Andy Wen

Shenzhen Genzon Technology Innovation Center


Cette image vivante implique les possibilités infinies dans l’intégration de la technologie, de l’énergie et de l’innovation. La conception propose des ascenseurs-navettes et des terrasses partagées le long du côté centripète de chaque tour pour engendrer un environnement de bureau relaxant à expansion verticale. La zone ouverte s’étend longitudinalement et se rejoint naturellement au fond; accentué par l’éclairage intérieur, des contours d’étamines dorées émergent et les panneaux de verre incurvés se présentent comme des pétales, faisant allusion à la muse florale du projet.


Neri Oxman

Computational growth across material and urban scales offers a framework for design through self-organization, enabling the generation of vast, diverse forms exhibiting characteristics like those that emerge through the biological growth processes found in Nature. In this project, we construct an oriented volume spanned by surface normals of the shape at every point. The value of the oriented volume drives the iterative deformation of the shape. Depending on the parameterization of this process, we can obtain distinctly different growing forms. Importantly, the emergence of these forms is driven only by the time evolution of a geometric operator acting on the shapes iteratively, thereby connecting geometry and growth through an algorithm. To form the Man-Nahata landscape, the buildings of the urban landscape are transformed through repeated morphological closing operations, where the field of influence follows a gradient from the center to the outskirts of a circular region.

Sara Sadik

Ultimate Vatos
Les vidéos, performances, installations et photographies de Sara Sadik prennent la forme de mangas, de jeux vidéo, de docu-fictions ainsi que de films d’animation CGI. Ce faisant, l’artiste aux racines maroco-algériennes explore les manifestations de ce qu’elle appelle « Beurcore« – la culture des jeunes qui a émergé parmi les membres de la classe ouvrière de la diaspora nord-africaine. Beurcore définit à la fois une identité hybride et un mouvement collectif constitué à travers la musique comme le rap et le hip-hop, la langue, la mode, des symboles spécifiques et les médias sociaux.

Filippo Nassetti and Vincenzo Reale

Thalassic Masks
The Thalassic Masks project focuses on rethinking the protective mask, transforming a medical product, born in a state of emergency, into a design statement expressing contemporary identities.


File Festival
Breathing is a work of art based on a hybrid creature made of a living organism and an artificial system. The creature responds to its environment through movement, light and the noise of its mechanical parts. Breathing is the best way to interact with the creature.
This work is the result of an investigation of plants as sensitive agents for the creation of art. The intention was to explore new forms of artistic experience through the dialogue of natural and artificial processes. Breathing is a pre-requisite for life, and is the path that links the observer to the creature.Breathing is a small step towards new art forms in which subtle processes of organic and non-organic life may reveal invisible patterns that interconnect us.Breathing is a work of art driven by biological impulse. Its beauty is neither found isolated on the plant nor in the robotic system itself. It emerges at the very moment in which the observer approaches the creature and their energies are exchanged through the whole system. It is in that moment of joy and fascination, in which we find ourselves in a very strange dialogue, that a life metaphor is created.Breathing is the celebration of that moment.

Yi-Fei Chen

Tear Gun
For Yi-Fei Chen, a graduate from Design Academy Eindhoven, her impossibility to speak up in self-defense during a confrontation with her tutors resulted in an internal burst of frustration, but externally only defenseless tears emerged. After that she decided to acknowledge this weakness, but reacting to it through her graduation project: “Tear Gun”, a minimal device that freezes tears instantly, ready to be fired in self-defense.


The nucleus of the installation is the invention of an apparatus resembling a ship horn. With the sounding of each tone, a huge soap bubble emerges from the horn. It grows while the tone sounds, peels off the horn, lingers through the exhibition space and finally bursts at an erratic position within the room.

Ricardo Barreto & Raquel Fukuda

Chess Auto-Creative (Self-Replicating)

‘Chess Auto-Creative (CHEAC)’, takes the form of a cube where each face corresponds to an 8 x 8 chessboard. The six chessboards can also be arranged in a line to make them easier to see. There are 16 white pieces and 16 black pieces on each of the chessboards, made up of elements such as: kings, queens, bishops, knights, castles and pawns, each of which moves according to the rules of the game. However, instead of the pieces being arranged as normal, they are first set out in patterns where each element is repeated […]Each time a piece is moved to a new position, symmetrically or asymmetrically, a new variation of proto-chess is produced – in other words, a new game emerges. All games generated in this way are, in principle, variations of proto-chess – including the official chess game itself. This means that ‘Chess Auto-Creative’ is not a variant of the official chess game, but its origin.



Great Chain of Being
The great chain of being, an ancient philosophical concept, attempted to explain the structures and relationships of the world as a form of hierarchy or set of strata. This philosophical idea is here expressed in the form of the entities that constitute the contemporary world. The philosophers of the past believed that the structure of the world had at its top a god, and that beneath there were angels, animals, plants, and elements. But this conception of the world, as a result of the changes in civilization and culture, resulted in the elements that constitute the world undergoing a transition and sustaining an unforeseen hierarchy. The works of art depict the contemporary structure in the form of robots, machines, people, animals, and virtual or digital entities. Within virtual systems, these entities undergo a process of creation, arrangement, use, disposal and recycling, through which they emerge and disappear. The work depicts the stories emerging from these processes, against the background of a systemically designed landscape akin to a factory.

Thom Browne

Mens SS 2020
“After the scene shifted from a selection of 2D garments, removed to reveal Browne’s brilliant designs below, the show began in earnest. The looks, as gleefully playful as ever, took on elements of Browne’s typical offerings and elevated them to the level of supreme costume design. Several imposing silhouettes recalled dresses worn by Antoinette-era aristocracy, with gargantuan trousers and shapely sportcoats crafted to resemble distorted Ivy League staples. Elsewhere, pleated skirts emerged as a prime trouser replacement, with cropped jackets and seersucker jockstraps to introduce a sporty motif.” Jake Silbert

Jon McCormack

Colourfield is an evolutionary ecosystem of colour. Colour agents try to exist in a simple universe by producing colours that are suited to their environment. This environment is determined by the other agents and the colours they produce. Entering into complex feedback cycles, Colourfield presents an evolving palette of shifting colours. Different configurations emerge based on the strategies the ecosystem discovers for co-existance and co-dependency. Harmonious configurations often remain stable for a short while, before eventually being replaced by new relations, better able to survive in the ever shifting environment.

POLYMORF: Marcel Van Brakel & Frederik Duerinck

“Hardwired” consists of around 18,000 LED-lights that symbolize the transfer of knowledge. Individual luminous pixels connect and then disappear. In a process of constant transformation, new patterns, interrelations and complexities emerge.


Cunningham Clip -Summerspace
CUNNINGHAM is a 3D cinematic experience about the legendary American choreographer, Merce Cunningham, orchestrated through his iconic works and performed by the last generation of his dancers. This poetic film traces Merce’s artistic evolution over three decades of risk and discovery (1944–1972), from his early years as a struggling dancer in postwar New York to his emergence as one of the most visionary and influential choreographers worldwide. 3D technology weaves together Merce’s philosophies and stories, creating a visceral journey through the choreographer’s world.


Pittura del corpo
File Festival
L’interazione è semplice, il movimento crea pittura. Nascosti nella semplicità ci sono strati di dettagli sottili. Diversi aspetti del movimento: dimensione, velocità, accelerazione, curvatura, hanno tutti un effetto sul risultato: colpi, schizzi, gocciolamenti, spirali; ed è lasciato agli utenti per giocare e scoprire. L’installazione è progettata per funzionare con qualsiasi numero di persone ed è scalabile per coprire aree piccole o grandi. Mentre l’installazione è adatta ad un singolo utente, quando sono presenti più utenti emerge una nuova dinamica. Un’interazione da utente a utente nasce quando il pubblico inizia a giocare con l’altro attraverso l’installazione, lanciandosi pittura virtuale l’uno sull’altro, cercando di completare o distruggere i dipinti dell’altro.

Studio Stallinga

‘Heimweh’ displays the breaking of waves on a sandy beach fragmented across 12 screens. The waves and their sound move gradually towards the feet of the spectator. At one point the waves turn into a green haze. ‘Heimweh’ started as a reflection on earthly life by considering what most embodies being on earth. When traveling to Mars, for instance, the major missing element would be the sea. As the waves turn green, they deform, similar to memories that get blurred over time. When the green finally subsides, the clear sky and sea emerge again with a sense of relief.

Zoro Feigl

As a giant poppy flower, this piece of tarpaulin unfolds itself above the viewer to show an elegant dance of waves and curls while within this dance a violent battle emerges between gravity, friction and centrifugal forces.


Moss Garden of Resonating Microcosms
TeamLab essaie de mettre à jour le concept de couleur. Ovoid change avec 61 couleurs, un nouveau concept de couleur nommé “couleur de lumière solidifiée”. On dit que les bryophytes sont les premières créatures terrestres à apparaître dans un monde de roches et de sable, où il n’y a pas encore de créatures sur terre. Avec l’émergence des mousses et des ptérophytes et la formation des forêts, divers animaux sont devenus capables de vivre sur terre. Les organismes meurent lorsque leur corps manque d’eau car l’eau à l’intérieur des cellules est essentielle. D’autre part, les plantes de mousse ont une résistance à la déshydratation en raison de la propriété particulière du changement d’eau, dans laquelle la teneur en eau dans les cellules fluctue en raison des changements d’humidité ambiante, ne meurent pas longtemps à l’état sec, et si l’eau est étant donné, ils peuvent exercer les activités de la vie. Étant donné que la mousse modifie l’eau, sa couleur et sa forme changent considérablement selon que l’air est sec ou humide, par exemple lorsqu’il pleut ou qu’il s’agit de brume. Les tardigrades qui vivent entre les mousses deviennent également dormants, un état de dormance non métabolique, et arrêtent leur activité lorsque l’environnement devient sec, mais lorsque de l’eau est donnée, ils récupèrent et commencent leur activité.

Ian Cheng

Life after bob
Ian Cheng’s Life After BOB is an episodic anime series built in the Unity game engine and presented live in real-time. Bridging the artist’s interest in simulation’s capacity to generate emergent surprising phenomena, with cinematic storytelling’s capacity to evoke deep psychological truths, Life After BOB imagines a future world in which our minds are co-inhabited by AI entities. Life After BOB asks: How will life lived with AI transform the archetypal scripts that guide our sense of a meaningful existence?





Light is using high-precision lasers to draw continuous abstract shapes on the screen, perfectly synchronized with the sound. Intense light contrasts with total darkness, and slow movements and the evolution of small details are as important as strong gestures. The result is both quaint and futuristic. Emerging models leave room for many possible explanations. Hieroglyphs, symbols in an unknown language, architectural drawings, connections between data points, or early video games like Tron are magnified 1,000 times.



La lumière utilise des lasers de haute précision pour dessiner des formes abstraites continues sur l’écran, parfaitement synchronisées avec le son. La lumière forte contraste avec l’obscurité totale, le ralenti et l’évolution des petits détails sont aussi importants que les gestes forts. Le résultat est à la fois pittoresque et futuriste. Les modèles émergents laissent place à de nombreuses explications possibles. Les hiéroglyphes, les symboles dans une langue inconnue, les dessins d’architecture, les connexions entre les points de données ou les premiers jeux vidéo comme Tron sont agrandis 1 000 fois.

Universal Everything

Hype Cycle
Machine Learning
Set in a spacious, well-worn dance studio, a dancer teaches a series of robots how to move. As the robots’ abilities develop from shaky mimicry to composed mastery, a physical dialogue emerges between man and machinemimicking, balancing, challenging, competing, outmanoeuvring.

Robert Breer

The Floats – or floating sculptures – that Robert Breer took up producing again at the end of the 1990s, emerged in 1965. The word “float” meaning something floating – a marker, fishing float or buoy – and which also describes those carnival vehicles whose pretend wheels give them the appearance of floating above the tarmac, enabled Robert Breer to apply this principle to works of a new genre. Primary shapes, neutral colours and, for the most recent, an industrial aspect, the Floats were then made with polystyrene, foam, painted plywood, and, more latterly, out of fibreglass. At first glance, these simple structures appear immobile. In fact, they are moving, imperceptibly, within the space they inhabit. Motorised and on mini-rollers – which raise them slightly above ground, giving them an air of weightlessness – they glide unbeknown to the visitor, following random paths that are interrupted by the slightest obstacle that they encounter.


Body Paint
File Festival

The interaction is simple, movement creates paint. Hidden in the simplicity are layers of subtle details. Different aspects of the motion: size, speed, acceleration, curvature, all have an effect on the outcome: strokes, splashes, drips, spirals; and is left up to the users to play and discover. The installation is designed to work with any number of people and is scalable to cover small or large areas. While the installation is suitable for a single user, when multiple users are present a new dynamic emerges. A user-to-user interaction is born when the audience starts playing with each other via the installation, throwing virtual paint on each other, trying to complete or destroy each other’s paintings.



Ava’ is Troika’s first sculptural manifestation of their exploration of algorithms. ‘Ava’ is the physical result of emergence and self organisation brought about by ‘growing’ a sculpture through the use of a computer algorithm that imitates the emergence of life by which complexity arises from the simplest of things. As such the sculpture probes at the nature of becoming, existence and our strive to understand and replicate the complexities of life.In a landscape where our personal data is a raw material, and where we, humans, have become subordinate spectators of algorithms and a computerised infrastructure, we ask the question how much or little are we capable of influencing our surrounding reality, how much is predetermined, how much is down to chance.


L’ouverture indicible des choses
Le titre de l’exposition, L’ouverture indicible des choses, est une phrase que le philosophe Timothy Morton utilise pour décrire l’art et qui résonne fortement avec l’artiste. Eliasson décrit comment «l’art existe à la fois dans et au-delà du domaine de la langue. Avant que la forme d’une œuvre n’émerge, il y a un sentiment pas tout à fait saisissable qui pénètre dans le processus artistique – et qui reste dans l’œuvre finie comme quelque chose qui ne peut pas être pleinement exprimé. Dans le même temps, l’œuvre est fondamentalement ouverte aux visiteurs. Il est prêt à les écouter et à accueillir leurs questions et leurs expériences. »

Soichiro Mihara

三原 聡一郎
The Blank to Overcome
file festival
Part of the ”blank” project that the artist has been creating since 2011, “The Blank to Overcome” utilizes air pumps, power supply control circuitry, water, solution, glycerin, ethanol and electricity to produce bubbles in the air. The theme of ”blanks” denotes a space for an unsolved ”inquiry” through the perspectives for thinking about the post-3.11 present: how the bubbles are always shifting as a giant cluster, almost without mass or structure, and the facing up to this; and the framework since modernity that has prescribed society, and the ”involved” or the ”other”. From this work debate will surely emerge.



アーティストが2011年から作成している「ブランク」プロジェクトの一部である「TheBlankto Overcome」は、エアポンプ、電源制御回路、水、溶液、グリセリン、エタノール、電気を利用して空気中に気泡を生成します。 「空白」のテーマは、3.11以降の現在について考えるための視点を通して、未解決の「問い合わせ」のためのスペースを示しています。泡は、ほとんど質量や構造がなく、巨大なクラスターとして常にシフトしており、これに直面しています。 ; そして、社会を規定してきた近代以来の枠組み、そして「関与する」または「その他」。 この仕事から議論が確実に浮かび上がるでしょう。




The Pangolin Scales Project demonstrates a 1.024 channel BCI (Brain-Computer Interface) that is able to extract information from the human brain with an unprecedented resolution. The extracted information is used to control the Pangolin Scale Dress interactively into 64 outputs.The dress is also inspired by the pangolin, cute, harmless animals sometimes known as scaly anteaters. They have large, protective keratin scales covering their skin (they are the only known mammals with this feature) and live in hollow trees or burrows.As such, Pangolins and considered an endangered species and some have theorized that the recent coronavirus may have emerged from the consumption of pangolin meat.Wipprecht’s main challenge in the project’s development was to not overload the dress with additional weight. She teamed up 3D printing experts Shapeways and Igor Knezevic in order to create an ‘exo-skeleton like dress-frame (3mm) that was light enough to be worn but sturdy enough to hold all the mechanics in place

Neri Oxman and MIT Develop Programma


La variedad de formas y comportamientos exhibidos por estas piezas refleja la forma en que se expresan en la naturaleza, donde un material como la quitina puede componer tanto el exoesqueleto de los crustáceos como las paredes celulares de los hongos. A diferencia del acero y el hormigón, los materiales compuestos formados por estos materiales están en constante diálogo con su entorno. Algunos artefactos exhiben cambios dramáticos en la conformación en respuesta a la humedad y el calor, mientras que otros se oscurecen o aligeran a medida que cambian las estaciones. Algunos son frágiles y transparentes con una textura vítrea, mientras que otros permanecen flexibles y resistentes como el cuero. A pesar de su diversidad emergente, estos artefactos comparten una calidad común: en la vida, sus propiedades están mediadas por la humedad; en la muerte se disocian en el agua y regresan al ecosistema.


Morphogenetic Creations
Created by a mathematician, digital artist and Emmy award winning supervisor of computer generated effects – Andy Lomas, Morphogenetic Creations is a collection of works that explore the nature of complex forms that can be produced by digital simulation of growth systems. These pieces start with a simple initial form which is incrementally developed over time by adding iterative layers of complexity to the structure.The aim is to create structures emergently: exploring generic similarities between many different forms in nature rather than recreating any particular organism. In the process he is exploring universal archetypal forms that can come from growth processes rather than top-down externally engineered design.Programmed using C++ with CUDA, the series use a system of growth by deposition: small particles of matter are repeatedly deposited onto a growing structure to build incrementally over time. Rules are used to determine how new particles are created, and how they move before being deposited. Small changes to these rules can have dramatic effects on the final structure, in effect changing the environment in which the form is grown. To create these works, Andy uses the GPU as a compute device rather than as a display device. All the data is held in memory on the GPU and various kernel functions are called to do things like apply forces to the cells, make cells split, and to render the cells using ray-tracing. The simulations and rendering for each of the different animated structures within this piece take about 12 hours to run, Andy explains. By the end of the simulations there are over 50,000,000 cells in each structure.The Cellular Forms use a more biological model, representing a simplified system of cellular growth. Structures are created out of interconnected cells, with rules for the forces between cells, as well as rules for how cells accumulate internal nutrients. When the nutrient level in a cell exceeds a given threshold the cell splits into two, with both the parent and daughter cells reconnecting to their immediate neighbours. Many different complex organic structures are seen to arise from subtle variations on these rules, creating forms with strong reminiscences of plants, corals, internal organs and micro-organisms.


«Biomatrix» est une installation d’extrémités scycles de bulles de cellules éruptives émergeant à la surface de l’huile de silicone liquide. Cette circulation du liquide coloré évoque le comportement du magma ou du sang et, en raison de la viscosité élevée de l’huile de silicium, illustre le mouvement du matériau à une vitesse faussement plus lente que l’attente du spectateur. La piscine à commande électrique devient une interface qui amplifie l’impact visuel et produit à l’infini des motifs cellulaires. Une formation de grille ordonnée apparaît comme une matrice numérique, tandis qu’une observation plus approfondie révèle des irrégularités telles qu’une effervescence sporadique et simultanée et des sons plosifs brisant la tension superficielle.


Câblé se compose d’environ 18 000 lampes LED qui symbolisent le transfert de connaissances. Les pixels lumineux individuels se connectent puis disparaissent. Dans un processus de transformation constante, de nouveaux modèles, interrelations et complexités émergent.


Schnittstelle I untersucht die Grenze zwischen zwei interagierenden Systemen, die in das Physische übertragen werden. Jedes System besteht aus Motoren, Saiten und Gummibändern, die horizontal angeordnet sind. Die beiden Einheiten stehen sich vertikal gegenüber (eine oben, eine unten). Jeder Motor einer Ebene (oben, unten) ist mit einer Schnur mit seinem Gegner verbunden und trifft sich in der Mitte. Beide Motoren ziehen ihre Schnur in die entgegengesetzte Richtung (wie bei einem Tauziehen). An der Verbindungsstelle der Saiten verbindet ein Netz aus Gummibändern die Saite mit ihren Nachbarn. Das Netz koppelt jedes Element mit seinen umgebenden Elementen, um ein lokales emergentes Verhalten zu erreichen.

Dorian Gaudin

The coffee cup spring
The monotone repetition of the movement created by the conveyor belt recalls the pace and the landscape of animation or video games. As an extension of the conveyor, several geometric and orthogonal motifs evoking a Tetris composition are slotted together and suggest the shapes of a table, a chair or stairs. The objects are exposed on thin metal structures with fringed ends, and seem to peel off from their construction, as if they were undressing and exchanging skins, depriving themselves of sculptural depth and allowing only the surface to emerge. The technique developed by the artist to produce the sculptures inverts the usual steps of printing: first the pattern is created, then the background to which the fiberglass support is apposed. The pieces are therefore ripped off their mold, revealing their final texture, and the motif on every sculpture seems to remain the same, yet is altered by the shape of the object itself. A series of wall works using this procedure extends from the installation into the gallery space.

Thomas Depas

Princess of Parallelograms
What will happen when our imagination itself is externalized in machines? Artificial intelligence constructs its own world-truth that is beyond our sensory perception. Generative Adversarial Networks (GANs) use algorithms to synthesize and generate images in a completely new way. These images have almost uncanny aesthetic characteristics, seeming to emerge from an ocean of data, a kind of pixel soup. Rather as if we were observing the emergence of artificial thought.” The machine learns to understand the “essence” of a thing, be it an animal, the face of a celebrity or a body of text. It is then able to generate new images of this thing, including faces of celebrities who do not exist, mutant animals, or new texts. Eventually, AI will be capable of instantaneously and dynamically emulating all representations. The era of the optical machine and the capture of reality will then be at an end, supplanted by the era of machines that generate their own reality.

Nick Verstand

AETHER is an audiovisual live performance using spatial sound and light, designed location specific for each iteration. Walls of materialized laser light surround the artists while constantly reshaping the environment, organically modulating synchronous to the surrounding sound.


Lumifoil is a temporary roof canopy at the Florida International University Paul L. Cejas School of Architecture. Our goal was to introduce a new “intrusion” at the heart of what FIU Architect Bernard Tschumi coined the “red generator,” thereby heeding his call for provocation in the form of an architectural intervention. This proposal responds to Tschumi’s discourse and the building itself might apply to the parametric digital project. Rather than design a canopy that is entirely emergent – a bottom up strategy in which the whole is the sum of its parts, and be definition, disconnected from its environment – we began with an overall form that is derived via a series of projected geometries generated directly from the cut out’s in the building’s envelope. These invisible forms intersect inside the empty container, providing a framework for generating a new surface.

Damien Jalet and Kohei Nawa

les corps se rassemblent alors pour former les vaisseaux de naissance. Avec un mélange de jambes et de bras, la forme des danseurs crée des roches comme des entités vaginales, d’où émergent de nouvelles créatures. C’est une scène de prison. Il est intelligent et vient clairement d’esprits exceptionnellement créatifs.

Encor Studio

Initiation is an open-end ceremony initiating the audience to the cult of infinity. The gigantic human-machine-interface is driven by the officiants controlling ancestral tools. As time seems to suspend itself, the crowd emerges into an ever hypnotizing state of oscillation. In this place the swing of the pendulum acts as the ever stimulating vector to guide the audience onto higher grounds.

Roman Hill

As above
As Above is a short film exploring the tight link between the microscopic world and immensity of the universe. Illustrating our universe’s never ending dance of destruction and creation, in which life can emerge. As Above was made of one single shot filmed on the 8mm2 (0.3 square inch) surface of a chemical reaction. The environment in which we live, is at the constant mercy of the ever changing flow of planets, stars and galaxies As well as the composition of the microscopic world. “As Above” is an invitation to contemplate the beauty of this perpetual movement of which we are part of… And perhaps invite the viewer to reflect on his position in the universe and the preciosity of life.

Can Büyükberber

Morphogenesis (from the Greek morphê ‘’shape” and genesis “creation”; literally, “beginning of the shape”) is the biological process that causes an organism to develop its shape. As a fulldome and virtual reality piece inspired by the phenomenon of emergence in self-organized systems, Morphogenesis consists of continuous transformation of fundamental geometrical patterns and uses them as the building blocks of immersive spaces.


Threshold Release Ornament
MSHR is the art collective of Birch Cooper and Brenna Murphy. The duo collaboratively builds and explores systems composed of sound, light, sculpture, software and circuitry. Their practice is a self-transforming cybernetic entity with its outputs patched into its inputs, the resulting emergent form serving as its navigational system. These outputs primarily take the form of installations and performances that integrate interface design with generative systems and a distinctive formalist approach. MSHR’s name is a modular acronym, designed to hold varied ideas over time. MSHR emerged from the art collective Oregon Painting Society in 2011 in Portland, Oregon, USA.

Andrea Polli

Particle Falls

Particle Falls is a large-scale, real-time visualization of air-quality data.On a background of falling blue light, spots of bright, fiery color emerge and crackle, representing the presence of fine particulate matter, as detected by a nearby air monitor. Fewer bright spots over the falls mean fewer particles in the air.Particle Falls draws our attention to the invisible particles that surround us and that may affect our health. While the visible smog that plagued many U.S. urban centers decades ago has been mitigated by technology and regulatory measures, microscopic threats to our air continue to exist and often go unnoticed. Particle Falls is one way we can learn more about the quality of air around us.

Daan Brinkmann & Nenad Popov

Cellwise is a generative projection specifically designed for the city hall of The Hague. During the festival the city hall becomes the new habitat of a kind of ‘visual lifeform. From the façade’s neatly arranged grid of white tiles, structures of a more entropic nature emerge. Shapes start growing, bursting, dripping, crawling and creeping. Cellwise is exploring the city hall’s sterile architecture, while at the same time challenging it to look for its visual counterpoints.

Liam Young

Where the City Can’t See
Directed by speculative architect Liam Young and written by fiction author Tim Maughan, ‘Where the City Can’t See’ is the world’s first narrative fiction film shot entirely with laser scanners, designed in collaboration with Alexey Marfin. The computer vision systems of driverless cars google maps, urban management systems and CCTV surveillance are now fundamentally reshaping urban experience and the cultures of our city. Set in the Chinese owned and controlled Detroit Economic Zone (DEZ) and shot using the same scanning technologies used in autonomous vehicles, we see this near future city through the eyes of the robots that manage it. Exploring the subcultures that emerge from these new technologies the film follows a group of young car factory workers across a single night, as they drift through the smart city point clouds in a driverless taxi, searching for a place they know exists but that the map doesn’t show.


The Immortal
A number of life-support machines are connected to each other, circulating liquids and air in attempt to mimic a biological structure.
The Immortal investigates human dependence on electronics, the desire to make machines replicate organisms and our perception of anatomy as reflected by biomedical engineering.
A web of tubes and electric cords are interwoven in closed circuits through a Heart-Lung Machine, Dialysis Machine, an Infant Incubator, a Mechanical Ventilator and an Intraoperative Cell Salvage Machine. The organ replacement machines operate in orchestrated loops, keeping each other alive through circulation of electrical impulses, oxygen and artificial blood.
Salted water acts as blood replacement: throughout the artificial circulatory system minerals are added and filtered out again, the blood gets oxygenated via contact with the oxygen cycle, and an ECG device monitors the system’s heartbeat. As the fluid pumps around the room in a meditative pulse, the sound of mechanical breath and slow humming of motors resonates in the body through a comforting yet disquieting soundscape.Life support machines are extraordinary devices; computers designed to activate our bodies when anatomy fails, hidden away in hospital wards. Although they are designed as the ultimate utilitarian appliances, they are extremely meaningful and carry a complex social, cultural and ethical subtext. While life prolonging technologies are invented as emergency measures to combat or delay death, my interest lies in considering these devices as a human enhancement strategy.This work is a continuation of my investigation of the patient as a cyborg, questioning the relationship between medicine and techno- fantasies about mechanical bodies, hyper abilities and posthumanism.


Erratic Weather
Despite some world leaders skepticism, climate change is a reality and the world isn’t just warming, in some parts of the planet the weather is becoming more erratic. During the last years, our generation has started to observe the effects and consequences of this shift, witnessing violent and unexpected climate phenomenons. Erratic Weather is a digital art project aiming to represent changing atmospheric conditions into an immersive multimedia experience. During the performance, the system uses various source of weather information retrieved from an online database and processed on real time to generate a visual and a surround sound composition. During 30 minutes the audience will experience the life cycle of swirling phenomenons such typhoon, hurricane and tropical cyclone , demonstrating the devastating power of the nature and the emergency to preserve it.

Mika Tajima

New Humans
In New Humans, emergent gatherings of synthetic humans rise from the surface of a black ferrofluid pool. Appearing to morph like a supernatural life form, these dynamic clusters of magnetic liquid produced by machine learning processes are images of communities of synthetic people–hybrid profiles modeled from actual DNA, fitness, and dating profile data sets sourced from public and leaked caches. The work questions how we can radically conceptualize the “user profile” to embody a self whose bounds are indefinable and multiple. Generative algorithm using machine learning (GAN, T-SNE) and fluid simulation (Navier Stokes), countour generation (OpenCV), user profile data caches (DNA, fitness, and dating), software production (Processing), ferrofluid, custom electromagnet matrix, custom PCB control system, computer, steel, wood, aluminum.

Can Buyukberber

Noumenon is a site-specific large-scale architectural and year-long installation in ZeroSpace, New York City; a compilation of Buyukberber’s last 4 year of audiovisual work and explorations; from emergent systems to out-of-body experiences; from transcendental objects to the symbols of the collective unconscious.


In the collaborative work Brume fog emerges from and self-organizes on the surface on a sculptural element, congealing with light into an elusive stratum. The installation utilizes a series of ultrasonic transducers that generate thick clouds of dense, yet extremely lightweight water vapor. Fog is produced in an inner chamber contained within an enclosure that is outfitted with a porous surface. A small radial blower inside the apparatus gently pumps air into the inner chamber lifting the fog through the membrane, whereby it “settles” on the surface. Viewed from a distance, the fog appears as a visualized mass of air circumscribing the perimeter of the enclosure.

KANNO So / yang02

For this installation, So Kanno + yang02 composed all kinds of differently sized objects, including a telephone, a traffic cone, a plaster figure, a car, and a plant. Cameras, microphones, monitors and microcomputers are embedded in everyday objects arranged in the exhibition space, and connected to the Internet. Visitors can experience the work by logging in to / riding each object via a web browser. Those objects exist as substitutes of – yet together with – real human beings (the visitors) in the same real environment that is subject to physical laws, rather than operating in a virtual space. Against the backdrop of the age of IoT, where all kinds of things are connected through networks, and artificial intelligence is about to mature, this work observes the new relationships that emerge when inorganic, non-autonomous objects transform into persons that act and perceive the world according to their own intentions.

Ralf Baecker

Interface I investigates the boundary between two interacting systems rendered into the physical. Each system is a compound of motors, strings and elastic bands arranged horizontally. The two units face each other vertically (one on the top, one on the bottom). Each motor of one level (top, bottom) is connected to its opponent with a string, meeting in the center. Both motors pull their string in the opposite direction (like in a tug of war). At the junction of the strings, a mesh of elastic bands connects the string to its neighbours. The mesh couples each element to its surrounding elements in order to achieve a local emergent behaviour.

olafur eliasson

اولافور الياسون
אולאפור אליאסון
The unspeakable openness of things
The title of the exhibition, The unspeakable openness of things, is a phrase that philosopher Timothy Morton uses when describing art and it resonates strongly with the artist. Eliasson describes how “Art exists both in and beyond the realm of language. Before the form of an artwork emerges, there’s a not-quite-graspable feeling that flows into the artistic process – and that remains in the finished work as something that cannot be fully expressed. At the same time, the artwork is fundamentally open to visitors. It is ready to listen to them, and able to host their questions and experiences.”

Haru Ji and Graham Wakefield

Infranet is a generative artwork realized through a population of artificial lifeforms with evolutionary neural networks, thriving upon open geospatial data of the infrastructure of the city as their sustenance and canvas. Born curious, these agents form spatial networks through which associations spread in complex contagions. In this city as organism, the data grounds an unbounded, decentralized, open-ended, and unsupervised system. Non-human beings flourish in this environment by learning, discovering, communicating, self-governing, and evolving. The invitation is to witness, through immersive visualization and sonficiation of this complex adaptive system, how a new morphologic landscape emerges as a possible but speculative city.

Diana Eng

Ham Radio Hacker
“Amateur Radio operators have shown an insatiable curiosity to explore and populate the high frontiers of the electromagnetic spectrum.” Not only that, but when disaster strikes, ham radio operators are usually called upon to provide and/or help emergency communications.
They’re not dependent on cell phone towers or overloaded systems in times of crisis; they’re distributed and long range. They help, they learn, and they share information. Diana is the type of person you need when you want to tap in to the space station to hear it go by or when you need to coordinate rescue plans when a hurricane drops in.

Shu Lea Cheang

Avatar of the artist
Taiwan in Venice 2019
“For those who don’t know her, Shu Lea Cheang is a figure of Net art and the cyberfeminist movement that emerged in the 1990s. Living in New York at the time, she was also an active member of the activist video collective Paper Tiger Television (as was French filmmaker Nathalie Magnan). Since then, Cheang’s work has dealt with “concerns including sex, futures, gender, ecology, money, media, and food [to] encompass film, installation, online work, social processes, and direct intervention in the sociopolitical, technical and aesthetic systems, and the imaginaries which co-compose them,” writes Matthew Fuller

Bill Vorn

Prehysterical Machine

The Prehysterical Machine has a spherical body and eight arms made of aluminum tubing. It has a sensing system, a motor system and a control system that functions as an autonomous nervous system (entirely reactive). The machine is suspended from the ceiling and its arms are actuated by pneumatic valves and cylinders. Pyroelectric sensors allow the robot to detect the presence of viewers in the nearby environment. It reacts to the viewers according to the amount of stimuli it receives. The perceived emergent behaviors of this machine engender a multiplicity of interpretations based on single dynamic pattern of events.The aim of this project is to induce empathy of the viewer towards a “character” which is nothing more than an articulated metal structure. The strength of the simulacra is emphasized by perverting the perception of the creature, which is neither animal nor human, carried through the inevitable instinct of anthropomorphism and projection of our internal sensations, a reflex triggered by any phenomenon that challenges our senses.


Криста ван дер Ниет

The work of Krista van der Niet emerges from a dreamlike state of mind, whereby her imagination brings the things around her to life. She seems to glide along the lightness of things and grasps the beauty of the pure object. During the making process objects gain a metaphysical layer of meaning. She is the guiding factor for the viewpoint of her audience, in order to convey her perception. At this moment the sculptor becomes a photographer and you stand still together with her.

Ricardo Barreto and Raquel Fukuda

Chess Auto-Creative (Self-Replicating )
‘Chess Auto-Creative (CHEAC)’, takes the form of a cube where each face corresponds to an 8 x 8 chessboard. The six chessboards can also be arranged in a line to make them easier to see. There are 16 white pieces and 16 black pieces on each of the chessboards, made up of elements such as: kings, queens, bishops, knights, castles and pawns, each of which moves according to the rules of the game. However, instead of the pieces being arranged as normal, they are first set out in patterns where each element is repeated […]Each time a piece is moved to a new position, symmetrically or asymmetrically, a new variation of proto-chess is produced – in other words, a new game emerges. All games generated in this way are, in principle, variations of proto-chess – including the official chess game itself. This means that ‘Chess Auto-Creative’ is not a variant of the official chess game, but its origin.


Yihan LI

Since the emergence of time as a concept, the circle has been a graphic representation that registers and measures the passing of seconds, minutes, hours, and even decades. . . . The torus may be seen as a three-dimensional form utilized to represent time as it travels through a cyclic loop. The geometric shape of the torus speaks of duration, of looped time, and of transformations along and in time. In this project, Boolean operations between varying tori in multiple dimensions indicate the interaction between durations—possibly time in addition to time, or interactions diluted by time—that reveal a new architectural realm featuring free curves which direct visitors’ movements inside flowing spaces. People will lose the perception of direction or time and find themselves worshipping in open and serene volumes.

Kapwani Kiwanga

Flowers for Africa
Flowers For Africa the artist mined archives related to African de-colonization to compile a list of flowers associated with individuals, nations and/or resistance movements; an image library that became the basis for meticulous sculptural recreations of individual flowers, or entire bouquets. As Kapwani described of the series, in a statement that reads as apt in relation to her overall approach: “What I’m trying to do is to acquaint myself with these various historic times, and questions, and more generally an interest I have in power dynamics. With this project I have chosen to look from the African continent at these global questions of power dynamics. This project is a way for me to acquaint myself with different archives, consulting documents and simply pondering on those moments. In this process, this was the most natural gesture which emerged”