Inspiration

Belonging & Technology

"Much of who we are is shaped by the place that we are in, I wanted Inter(mediate) Spaces to empower people to also shape the place around them."

I first used VR to explore a new way of remembering. Listening to stories firsthand from people unable to root themselves in rapidly developing landscapes, I learned the issue wasn’t change itself; change is inevitable. It was the pace at which it changed. People didn’t feel they had agency in shaping the landscape.

In 2021, I left New York City, a place I called home for 10 years, on a Fulbright Scholarship to make a virtual reality project in Berlin. I wanted to understand what it meant to create meaning in a place where I had no personal history. My family has a history of migration. Like my ancestors, many migrate today not out of choice - as it was for me - but because they are forced out by war and other external circumstances. Yet, they create community despite constraint.

In Berlin, I found a community in the process of creating, and I wanted to bring this process to aspects of my life where there was disconnection. As a Chinese-American woman living in Berlin, a city without a Chinatown, I have found myself longing for the connection to Chinese community I had in New York City. At the same time, my curiosity about technology has brought me closer to other cultures and people in Berlin. This project is a way I can bridge these gaps while questioning the ways in which technology is developed and adopted into our daily lives.

I felt empowered to use new technology in a different way and I hope that Inter(mediate) spaces empowers others’ to do the same.

— Chloé Lee

Influences

A collection of texts, films, and projects that have influenced the development of Inter(mediate) Spaces.

Literature

  • Species of Spaces and Other Pieces Georges Perec
  • The Poetics of Space Gaston Bachelard
  • Invisible Cities Italo Calvino
  • The Practice of Everyday Life Michel de Certeau

Film & Media

  • Blade Runner (1982) Aesthetic reference for the dense, layered urban environment.
  • Ghost in the Shell (1995) Concepts of digital memory and identity.
  • Enter the Void (2009) Camera movement and out-of-body perspective.