ANT

ANT

Actor-Network Theory

2025

about the piece


ANT is a VR game based on the creative exchange between 3D artist Nadiia Plyamko and Christoph Winkler regarding the question of how digitality influences or changes Actor-Network Theory.

The Actor-Network Theory (ANT), developed by Bruno Latour and others, advocates for a redefinition of the relationships between humans, other living beings, and objects. It questions the anthropocentric worldview, which is dominated by the peculiarities of human thought. ANT assumes that all entities—humans, animals, and objects—are part of a complex network of relationships that influence each other. This perspective encourages us to recognize the agency of non-human beings and to perceive the interconnectedness of all things.

From these conversations, a VR game emerged, consisting of a sequence of three scenes in which the player is introduced to elements of this theory. As they progress through a specially designed virtual space, the player experiences the phenomena problematized by the theory.
Each scene has its own symbolism, and together, they attempt to bring about a transformation in our imagination.

“The Past” – Scene 1

The player sees themselves standing on a planet and notices a cage. Then, they are prompted to take a step forward.
There, they encounter a slime mold—an organism that is neither fungus nor animal. Slime molds exemplify the issues that inevitably arise with human-made classifications. Moreover, it is a living organism used in the development of bio-computers and AI.
As the game progresses, various images appear, merging motifs of the Earth with nucleosome proteins and DNA strands. These elements “embrace” the viewer, making us part of a system of micro- and macroworlds.

“The Transition” – Scene 2

In the second act, the player becomes part of the anthropocentric order.
Objects are collected and bundled together, forming the chemical structure of octyl glucoside, a substance specifically used for breaking down proteins. These collections of objects shape our thinking, and by the end of the scene, this thought structure explodes in response to transformations.

“The Present” – Scene 3

Now, the player finds themselves inside an oral cavity, where various objects are arranged like stalactites and stalagmites.
This is a place where we might reconsider our old concepts.
The player collects them with their gaze. In the end, they transform back into a slime mold cell, and perhaps we come to recognize the limitations of our current theories about the world and our environments.

videos

credits

Concept: Christoph Winkler | 3D Programming and VR Development: Nadiia Pliamk0 | Creative technologist, 3D Art Director: Danylo Sherekin