PAVEL SELDEMIROV
REGWET
PSPROJECTPLACE-IN-CLOUDSV01

PLACE IN CLOUDS

NAME

SUBTITLEA 3D scan of the artist’s deteriorating childhood house.

2017
RELEASE
MEDIUM
Digital 3D work based on a Kinect depth scan of the artist’s childhood home. The scanned environment was reconstructed and processed in Cinema 4D, then developed in Unity. Screen, no sound.
SHOWN
Two formats: an interactive real-time application that allows visitors to move through the reconstructed environment, and a linear video journey for screen-based display.
STATE
DIGITAL ONLY · NO PHYSICAL EDITION
RECORD
PSPROJECTPLACE-IN-CLOUDSV01
REGISTER
OPENINDEXSOURCEWET
NOT IN THE RECORD
DIMENSIONS · COLOUR · LOCATED · PROTOTYPE
P02 / Digital reconstruction · WORK / INDEXVIEW ↗

A digital cast of a place that exists between the real and the imagined.

02

A place remembered

SOURCE / CHILDHOOD HOME

“PLACE IN CLOUDS” is a touching and deeply personal work in which the artist explores the possibilities of new media to preserve the elusive spaces of memory. Using 3D scanning, the author creates a kind of digital cast of the deteriorating house of his childhood — a place that exists on the border between the real and the imaginary, the physical and the virtual.

The very choice of technology here is deeply symbolic. Just as early photography, with its artifacts and imperfections, brought a special charm and atmosphere to the captured images, the 3D model in “PLACE IN CLOUDS” captivates with its fragility and fragmentariness. The understatement and intermittency of the digital reconstruction become a metaphor for the very nature of memory with its gaps and irregularities.

P04 / Room view 01 / source frameVIEW ↗
P05 / Room view 02 / source frameVIEW ↗
P06 / Room view 03 / source frameVIEW ↗
03

From room to scan

SOURCE → RECONSTRUCTION
FIG. 01 / TRANSFER PATHDOCUMENTED PROCESS
INTERACTIVE REAL-TIME APPLICATIONLINEAR VIDEO JOURNEY
The two presentations share one reconstructed environment; neither fills the gaps in the scan.

Traveling through this ghostly, half-erased maze of rooms and corridors, the viewer is invited into the intimate space of someone else’s memory. Fragments of recognizable objects and interior details, suddenly breaking off into emptiness, create a sense of almost physical loss, reminding of the transience of all material things. At the same time, the very act of transferring a place of memory into virtual space endows it with a new dimension of permanence, as if giving it a second life beyond time.

P01 / The room / partial scanVIEW ↗
P07 / Room view 04 / source frameVIEW ↗
P08 / Room view 05 / source frameVIEW ↗
04

Two ways through

INTERACTIVE / LINEAR

Ultimately, “PLACE IN CLOUDS” is not only a monument but also a document: a testimony of a deeply personal experience of place and an attempt to capture, to hold on to its elusive aura. This work is about the fragility of our connection with the spaces that shape us and about the power of art as an instrument of transcendence of this fragility. By weaving a whole world out of ephemeral digital artifacts, the artist affirms the primacy of creative imagination over linear time and material decay.

P09 / Room view 06 / source frameVIEW ↗
P03 / Room fragment / scanVIEW ↗
VIDEO / PLAYBACK ON REQUESTWATCH ON YOUTUBE ↗
ARTIST & CONCEPT
Pavel Seldemirov
3D SCANNING & PROCESSING
Pavel Seldemirov
INTERACTIVE 3D ENVIRONMENT & CREATIVE CODING
Pavel Seldemirov
ARRIVEDPS / PROJECT / PLACE-IN-CLOUDS / V01
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