In Empty rooms – The Loneliness of Avatars, the protagonist at the center of the scene is intent on taking selfies with a virtual camera.
The minimalist three-dimensional space which hosts the avatar is a simulated environment that references early experiments in computer graphics.
The aim is to evoke a primordial, archetypal, originary 3D context, the “empty room” from which everything evolved, from virtual reality to the metaverse.
Indeed, these two worlds (VR and the metaverse) will be populated over time by digital doubles in a state of constant and solitary wandering.
Worlds that can be reached at any time and from anywhere. Places in which we are foreigners, always and everywhere.
…the empty room, the screaming vacuum of an isolated mind. Jaron Lanier (virtual reality pioneer)
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The Loneliness of Avatars | Room 01
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The Loneliness of Avatars | Room 02
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The Loneliness of Avatars | Room 03
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The Loneliness of Avatars | Room 04
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The Loneliness of Avatars | Room 05
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The Loneliness of Avatars | Room 06
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The Loneliness of Avatars | Room 07
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The Loneliness of Avatars | Room 08
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The Loneliness of Avatars | Room 09
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The Loneliness of Avatars | Room 10
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The Loneliness of Avatars | Room 11
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The Loneliness of Avatars | Room 12
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The Loneliness of Avatars | Room 13
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The Loneliness of Avatars | Room 14
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The Loneliness of Avatars | Room 15
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The Loneliness of Avatars | Room 16
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The Loneliness of Avatars | Room 17
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The Loneliness of Avatars | Room 18
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The Loneliness of Avatars | Room 19
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The Loneliness of Avatars | Room 20
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The Loneliness of Avatars | Room 21
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The Loneliness of Avatars | Room 22
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The Loneliness of Avatars | Room 23
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The Loneliness of Avatars | Room 24
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The Loneliness of Avatars | Room 25


