The Architecture of Empathy or Why We Cry for Pixels

Have you ever sat in a dark cinema and found yourself crying over a character who you know does not exist? It is a strange phenomenon when you really think about it. We are looking at pixels on a screen or light projected onto a wall. We know it is fake. We know there is a camera crew standing right outside the frame and that the actor is probably thinking about what they will have for lunch. Yet our bodies react as if the pain or joy were real. My master’s thesis is largely about figuring out how this mechanism works so I can use it for my own film. It turns out that emotion in film is not just magic. It is a design process just like architecture or typography.

Carl Plantinga

I have been reading a lot about Cognitive Film Theory and it completely changed how I look at directing. There is this theorist named Carl Plantinga who wrote a book called Moving Viewers. He talks about something called the “Scene of Empathy.” This is not just any sad scene. It is a specific structural device filmmakers use to force a connection. Plantinga argues that empathy is not a constant stream but a moment we have to build. The key ingredient is the human face. When we see a face in a close up for a long duration our brain does something wild. Our mirror neurons fire up. We subconsciously start to mimic the micro expressions we see on screen. If the actor tightens their jaw in suppressed grief our own jaw muscles might tense up just a tiny bit. This physical mimicry sends a signal to our brain that says we are sad. We literally catch the emotion like a virus.

Another concept I want to use is the “Mood Cue Approach” by Greg M. Smith. He says that films do not just trigger sudden emotions like “bang, now you are scared.” Instead they build a mood over time like a primer coat of paint. You use lighting and sound and rhythm to create a low level state of anxiety or sadness. Once that mood is set you only need a tiny trigger to get a big emotional reaction. For my film I am thinking about the sound design of the school. I want the background noise of the students to feel overwhelming and chaotic. This research made me realize that directing is not just about telling actors where to stand. It is about being an architect of the audience’s physiology. We are designing their heart rate and their tears. That is a huge responsibility but it is also what makes filmmaking such a powerful tool for social change. If I can make people physically feel the stress of my character they might understand the struggle on a level that a news article could never reach.

Plantinga, C. (2009). Moving viewers: American film and the spectator’s experience. University of California Press.
Smith, G. M. (2003). Film structure and the emotion system. Cambridge University Press.

IMPULSE: The perfect video topic

I recently photographed the Migrant Advisory Board conference in Graz. Alexander Pollak gave a powerful talk about the “democracy deficit.” He spoke about people who live here but are excluded from voting.

It is a tough reality. Even people born in this country are often left without a political voice. This exclusion is not just a legal issue, it is deeply emotional.

While taking photos, I realized: this would make an incredible short film. It’s a topic that hits home. It’s about the feeling of belonging vs. the reality of being “invisible” on paper.

This also connects perfectly to my Master’s thesis. I’m researching how films use “narrative deception” to make viewers feel what a character feels.

Imagine a film where you think a character is a full part of society, until a single moment reveals they are structurally excluded. It’s a powerful way to use character identification to show the truth of this injustice.

Preparing a Qualitative Interview:

Learning How to Ask the Right Questions and Document it

Rather than relying solely on secondary sources, I wanted to gain expert insight through a qualitative interview. With this in mind, I prepared and sent a formal interview request to AKH Vienna, hoping to have the opportunity to speak with a specialist. I am not aiming for a long or demanding interview session; even 10–15 minutes would already provide valuable perspectives that could meaningfully inform my research. I drafted a formal interview request to AKH Vienna, in which I briefly introduce myself as a master’s student at FH JOANNEUM and outline the research motivation behind my project. The email explains my interest in gaining psychological insights.

Using Academic Input from FH Joanneum: Design & Research

A major influence on my preparation process was the Design & Research course at FH Joanneum, taught by U. Lagger. One of the key takeaways from the course was that interviewing is not just about asking questions, but about creating a structured, respectful, and open conversational space.

From the lecture input (see Image 1: “Interview How?”), the interview process was presented as a timeline rather than a rigid script. It begins with introducing oneself and the project, followed by building rapport, encouraging storytelling, exploring emotions and experiences, and only then moving into more focused questions. The interview should end with a clear wrap-up and expression of gratitude. This visual structure helped me understand that a good interview has an emotional rhythm and that trust and openness develop over time, not instantly.

Practical Interview Conduct: What to Keep in Mind

In addition to the course material, I researched general best practices for qualitative interviews and identified several key principles that I plan to follow during the interview:

  • Do not interrupt the interviewee
  • Accept pauses, as they give space for reflection and thought
  • Convey neutral attention through body language and tone
  • Avoid suggestive or leading questions
  • Ask follow-up (probing) questions to better understand meanings

These points align closely with the recommendations from qualitative research literature and reinforce the importance of listening rather than directing the conversation.

Documentation and Transcription Strategy

If the interview takes place, I plan to record it (with explicit consent) and transcribe it afterwards. For transcription support, I intend to use AmberScript, a tool that assists with speech-to-text transcription and can significantly reduce the technical workload.

However, I am aware that automatic transcription tools are not perfect and always require careful review and correction. The final transcript will therefore be manually checked and refined to ensure accuracy and clarity.


Insights from the PDF: Interview, Transkription & Analyse

Based on the article Interview, Transkription & Analyse by Dresing and Pehl, several important methodological points stand out Praxisbuch_Transkription-2:

  • Interviews should be planned according to the research question, not convenience
  • Transcription rules must be defined before starting the transcription
  • A transcript is not neutral; it is always a reduction and interpretation of spoken language
  • Simple, content-focused transcription systems are often sufficient for design and media research
  • Time planning is crucial: transcription can take 5–10 times longer than the interview itself

Format and Structure: How the Interview Should Be Written

Based on the examples shown in class and materials, the interview documentation should follow a clear and transparent structure:

  1. Participant Information (age, profession, location, anonymised)
  2. Consent Confirmation and recording notice
  3. Dialogue Format (Interviewer: / Participant:)
  4. Clear chronological flow
  5. Postscript, describing how, when, and under which conditions the interview was conducted

This format not only improves readability but also ensures academic traceability and ethical clarity.

Even if the interview does not take place immediately, this preparation process has already deepened my understanding of qualitative research and strengthened my ability to approach complex human-centered topics with care and structure. Lets hope for the best.

Course & Class Literature

  • Dresing, T., & Pehl, T. (2018). Praxisbuch Interview, Transkription & Analyse (8th ed., PDF). Course material, FH JOANNEUM, Graz.
  • Lagger, U. (2024). Design & Research: Interview Methods [Lecture slides]. FH JOANNEUM – University of Applied Sciences, Graz.
  • Institution / Interview Context
    Allgemeines Krankenhaus der Stadt Wien (AKH Wien). (n.d.). Universitätskliniken & Fachbereiche. Retrieved from
    https://www.akhwien.at

    Tools I may use
    AmberScript. (n.d.). Audio- und Video-Transkription. Retrieved from
    https://www.amberscript.com/de/transkription/

    Supplementary Learning Resources
    YouTube. (n.d.). Qualitative research interview tutorials. Various creators. Used for general understanding of interview preparation, conduct, and documentation.

Disclosure

In the development of this blogpost, AI (ChatGPT) was used as a supportive writing and structuring tool. I provided the conceptual content, research direction, theoretical preferences, and methodological decisions, while the AI assisted in translating it to English, refining the wording, organising the material and generating coherent academic formulations based on my input. The AI did not produce research or arguments but helped transform my ideas into a clear and well-structured text draft.

6. IMPULS: Besuch in Thal

Im folgenden Impuls-Blogbeitrag geht es um eine Exkursion zur Kirche St. Jakob und die dabei gewonnenen Eindrücke. Wegen ihrer besonderen Architektur und Lichtstimmung empfahl mir Roman P., diese Kirche zu besuchen.

Fotos by Joschua Hohenbrink

Die Pfarrkirche wurde vom Wiener Künstler Ernst Fuchs im Stil der Wiener Schule des Phantastischen Realismus* gestaltet und 1994 nach einer Umbauphase wiedereröffnet.


„Ernst Fuchs beließ es, als Kenner der biblischen Schriften sowie der jüdischen und christlichen Symbolik, nicht bei der künstlerischen Ausgestaltung. Er erweiterte das gesamte architektonische Konzept zu einem Gesamtkunstwerk mit phantasievoller Farben- und Formenvielfalt und beeindruckenden Lichteffekten.
‚Man muss schon von weitem erkennen: Dies ist ein heiliger Ort. Wo auch immer die Augen hinblicken, es muss etwas zu sehen geben.‘“

(Quelle: Wikipedia – Pfarrkirche Thal)

Der vorherige IMPULS-Blog behandelte die Lichtgestaltung sakraler Räume im Computerspiel Diablo IV. Diese Auseinandersetzung prägte auch meinen Blick auf den Kirchenbesuch. Allerdings bot das natürliche Licht in St. Jakob aufgrund des Nebels keine idealen Beobachtungsbedingungen.

Für einen Euro ließ sich das Kirchenlicht für vier Minuten aktivieren. Die farbenfrohe Gestaltung der vielen architektonischen Elemente wirkt einladend und freundlich. Strassverzierungen an Wänden und Boden erzeugen jedoch stellenweise optische Überladung und verleihen dem Raum eine leicht kitschige Note. Auch das wuchtige Glas-Kreuz über dem Altar, mit seinen spiegelnden Ornamenten, zieht die Aufmerksamkeit stark auf sich und wirkt gleichzeitig etwas fremd im Gesamtbild.

Aus Sicht des Video Mappings ist dieser Ort jedoch interessant. Die vielfältigen Formen, Farben und Materialien bieten zahlreiche Möglichkeiten für Experimente.

Ein Gedankenexperiment:
Mit einem mobilen Beamer-Setup könnten kleine Objekte wie Statuen, Kreuze oder Verzierungen sowie mittelgroße Flächen – etwa Säulen, Altar oder Türen – bespielt werden. So ließe sich untersuchen, wie Licht, Reflexionen und Projektionen den Raum verändern und welche Stimmungen dabei entstehen.

Der größte Mehrwert für meine Masterarbeit liegt für mich in der vertieften Auseinandersetzung mit Ernst Fuchs und dem Phantastischen Realismus.

Der Phantastische Realismus entstand nach demZweiten Weltkriegin den deutschsprachigen Ländern und den Niederlanden. Diese Stilrichtung verbindet Einflüsse desSurrealismus, insbesondere vonHans BellmerundSalvador Dalí, mit Elementen desMagischen Realismus. Charakteristisch ist die fein ausgearbeitete, oft grotesk-figürliche Bildsprache, die symbolische oder erotische Tendenzen aufweist. Themen stammen häufig aus demAlten Testament, derApokalypse, derMythologieoder ausTräumen.
(Quelle:Wikipedia – Phantastischer Realismus)


Hinweis zur Verwendung von KI-Tools

Zur sprachlichen Optimierung und für Verbesserungsvorschläge hinsichtlich Rechtschreibung, Grammatik und Ausdruck wurde ein KI-gestütztes Schreibwerkzeug (Perplexity 2026) verwendet.

Kirchenfenster: Schnittstelle zwischen sakralem Raum & Außenwelt

Kirchenfenster sind die Schnittstelle zwischen dem sakralen Raum und der Außenwelt. Durch sie wird das natürliche Licht gebündelt und auf die Innenarchitektur geführt. In diesem Beitrag werden drei besondere und unterschiedliche Kirchenfenster-Projekte näher betrachtet und verglichen.

Alle drei Projekte nutzen Licht als zentrales Medium, aber sie tun es mit völlig unterschiedlichen Strategien: abstrakte Farbmatrixe, roher Beton und gerichteten Lichtfugen oder mit figürlicher, tiefblauer Glasikonografie.

Gerhard Richter, Domfenster Kölner Dom (2007)

Raster aus ca. 11.500 farbigen Quadraten in 72 Tönen, basierend auf „4096 Farben“, erzeugt ein abstraktes, vibrierendes Farblichtefeld ohne Figuration.​

Gleichmäßige Streuung von Farbflächen, keine narrative oder ikonographische Lesbarkeit.

Das Fenster wird als „Farbteppich“ beschrieben, dessen Wirkung sich mit dem Tageslicht permanent verändert und der die traditionelle Heiligenikonografie durch reine Farbatmosphäre ersetzt.

Im Gegensatz zu traditionellen Kirchenfenstern, die Heiligengeschichten ins Licht schreiben, verweigert Richters Werk jede figürliche Deutung. Das Licht tritt selbst zum Bildträger und erzeugt eine Atmosphäre, die gleichermaßen transzendent wie konzeptuell wirkt.

Holy Redeemer Church, Las Chumberas (Fernando Menis, 2022)

Die Holy Redeemer Church in Las Chumberas liegt in einem Problemstadtteil von San Cristóbal de La Laguna (Teneriffa), und wurde von Fernando Menis / Menis Arquitectos entworfen. Für mich besonders spannend, weil ich selber für 2 Wochen in La Laguna zu Besuch war und überlegt hatte, hier für eine Weile zu Wohnen und zu arbeiten.

Der Komplex erscheint als Gruppe aus vier großen, scheinbar aus Vulkanfelsen gehauenen Betonvolumen, die in einem Geländeeinschnitt wie eine geologische Formation sitzen. Natürliches Licht fällt ausschließlich durch die schmalen Fugen und eine ausgeschnittene Kreuzform ein; klassische Fenster wurden bewusst vermieden, um jede Ablenkung vom mystischen Charakter zu verhindern.

Innen entsteht ein höhlenartiger Raum, in dem Licht und Schatten die rohe Betonoberfläche modellieren; Licht fungiert als primäres Gestaltungsmaterial. Die Kirche verbindet topografische Symbolik (Vulkankrater, Felsformation) mit theologisch codiertem Licht und einem klaren sozialräumlichen Auftrag (Community Centre, urbaner Katalysator).

​Zwischen diesen massiven Körpern entstehen schmale Spalten, in die Metall-Glas-Strukturen eingesetzt sind. Hier dringt das Licht ein, sodass die Kirche wirkt, als würde der vulkanische Boden selbst aufreißen und Licht freigeben. Bei Sonnenaufgang fällt ein Lichtschwall durch das Kreuz hinter dem Altar und beleuchtet das Taufbecken.

​Die Monochromie (Farben der vulkanischen Landschaft Teneriffas) lässt die Lichtstrahlen umso stärker wirken: jede Öffnung wird als Ereignis gelesen, nicht als banale Belichtung. Monolithische Betonblöcke, deren schmale Fugen und ein ausgeschnittenes Kreuz das Licht wie Strahlen in eine höhlenartige Innenwelt leiten.​ Tageslicht ist exakt auf die sieben Sakramente choreografiert (Morgenlicht am Taufbecken, Mittagslicht am Altar etc.), sodass Licht selbst zum liturgischen „Akteur“ wird.

Marc Chagall, St. Stephan, Mainz (1978–1985)

Neun Fenster mit dominierendem „Chagall-Blau“, in dem alttestamentliche und neutestamentliche Szenen, Engel und Figuren schweben.​

Die Fenster sind vor allem in intensiven Blau- und Violetttönen gehalten; darin schweben biblische Figuren, Engel, Tiere und Symbole, die Altes und Neues Testament dialogisch verbinden.

Das blaue Licht taucht den Kirchenraum in eine sehr dichte, fast traumartige Atmosphäre. Häufig beschrieben als „mystisch“ oder „meditativ“ und macht die Versöhnungsbotschaft buchstäblich „sichtbar“.

Hier kommen eine klare figürliche Ikonografie mit einer stark atmosphärischen, farbdominierten Lichtinszenierung zusammen. Die Fenster gelten als Zeichen jüdisch‑christlicher Versöhnung; das blaue Licht taucht den gesamten Raum in eine kontemplative, fast traumartige Atmosphäre.


Richter zeigt, wie sakrales Licht zu einer scheinbar säkularen, abstrakten Licht-Atmosphäre werden kann, die trotzdem in der Liturgie verankert bleibt.

Holy Redeemer macht deutlich, dass sakrale Lichttradition auch ohne Glasbilder funktioniert: Licht wird über räumliche Schnitte und Materialkontraste zum eigentlichen Bild.

Chagall demonstriert, wie stark Licht weiterhin als Träger klarer religiöser Ikonografie und politisch‑historischer Versöhnungsbotschaften eingesetzt werden kann.

Diese drei Fälle markieren drei Pole: abstrakt‑säkulares Farblicht (Richter), architektonisch modelliertes Tageslicht (Menis) und figürlich-symbolisches Versöhnungslicht (Chagall).


Licht ist eines der zentralen atmosphärischen Elemente sakraler Architektur.


Hinweis zur Verwendung von KI-Tools

Zur sprachlichen Optimierung und für Verbesserungsvorschläge hinsichtlich Rechtschreibung, Grammatik und Ausdruck wurde ein KI-gestütztes Schreibwerkzeug (ChatGPT, OpenAI, 2025) verwendet.

IMPULSE: Suddenly, AR feels less challenging.

I came across a YouTube channel called Immersive Insiders, I stumbled upon a YouTube channel called Immersive Insiders, and I had no idea it would give me even more hope that AR is not that challenging. He’s not one of those huge, widely known tech YouTubers, and maybe that’s exactly why I found his content so interesting. It feels focused, on point, and honest — less about advertisements or useless information and more about actually understanding immersive technology. I’ve been interested in AR and VR for a while, mostly from a design and experience perspective, but there has always been one thought in the back of my mind: I’m not a programmer. Because of that, immersive technology often felt exciting, but also slightly out of reach.

Watching Immersive Insiders gave me hope.

The channel focuses mainly on augmented reality, virtual reality, and immersive technologies, but without the pressure of sounding overly technical or exclusive. Instead of making things feel complicated, the creator explains ideas step by step, in a way that feels realistic and human. It feels less like a polished tech show and more like someone genuinely sharing what they’ve learned.

For me, this was important. Many AR and VR resources online assume that you already code or that you’re comfortable in complex development environments. Immersive Insiders feels different. It communicates the idea that you don’t need to know everything from the beginning —curiosity and willingness to experiment are enough to start.

One video from Immersive Insiders that I may genuinely use and test is about  “AR Indoor Navigation Using MultiSet Quest SDK.” In this tutorial, he walks through the whole process of building an indoor AR navigation application — from scanning the environment to mapping it and finally deploying it on a Meta Quest 3 device.

What struck me about this video wasn’t just the topic — indoor navigation — but how he explained it. The video breaks the process down into clear, approachable steps:

  • building the final app for testing.
  • setting up a developer account
  • mapping the physical environment
  • creating a Unity project for the AR scene
  • adding navigation points and logic

What I appreciate most about this channel is that it doesn’t pretend AR and VR are effortless. There is still learning involved, still problem-solving, still mistakes. But the fear of “not being technical enough” slowly fades away. The content shows that immersive technologies are not only for programmers or engineers, but also for designers, artists, storytellers, and people who think visually and conceptually.

This really resonated with me. I don’t see AR as a technical achievement alone, but as a tool for shaping perception, interaction, and experience. Seeing someone approach it in a grounded and accessible way made me feel more confident about my own direction. It reminded me that it’s okay to learn slowly and to grow into a tool rather than mastering it instantly.

This Impulse post is mainly dedicated to how important it is to find the source that works for you. It all about how presentation and tone can change the way we approach learning.

I still don’t consider myself a programmer, and that hasn’t changed. What has changed is the feeling that immersive technology is something I can explore, step by step, without needing to hire someone. And sometimes, that quiet encouragement is exactly what makes a difference.

Links

In the development of this impulse post, AI (ChatGPT) was used as a supportive writing and structuring tool. I provided the conceptual content, research direction, theoretical preferences, and methodological decisions, while the AI assisted in translating it to English, refining the wording, organising the material, and generating a coherent text draft based on my input. The AI did not produce research or arguments but helped transform my ideas into a clear and well-structured text draft.

Exploring AR in Art: The AN ART App

During my recent visit to the Albertina, I discovered a sticker on a Marina Abramović exhibition book pointing to an AR app called AN ART.  I was immediately intrigued by the app because I assumed it would be a high-quality app and wanted to compare it to one I had previously seen. I thought it might have more interesting features and details. 

The AN ART App is part of a broader AR platform developed by the art technology initiative An Art Company. The app’s purpose is to allow audiences to activate and experience augmented reality content connected to artworks, exhibitions, and artistic projects directly through their mobile devices. It is available for download on both iOS and Android, and once installed, users can scan marked objects or images — like the sticker I saw on the Abramović book — to unlock digital layers of content. One thing to point out is even without a QR code or the image, the user can see the design at home and place it accordingly. all the designs can be dowloaded and saved in your device for free.

As I understood it is primarily designed as a tool for artists, publishers, galleries, and museums to attach AR content to physical objectssuch as books, posters, artworks, or exhibition materials.

USER EXPERIENCE REVIEW:

The application is experiencing significant glitches. I tested the application on my friends’ Android phone, and I believe that only higher-performance devices are fully supported. Older or less powerful phones or tablets may only function in an experimental mode or may perform poorly. This can result in poor AR tracking or crashes on lower-end devices. The interface is confusing and frequently redirects me to the main page. I have already downloaded an object, but I need to download it again within an hour. Some buttons are not even functional at times. Currently, the application is not opening. 

Here we can see that the original cone shape can be changed and adjusted directly in the AR environment. Both the form and its position are flexible, which makes it possible to adapt the object to the space. The sound linked to the cone was initially too loud, so finding the right placement was important to make the audio feel balanced. After adjusting the position, the sound worked as intended. However, the experience later became glitchy, and the object can no longer be accessed or edited in the same way as before, which shows some technical instability in the system. We also have the option of recording it with this app.

Meanwhile while I did more research about In the meantime, while I delved deeper into researching the tools likely used to create the acute art experience (Marina Abramović AR/VR project).Acute Art does not publicly list a detailed development stack, we can see in some of the previews and behind the scene footage some hints. As far as we currently understand, the types of tools and platforms that are used in creating such AR/VR artworks are.

most likely used:

Unity or Unreal Engine

Blender (open-source 3D modeling)

Maya / 3ds Max (industry modeling and animation tools)

Marina Abramović – Acute Art AR/VR Project:
https://www.acuteart.com/discover/marina-abramovic?itemId=dwexa8zkulmp1xtuckspzebzexz7w0

AN ART App – AR Experience Platform:
https://www.anartcompany.com/app

AN ART ReadyMade Creator Platform:
https://www.anartcompany.com/readymade

In the development of this post, AI (ChatGPT) was used as a supportive writing and structuring tool. I provided the conceptual content, research direction, theoretical preferences, and methodological decisions, while the AI assisted in translating it to English, refining the wording, organising the material and generating a coherent text draft based on my input. The AI did not produce research or arguments but helped transform my ideas into a clear and well-structured text draft.

Impulse: A Video That Made Me think

Understanding Autism

I recently came across a YouTube video about how autistic children can be triggered in shopping malls. I didn’t plan to watch it fully, but I ended up staying. There was one line that really stayed with me: “Understand autism and what you can do to help.”
It sounds simple, but it made me really think.

The video showed how everyday places — loud, crowded, visually busy malls — can feel overwhelming or even unbearable for autistic kids. Things most people don’t think twice about, like background noise, bright lights, or constant movement, can quickly turn into stress or panic. Watching this made me realize how little attention we often pay to how environments actually feel to different people.

It immediately connected to my own thoughts about design and technology. I started asking myself: what if help doesn’t only come from people, but also from the way spaces are designed? What if support could be built into the environment itself?

This is where my thinking shifted toward Augmented Reality and sensory support. AR is usually talked about as something exciting or innovative, but what if it could also be calming? What if, alongside AR guidance on a phone, there were noise-cancelling headphones available in certain areas of a shopping mall — spaces designed to feel quieter, slower, and less overwhelming?

The more I thought about it, the clearer it became that this wouldn’t only help autistic individuals. It could also support shy, introverted, or easily overwhelmed people. Not everyone enjoys crowded, noisy places. Sometimes you just want to get what you need without feeling exposed, rushed, or overstimulated. A calm AR experience — predictable, guided, and visually simple — could make shopping feel safer and more comfortable for many people.

What this video really did was shift my perspective. It reminded me that technology alone isn’t the solution. Before designing anything, there’s a need to listen, to understand real experiences.

It made me think that my next step should be talking to professionals who work with autistic children — therapists, psychologists, educators — could be essential. Not to validate an idea, but to shape it responsibly and realistically.

This impulse wasn’t about finding an answer. It was about becoming more aware. . And sometimes, all it takes is to imagine urself in there shoes. This video make you see familiar spaces in a completely different way.


Link that inspired this impulse:
https://www.youtube.com/watch?v=aPknwW8mPAM

Understanding Autism and How You Can Help
https://youtu.be/DgDR_gYk_a8

In the development of this impulse post, AI (ChatGPT) was used as a supportive writing and structuring tool. I provided the conceptual content, research direction, theoretical preferences, and methodological decisions, while the AI assisted in translating my ideas into English, refining wording, organising the material, and generating a coherent text draft based on my input. The AI did not generate original research or arguments but supported the transformation of my ideas into a clear and well-structured written form.

Impulse Blog Post ( Marina Abramović )

I recently visited the Albertina and saw the work of Marina Abramović — an artist I’ve admired for a long time. Her way of presenting art has always felt different to me. It’s never just about what you see, but about how you react, how you feel, and how aware you become of yourself in that moment.

What I’ve always loved about Abramović’s work is how much she trusts the audience, even though sometimes it can be really dangerous for her.She gives them space, but also responsibility. In many of her performances, the audience is not just watching, they are part of the artwork. Sometimes she challenges them, sometimes she makes them uncomfortable, and sometimes she makes them slow down and really feel what’s happening. Her focus is almost always on the human reaction. In Albertina was presented one of her work names “counting the rice” and the idea behind it is mental presence, endurance and inner discipline.

She has also never limited herself to one medium. Alongside live performance, Abramović has continuously experimented with video and audio as part of her artistic language. These elements are not just documentation in her work — they often become part of the experience itself, shaping how presence, time, and emotion are perceived. This openness to media has always allowed her performances to exist beyond the physical moment.

Seeing her work in the museum was inspiring, especially because I’ve been following her practice for quite some time. While reading about her life and artistic journey during the exhibition, I noticed how open she has always been to experimenting with new ways of communicating her ideas. She doesn’t seem afraid of change instead, she uses it to explore new forms of connection.

One thing that really caught my attention was learning that she has also worked with Augmented Reality and Virtual Reality. That immediately made me curious. I started looking into it more and came across her collaboration with Acute Art, including the VR work Rising. In this piece, the audience becomes a kind of player. You are placed in a virtual situation connected to global warming, and your actions matter. You’re no longer just watching a message — you’re participating in it.

What stayed with me is how naturally this fits into her way of working. Even though AR and VR are digital and mediated, the core idea is still the same: presence, responsibility, and awareness. Technology doesn’t replace the experience it reshapes it. It gives the audience a more active role and invites them to engage instead of staying passive.

this shows how AR can also be about guiding attention, creating focus, and giving people a sense of control. Just like Abramović’s performances, it can be quiet, intentional, and meaningful.

The exhibition left me with the feeling that art and technology don’t have to stand on opposite sides. When used thoughtfully, AR can open up new ways of experiencing, understanding, and connecting.

In the development of this impulse post , AI (ChatGPT) was used as a supportive writing and structuring tool. I provided the conceptual content, research direction, theoretical preferences, and methodological decisions, while the AI assisted in translating it to English, refining the wording, organising the material and generating coherent academic formulations based on my input. The AI did not produce research or arguments but helped transform my ideas into a clear and well-structured text draft.

IMPULSE: Youtuber Mark Bone

For this impulse blog entry I have watched the documentary “No country is an island” by Mark Bone on YouTube (https://www.youtube.com/watch?v=9DBn_9b5zYE) about the Easter bombings in Sri Lanka in 2019 as well as two vlogs on the same YouTube channel about the technical background an some behind the scenes information.

The Documentary

The short documentary talks about an attack on Sri Lanka and follows along with one main character, who has founded an organisation helping victims of this attack. The video works with strong, impressive images which are a good mixture of picturesque drone shots of the country as well as very close shots of emotional scenes. Also the B-roll feels very intentional and like it was already filmed with the story in mind.
The main storyteller in the documentary is the aforementioned main character. His voice is used as the main narrator. There is also some overlayed information but no external narrator voice or other narration except for the interviews with members of the organisation as well as people affected by the attacks.
There are many shots in the video which are intentionally kept long and are allowed to breathe and unfold naturally giving the whole documentary a very natural and empathetic feeling.
There are also a couple of shots in the beginning as well as the end with two boy running through the streets and on the beach, which are never talked about or explained further, but just used as a tool for visual storytelling which ties the film together really well and is also reflected in the main character and his friend/colleague.

The insights from the vlogs

Vlog 1: https://www.youtube.com/watch?v=Jl48x-ZzMfk
Vlog 2: https://www.youtube.com/watch?v=nzVN2dV6yEQ

In the two accompanying vlogs, Bone mostly just takes the viewers along on the journey to Sri Lanka, unfortunately not showing too much of the filming process itself, but there are little insights here and there and some helpful tips he gives. He, for example, talked about how important it is to also take some control in documentary filmmaking, instead of just waiting for things to happen and come to you. He said filmmakers should be proactive and film something intentional every day and put themselves in situations where interesting footage will develop. Bone also talked about how important it is to review your footage daily while on location to make sure you have the right kinds of shots for the story you want to tell and so that you are actually able to see if everything will fit together the way you planned it. Bone also talked about letting shots breathe and giving the viewer time to adjust to certain scenes. His co-creator talked about how he found it helpful in documentary filmmaking to choose one narration style and commit to it in order to make the film more convincing.

Conclusion

I found the documentary captivating and moving, showing raw emotion, pain and suffering while also focusing on the good people are doing in order to help and thus not losing hope. I also found the fact fascinating that the documentary was filmed just 3 months after the attacks had happened. When documenting current topics like this one, it can be really important to act fast and there might not be a lot of time for pre-production in these cases.