For a few years now, I have been interested in fashion issues, focusing not only on the presentation of clothing but also on building brand identities. My attention is mainly focused on analyzing the semantics of fashion events and how they affect the appearance of show spaces. Equally important to me is observing how they have influenced the appearance of the physical and virtual world. As a result of these analyses, my interest in fashion has naturally intertwined with exploring the art of new media and learning the tools necessary to create it. 

The objects I designed and placed in the space are meant to resemble the bones of unknown species while also being an integral part of the bodies of the characters encountered there. In the costumes or accessories, I wanted to include characteristic features of indigenous peoples, such as wearing animal remains as elements of clothing. Scaled forms that appear simultaneously as components of the landscape, costume, or printed in physical space, where they can serve as jewelry or decorative elements, refer to surrealist traditions.

The exhibition took place in two realities - the physical one as an installation and the virtual one, which we can view through vr goggles.
The physical space is a white cube , the floor of which I covered with 600 kg of sand. Inside it, I placed designed sculptures/jewelry made with 3d printing technique and also vr goggles (Meta Quest 2). One of the sculptures was attached to the goggles, changing their appearance, thus creating a new piece of clothing for the wearer. The room became both an adapted showroom and a place where two realities meet. The objects appearing in both of them, despite their twin appearance, served different functions. The work is my experiment combining the design of physical objects that can perform functions such as jewelry, as well as the design of virtual spaces using the latest technologies.
In the project I used programs such as Blender, Zbrush, Unreal Engine 5, Daz Studio and Marvelous Designer.