Digital Culture Beyond Software
ETH Zürich
Latent Spaces — No. 01

Latent Spaces:

Dreamcore

Date
30.10.26
Time
18:30 – 00:00
Location
Silo Silo, Limmatstrasse 254
8005 Zürich
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The series

Latent Spaces

Latent Spaces expands the idea of digital culture beyond software and design tools. Through this space, we look instead at the aesthetics, behaviors and references that emerge through our daily digital life.

This instalment

Dreamcore

Dreamcore explores digital tools as instruments of intimate discovery: we learn their behaviour, bend their rules, and find that what holds our attention may be something we never intended to produce.


Concept

About

The term Dreamcore emerged within online aesthetic communities and gained wider visibility in the early 2020s, particularly through TikTok. Combining “dream” with the suffix “-core,” used to name internet aesthetics, it describes a sensibility in which familiar things become difficult to place. A room has impossible proportions, a playground appears suspended outside time, a landscape seems both comforting and faintly threatening. Images, fragments of text and looping sounds evoke situations that feel recognisable without becoming fully understandable.

In a Reddit discussion, someone describes the feeling as “longing for a place I never went to.” We begin with this uncertain recognition. We carry memories of physical places alongside fragments of games, films, music and digital environments. A synthetic sound can bring back a childhood afternoon; an invented room can feel strangely like home. Something encountered in passing, and circulated among countless others, stays with us. Sometimes we remember the atmosphere more clearly than its source. We are interested in what happens when we begin working with these materials. We stretch a recording, rearrange fragments, change a parameter, or rewrite a piece of code. We listen, watch, and respond. An intention may become clear only through these adjustments. An unexpected result may change what we want to make. Gradually, we notice our own preferences: what we keep returning to, what unsettles us, what we cannot yet explain.

In a video by @Switch Angel, code, spoken instructions and music unfold together. The narration describes changes to the composition as it develops. In the comments around a repost, viewers ask for the voice to remain in the finished track. The account of making has become part of what they want to hear. Technical language acquires rhythm; an instruction creates anticipation. Sound, timing and attention draw us into the process. This offers a way of thinking about digital tools as instruments of intimate discovery. We learn their behaviour through repeated encounters, developing habits and finding ways to depart from them. We can alter rules, build our own instruments, or use systems in ways their designers did not anticipate. What holds our attention may be something we had no intention of producing. Yet involvement can also mean letting parts of a process slip out of view. In his original account of “vibe coding,” @AndrejKarpathy describes making small software projects through conversational instructions, accepting changes while the code grows beyond his understanding. Placed beside live coding, this presents a different relationship with the system. One practice makes computational instructions part of the experience; the other allows the maker to proceed without closely examining them. Both leave room for experimentation, while placing understanding and control in different hands.

The event stays with these contradictions. We want to enter the process, and we want it to disappear. We seek the pleasure of shaping something ourselves, and the surprise of an outcome we could not fully anticipate. We make intimate discoveries with materials shared by countless others. We adapt and rewrite our tools, while their habits become entangled with our own. Even an accident can become a preset, ready to be repeated.

References and further reading
Online posts, videos and conversations
Dictionary.com. “Cottagecore, Dreamcore, Normcore, and Other -Core Words” (2022).
Background on the term and the naming of internet aesthetics.
r/dreamcoreaesthetic. “Question: What do you feel with the dreamcore?” (2023).
Discussion of nostalgia and unfamiliar familiarity; the quoted comment was posted on 10 May 2023.
Switch Angel. Coding Trance Music from Scratch (Again) (2025).
The video that became the basis for In the Beginning, there was Trance, including a raw live coding version.
r/TikTokCringe. “More genius from Switch Angel” (2025).
Reposted video and audience discussion about narration becoming part of the music.
Andrej Karpathy. Original “vibe coding” post, 2 February 2025.
On conversational software creation and delegating implementation; accessible transcription.
Texts on creative processes
Sherry Turkle and Seymour Papert. “Epistemological Pluralism: Styles and Voices within the Computer Culture” (1990).
On bricolage, experimentation and personal relationships with computational materials. Abridged text available online.
Bill Gaver. “Designing for Ludic Aspects of Everyday Life” (2001).
On technologies that support curiosity, play, intimacy and wonder.
TOPLAP. “Draft Manifesto.”
On live coding, improvisation and making computational processes visible within performance.

Exhibition

Featured works

A selection of works from the open call, on view throughout the evening.

Hedda Oprea
Somnia
Somnia is a playable Unity game about perception and memory. Starting in my own 3D-scanned room, the player moves through a sequence of scanned rooms belonging to my friends, each rebuilt from real spatial data and altered in Blender.
Gülay Llayada
Backdoor dreams
The first environment is a maze where static sounds and random knockings cause the player confusion and disorientation. The second environment increases the discomfort of hearing voices, not knowing where to go, overlaps of different sounds and darkness. The final space opens into a bright, calm environment, encouraging awareness of surrounding sounds and materials such as water and wood.
Liu Stefanie
Zhan: The act of Ownership.
We enter a room as strangers to it. Through the objects we gather, arrange, and use, we gradually claim a space as our own, as zhàn 占 : to occupy, to possess, to take space.
But every act of claiming creates a boundary, and every boundary creates conflict. zhàn 战 means war, a small, everyday war fought over space, objects, and the shifting line between public and private. The room becomes a territory, constantly negotiated through accumulation, use, and displacement.
Hannes Zogg
To be announced
Dominik Stoll & Kaspar Zilian
AUTOMATIC1111
It is a projected tryptik, The origin of hyperreferentialism, or the very short digital mannerism. We have left the era of the mean. We are entering the era of the standard deviation. Actually we are deep inside it.
The mean is the average. The most likely answer. The center of everything we have already seen.
With the mean, everything is predictable.
Samuel Stöckly
Staring back
“Staring back” is a video installation designed as a human display. Instead of a person looking into the display, the display looks at people. We are being observed. Looking at this situation makes us feel uncomfortable, makes us feel watched.
Kaspar braendle
lampe planétaire
Lamp inspired by the properties of acrylic glas. With the possibility to laser cut it at a local public workspace, i wanted to create a lamp, which creates the illusion of a floating light bulb in space. Transfering the color of the glass to its surroundings.
Liv Dieterle
The architecture of a cow’s body
As architects we are constantly expected to model architectural buildings using Rhino, but in the study holidays I wanted to try something else, such as modelling living creatures.
Maximilian Leitz
Behind the scenes
Venue

The space

Ground floor plan of Silo Silo, Limmatstrasse 254
Silo Silo — ground floor plan

Silo Silo occupies a former grain silo on Limmatstrasse — its steel columns and conical hoppers still visible overhead, now repurposed as a venue for exhibitions and events.

Program

Agenda

18:30
Doors open & walk through the exhibited works
20:40 – 21:00
Intro
Tiziano Derme & Benjamin Dillenburger
21:00 – 21:30
fuse*
Mattia Carretti & Matteo Salsi
An artistic studio founded in 2007, exploring how the relationship between humans, nature and technology shapes the way we perceive ourselves, one another and the world.
21:30 – 22:00
Artificial Life Research
Alexander Mordvintsev
Tinkerer, coder, researcher and artist, best known for creating DeepDream. He studies how living organisms self-organize and explores the foundations of computation in technology and life.
22:00 – 22:30
Digital life as intimate discovery
MAEID — Büro für Architektur und Transmediale Kunst
Curated discussion on the role of digital culture.
22:30 – 00:00
Drinks & free exhibition walk
Date
30 October 2026
Friday
Time
18:30 – 00:00
Doors open 18:30
Location
Silo Silo
Limmatstrasse 254
8005 Zürich, CH
Get directions
Presented by
Digital Building Technologies
Digital Culture Beyond Architecture
ETH Zürich
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Registration

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Open call

Call for submissions

The call for submissions to the exhibition has closed.

Latent Spaces: Dreamcore
Silo Silo, Limmatstrasse 254, 8005 Zürich
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Digital Building Technologies · ETH Zürich