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Interactive Media Foundation

The Bone

Stavanger, Norway

The Bone - Overview video.

Experience a wild salmon's life through an interactive VR journey

The Bone is an interactive VR experience inside the skull of a wild salmon, where certain elements and narrations are to be discovered. These narrations address ethical and ecological issues related to salmon farming, domestication and coexistence with this species, from a non-anthropocentric, eco-philosophical and indigenous perspective.

Ground view perspective.

Reflecting on nature and mass production from an intriguing angle

The Bone addresses the ecological and ethical issues that are becoming increasingly urgent with the rapidly growing salmon industry worldwide and questions the increasing alienation between man and nature. Located inside an intermediate world–between deep sea and universe; between present, future or past; between reality, dream or utopia–this skull is a sculptural/architectural construction.

Outside the salmon: the journey beginning.
Side view of the skeleton.
The full skeleton.

Bones as containers of a personal story

The experiencer discovers two otoliths that grow interactively, revealing details about this salmon’s life in the past, as well as reflections towards its cousins: the captive salmon. Here a living animal marked by long journeys and different life cycles in rivers and oceans, there an organism trapped in a mass breeding facility, genetically manipulated and degraded to high-yield biomass. These reflections are presented as a voice-over from the wild salmon’s perspective; the owner of the skull, in a way that follows the salmon’s poetic flow of consciousness.

Das Fischskelett.
Außerhalb des Lachs Schädels.

Screen City Biennale

What can art contribute to the discourse on climate change and ecology? Perhaps this: empathy.

  • Grand view of the bone.
  • Detail of the skeleton.
  • Closeup of the jaw.
  • The jaw of the salmon.

The boat installation at Fiskepiren Ferry Terminal

The real and virtual space are welcomed by a yoik song by Sámi artist Ánde Somby, providing a unique echo and spatiality to this VR experience which is physically installed inside an old fishing boat. The materiality of the real old wood sensually echoes the virtual skull, inviting the experiencers on a journey that departs from their position as fish species, toward the poetry of the fish's life. Exhibited at Fiskepiren Ferry Terminal in the frame of Screen City Biennial 2019, Stavanger, Norway

Experience from the boat installation.
One VR headset ready to be used.
The exhibition with the experience.





  • Michelle-Marie Letelier


  • Artificial Rome
  • Art Republic
  • Interactive Media Foundation/Ocean2

Executive Producers

  • Diana Schniedermeier
  • Daniela Arriado

Creative directors

  • Dirk Hoffmann
  • Ina Krüger

Technical Lead

  • Torsten Sperling-Ufer

3D Lead

  • Christian Rambow

Art Direction

  • Robert Werner


  • Michelle-Marie Letelier
  • Martin Lee-Mueller

Salmon’s character voice

  • Martin Lee-Mueller

Yoik singer

  • Ánde Somby

Sound Design

  • Christian Barth


  • UiB – University of Bergen Natural
  • History Museum


  • Fredrik M. Salhus
  • Bergen Academy of Art and Design
  • UiB:courtesy of Lars Ove Toft
  • BEK – Bergen Centre for Electronic Arts

Scientific advice

  • Professors Anne Karin Hufthammer
  • Arild Folkvord
  • Karin Limburg
  • Karin Pittman
  • Johnny Magnussen

Research Advice

  • Prof. Harald Gaski
  • Ánde Somby
  • Sápmi Center for Contemporary Art
  • Karolin Tampere
  • Daniela Arriado

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