ⵣ | ιи.fιиιт


Contra Marītō
Time Vacuum I | Time Vacuum II
Resonance and Repetition
Castle 6
Governors of the Æther
Membrane Series
Panoptic Emissions
Open Axis
Cube of Space
Impossible Interaction


| The Divinity of Art and the
Destruction of Classification

| Virtuality and the Superdynamical
| Fluid Space & Trans-Physical


Passage One (Commerce)
Fragile Ecologies
Sensory Shift x FIBER
Disruptive Silence

Cube of Space (2017)
Audiovisual Spatial Installation | Quadrophonic sound (+ *Wave Field Version)


11.08.2017 - 13.08.2017 - Nieuwe Vide, Haarlem
14.07.2017 - The Game of Life, The Hague*
26.05.2017 - NDSM Noorderlicht, Amsterdam


Author, Sound and System Design - Vito Willems
Product Design - Joost Dankelman
Communication Design - Jim Brady


Custom Electronics, Custom Hard- and Software, Custom Mechanics, Custom Wooden Frame*, Custom Wooden Stand, Custom Designed Acrylic Cube, Arduinos, Stepper Motors, Motor Shield, Line Laser Diodes, Orientation Sensor, Incandescent Light Bulbs*, Audio Interface, Speakers*, Hazer, Computer *not present in Wave Field Version


Sound and signal processing in Max/MSP, Serial communication with Arduino
Structure Cube’s movements/lasers and light in C/C++


Cube of Space explores the physiological and perceptual effect of space, light and sound. A multi-dimensional installation that focuses on the organisation of our own experience. By bringing these elements together the installation tend to play with the visitors’ consciousness of the space. Cube of Space is defined into three flows of energy: the Maximum (aleph), the one that mediates between (sheen) and the Minimum of energy (mem). The perceptual space is the reaction of the cube’s movements and the use of visual elements.


The architectural approach on sound and how this could change the meaning of the space was the starting point of this project. We investigated how the perception of the physical space could be influenced by technology. In this project the context was very important; a closed darkened room where a certain focus of the audience is necessary. In the centre of the room there is a moving cube driven by four motors. The movements are directly linked to the sound of the speakers around and finds a translation in light. When the cube moves to the left, all the light and sound is also localised left in the room. Out of the cube radiates laser light, which through the darkness and smoke transforms to four ‘walls’. The idea was that the audience would experience as if the room is tilting.