We separate the project and the performance.
"Project" is a VIRTUAL ACTION PROJECT, and at the same time it is a form of presentation of material familiar to today's young audience.
The play “Helmet of Horror”, based on the novel by Victor Pelevin, is a part of the “Backstage” project. This is its main act, actually the second of three acts, and is the semantic basis of the project.
Project implies the possibility to combine several conceptual layers (such as simple short descriptions versus philosophical concepts, psychoanalysis, literary works and their analysis, theater, or NFT exhibitions) with several multimedia layers. The multimedia layers consist of hyperlinks to each other.
This juxtaposition is an allegory or projection of consciousness, of cognitive abilities. The project involves combining different media capabilities such as VR, AR, AI, chatbots, AI based voice assistant, text, video, NFT. As a result of combining them, they produce a greater artistic and cognitive effect through different impacts on the viewer. Transitions between “multimedia layers” create a number of effects, such as: information is perceived with more interest, becomes less boring for perception, becomes easy to perceive for people accustomed to “click TV”, becomes similar to an independent study due to which it causes more interest and memorization, the process of learning becomes similar to a quest or adventure
This juxtaposition seems to be an allegory or projection of consciousness, cognitive abilities. The project involves combining different media possibilities such as VR, AR, AI, chatbots, voice assistant based on artificial intelligence, text, video, NFT. Their combination results in artistic and cognitive effects. The transitions between “multimedia layers” create a number of effects, such as: information is perceived with more interest, new points of view emerge. The presentation becomes unusual, but easily perceivable for people accustomed to “click perception”, it becomes similar to independent research due to which it causes interest and memorization, the process of learning becomes similar to a quest or adventure and becomes more exciting according to the principles common to the game.
The project can be organized both in a game and in a research (training) way.
The idea of the project is to talk to the modern audience in the language of virtualization, their way of presenting life problems, and to offer (without mentoring) in the same language options for successful behavior for modern people.