DNA REAL-TIME SPEED

DNA (genes)

A gene is a sequence of DNA that contains genetic information and can influence the phenotype of an organism. Within a gene, the sequence of bases along a DNA strand defines a messenger RNA sequence, which then defines one or more protein sequences. The relationship between the nucleotide sequences of genes and the amino-acid sequences of proteins is determined by the rules of translation, known collectively as the genetic code. The genetic code consists of three-letter ‘words’ called codons formed from a sequence of three nucleotides.

1024 architecture

VORTEX

Architectural fragment made from scaffolding, VORTEX has a raw wood skin highlighted by 12 lines of LED light as many generative and constructive project’s lines. Merging organic materials with new technologies, this hybrid architectural artwork wraps around and embraces the footbridge between the complex’s two buildings, revealing and enhancing the venue’s dynamic energy while working as a live visualizer of energy consumption.VORTEX evolves like a living organism; it breathes, trembles and emits pulses of light created using 1024’s MadMapper software. Manually controlled via a joystick, the structure can be synchronized to music and also displays its location’s energy consumption through a series of illuminated tubes. It ultimately answers to the ambient environment around it, capturing the Darwin Ecosystem Project’s unique energy consumption footprint, and converting it into data that is processed to spawn realtime visuals.
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Nieto Sobejano Arquitectos and realities:united

Contemporary Art Centre in Cordoba
BUILDING FAÇADE WITH AN INTEGRATED LIGHT AND MEDIA INSTALLATION

To transform the façade into a light and media display without fundamentally changing its solid appearance as envisioned by Nieto Sobejano turned out to be the biggest challenge in the project. The façade is accordingly designed to deliver a tactile and solid appearance in the daytime while it turns at night into a unique and dynamic communication wall that reacts very specifically to the architecture. The 100-meter façade consists of 1,319 hexagonal, recessed and pre-fabricated “bowls” on different scales. Each of the bowls serves as a reflector for an integrated artificial light source. The intensity of each lamp can be controlled individually, forming a huge irregular low-resolution grey scale display. The thorough immersion of the “pixel-bowls” – like negative impressions – in the volume of the façade turns the architectural scheme itself into a digital information carrier. During the day, the façade shows a three-dimensional landscape with no sign of being a media facade. Additionally, this tectonically modulated surface topography is characterized by a playful composition of light and shadow that constantly changes with the movement of the sun.

Mohamadreza Tazari

HYPER FRACTAL

When I was a child I had some vivid dreams. They felt like I was falling and flying into an infinite multi-dimensional environment. They were satisfying and terrifying at the same time but I couldn’t find any explanation for them. 6 years ago I read about Benoit Mandelbrot’s theory, the fractals, and it changed my perspective. I realized that my dreams were fractals. So I tried to remake my dreams as a visual VR experience. According to Benoit Mandelbrot’s theory, Fractals are the mathematical\visual explanation of the nature’s structural geometry. Geometry for irregularity.

Sam Twidale & Marija Avramovic

Sunshowers
(AI) infinite simulations
‘Sunshowers’ is the third in our series of real-time animation artworks. It is inspired by the opening chapter of Akira Kurosawa’s film Dreams which follows a young boy as he explores a forest and stumbles across a fox wedding (Kitsune no Yomeiri). Our piece explores ideas of animism and techno-animism by assigning life in the form of artificial intelligence to all of the objects, both natural and man-made, within the virtual world. The piece unfolds in real time with the characters themselves deciding which paths they will follow.

FILE FESTIVAL SP 2019

David Rabinowitch

“6 Sided Plane in 5 Masses and 3 Scales with 2 Free Regions
The drawings also clarify the schema underlying the locations of the bored holes in the sculptures. Situated along lines linking vertices at the perimeter of the forms, they recall constellation maps or, as with 8 Sided Plane in 7 Masses and 2 Scales with Free Region (1975/2018), the plans of Romanesque cathedrals. Here, again, the relationship is inverted. The black shapes representing the solid stone columns in the plans echo the shafts of air bored through the steel. The term “Romanesque” appears frequently in Rabinowitch’s titles. Though absent here, the conglomeration of shapes visible in Romanesque church plans, like those of Cluny in France, bear an affinity with the additive sensibility evident in Rabinowitch’s structures. Donald Kuspit has focused attention on the artist’s interest in Northwest Coast traditions, especially the totem pole. Like the totem pole, Rabinowitch’s works manifest a “disrupted continuum,” a whole built out of distinct parts. For me, the presence of the drawings in this exhibition subtly undermined that assertion. The lines along which the bored holes are situated form a network that passes over all (or at least most) of the components in each work, in effect linking them. Though no longer visible in the steel versions, the connective links act as a reminder of this second related principle of organization. Some may see it as a complication, a discrepancy, or be disappointed by the realization, but I think it helps demystify these “new” early sculptures. At the same time, the proximity of the studies by no means diminished the deep-rooted and intriguing complexity of Rabinowitch’s sculptural work.”John Gayer

Maurizio Bolognini

SMSMS-SMS Mediated Sublime

CIMs-Collective Intelligence Machines

“In 2000, I began to connect some of these computers to the mobile phone network (SMSMS-SMS Mediated Sublime, and CIMs-Collective Intelligence Machines). This enabled me to make interactive and multiple installations, connecting various locations.
In this case the flow of images was made visible by large-scale video-projections and the members of the audience were able to modify their characteristics in real time, by sending new inputs to the system from their own phones. This was done in a similar way to certain applications used in electronic democracy. What I had in mind was art which was generative, interactive and public.”

SUNYUAN & PENGYU

孙原和彭禹
ВС ЮАНЬ И ПЭН ЮЙ
Teenager Teenager
“Teenager Teenager est une installation unique et hyper-réaliste réalisée par les artistes chinois collaboratifs Sun Yuan et Peng Yu. L’installation présente des corps humains vêtus de costumes fantaisie et de robes du soir tout en se prélassant sur des canapés et des chaises en cuir, mais avec des rochers géants pour les têtes. L’étrange La situation évoque un sentiment de perplexité chez les téléspectateurs, qui sont confrontés à déchiffrer un message dissimulé dans l’arrangement inhabituel. ” Katie Hosmer

Antoine Catala

Emobot
Catala’s work investigate emotions and empathy in our technological information-driven society. His computer generated Emobot appears at once familiar and strange as it utters simple statement about its feelings. The visually mesmerizing figure might serve as an avatar onto which we relate to the expression of strong feelings when they are delivered digitally-an increasing prevalent cultural phenomena. Listening to a not-quite human presence express its vulnerability may have less impact in us than hearing a real person communicate similar emotions. Nevertheless, the deliberate and repetitive manner in which Emobot articulates powerful sentiments affords us ample opportunity to reflect on the existential quality of their meaning.

Kimchi and Chips

Difference and Repetition
The title references Deleuzes thesis ‘Difference and Repetition’ – his attempt to understand reality without referring to identities. The artists aim to ‘unidentify’ the audience – to criticize the bubbles of reality which technology has helped us to build around ourselves. By allowing ourselves to remove our identity occasionally, we can better understand the thoughts of those we disagree with and therefore better work together to build a combined reality. Difference (in both senses) is generated by the motion control system which continuously changes the pose of the mirrors relative to the viewer. This movement disrupts space itself, creating a transformation similar to that of a Lorentz transformation when one travels close to the speed of light. This causes space itself to compress, twist and break, giving the viewer a tool for observing the non-absolute nature of time.

Evelyn Bencicova & Enes Güç

Work in progress
The motionless figure of an androgynous giantess occupies almost the entire gallery space in her entangled posture. On its body and around it, small scaffolding grows upwards. But the construction site is deserted. Only the figure, which resembles an avatar, remains in a calm state. A state of “being in between”. Between day and night. Between dream and reality or even between life and death? It almost seems as if the figure is still being brought back to life. One is inclined to think of Mary Shelley, whose novel character Victor Frankenstein created an artificial human being 200 years ago – in a time of great upheaval and discovery. Today we find ourselves once again at a turning point in society and technology, which makes us question ourselves as well as platforms on which we construct our selfs… Is that what Evelyn Bencicova and Enes Güç are alluding to here?

Pangenerator

The shimmering pulse
The installation consists of 451 independent modules arranged in a form of hexagon – each module reacts to light it receives by spinning iridescent disc that spreads out thanks to centrifugal force, creating a unique kinetic “physical pixel”. That field of shimmering pixels is combined with light projection mapped onto the installation surface to visualize real-time data of the traffic in the Shenzhen area – the hexagon is divided into sections corresponding the 9 city districts. As a result the public can observe and interact with the object that represents the pulse of life of the city in an artful and unexpected way.

Antoni Rayzhekov and Katharina Köller

Somaphony

<somaphony> is composed of autogenous electronic objects that respond to stimuli and biofeedback wearable controllers. As it is connected with heart pulse, muscle tense, and movement of performers, real-time audiovisual visual composition is possible. The artist explores interdependence between digital equipment and performers that express behavior and cybernetic(artificial brain) relationship through this project.

ARTECHOUSE NYC

Celestial
Drawing on Pantone Color of the Year 2020 Classic Blue’s inspirational qualities, “Celestial” takes visitors on a journey beyond the skies. This technology-powered, multi-sensory installation transcends space and time— pushing the limits of our imagination and opening up a new realm of possibilities. Submerge yourself in the sights, sounds and sensations of Classic Blue.

Ben Katz & Jared Di Carlo

The Rubik’s Contraption
“That was a Rubik’s cube being solved in 0.38 seconds. The time is from the moment the keypress is registered on the computer, to when the last face is flipped. It includes image capture and computation time, as well as actually moving the cube. The motion time is ~335 ms, and the remaining time image acquisition and computation. For reference, the current world record is/was 0.637 seconds. The machine can definitely go faster, but the tuning process is really time consuming since debugging needs to be done with the high speed camera, and mistakes often break the cube or blow up FETs. Looking at the high-speed video, each 90 degree move takes ~10 ms, but the machine is actually only doing a move every ~15 ms. For the time being, Jared and I have both lost interest in playing the tuning game, but we might come back to it eventually and shave off another 100 ms or so.” Ben Katz

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.

Constanza Silva

Silverfish Stream
file festival

The sound generated by the friction of the metallic robots against the floor, like that created by the contact between man and machine, is registered, altered and played in real time by the spheres, each with its own tonality, and amplified in the room. What is generated is a stream of multisensory information (visual, auditive, tactile), natural environment for mechanic creatures.

Maotik

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.

Klaus Obermaier

克劳斯奥伯迈尔
the concept of … (here and now)

In front of a giant screen, two dancers interact with a cohort of cameras… Their movements are captured by infra-red sensors and projected onto the screen, whereby their bodies become the canvas on which new images take shape. The result is a shifting kaleidoscope of strange, living, quasi-mathematical visual worlds which sometimes seem to be emanating or even escaping from the dancers’ bodies. “Who decides which movement to make: the man or the machine?” Blurring the line between the real and the virtual, Klaus Obermaier loves to subsume his performers’ bodies and physicality in a disconcerting digital universe. With his latest creation, the choreographer/artist has taken a bold new step. He has constructed a system of projectors and infra-red sensor-cameras, trained upon the movements of two dancers. The performers thus find themselves thrown headlong into a living, moving graphical universe: their movements are projected onto the screen, but at the same time their bodies are illuminated by more projected images. This is a true artistic performance, pushing well beyond the frontiers of a standard dance recital, or even a contemporary dance show. A corporeal, temporal performance. A choreography which makes subtle use of its raw materials, deftly combining lights, video, perspectives and the real-time power of bodily movement.

Ouchhh

SAY SUPERSTRINGS

Ouchhh will take inspiration from the notes that exist in the universe while micro-strings vibrate (Subatomic Particles) in real time and define the melodies created by the notes as “Matter” and symphonies of these melodies as “Universe”. With dastrio, Ouchhh will take 11 dimensions in abstract directions in super grade gravity theory and move them beyond space in real time. The dimensions captured intuitively in living space will constantly change and turn into reality.

dastrio:
Bernhard Metz – Violin
Manuel Von Der Nahmer – Violoncello
Suyang Kim – Piano

Marc Lee

10.000 Moving Cities
Visitors can select any city or place, using a digital interface. About the chosen place, the Internet is searched in real time for latest text, image, video and sound informations. Four projectors and eight audio speakers project the results into the space. Visitors are able to walk through the model and experience the information in 3D. Attracted and inspired by images, sound, text and videos, visitors explore the places and perceive fragments of the immense amount of data. Additionally audio and visuals constantly change, they are never the same, always in movement as the place as itself. Just as all cities over the world are different, so different and alive appear the projections and sounds.

NICOLAS SCHÖFFER

ニコラ·シェフェール
Chronos 5
In 1948 he created the concept of “space dynamism”. In his words, space dynamism is “the constructive and dynamic integration of space in plastic work.” Based on this idea, he will seek to create the total work of art, concretized in the cybernetic village, a city full of utopian spaces. His work combines cybernetic, kinetic art and interactive art, of which he is one of its first representatives, making the first works of art in real time or live in the history of art.

The OCR

Specimen Box

The OCR began work on Specimen Box in 2014 at the request of Microsoft’s Digital Crimes Unit. Microsoft’s Cybercrime Center monitors communications coming from hundreds of millions of PCs around the world that have become infected by botnet malware. Employing data sonification together with advanced visualization techniques, Specimen Box provides a configurable multi-sensory presentation of botnet signal activity in real time. It also features a multitouch gesture-based interface for navigating, exploring, selecting, and examining the billions of signals that have previously been collected. Users can access the collected signals based on their activity levels, the geographic locations of their sources, or their daily activity patterns over time, using clustering to group sources with similar behavior.

jip van leeuwenstein

surveillance exclusion
Camera’s and other technologies create a safer living environment than ever before. Mega databanks and high resolution cameras stock hundreds of exabytes a year. But who has access to this data? Not only the security department but also the advertisement industry is interested in this technology. They pay to use real time data to their advantage. They create advertisements that call your name, keep records of your personal interests and they follow you everywhere you go. By wearing this mask formed like a lens it possible to become unrecognizable for facial recognition software and because of it’s transparence you will not lose your identity and facial expressions. So it’s still possible to interact with the people around you.

Daniel Arsham

다니엘 아샴
ДАНИЭЛЯ АРШАМА
Connecting Time
‘Connecting Time’ is a survey show with works spanning Arsham’s entire career. Included are four at first glance ‘conventional’ architectural interventions that subtly manipulate the physical environment to create surrealistic settings. Fitness gear and objects rooted in pop culture are presented in eroded form as though excavated from some archaeological site, while swaddled animalistic figures recall the work of Christo or Man Ray, but with a playful, childlike twist.

olafur eliasson

オラファー·エリアソン
اولافور الياسون
奥拉维尔·埃利亚松
אולאפור אליאסון
ОЛАФУР ЭЛИАССОН
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.”

Stine Deja

poster sky3

Deja’s work is so effective because it engages with the aesthetics of new technologies in order to critique their sociological, psychological, and physical impact on our embodied selves. At times idealistic and others damning, Deja avoids sorting technology into a
good-bad binary, but instead allows both ends of that spectrum to proliferate, allowing visitors to her supersensory exhibitions come to their own conclusion. She just asks “Technology enhances
and simplifies communication, but are we really more connected?”

John Tavener

Ikon of Eros

The tempo of the music changes frequently, illustrating love that at times may be almost austere and at other times ecstatic. In the second movement an ethereal female chorus is suddenly punctuated by deep percussion instruments and gives way to an almost erotic middle eastern beat, contrasting a pure spiritual love with a more physical, sensual form.

Golan Levin, Chris Sugrue and Kyle McDonald

The Augmented Hand Series
The “Augmented Hand Series” (by Golan Levin, Chris Sugrue, and Kyle McDonald) is a real-time interactive software system that presents playful, dreamlike, and uncanny transformations of its visitors’ hands. It consists of a box into which the visitor inserts their hand, and a screen which displays their ‘reimagined’ hand—for example, with an extra finger, or with fingers that move autonomously. Critically, the project’s transformations operate within the logical space of the hand itself, which is to say: the artwork performs “hand-aware” visualizations that alter the deep structure of how the hand appears.

Amy Karle

Biofeedback Artwork

Amy Karle connects her body and consciousness to technology to create art, repurposing a Sandin Image Processor as an electrophysiological visualization device. While meditating, Amy Karle inputs her biofeedback into the historically significant Sandin IP analog computer to generate the output of image and sound in real-time. The artwork is both the long-duration performance as well as the experimental video art that is created in the process.

TERMINALBEACH

The Heart Chamber Orchestra
File Festival – Hipersonica 

In the TERMINALBEACH Heart Chamber Orchestra (made up of artists Erich Berger and Peter Vatava), twelve musicians played pieces from the heartbeat, recorded by an electrocardiogram from data sent by sensors placed on their bodies. As the live score created in real time from the physical and emotional states of the musicians, their beats further influenced the resulting musical composition. In this way, the biological feedback loop becomes a self-generating, organic and evolving system, which creates a musical score and a show that adopts the form of open or network art, in which chance and interdependence, thus how emotional changes and computational reasoning create a biological and psychological dynamic at the same time.

Vitor Freire

Projeto IJO
FILE SAO PAULO 2015 FILE LED SHOW
“IJO” means dance in Yoruba. The project was born inside a series of actions with the objective of reframing the place of dance and a re-appropriation of the public spaces. Adapted to FILE FESTIVAL, the project unfolds its initial ambition, painting the walls and buildings of the city with dancing. By positioning themselves in front of “IJO”, the participants will have a visual representation of their bodies exhibited in real time on the FIESP building. Dance to tell who you are.

Jordan Wolfson

House with Face
“Reiterated and reworked many times, Wolfson’s cast of characters shed new light on contemporary issues. In House with face, Wolfson revisits the witch whose face is recreated in what appears to be a log cabin tied in chains. While he claims not to be a political artist, Wolfson’s work nevertheless mediates the violence in our world today, often blurring the lines between real and imaginary.” S. Ozer

ERNESTO KLAR

Эрнесто Клар
Convergenze parallele

Convergenze parallele is an audiovisual installation in which airborne dust particles passing through a beam of light are tracked, visualized, and sonified in realtime by a custom software system. The installation reacts to air movements in the exhibition space, allowing the viewer to see and hear the amplified movement of dust particles. “Convergenze parallele” explores the poetic potential of revealing and transforming the imperceptible. The custom software uses a video camera to capture the activity of dust articles passing through the beam of light. It then analyzes the video signal to track the location of individual dust particles, and reveals each particle’s trajectory in the image-processed projection. The physical particles draw traces of their otherwise invisible motion on the digital screen. At random intervals, the software artificially saturates the system by briefly activating the fan-a cloud of dust fills the beam of light and creates dense and stunning patterns of particle trajectories and sound.

File Festival

RYOJI IKEDA

池田亮司
이케다 료지
Редзи Икеда
Transfinite
test pattern [n˚2] presents flickering black and white imagery that floats and convulses in darkness on two screens, one on the floor and another floor to ceiling, in time with a stark and powerful, highly synchronised soundtrack. Through a real–time computer programme, Ikeda’s audio signal patterns are converted into tightly synchronised barcode patterns on the screens. Viewers are literally immersed in the work, and the velocity of the moving images is ultra–fast, some hundreds of frames per second, providing a totally immersive and powerful experience. The work provides a performance test for the audio and visual devices, as well as a response test for the audience’s perceptions.

manuel rossner

surprisingly this rather works
“Surprisingly This Rather Works” is a spatial intervention at ST. AGNES / KÖNIG GALERIE and at the same time a virtual extension of its exterior. The entire gallery is transformed into a gaming environment inspired by the 1990s game show “American Gladiators” and so-called gyms that are used for cutting-edge research in artificial intelligence by companies such as Open AI in San Francisco.
The visitor turns into an avatar and interacts with objects that are part of a parcours. These objects broaden the perspective on what painting and sculpture can be in the digital realm.

frank verkade

Paradise

serpent mouthpiece

Paradise is the term used to describe a place or state of timeless harmony and beauty. Whether connected to religion or not, the term Paradise echoes Utopian realms of humanity living at one with nature, sharing their tope with every exotic and fantastical creature imaginable.

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.

Mathieu Merlet Briand

Google red marble

Digital native et issu d’une famille d’agriculteur, Mathieu s’intéresse à l’influence des technologies sur la perception de notre réalité contemporaine. Il s’interroge sur la matérialité d’internet et ses représentations. Il cherche à traduire l’expérience du web surfer, l’imagination de l’internaute face à ce flux infini d’informations.
Dans ses projets se dégagent de façon récurrente des questions environnementales. Inspiré par la lecture de l’essai philosophique d’Ariel Kyrou « Google God » de 2010, il interroge cette image presque divine associés aux géants du web.
Il utilise comme médium les big datas. Via ses algorithmes qu’il développe, par des processus de recyclage et des analogies à la nature, il façonne des flux de données afin d’en créer des matérialisations tangibles. Abstractions, reliques, cristallisations ou fragment du World Wide Web, son travail protéiforme se matérialise principalement en sculptures et installations multimédia.
Influencé autant par l’histoire de l’abstraction, les artistes du Land Art, que par les Nouveaux Réalistes, ses créations sont associées au Culture Digital, au mouvement Post-Digital ou Post-Internet Art.

 

Frederick Kiesler

Kiesler’s longest-running project was Endless House, a single-family dwelling whose biomorphic form and lack of corners strongly contrasted with the hard geometric edges that defined most modern architecture of the time. He sought to design a structure responsive to the occupants’ functional and spiritual requirements. He developed his ideas for the house over several decades, creating numerous sketches and models. Although plans were made to build a to-scale model in MoMA’s Sculpture Garden in 1958, they did not materialize, and the project remains unrealized. Nonetheless, Kiesler’s Endless House concept was highly influential and stands as a strong expression of his bold statement: “Form does not follow function. Function follows vision. Vision follows reality.”

video

nobumichi asai

INORI (Prayer)
The latest work to utilize real time tracking and face projection mapping using a state of the art 1000 fps projector and ultra high speed sensing, “INORI-prayer-,“ has been released. This project was born by the collaboration with Nobumichi Asai (WOW) ,the dancing duo AyaBambi, and the Ishikawa Watanabe Laboratory (the University of Tokyo), TOKYO.

Juliana Mori & Matteo Sisti Sette

timeLandscape woolrhythms

“timeLandscape – wool rhythms” 2010. Part of timeLandscape series, 2009 – 2010. Video, audio, projector, speakers, custom patch (PD-Gem), sensor, wool engine. Variable dimensions and duration, loop. “timeLandscape – woolrhythms” is an interactive audiovisual installation in which a landscape is depicted from its multiple time possibilities and [re]composed through users’ real time interaction. The installation was developed in Biella, Italy, an area economically attached to textile industry, and deals with the cyclical perception of time and human, linear, interference on it. It gathers nature and artefact, by connecting a physical wool engine to digital imagery of daily cycles. By turning the wheel crank, users generate movement starting the engine. Through a sensor attached to the machine, software calculates the rotation speed, altering parameters for mixing audio and video fragments in real time. Every turn of the machine leads to different time thread combinations in response to the rhythm and speed of each interactor.

FILE FESTIVAL

WILMA HURSKAINEN

waves
“The latter image, Waves, was taken in Benin, West Africa last winter where I spent a lot of time on the beach, just looking at the ocean and thinking. I had the skirt made for it after I once realized my shirt was the same color as the ocean. Although the two images share the same idea, for me the’re very different: In Invisible the woman looks hollow whereas in Waves it’s as if the landscape grew through her.”

REYNOLD REYNOLDS

레이 놀드 레이놀즈
РЕЙНОЛЬД РЕЙНОЛЬДС
Secrets Trilogy
Secret Machine

Secret Machine is the second of the Secrets Trilogy; a cycle exploring the imperceptible conditions that frame life and is preceded by Secret Life (2008) and followed by Six Easy Pieces (2010)
In Secret Machine a woman is subjected to Muybridge’s motion studies. She is treated in the same fashion as in the original Muybridge photography: with Greek aesthetic in a Cartesian grid. A short time after Mybridge’s studies, Duchamp painted Nude Descending a Staircase, No. 2 (1912) attempting to show time on a flat surface. He is expanding cubism and painting into another dimension: time. Time is about movement and change, like our experience of reality. Without change life does not exist. Photography does not capture this experience. In Secret Machine different filming techniques are compared to the motion of the body. The film camera becomes another measurement tool in a way a video camera cannot. The intention was to make an art piece from the point of view of a machine, specifically a camera.
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REYNALD DROUHIN

Рейнальд Друхин

Der 1969 geborene zeitgenössische Künstler Reynald Drouhin lebt und arbeitet in Paris und unterrichtet Multimedia an der School of Fine Arts in Rennes. Er studierte Bildende Kunst an den Beaux-Arts de Paris (DNSAP und Masters in Hypermedia Multimedia, 1998) und an der Universität Paris 1 (Maîtrise, 1994). Seine Praxis umfasst digitale Werkzeuge, Fotografie, Video, Installation und Skulptur. Er ist nicht zufrieden mit einem dedizierten Raum (dem des Internets, einer Projektionsfläche oder der Räumlichkeit einer Galerie), sondern erfasst wiederum verschiedene Möglichkeiten und versucht so, etwas anderes als das Sichtbare zu enthüllen, wie einen parallelen Raum, gespenstisch, seltsam, oder er hat sich aus kodifizierten Daten ergeben. Er hat an Veranstaltungen teilgenommen, die von Digital Arti (2011), auf der Rennes Biennale (2010), beim File Festival (2013) Media Art, organisiert wurden. Ghost Walk “(2009) und„ Es war einmal… “(2007) in der Galerie der schönen Künste in Lorient („ Ohne Titel “, 2006) in der Galerie Biche de Bere („ Natural / Digital “, 2005), bei Confluences (2003), in der Public Gallery (2001), beim Belfort International Urban Multimedia Arts Festival (2000), auf der Montreal Biennale und bei der von Champ Libre organisierten internationalen Veranstaltung Video & Electronic Art (Montreal, 2000 und 1999) und bei ISEA (Chicago, 1997).

CARLO BERNARDINI

カルロ·ベルナル
卡罗贝尔纳迪尼
كارلوس برنارديني
Suspended Crystallizzation

Suspended Crystallizzation 2010, une grande intervention de la lumière dans l’espace extérieur, c’est un dessin spatial qui coupant le vide entre les bâtiments, s’impose au niveau de l’air comme une forme illusoire. Destiné à transformer l’espace du contenant de l’œuvre d’art en une forme ouverte et «perméable», le projet matérialisé par la lumière physique de la fibre optique est réalisé à travers le libre expressionnisme de l’espace dessinant les lignes de lumière en négatif dans une telle obscurité environnement comme sur une feuille sombre.

KLAUS OBERMAIER, CHRIS HARING

Vivisector

o what extent does the quality of movement of the virtual world influence real sequences of human movement? Will the real world of the 21st century assume via nanotechnology attributes of the virtual world? Are there still significant differences between a body that is made of synthetic material and warmed artificially and the deep glow of trillions of living cells? VIVISECTOR is an examination of the different speeds of people/nature and technology/information society and of their acceleration; an experiment to overcome the space-time continuum in the real world. It breaks the linearity of movement and in doing so shows the absurdity of momentum. Based on the video-technological concept of the moving body-projection that made D.A.V.E. an international hit, VIVISECTOR now goes one step further: the exclusive concentration on video light and video projection produces a new stage aesthetic in which light, body, video and acoustic space form an unprecedented unity.

BITCRAZE

Crazyflie
The Crazyflie quadcopter was started late 2009 as a competence development project in the Swedish consulting company Epsilon AB in which all three of us where employed. This project was done on our free-time with component cost handled by Epsilon. In 2010 we finally decided to send to a video of the Crazyflie to Hackaday.com and that’s when things really took off. More development was done and we decided to make a Crazyflie kit that could be manufactured and sold as an open source development platform. To finance the development and manufacturing of the kit we created Bitcraze AB. At this point we felt that the project had outgrown the Daedalus Projects and decided to launch Bitcraze.se. The Daedalus projects website still exists to show off and advertise other Epsilon competence development project but the Crazyflie now lives in Bitcraze.Crazyflie is a small quadcopter that stated with a simple idea: get an electronic board to fly. We are three electronic engineer from Sweden and we wanted to make a small flying machine that could fly indoor (Sweden is often cold outside ) and with as few mechanical parts as possible. The result of this idea was a small quadcopter that uses its electronic board as main mechanical frame and with motors glued to the PCB:This fist prototype was as simple as possible while following our initial target to be small with the minimum of mechanical thought. After a couple of month of programming and debugging it actually flew and had some success when Hackaday featured it. This prototype was however a lot more frustrating to fly then it appears: each crash was potentially fatal for one or many motors. That made it quite stressful to fly as it would not allow mistake and we eventually broke all 3 prototypes (the red board is the 2.4GHz radio and was also a weak point).

RICARDO BARRETO, MARIA HSU and AMUDI

feel Me tactile interactive bed
File Festival
“feelMe” is a work that for the first time remotely transmits the tactile sensation. Our work provokes the exploration of the sense of touch while promoting the interaction between two people mediated by a machine. The work is constituted of two surfaces, or “beds”: the first one (tactile transmission unit), in which one of the participants, layed down, imprints marks to its surface by pressing it with the weight and movement of the different parts of his/her body; these impressions will be captured and transmitted to the other participant, who lies in the second “bed” (tactile reception unit) and receives them simultaneously in the same positions and in proportional intensities, however, in negative, that is, when the surface in the first bed sinks, it rises in the second one, promoting a touch. The first body touches the second one, and the “beds” may be a few meters or thousands of kilometers apart from each other. Between the bodies, dozens of occult sensors, microcontrollers, engines (lineal actors), computers and a program that orchestrates that tactile communication. We allow the participant to experiment the possibilities of encounter between bodies through the digital world, with a different approach from the one provided by virtual reality. We want to explore the tactile perception separately in its “corporal way”, and only in future works to propose the expansion/extension of multimedia perception with the inclusion of tactile perception.