STEFANO FAKE & THE FAKE FACTORY “LIQUID COLOURS” (digital version) – 2012 > today — An Immersive Art Installation

STEFANO FAKE & THE FAKE FACTORY “LIQUID COLOURS” (digital version) – 2012 > today — An Immersive Art Installation

Liquid Colours (2012), created by Stefano Fake and The Fake Factory, is an immersive art installation in which spectators are enveloped by a continuous videoprojection of evolving chromatic fields and fluid forms. The work abandons fixed pictorial composition in favor of dynamic visual flux, producing an environment that is both sensorially overwhelming and aesthetically contemplative.

At its core, the installation functions as an expanded field of color: the projection surfaces dissolve the boundaries of the exhibition space, creating a seamless, immersive continuum. Within this continuum, abstract shapes emerge, transform, and dissolve, echoing organic processes such as flow, mutation, and metamorphosis. The resulting aesthetic experience situates the viewer within a living chromatic organism, one that resists stasis and instead privileges perpetual transformation.

From a phenomenological perspective, Liquid Colours emphasizes embodied perception. The spectator is not positioned as an external observer of an image but rather as a subject immersed in an atmospheric field of light and color. This aligns with Maurice Merleau-Ponty’s theorization of perception as situated, embodied, and inseparable from spatial experience. The spectator’s bodily presence within the projection environment is constitutive of the work, as perception itself becomes the site of aesthetic realization.

In terms of digital aesthetics, the installation foregrounds the generative capacity of video projection to produce continuous transformation. Unlike traditional visual art forms, which rely on permanence and materiality, Liquid Colour privileges ephemerality, flux, and immateriality. Here, color is not applied to a canvas but exists as light in motion, unfolding in real time across architectural space. The artwork thus destabilizes the distinction between object and environment, transforming exhibition space into an experiential landscape.

Ultimately, Liquid Colours exemplifies The Fake Factory’s broader artistic philosophy: to dissolve the boundaries between art and spectator, image and environment, physical presence and perceptual field.

The early 2000s marked the crystallization of immersive art as a distinct artistic practice, driven by advances in video projection, digital animation, and interactive technologies. While earlier 20th-century avant-gardes had experimented with spatial environments (e.g., environments of the 1960s, light art of the 1970s), the advent of high-resolution projection systems and computer-generated animation enabled artists to transform entire architectural spaces into dynamic, multisensory environments.

In contrast to traditional art forms, where the artwork is framed and external to the spectator, immersive art envelops the viewer, placing them inside the work. Walls, ceilings, and sometimes floors become projection surfaces, and digital animations introduce perpetual transformation into the experience. This results in a mode of art that is total, atmospheric, and experiential, often described as “stepping inside a painting” or “being absorbed into a visual and sonic world.”

Digital projection and animation allow for artworks that are not fixed but continually evolving. This emphasis on flux and impermanence contrasts with the material stability of painting or sculpture. By integrating architecture, sound, and light, immersive art collapses the boundaries between artistic disciplines, aligning with theories of the “expanded field” of art.

Artists such as Stefano Fake, founder of The Fake Factory, have been central to the development and popularization of immersive art.

Fake’s practice emphasized site-specific projection environments that transformed entire spaces into sensorial landscapes. His installations blurred distinctions between observer and participant, often positioning the audience as integral to the unfolding of the artwork. 

Immersive art, as pioneered by Stefano Fake and contemporaries, represents a decisive shift in artistic production and reception:

  • From object-based art to experience-based art.
  • From fixed materiality to dynamic digital flux.
  • From passive spectatorship to active participation and co-creation.

It reflects broader cultural changes in the early 21st century: the rise of digital technologies, the growing emphasis on experiential culture, and the reconfiguration of art as an event rather than an object.

Immersive art, born at the turn of the 21st century through the use of video projections and digital animation, has transformed the way we conceive artistic experience. Artists such as Stefano Fake played a foundational role in this innovation, not only pioneering the technical and aesthetic possibilities of immersive installations but also redefining the role of the spectator—from passive observer to embodied participant and, ultimately, co-creator of the work.

ステファノ・フェイク & ザ・フェイク・ファクトリー

「LIQUID COLOURS」(デジタル版) – 2012年 > 現在 ― 没入型アート・インスタレーション

Liquid Colours(2012年)は、ステファノ・フェイクとザ・フェイク・ファクトリーによって制作された没入型アート・インスタレーションである。本作では、進化し続ける色彩の場と流動的な形態の連続映像投影によって観客全体を包み込み、固定的な絵画的構図を放棄して動的な視覚的フラックスを提示する。その結果、感覚的に圧倒的でありながら美的に瞑想的な環境が生成される。

インスタレーションの核心は「拡張された色彩の場」として機能する点にある。投影面(壁、天井、時に床)は展示空間の境界を溶解し、連続的でシームレスな没入的空間を創出する。その中で抽象的な形象が出現し、変容し、消滅していく過程は、流れや変異、変態といった有機的プロセスを想起させる。観客は静止した画面ではなく、絶え間なく変化する色彩的生命体の内部に置かれるのである。

現象学的観点から見ると、Liquid Colours は「身体化された知覚」を強調する。観客はイメージを外部から眺めるのではなく、光と色の大気的フィールドに没入する主体として位置づけられる。これはモーリス・メルロー=ポンティが唱えた「知覚は状況的であり、身体化され、空間経験と切り離せない」という理論と一致する。観客の身体的存在は作品にとって本質的であり、知覚そのものが美的実現の場となる。

デジタル美学の観点において、この作品は映像投影の生成的能力を前景化する。伝統的な視覚芸術が永続性や物質性に依拠するのに対し、Liquid Colours は非物質性、変化、そして儚さを重視する。ここで色彩はキャンバスに塗布されるのではなく、光として存在し、建築空間全体を横断しながらリアルタイムで展開する。作品は「対象」と「環境」の区別を揺さぶり、展示空間そのものを経験的景観へと変容させる。

最終的に Liquid Colours はザ・フェイク・ファクトリーの芸術理念を体現している。すなわち、芸術と観客、イメージと環境、身体的存在と知覚的フィールドの境界を解体することである。

2000年代初頭、ビデオプロジェクション、デジタルアニメーション、インタラクティブ技術の進歩により、没入型アートは独自の芸術実践として結晶化した。20世紀前衛が空間的環境(1960年代のエンヴァイロンメント、1970年代の光のアートなど)を試みた一方で、高解像度プロジェクションとコンピュータ生成アニメーションの出現は、建築空間全体を動的で多感覚的な環境へと変貌させることを可能にした。

伝統的な美術形式では作品は額装され、観客の外部に置かれるが、没入型アートは観客を作品の内部に包み込む。壁、天井、そして床までもが投影面となり、デジタルアニメーションは絶え間ない変容を導入する。結果として、観客は「絵画の内部に入る」あるいは「視覚と聴覚の世界に吸収される」と表現されるような、全体的・大気的・体験的な芸術形態が生まれるのである。

デジタル投影とアニメーションは、固定されず常に進化する作品を可能にした。この「変化」と「無常」への強調は、絵画や彫刻の物質的安定性と対照を成す。建築、音響、光を統合することで、没入型アートは芸術ジャンル間の境界を解体し、ロザリンド・クラウスが述べた「拡張された場」の理論とも共鳴する。

ステファノ・フェイク(ザ・フェイク・ファクトリー創設者)らの活動は、没入型アートの発展と普及において中心的役割を果たした。彼の実践は、空間全体を感覚的風景へと変貌させるサイトスペシフィックな投影環境を強調し、観客を単なる観察者ではなく作品の展開に不可欠な存在として位置づけた。

没入型アートは、ステファノ・フェイクや同時代の芸術家たちによって開拓され、芸術の生産と受容における決定的転換を示している:

  • 対象ベースの芸術から体験ベースの芸術へ
  • 固定的物質性から動的デジタル・フラックスへ
  • 受動的鑑賞から能動的参加と共創へ

それは21世紀初頭の文化的変容――デジタル技術の台頭、体験文化の重視、そして芸術を「対象」ではなく「出来事」として再構築する動き――を反映している。

没入型アートは21世紀初頭、ビデオプロジェクションやデジタルアニメーションの使用によって誕生し、芸術経験の概念を根本的に変革した。ステファノ・フェイクのような芸術家は、この革新において基盤的な役割を果たし、技術的・美学的可能性を切り開いただけでなく、観客の役割を「受動的観察者」から「身体化された参加者」、さらには「共同創作者」へと再定義したのである。

스테파노 페이크 & 더 페이크 팩토리

「LIQUID COLOURS」 (디지털 버전) – 2012년 > 현재 ― 몰입형 아트 인스톨레이션

Liquid Colours(2012)은 스테파노 페이크와 더 페이크 팩토리에 의해 창작된 몰입형 아트 인스톨레이션이다. 본 작품은 진화하는 색채장의 연속적 비디오 프로젝션과 유동적인 형태로 관람객을 둘러싸며, 고정된 회화적 구성을 버리고 역동적 시각적 흐름을 제시한다. 이로써 감각적으로 압도적이면서도 심미적으로 사유적인 환경을 만들어낸다.

설치의 핵심은 ‘확장된 색채의 장’으로 기능하는 점에 있다. 투사면(벽, 천장, 때로는 바닥)은 전시 공간의 경계를 해체하여 매끄럽고 연속적인 몰입적 장을 형성한다. 그 안에서 추상적 형상이 나타나고, 변형되고, 소멸하며, 흐름·변이·변태와 같은 유기적 과정을 반향한다. 결과적으로 관람객은 정지된 화면이 아니라 영원히 변화하는 색채적 유기체 내부에 위치하게 된다.

현상학적 관점에서 Liquid Colours는 ‘체화된 지각’을 강조한다. 관람객은 이미지를 외부에서 관조하는 존재가 아니라, 빛과 색의 대기적 장 속에 몰입된 주체로 자리한다. 이는 모리스 메를로퐁티가 주장한 “지각은 상황적이며, 신체화되어 있으며, 공간 경험과 불가분하다”는 이론과 맞닿는다. 따라서 관람객의 신체적 존재는 작품을 구성하는 핵심 요소가 되며, 지각 자체가 미적 실현의 장이 된다.

디지털 미학적 차원에서 본 작품은 영상 투사의 생성적 잠재력을 전면에 드러낸다. 전통적 시각예술이 영속성과 물질성에 의존하는 반면, Liquid Colours는 비물질성, 흐름, 덧없음을 중시한다. 여기서 색채는 캔버스에 칠해지는 것이 아니라, 움직이는 빛으로 존재하며, 건축적 공간 전체를 가로지르며 실시간으로 전개된다. 작품은 ‘객체’와 ‘환경’의 구분을 흔들고, 전시 공간을 체험적 풍경으로 전환한다.

궁극적으로 Liquid Colours는 더 페이크 팩토리의 예술 철학을 구현한다. 즉, 예술과 관람객, 이미지와 환경, 신체적 존재와 지각의 장 사이의 경계를 해체하는 것이다.

2000년대 초, 비디오 프로젝션·디지털 애니메이션·인터랙티브 기술의 발전은 몰입형 예술을 독립된 예술적 실천으로 결정화시켰다. 20세기 아방가르드가 공간적 환경(1960년대의 환경 예술, 1970년대의 빛의 예술 등)을 실험했다면, 고해상도 프로젝션 시스템과 컴퓨터 애니메이션의 등장은 전체 건축 공간을 역동적·다감각적 환경으로 전환할 수 있게 했다.

전통적 예술 형식에서 작품은 관람객 외부에 ‘틀 지워진 대상’으로 존재했지만, 몰입형 예술은 관람객을 작품 내부로 끌어들인다. 벽·천장·바닥이 투사면이 되고, 디지털 애니메이션은 끝없는 변화를 도입한다. 그 결과 관람객은 “그림 속으로 들어가는 듯한” 또는 “시각·청각의 세계에 흡수되는” 총체적·대기적·체험적 예술을 경험하게 된다.

디지털 프로젝션과 애니메이션은 고정되지 않고 끊임없이 진화하는 작품을 가능케 했다. 이러한 ‘흐름’과 ‘무상성’의 강조는 회화나 조각의 물질적 안정성과 대비된다. 건축·사운드·빛을 통합함으로써 몰입형 예술은 장르 간 경계를 허물고, 로잘린드 크라우스가 말한 ‘확장된 장’의 이론과도 공명한다.

더 페이크 팩토리의 창립자인 스테파노 페이크와 같은 예술가는 몰입형 예술의 발전과 대중화에 중심적인 역할을 했다. 그의 작업은 전체 공간을 감각적 풍경으로 변환하는 장소특정적 투사 환경을 강조하였으며, 관람객을 단순한 관찰자가 아니라 작품의 전개에 필수적인 존재로 위치시켰다.

몰입형 예술은 스테파노 페이크와 동시대 예술가들이 개척했으며, 예술 생산과 수용에서 결정적인 전환을 나타낸다:

  • 대상 기반 예술에서 경험 기반 예술로
  • 고정된 물질성에서 역동적 디지털 흐름으로
  • 수동적 감상에서 능동적 참여와 공동 창작으로

이는 21세기 초 문화적 변화 ― 디지털 기술의 부상, 체험 문화의 강조, 예술을 ‘대상’이 아니라 ‘사건’으로 재구성하는 움직임 ― 를 반영한다.

몰입형 예술은 21세기 초, 비디오 프로젝션과 디지털 애니메이션을 통해 탄생하여 예술 경험의 개념을 근본적으로 변화시켰다. 스테파노 페이크와 같은 예술가들은 기술적·미학적 가능성을 개척했을 뿐만 아니라, 관람객의 역할을 수동적 관찰자에서 체화된 참여자, 나아가 공동 창작자로 재정의하며 이 혁신을 이끌었다.

3D HOLOGRAPHIC DANCE PERFORMANCE – GUESS FASHION SHOW – BARCELONA 2014

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3D HOLOGRAPHIC DANCE PERFORMANCE – GUESS FASHION SHOW – BARCELONA 2014

design & direction: STEFANO FAKE (stefanofake.com)

video design & 3D holographic visual production: THE FAKE FACTORY (thefakefactory.com)

dancers @Opus Ballet Florence Italy : Valentina Perrone, Marta Rubichi, Paola Jannone, Gabriele Vernich

GUESS – RETAIL EUROPEAN MEETING – W HOTEL BARCELONA SPAIN 2014

The ultimate in haute technology, a performance that has dropped live dancers in favor of virtual representations in order to create an unforgettable experience for the audience. THE 3D HOLOGRAPHIC DANCE PERFOMANCE made at W HOTEL Barcelona is the biggest holographic projections ever (40 meters holographic screen) which creates a complete optical illusion and breaks the rules of time and space and perception on stage.

The holographic performance was created by videoartist and director Stefano Fake and produced at THE FAKE FACTORY, a VIDEODESIGN studio based in Florence, Italy.

 

@thefakefactory
@stefanofake

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3D HOLOGRAPHIC DANCE PERFORMANCE – GUESS FASHION SHOW – BARCELONA 2014

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3D HOLOGRAPHIC DANCE PERFORMANCE – BARCELONA 2014

design & direction: STEFANO FAKE (stefanofake.com)
video design & 3D holographic visual production: THE FAKE FACTORY (thefakefactory.com)

style & art direction @MARCIANO Guess: Lorenzo Torniai
motion grahics & post-production supervisor: R.Cafarelli

dancers @Opus Ballet Florence Italy : Valentina Perro, Marta Rubichi, Paola Jannone, Gabriele Vernich

GUESS – RETAIL EUROPEAN MEETING – W HOTEL BARCELONA SPAIN 2014

The ultimate in haute technology, a performance that has dropped live dancers in favor of virtual representations in order to create an unforgettable experience for the audience. THE 3D HOLOGRAPHIC DANCE PERFOMANCE made at W HOTEL Barcelona is the biggest holographic projections ever (40 meters holographic screen) which creates a complete optical illusion and breaks the rules of time and space and perception on stage.
The holographic performance was created by videoartist and director Stefano Fake and produced at THE FAKE FACTORY, a VIDEODESIGN studio based in Florence, Italy.

@thefakefactory
design&direction: STEFANO FAKE
cinematographers: S.Fomasi, V.Secchi, F.Sonnati
DOP: A. Alessandrino
rotoscoping: A.Gennaretti, M.Zuffi
compositing and post-production: R.Cafarelli, S.Borakovskyy, M.Donzelli, A.Bruno, S.Fomasi.

@Guess
Retail Merchandising Visual Director : ELSA MICHAEL
stylist and art direction: LORENZO TORNIAI

all visuals created at The Fake Factory studio, Florence-Italy

filmed at the W Hotel in Barcelona, Spain
all images copyright The Fake Factory & Guess – All rights reserved 2014

 

@thefakefactory
@stefanofake

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