One World Interactive

While conventional documentaries show different worlds, films in virtual reality put viewers directly into them. Faraway realities thus suddenly become very present. These films also assume some of the elements of simple video games. New technologies can simulate various states, such as a feeling of blindness or agoraphobia. Virtual reality projections can be seen at the Audience Centre in the Lucerna Gallery.

6. 3. | 17.00–20.00
7.–10. 3. | 17.00–21.30
11.–12. 3. | 14.00–21.30
13.–14. 3. | 17.00–21.30
15. 3. | 17.00–20.00

VR space at the Audience Centre in the Lucerna Gallery is equipped by

6x9: A Virtual Experience of Solitary Confinement

6 × 9 feet – the dimensions of a grey room with a bed, toilet, and a door with an opening through which meals are served; the size of the living space of over 80,000 American prisoners. Virtual reality allows us to experience total isolation for a few minutes and discover the depressing feelings associated with enforced solitude, which may have permanent psychological effects. Prisoners often suffer from hallucinations, paranoia, and loss of identity. Details of jail cells, indistinct sounds from behind metal doors, and graphic testimonies tell of the daily reality of prisoners in the USA.

T)raumzwang - Dream Constraint

Agoraphobia is the abnormal fear of crowds and public spaces, often accompanied by panic attacks. Berliner Oskar experiences this every day when he leaves his flat, the only place he feels safe. An increased heartrate, rapid breathing, excessive sweating. This virtual reality project allows everyone to experience how this phobia distorts perception even during something as banal as a ride on the metro or daily shopping. Pascal Hanke created this view of panic syndrome as a part of his graduate thesis. He uses 360° technology, combined with a broad spectrum of filmmaking options, including a multi-screen effect, aerial shots, and even a subjective camera.


Animal Equality, an international association for animal rights, decided to implement a campaign that provides the public with a glimpse into the lives of farm animals. This documentary is actually a secret virtual tour of a slaughterhouse. Pigs live their entire lives, from birth until they are killed, without seeing natural light or fresh water. The documentary, purely observational but also emphatic, takes a look into the small space they inhabit until the last moments of their lives. This strongly emotional experience draws attention to the ethical issues of consuming meat that is mass-produced.

Cardboard Crash

This animated documentary game takes us on a calm and sunny ride to a cardboard town. No need to drive, as everything is governed by the automatic controller installed on the dashboard. But what happens if an obstacle appears in the road? How should the robotic driver react? Our idyllic trip turns into a world of statistics and probabilities, and it’s up to the player alone to choose personal or public welfare. What should the decision be when losses cannot be avoided? This case study addresses the issue of a high traffic accident rate, and presents the newest technology designed to reduce the number of road tragedies. Anyone can play at being the author of fate in this game without any damage to health or loss of life. But how should the ethical and philosophical dilemma of who lives and who dies be resolved?

Notes On Blindness: Into Darkness

This year’s One World features this interactive documentary alongside the eponymous feature-length film. The audio records of author John Hull, who went blind, were used in the 1990s for scientific purposes, mainly in the field of neurology. They also continue to present the internal feelings, expectations and experiences of one who has lost their sight. Thanks to the black glasses of virtual reality, viewers can experience what he went through for themselves. Silhouettes gradually appear in the darkness, helped by both expressive and seemingly unobtrusive sounds and audio effects. Moving points of light help to define them, initiating a magical game with the unexpected perceptions.

The Displaced

War and persecution have forced about 30 million children from their homes. Thanks to virtual reality, we have the chance to meet 3 of them personally. Oleg (11), Chuol (9) and Hana (12) take turns telling their stories. The film uses immersion to take the viewer to a simple canoe in South Sudan, up onto the roofs of destroyed Ukrainian houses, and to a Portuguese field filled with working Syrian migrants. The camera allows us to become a member of this group comprising unselfconscious child protagonists. This authentic documentary presents a different view of refugees and the consequences of current wars.


Great Britain is the only EU country that can detain individuals for as long as it deems fit. Immigrants vainly seeking asylum often end up in detention centres – with no way out, not knowing when they will be released. Virtual reality allows us to see what this life is like and to hear the stories of some of them. What are they experiencing? Who do they feel they are? Director Darren Emerson is one of the pioneers of VR films, for which he has received awards at the world’s largest documentary film festivals. Here he visits the gloomy environment of Britain’s detention centres to create a lyrical portrayal of these innocent prisoners and their stories.