The Anatomy of Perception | تشريح الإدراك الفكري

Israa Al Balushi and Dominika Jezewska

This project was created as part of the Virtual Collaborative Program for Emerging Artists, co-organized by Postscript Magazine and Exit 11 Performing Arts Company. It is a virtual residency pairing emerging artists in an interdisciplinary setting.

 

“There is no such thing as an objective reality.” 

In essence, there are two perceptions of reality: Objective Reality, and Subjective Reality. A  contradiction in the previous statement could be that one cannot prove the existence of  objective reality; we can only learn its properties through observations, which of course, are  subjective. 

The definition of art is as fragile as reality; just as art, it has so many variations and  contradictions. They both depend on individual perception, making their meanings fluid, folding  to expandable layers. 

Translating reality to an entity that is simple and comprehensible is to create a world of dream  within it.

This installation explores the fragility of reality through the medium of Augmented Reality. The  experience encourages individuals to be participants rather than just viewers, through a child like exploration. 

It is an interpretation of the dreamworld in real life, creating a state of dreaming, while still being  in your current surroundings. – urging you to be present in the space, even though the  installation is not physically there. By creating a subconscious experience in consciousness (in  real life), you automatically alternate your view of what true perception is. 

Photography has always been a medium that presented reality as what it is. The photo series developed pushes the boundaries of realism, exploring a new understanding of perception, telling a story about an individual and their interpretation of what may truly exist around them.

The form of the installation taps into the space-time continuum, visually translating a complex theory into an experience via shapes, colors, and the circular setup of the installation itself.  Each shape was hand-drawn in VR, manipulated in 3D modeling software, and finally exported to AR further highlighting that just because something is not physically there doesn’t mean it  doesn’t exist.

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