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A nightly journey in Virtual reality



8-10 Feb 2018 | Beit Kandinoff, Tel Aviv-Jaffa. More info


Interactive Virtual Reality installation

An eerie journey to the outskirts of an Israeli village. Discover the mysterious regions close to home and the uncharted territories of your own mind. The native biota, vestige of colonial British rule, and ruins of Palestinian settlements reside together to form the sites of the artist’s childhood memories.


Sound design: Yinon Kuperstein | Jungle Studios (Yuval Bar-On)
Narration: Ayelet Yekutiel
Meditation Script Advisors: Micaela Terk, Mala Kline

Special Thanks Yinon Kuperstein | Sagie Pudinsky | Shiri Blumenthal | Micaela Terk | Almog Melamed | Idan Amati | Shachar Kantor | Wendy Geri | Tal Haring | Adi Lavy | Shirin Anlen (Asset Attribution: "Campfire," https://goo.gl/8XByuj by David Stenfors licensed under CC BY 4.0)



Understanding The Landscape

Homescape, in a way, is a continuation of a series of photographic excursions and paintings (digital and traditional) that spans for about 13 years. The series traces the unique features that characterizes the Israeli marginal landscape. It shows the dry flora, the agriculture but also the historical ruins, the infrastructure and the modernistic structures. Some of the less recognizable buildings remain mysterious and do not communicate their story or function to the occasional wanderer.


The project is an evolution of Home - a project I began at the Steamer Salon VR lab, Tel Aviv 2016. During the 11 day lab, with the help of mentors and lectures introducing the participants with features and challenges of VR technology, I had to consolidate the concept and create a working prototype of the experience. In the last three days of hackathon, I teamed up with sound designer Yinon Kuperstein, 3D artist Shiri Blumenthal and programmer Almog Melamed, and together we created a Gear VR version, with a small patch of land and the general look and feel.

Designing The World

This demanded a variety of approaches and tools. Realizing the concept and designing the terrain demanded an intriguing combination of field work, design and theory and involved architecture, game and sound design, programming, image processing, and animation and a great deal of collaboration and coordination.

This was done with great help from friends, and especially with the help of Yinon Kuperstein and Sagie Pudinsky.