In the Eyes of the Animal

In the Eyes of the Animal explores forests anew through the sensory perceptions of four woodland species. The experience immerses the audience in a vibrant landscape that belongs to these species. As viewers enter their umwelt, they are transported on a multisensory audio-visual journey.

Release Date
2015
Type
Multisensory XR Installation
Specifications
Real-Time Video, Spatial Audio, Haptics, Scent
Commissioner
Abandon Normal Devices, Forestry Commision England

Through a deeply immersive VR experience, In the Eyes of the Animal transforms users into various forest species, offering a glimpse of a world unfamiliar to humans. By adopting the visual and sensory perspectives of different umwelts—a mosquito, a dragonfly, a frog, and finally an owl—users explore how these animals perceive and interact with their environments.

The installation invites us to step away from our human-centric viewpoint for the duration of the piece (and perhaps beyond), reminding us of the subjective nature of perception itself.

In the Eyes of the Animal is a journey through the food chain and created using Lidar scans, unmanned aerial vehicles (UAVs) or drones & bespoke 360° cameras, real-time computing and the piece is set to a binaural soundscape using field recordings sourced from Grizedale Forest in the north of England.

In the Eyes of the Animal was commissioned by Abandon Normal Devices and Forestry Commission England’s Forest Art Works. The online edition was created in partnership with The Space. Produced by Abandon Normal Devices and Marshmallow Laser Feast. Supported using public funding by Arts Council England and Forestry Commission England.

[ IMG. - 001 ] In the Eyes of the Animal, Mosquito
[ IMG. - 002 ] In the Eyes of the Animal, Dragonfly
[ IMG. - 003 ] In the Eyes of the Animal, Frog
[ IMG. - 004 ] In the Eyes of the Animal, Owl

The visual experience of In the Eyes of the Animal is crafted using a blend of laser (Lidar) scans, 360-degree drone footage, computerized tomography (CT), and photogrammetry. Binaural audio replicates the 3D quality of sound in real space, while a vibrating backpack (Subpac) adds a tactile dimension to the soundscape. Built in the vvvv game engine, the imagery is complemented by spatial audio achieved through an audio engine created in MaxMSP. Consequently, both the visuals and sounds respond in real-time to each user’s unique interaction. In the Eyes of the Animal integrates various techniques and technologies to provide a fully immersive experience in the ecosystem of England’s Grizedale Forest.

[ IMG. - 005 ] In the Eyes of the Animal, Mosquito view in plumes of carbon dioxide.
Marcel Proust
The only true voyage of discovery (is) to behold the universe through the eyes of another.

In the Eyes of the Animal is an exploration into umwelt.

Jacob von Uexküll’s concept of Umwelt refers to the unique perceptual world experienced by each organism, shaped by its sensory and cognitive capabilities. According to Uexküll, every species perceives and interacts with the world in its own distinct way, creating a subjective reality based on its biological functions and ecological niche. This idea emphasizes that the same environment can be experienced differently by different organisms, highlighting the diversity of life and perception.

The Mosquito: The first chapter explores the Mosquito’s unique navigation through its environment by detecting carbon dioxide. By recreating the sensory experience of a Mosquito with dynamic clouds of particles that swirl around the viewer, guiding their journey through woodland as they see plumes of carbon dioxide as the forest breathes.

The Dragonfly: The second chapter represents the Dragonfly’s extraordinary visual acuity, which portrays a world with ultra-sharp details and an expanded colour spectrum. The Dragonfly’s ability to perceive approximately 240 frames per second is depicted through hyper-detailed visuals. The rumble pack (Subpac) device enhances this experience by mimicking the tactile sensation of dragonfly wings beating against the viewer’s back.

The Frog: As we move through the food chain, the third chapter explores the Frog’s exceptional night vision and reactive prey-detection system is this nocturnal scene. Trails of colour, representing flies, buzz and respond to the viewer’s head movements. The rumble pack (Subpac) device further immerses the audience by simulating the powerful croak of the frog, allowing the viewer to embody the sensory world of a frog.

The Owl: The final chapter of the installation delves into the Owl’s unique visual capabilities. With conical, fixed eyes, the Owl sees great distances with sharp clarity but is considered to have limited peripheral vision. As the viewer moves their head, the vision around their eyes is obscured by abstract landscape, yet distant objects, such as trees, are rendered with remarkable detail, emulating the owl’s focused gaze and distinctive head movements.

[ IMG. - 006 ] In the Eyes of the Animal, Frog
[ IMG. - 007,008 ] In the Eyes of the Animal, Abandon Normal Devices Festival, Grizedale, UK, 2016
[ IMG. - 009 ] In the Eyes of the Animal, Abandon Normal Devices Festival, Grizedale, UK, 2016
[ IMG. - 010,011 ] In the Eyes of the Animal, Abandon Normal Devices Festival, Grizedale, UK, 2016
[ IMG. - 012,013 ]

Since its inception in 2015, In the Eyes of the Animal has captivated audiences worldwide. This artwork has been showcased in diverse settings, ranging from multisensory mixed-reality installations designed for both indoor and outdoor locations to large-scale video installations crafted for collective experiences.

[ IMG. - 014,015 ] Discovery Naturescape, Hwaseong, South Korea, 2022
[ IMG. - 016,017 ] In the Eyes of the Animal, YCAM, Yamaguchi, Japan, 2016
[ IMG. - 018 ] In the Eyes of the Animal, YCAM, Yamaguchi, Japan, 2016
[ IMG. - 019,020 ] In the Eyes of the Animal, Migrations, Cardiff, UK, 2016
[ IMG. - 021 ] ITEOTA Video Edition at Curtain Call, Roundhouse, London, UK, 2017
[ IMG. - 022 ] ITEOTA Video Edition at Curtain Call, Roundhouse, London, UK, 2017
[ IMG. - 023 ] ITEOTA Video Edition at Bradford Science and Media Museum, UK, 2017
[ IMG. - 024 ] ITEOTA Video Edition on 180 Degree LED Screen
[ IMG. - 025,026 ] In the Eyes of the Animal, Behind the Scenes, Capturing Grizedale forest with LIDAR and Drones.
[ IMG. - 027 ] Raw LIDAR data of the Grizedale Forest
[ IMG. - 028,029 ] In the Eyes of the Animal, Behind the Scenes, Capturing Grizedale forest with LIDAR and Drones.
[ IMG. - 030,031 ] Volumetric data explorations in VVVV

ITEOTA Behind The Scenes Part 1: ‘INTO THE FOREST’

‘Into the Forest’ is the first of three films exploring the making of ‘In the Eyes of the Animal’ – a virtual reality and 360 experience created by Marshmallow Laser Feast. ‘Into the Forest’ introduces the rich context, background and inspiration for the work – the forest.

[ IMG. - 032 ] ITEOTA Behind The Scenes Part 1: 'INTO THE FOREST'

ITEOTA Behind The Scenes Part 2: ‘CREATING VIRTUAL WORLDS’

Creating Virtual Worlds’ is the second of three films exploring the making of ‘In the Eyes of the Animal, which introduces the filming processes and the technology used to create this immersive work.

 

[ IMG. - 033 ] ITEOTA Behind The Scenes Part 2: 'CREATING VIRTUAL WORLDS'

ITEOTA Behind The Scenes Part 3: ‘SOUND IN 360’

‘Sound in 360’ is the third of three films exploring the making of ‘In the Eyes of the Animal’ – a virtual reality and 360 experience created by Marshmallow Laser Feast. ‘Sound in 360’ explores how sound has been created and added to enhance this immersive experience.

[ IMG. - 034 ] ITEOTA Behind The Scenes Part 3: 'SOUND IN 360'

Awards:

Won – 2016 – Wired Innovation in Storytelling Award
Nominated – 2016 – Design of the Year in the digital category of Design Museum Awards
Official Selection – 2016 – Sundance Film Festival – New Frontiers 2016

Selected Exhibitions:

Abandon Normal Devices Festival, Grizedale Forest, UK, 2015
Playgrounds, Netherlands, 2015
Sundance Film Festival, USA, 2016
Hammsterley Festival, UK, 2016
Sonar +D, Spain, 2016
Toronto Film Festival, Canada, 2016
Migrations, UK, 2016
Blue Dot Festival, UK, 2016
Roundhouse, UK, 2016
Jikji Golden Seed Festival, Korea, 2016
Nuit, Blanche, Belgium, 2016
Yamaguchi Art Centre- YCAM, Japan, 2016
Mutek Festival, Mexico, 2016
Clockenflap, Hong Kong, 2016
Design Museum, UK, 2017
Node Festival, Germany, 2017
Singapore Arts Festival, Singapore, /2017
Phi Centre, Montreal, /2018
Pico, Bahrain, 2018
Coda Festival, UK, 2019
OMM, Turkey, 2019
New Visions of Reality, Poland, 2019
Discovery Park, S. Korea, 2022
BBK Abentura, Spain, 2023

Selected Press:

Creative Applications
Dezeen
Wired
The Creators Project
Fast Co Design
The Verge
New Scientist
Popular Science
CNET
Fabulla
Engadget
Design Boom
Mother Nature Network
The Telegraph

Credits:

Concept by: Marshmallow Laser Feast (Barnaby Steel, Ersin Han Ersin, Robin McNicholas)

Executive Producer: Eleanor Whitley

In collaboration with Natan Sinigaglia

Field Recordings and Sound Design: Antoine Bertin

Production Designer: Marc Winklhofer

Interaction Designer: Abraham Manzanares

Assistant Producer: Annatruus Bakker

Tour Technical Coordinator: Cristina Tarquini

 

Co-produced with: Abandon Normal Devices (AND)

AND Executive Producer: Gabrielle Jenks

AND Producer: Ruth McCullough

AND Producer: Tricia Coleman