This installation has been created for the exhibition: “At the edges of the landscape” (July-October 2015, Prieuré of Saint-Jean de Cuculles)  and it consists of 3 modules.

“Mu Arae” borrows its name to astrophysics. This is a planetary system composed of 4 some exoplanets, which might have the ârticularity to be super-habitable. Nowaday, the technologies of visualisation in astronomy have significantly improved and allow to assert that there are other solar and planetary systems. But, more important, one can also alleged that there are thousands of super-habitable exoplanets within these systems, bringing thus the conditions for humans to live (atmosphere, temperature, water, magnetism, soil, etc.).

Mu Arae, therefore, includes the utopian prospect of another world, using specific codes to ours and subject to variable and different perceptions of ours. The landscape stems primarily from the viewpoint and perspective derived from a self-perception to each.

Then, this project plays both with our perception habits and question also the image facing a prospective imagination.
The main module of this installation is a video game, playable with a nunchuck (wii joystick).

This video game is developed with Unity and reuses specific codes of 3D modeling and virtual universe designing: trees, sky, animals, plants, minerals, water and climate variables come together to form an island in which the viewer can evolve, visit and observe the changes. This video game, is rather designed as a contemplative landscape and, thanks to the programming has its own life. It obeys whole day/night cycles but also to a variable seasonality. Moreover, without intervening in the game, random wandering progressively come, thereby continuously providing new perspectives.

The game takes the form of a split-screen (dual horizontal view). A split-screen in which the views complement without obeying our usual perception. The different direction and thus creates visual composition variations and leads the player in his wandering.

Few meters from the videogame is facing a ground circular shape. An incessant bird flock in movement is depicted on it. A form of mirror or space-time gap in which we recognize the same birds that sometimes appear in the videogame universe. These birds are in a space one can not define the orientation. And the viewer is itself placed in a position where he observed the ground which normally would be at the sky.

Finally, the last module, is a small box of mahogany wood, placed as a counterpoint, less spectacular. This small box is decorated on its top with an magnifying glass. Despite the distortion induced by the lens, we guess the image of an island in rotation and recognize glimpses elements on the video game. Visual intersections and reminiscences observed in these three modules are intended and renewed for the public invitations to put their eyes in another context.

Mu Arae, le jeu

Mu Arae, la boîte