CORPORATE UNCONSCIOUS AND THE VIDEOWALK FORMAT
1.1 Background and Context
1.2 Research Question
1.3 Objectives and Scope
1.4 Structure of the Thesis
2. Corporate Unconscious 2.1 Credits
2.2 Description
2.3 Video Documentation
2.4 Synopsis
2.5 Full Text
3. Theoretical framework 3.1 Videowalk: Exploring the Format
3.1.1. Walking as a type of art.3.1.2 Audiowalks
3.1.3 The emergence of Videowalk
3.1.4 Choosing the format3.2 Site-Specific Art and Spatial Narratives
3.3 Engaging Audiences in a Constructed Reality
3.3.1 Illusion and Engagement: The Rubber Hand Effect in Theater
3.3.2 We should invent reality before filming it
3.3.3 Simul Entertainment GmbH3.4 Meta-Score
4. Creative process 4.1 Concept Development
4.1.1 Synchronicity and simultaneity.
4.1.2 Corporate Language as a Narrative Tool4.2 Space research
4.3 Development of visual, auditory and performative identity
4.3.1 Corporate Identity
4.3.2 Art Direction and Stage Design
4.3.3 Performativity
4.3.4 Costumes
4.3.5 Music composition
4.3.6 Cinematography4.4 Dramaturgy and Script Development
4.4.1 Narrative Layers
4.4.2 Storytelling
4.4.3 Dramaturgical arc
4.4.4 Space Score and Timing4.5 Videowalk Production phases
4.5.1 Creation of Fake Historical Footage
4.5.2 Videowalk Filming
4.5.3 3D Modeling and Scanning of the Space
4.5.4 VFX Development and 3D Animated Scenes
4.5.5 Documentary Development4.6 Performance and Participation4.6.1 Installations & self-reflective moments
4.6.2 Leveled performances
4.6.3 Fake participants and recursive participation
4.6.4 Easter eggs4.7 Multimedia Techniques
4.7.1 LiDAR Scanning and As-build modeling
4.7.2 On-site shading and texturing
4.7.3 Character and animations
4.7.4 Camera tracking and VFX compositing
4.7.5 Virtual production and "inverse virtual production"
4.7.6 Video Game development
4.7.7 Spatial audio
4.7.8 AI text models
4.7.9 iOS playback app
5. Conclusion
6. Acknowledgments
7. References
2.2 Description
Corporate Unconscious is an immersive Videowalk performance conceived by Diego Muhr and Robin Plenio that presents the mysterious and speculative research of Simul Entertainment GmbH. This Hamburg-based company, founded in the early '90s, dedicated itself to studying the concept of synchronicity – meaningful coincidences without causal connection, as defined by Carl Jung. Despite the disappearance of the company in the mid-'90s, its ambitious plans left behind an archive of intriguing research, experiments, and corporate materials.Participants of Corporate Unconscious embark on a tour, guided by a prerecorded video displayed on iPads. They are introduced to the visionary yet controversial projects of Simul Entertainment through a narrative that seamlessly blends contemporary images, archival "found footage," and 3D animated scenes. The experience is framed by two distinct narrative voices, one echoing the historical experiments of Simul and the other providing a documentary-style commentary, creating a layered storytelling experience that connects past research with the participants' present journey.
The videowalk navigates through a series of experiments that explore the boundaries of human experience, perception, and the potential for synchronicity to influence our lives. From analyzing the simultaneity of urban traffic lights to investigating the effects of gravity on human synchronization, participants are invited to reconsider the interconnectedness of their actions and surroundings. The narrative arc progresses from a documentary-like exploration to self-reflective and speculative moments, challenging participants to question their role in the larger experiment of synchronicity.
The final stages of the tour invite introspection and a reevaluation of one's perception of synchronicity, culminating in a strange moment of stillness and contemplation.
Corporate Unconscious invites participants to explore the unseen connections that bind us, leaving them with lingering questions about fate, free will, and the unseen forces that shape our lives.