October 2022
Artificial Venture into Abyss
A soundscape that explores themes such as time and space, 2000s and 2010s nostalgia, and artificial intelligence.
Soundscape with added Visual Element
October 2022
Artificial Venture into Abyss
A soundscape that explores themes such as time and space, 2000s and 2010s nostalgia, and artificial intelligence.
Soundscape with added Visual Element
October 2022
Artificial Venture into Abyss
A soundscape that explores themes such as time and space, 2000s and 2010s nostalgia, and artificial intelligence.
Soundscape with added Visual Element
Artificial Venture into Abyss is a twelve minute soundscape created by Lascelles Cuff II.
This soundscape explores themes such as time and space, 2000s and 2010s nostalgia, and artificial intelligence.
You can experience this soundscape below with an embedded YouTube link.
Artificial Venture into Abyss (2022), soundscape with added visual element, Lascelles Cuff II.
Although this auditory experience is best explored blind, the following is a short synopsis of the soundscape's events and what I wanted to achieve with this project:
Synopsis
Artificial Venture into Abyss follows an individual, played by myself, that has found themselves in an unknown space, where they can visit any time or place within their lifetime.
This initial, unknown space feels oddly eerie, like there is an air of mystery about it, before the individual disregards these feelings to indulge themselves in a trip of nostalgia and self-rediscovery.
Moving the narrative along and allowing myself to visit these times and places is a mysterious artificial intelligence with a feminine voice. This voice acts as the ‘operating system’ of this temporal space, asking me where I would like to go and answering some, but not all, of the questions I have about this ethereal place. In all, this mysterious ‘character’ acts as my guide across time and space, while also subtly answering with suspicious responses, questioning how much trust I should place in this AI and the words she speaks.
Project Goals
Over the course of this experience, past items of pop culture are referenced in the times that are visited, hoping to connect with any viewers that lived throughout the early 2000s and onward, grounding them in their own memories.
As we reach the end of this time-bending experience, our individual requests to visit a time in the future. Despite the AI’s wishes for them to not visit this place, she warps them to their intended destination, before the viewer hears unidentifiable sounds of corrupted files and digital noise. The soundscape abruptly ends, giving no answers to the many questions about what this place is, how we got here, who or what this AI voice is, and what strange events occur in the future. The goal of my soundscape overall is to get the audience to question all that they have just experienced, and for them to make their own theories or assumptions about the soundscape itself. There are no right or wrong answers and any explanation is just as feasible as the next.
With this project, I aimed to create an interesting experience for those nostalgic for the 2000s, (especially those like myself who grew up during that time), while also including a compelling story one could get behind.
Artificial Venture into Abyss is a twelve minute soundscape created by Lascelles Cuff II.
This soundscape explores themes such as time and space, 2000s and 2010s nostalgia, and artificial intelligence.
You can experience this soundscape below with an embedded YouTube link.
Artificial Venture into Abyss (2022), soundscape with added visual element, Lascelles Cuff II.
Although this auditory experience is best explored blind, the following is a short synopsis of the soundscape's events and what I wanted to achieve with this project:
Synopsis
Artificial Venture into Abyss follows an individual, played by myself, that has found themselves in an unknown space, where they can visit any time or place within their lifetime.
This initial, unknown space feels oddly eerie, like there is an air of mystery about it, before the individual disregards these feelings to indulge themselves in a trip of nostalgia and self-rediscovery.
Moving the narrative along and allowing myself to visit these times and places is a mysterious artificial intelligence with a feminine voice. This voice acts as the ‘operating system’ of this temporal space, asking me where I would like to go and answering some, but not all, of the questions I have about this ethereal place. In all, this mysterious ‘character’ acts as my guide across time and space, while also subtly answering with suspicious responses, questioning how much trust I should place in this AI and the words she speaks.
Project Goals
Over the course of this experience, past items of pop culture are referenced in the times that are visited, hoping to connect with any viewers that lived throughout the early 2000s and onward, grounding them in their own memories.
As we reach the end of this time-bending experience, our individual requests to visit a time in the future. Despite the AI’s wishes for them to not visit this place, she warps them to their intended destination, before the viewer hears unidentifiable sounds of corrupted files and digital noise. The soundscape abruptly ends, giving no answers to the many questions about what this place is, how we got here, who or what this AI voice is, and what strange events occur in the future. The goal of my soundscape overall is to get the audience to question all that they have just experienced, and for them to make their own theories or assumptions about the soundscape itself. There are no right or wrong answers and any explanation is just as feasible as the next.
With this project, I aimed to create an interesting experience for those nostalgic for the 2000s, (especially those like myself who grew up during that time), while also including a compelling story one could get behind.
Artificial Venture into Abyss is a twelve minute soundscape created by Lascelles Cuff II.
This soundscape explores themes such as time and space, 2000s and 2010s nostalgia, and artificial intelligence.
You can experience this soundscape below with an embedded YouTube link.
Artificial Venture into Abyss (2022), soundscape with added visual element, Lascelles Cuff II.
Although this auditory experience is best explored blind, the following is a short synopsis of the soundscape's events and what I wanted to achieve with this project:
Synopsis
Artificial Venture into Abyss follows an individual, played by myself, that has found themselves in an unknown space, where they can visit any time or place within their lifetime.
This initial, unknown space feels oddly eerie, like there is an air of mystery about it, before the individual disregards these feelings to indulge themselves in a trip of nostalgia and self-rediscovery.
Moving the narrative along and allowing myself to visit these times and places is a mysterious artificial intelligence with a feminine voice. This voice acts as the ‘operating system’ of this temporal space, asking me where I would like to go and answering some, but not all, of the questions I have about this ethereal place. In all, this mysterious ‘character’ acts as my guide across time and space, while also subtly answering with suspicious responses, questioning how much trust I should place in this AI and the words she speaks.
Project Goals
Over the course of this experience, past items of pop culture are referenced in the times that are visited, hoping to connect with any viewers that lived throughout the early 2000s and onward, grounding them in their own memories.
As we reach the end of this time-bending experience, our individual requests to visit a time in the future. Despite the AI’s wishes for them to not visit this place, she warps them to their intended destination, before the viewer hears unidentifiable sounds of corrupted files and digital noise. The soundscape abruptly ends, giving no answers to the many questions about what this place is, how we got here, who or what this AI voice is, and what strange events occur in the future. The goal of my soundscape overall is to get the audience to question all that they have just experienced, and for them to make their own theories or assumptions about the soundscape itself. There are no right or wrong answers and any explanation is just as feasible as the next.
With this project, I aimed to create an interesting experience for those nostalgic for the 2000s, (especially those like myself who grew up during that time), while also including a compelling story one could get behind.