Framework

We invite curators to propose exhibitions that inhabit, test, or reinterpret the symbolic framework of Palazzo Vimana. Proposals may engage one or more of the following registers, or respond to their underlying logic through expanded or adjacent interpretations.
The Registers: The Blueprint    
Figuration   Abstraction   Formalism   Minimalism   Classical   Aesthetics   Philosophical   Symbol   Technology   

Painting   Drawing   Print   Photography   Sculpture   Moving Image   Sound   Immersive   

The Immersive

Total Environment
On the work that leaves no outside, and the viewer absorbed into the space of art.

The total environment — a work that surrounds the viewer entirely, leaving no neutral ground on which to stand and observe — has been one of art's most persistent aspirations and most contested achievements. From Kurt Schwitters's Merzbau to Allan Kaprow's Environments to James Turrell's Ganzfelds, the desire to eliminate the distance between the viewer and the work has driven radically different practices across a century. This exhibition examines the total environment as both a formal proposition and a philosophical one: what changes when the viewer can no longer stand outside the work and look at it, when the separation between subject and object that all critical distance depends on is deliberately dissolved, and what kinds of experience become available — and what kinds become impossible — when art surrounds rather than faces.
The Dissolving Frame
On the work without edges, and what happens when art stops declaring its own limits.

The frame — the border that separates the work from the world — is one of art's most fundamental conventions and one of immersive practice's primary targets. When the work has no frame, the viewer cannot locate the boundary between art and non-art, between the designed experience and the ordinary room. This dissolution is not merely aesthetic: it is a claim about how meaning is produced — not within a delimited object but in the continuous field of experience that the work enters and reshapes. This exhibition considers what is gained and lost when the frame disappears: the critical distance it enables, the protection it offers, and the possibility that framing itself is a form of containment that some experiences require escaping.
Light as Space
On illumination that constructs rather than reveals, and the room made of brightness.

James Turrell does not put light in a room — he builds rooms from light, treating illumination as an architectural material with volume, mass, and edge. Dan Flavin's fluorescent tubes transformed gallery space through the color temperature and intensity of their light as much as through their physical form. Light in immersive practice is not what allows us to see the work: it is the work, organizing space, altering perception of color and depth, and producing atmospheric conditions that shift as the viewer moves through them. This exhibition gathers works that treat light as the primary spatial material — not decoration, not illumination, but the substance from which an environment is built and through which the body must find its way.
The Body Inside
On proprioception, spatial disorientation, and the self known through its position in space.

When the body enters an immersive environment, it is no longer a viewer looking at a work — it is a participant navigating a spatial proposition. The sense that orients us is not vision alone but proprioception: the body's continuous sensing of its own position, balance, and movement through space. Immersive works that confuse this sense — through tilted floors, mirrored infinities, spatial ambiguity, or environments that move — produce a form of knowledge that is irreducibly bodily. This exhibition considers spatial disorientation as an artistic method: not a failure of orientation but a productive confusion that reveals how much of what we take to be perception is actually expectation, and how the body knows itself through the resistance of the space it occupies.
The Atmospheric
On mood, climate, and the work that changes the air of a room.

An atmosphere is not an object but a condition: the quality of air in a room, the emotional register of a space, the feeling that something is present without it being locatable. Olafur Eliasson fills rooms with fog and golden light; Lara Favaretto floods galleries with foam; Sissel Tolaas releases synthetic smell environments. The atmospheric work does not present itself for inspection — it is already around the viewer before the viewer has decided to look. This exhibition examines atmosphere as an artistic medium: how artists have learned to construct mood, temperature, and sensory condition rather than objects, and what this shift from the visual to the environmental demands of both the artist and the institution that exhibits it.
The Walk
On movement through art, the ambulatory viewer, and space revealed in time.

The walk is the oldest and most undertheorized form of immersive encounter: to move through a space is to experience it as a sequence, to encounter its elements in an order shaped by one's own choices and the space's own logic. Janet Cardiff's audio walks transform the city into a scored experience; Richard Serra's steel corridors force specific paths through space; the Japanese garden is designed entirely around the moving body's changing perspectives. This exhibition considers the walk as a primary artistic form — not a way of getting from one work to the next but itself the work, in which the sequence of spatial encounters, the duration of the journey, and the body's own decisions constitute the artistic experience.
Gesamtkunstwerk
On Wagner's total work of art, the synthesis of media, and immersion's oldest ambition.

Wagner's concept of the Gesamtkunstwerk — the total work of art that unifies music, drama, architecture, and poetry into a single overwhelming experience — is immersive art's founding proposition and its most grandiose ambition. The desire to synthesize all the senses into a single designed experience has driven artists from the Symbolists to the Bauhaus to contemporary installation art, and has consistently produced both the most ambitious and the most problematic works: ambitious because total synthesis reaches toward experience unavailable to any single medium, problematic because the viewer absorbed into a total environment has surrendered the critical distance that all aesthetic judgment requires. This exhibition revisits the Gesamtkunstwerk not as a historical curiosity but as an active tension in contemporary practice.
The Mirror
On reflection, infinity, and the viewer who becomes part of the work by entering it.

The mirror is immersive art's most efficient tool: it doubles space, extends the room beyond its physical limits, and returns the viewer's own image as part of the visual field — making the viewer simultaneously the subject and the object of the encounter. Yayoi Kusama's infinity rooms use mirrors to produce the experience of endless extension from a small physical space; Michelangelo Pistoletto's mirror paintings place photographed figures in the viewer's reflected world; Robert Smithson's mirror displacements fractured landscape into discontinuous fragments. This exhibition considers the mirror not as a decorative device but as a spatial and philosophical instrument — the surface that collapses the distinction between inside and outside, between the work and the one who looks at it.
The Sensory Threshold
On overload, deprivation, and immersion at the edges of perception.

Immersive experience operates at two extremes: the work that overwhelms every sense simultaneously, and the work that withdraws all stimulus until the viewer becomes acutely aware of the absence of sensation. Anthony McCall's solid light films produce an experience of near-total darkness punctuated by a single geometric beam; sensory deprivation tanks reduce experience to the sound of one's own heartbeat; certain sound works produce frequencies at the threshold of the audible. This exhibition considers both extremes as related artistic territories — overload and deprivation as mirror conditions that each strip away the habitual and leave the viewer more nakedly aware of the mechanics of their own perception.
The Constructed Nature
On artificial landscape, the simulated outdoors, and nature brought inside.

Olafur Eliasson's "Weather Project" installed an artificial sun in the Turbine Hall; Monet's water lily rooms constructed an enveloping landscape from paint alone; Robert Irwin's scrim installations produce conditions of diffused natural light inside gallery spaces. The desire to bring the experience of being in nature inside the institution — or to construct environments that have the phenomenological character of landscape without using natural materials — is one of immersive art's most consistent preoccupations. This exhibition considers the constructed nature as a form of critique as much as a form of pleasure: what does it mean to simulate the outdoors inside an institution, what is honestly artificial and what genuinely transportive in these constructions, and what does the desire for nature inside white walls reveal about what contemporary institutions lack?
Digital Immersion
On virtual environments, projection mapping, and the image that has escaped the screen.

Digital technology has produced new forms of immersion that were previously available only at enormous material cost: projection mapping can transform any architectural surface into a moving image; virtual reality places the viewer inside a fully synthetic environment; real-time rendering allows spaces to respond to the viewer's presence. These tools have generated both the most popular and the most critically suspicious forms of contemporary immersive experience — the blockbuster digital art spectacle that reduces immersion to entertainment, and the more rigorous practices that use digital environments to produce encounters with spatial and temporal conditions unavailable in physical reality. This exhibition holds the distinction between these two open, refusing both uncritical enthusiasm and reflexive suspicion, and asking what digital immersion can offer that physical installation cannot.
The Critical Immersive
On the environment that surrounds and questions simultaneously, refusing easy surrender.

Immersion has a problem: it tends toward seduction. The work that surrounds the viewer completely, that overwhelms the senses and dissolves the frame, that produces experiences of awe and transport — this work is also the work most vulnerable to the suspension of critical judgment. The spectacular immersive environment is among the most commercially successful forms of contemporary art and among the least critically examined. This exhibition proposes a counter-tradition: the immersive work that refuses to let the viewer simply surrender, that builds critical distance into the experience of being surrounded, that uses the very mechanisms of immersion to make the viewer aware of the conditions under which they are being immersed. The environment that asks you to question what is happening to you while it is happening.