Halfway between gymnastic equipment and hobbyist furniture, Artificial Mesmerism is a collection of three objects that subvert mobile electronic devices in order to create mesmeric experiences of nature from the comfort of the living room. Each object invites its user to rest in front of a moving smartphone or tablet which displays computer generated images of elements of nature. The motion of these elements corresponds to the device’s physical movement, stimulating out of body experiences. In absence of body movement, mobility is simulated through motion sickness, initiated by an incoherence between vision and body feeling.
Artificial Mesmerism underlines consumers’ attraction to mobile electronic devices and the paradoxical restriction of physical mobility they induce. In highly complex electronic products, physical mobility seems to have been swapped for digital emancipation as a contemporary form of escapism. This project aims to question our contemporary relationship with nature and the “outside world” in the digital age.