems, gravity, or our notion of time and space. The implementation of other parallel or superior worlds, which form reference layers with alternative logic, dynamics and dimensions, question visitors' perceptions and offer them an opportunity to experience other dimensions.