A multi-site VR installation which frames a view for an audience whilst affording an understanding into the industrial and global demands on their surroundings. These are situated at corners (vertex) along the south coast – from Dungeness in the East, taking in Portland, to Gwennap Head in the West. The VR frames the maritime landscape, ‘looking out’, giving a peeling, shifting, kaleidoscopic shift of unfurling seascapes, punctuated by container ships, tourists, racing tides and weathers. The VR experience explores notions of the Claude glass, whereby to perceive the landscape one turned one’s back upon it. When facing the sea what are we turning our back on, and are we really? At Dungeness, you can turn away from the Nuclear Power Station, but you can hear its hum; in Selsey, the sea rapidly reclaims the land; on Portland, the race tides chop savagely at each other; in Plymouth the swirls of the Tamar meeting the sea fight unimpeded by warships and submarines that glide through. At Gwennap head, one gets a real sense of the sea ’turning a corner’, and the expanse of the Atlantic stretching towards America. Our coastlines bear witness to some of the busiest shipping channels in the world, and are a highly visual metaphor for the model of globalisation: containers, power, warfare; all of these resources are channelled away, from behind us, through our view, out into the world.