Sphere 4
SPHERE 4
GENESIS
Virtual reality art installation published on VRChat, 2021.
3D graphics, world building, digital sculptures: Tanja Vujinovic
GENESIS AV set used for training of deep neural network by Tanja Vujinović (visual material from Universal Objects and AvantGarden series) and Sasa Radic (sound);
Sound: Tanja Vujinovic and LUZ1E
Training of deep neural network: Dr Vid Podpečan, Department of Knowledge Technologies, Jožef Stefan Institute
Coproduction: SciArtLab, Jožef Stefan Institute
Production: Tanja Vujinovic / Ultramono
EDEN
Virtual reality art installation published on VRChat, 2021.
3D graphics, world building, digital sculptures: Tanja Vujinović
Sound: Tanja Vujinović and LUZ1E
Coproduction: SciArtLab, Jožef Stefan Institute
Production: Tanja Vujinovic / Ultramono
CLUB
Virtual reality art installation published on VRChat, collaborative events, 2020.
3D graphics, world building, digital sculptures, sound: Tanja Vujinović
3D objects of carboniferous plants: Dariusz Andrulonis for edukator.pl
Chenocebus allodapus and Strychnos electri plant 3D object modeling: Thimster, Graphics Design Master
Production: Tanja Vujinović / Ultramono
CLUB 2.0
Virtual reality art installation published on Sansar, 2021.
3D graphics, world building, digital sculptures, sound: Tanja Vujinović
Additional assets for the world and avatars: Sansar Store
Production: Tanja Vujinović / Ultramono
Consulting
Dr Jelena Guga, researcher
Kristina Bukač, Informatics engineer
Thimster, Graphics design master
Ivan Stanić, curator and artist
Derek Snyder, researcher and editor
Arijana Filipić, Department of Biotechnology and Systems Biology, National Institute of Biology
Prof. George Poinar, College of Science at Oregon State University
Dr Vid Podpečan, Department of Knowledge Technologies, Jožef Stefan Institute
Friends from VRChat
Friends from Sansar
SPHERE 4
(Social VR environments, 2020–2021)
The SPHERE 4 works mark the first sustained experiments with social VR as artistic medium. Developed on VRChat and Sansar, these environments establish the garden as a structural framework for exploring synthetic ecology, collective presence, and machinic aesthetics.
Across these early worlds, botanical imagery, orbital architectures, and proto-machine forms are assembled into immersive landscapes. The garden functions not as fantasy escape, but as a constructed system, a space where organic reference and technological infrastructure coexist.
Sound plays a central role. Minimal techno structures and ambient soundscapes regulate movement, pacing, and social proximity inside the virtual architecture. These projects test how rhythm and environment shape collective behavior in networked space.
SPHERE 4 lays the groundwork for later developments in AVANTGARDEN by introducing the core elements that will recur in subsequent clusters: biomimetic forms, infrastructural machines, platform awareness, and the tension between utopian aesthetics and systemic control.
EDEN
EDEN introduces the virtual garden as immersive architecture. Synthetic flora, serpentine forms, and proto-machine structures populate this landscape.
The work explores how vegetal and machinic objects can coexist within a single spatial system. Rather than presenting sentient life, EDEN stages the appearance of ecological interconnection as sculptural structures.
GENESIS
GENESIS extends EDEN by integrating sound generated through a custom-trained neural network based on minimal techno structures.
Here, rhythm becomes an infrastructural element. Sonic pulses fill the environment and influence spatial perception. Orbital architectures and energy-harvesting forms reference large-scale technological systems embedded within the garden framework. GENESIS marks an early investigation into how AI-generated sound and virtual architecture can merge into a single experiential system.
CLUB
CLUB shifts the garden into a social environment structured explicitly around sound and collective gathering.
Botanical hybrids and proto-machine architectures frame a space designed for audiovisual immersion. The project treats VRChat not as a game but as a social platform where identity is negotiated through avatars and synchronized presence.
CLUB tests how rave culture translates into networked space and how synthetic ecology becomes a backdrop for communal interaction.
CLUB 2.0
CLUB 2.0 transfers the virtual club structure into Sansar’s platform environment. The work emphasizes event-driven transformation: environments shift through sound, and avatars become part of the architecture through movement and proximity.
CLUB 2.0 examines how collective intensity envelopes within digital systems, and how virtual intimacy is constructed through platform mechanics.
Genesis, Virtual reality art installation, 2021.
Eden, Virtual reality art installation, 2021.
Club 2.0, Virtual reality art installation, 2021.
Club, Virtual reality art installation, 2020.
SPHERE 4 project References
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