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immagine-grande

Eve dance is an unplaceable place

Compagnie Voix

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Theatrical genre
Dance Performance Installation
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Regia: Margherita Bergamo

Drammaturgia: Margherita Bergamo & Mark Lee

Attori: Camille Chevalier, Jane Fournier, Nahuel Renaud, Margherita Bergamo

Other credits: Interaction Design, VR Developer & Co-creator: Daniel González
Scriptwriter & Associate Producer: Mark Lee
Associate Producer: Lucia Candelpergher
Music Composer & Sound Designer: Dale Nichols
Visual Artist: Kirstin Huber
Costume Designer: Paloma Bomé
Lighting Designer: Hugo Dalphond
Photographer: João Queirolo
Video Capture: Émilie Léveillé

Production & Distribution: Compagnie Voix & Omnipresenz
With the support of: BeAnother Lab, Le Réservoir Ville de Saint Marcel, Département de Saône-et-Loire, École de Danse Contemporaine de Montréal, Oculus VR

Key words: realtà virtuale, rituale, mistero, migrazione

Production: Compagnie Voix & Omnipresenz

Year of production: 2018

Theatrical genre: Dance Performance Installation

Eve is a girl who makes possible the encounter between the virtual and the real world, travelling among dimensions, giving shape to questions. In this encounter, the users "enter" the body of Eve and travel into stories thanks to an incarnation - that is to say the virtual reality experience.



Eve is like a Pachamama, the so-called goddess revered by the indigenous people of the Andes, known as the earth & time mother. In Inca mythology, Pachamama is a fertility goddess who presides over planting and harvesting, embodies the mountains, and causes earthquakes. She is an ever-present and independent deity who has her own self-sufficient and creative power to sustain life on this earth. The four cosmological Quechua principles - Water, Earth, Sun, and Moon - claim Pachamama as their prime origin.



The relationship between the virtual reality videos and the live performance is the key point of the project. We are interested in creating and opening a channel to physically associate the three choreographies on the VR videos and the live choreography.



To do so, we select and set the contact points between the bodies of the dancers and the bodies of the users. These contacts produce the sense of embodiment, and construct a map of movements for the choreography.



The four choreographies — three in video and one live — are like the positive and the negative of a film, the meeting between the real and the virtual. The live choreography incorporates the embodiment contact points of the three VR videos, following a precise timeline.



The live show introduces the users to the EVR experience through a Ritual, and accompanies them back to reality.

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