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RHIZOMATIKS RESEARCH ELEVENPLAY KYLE MCDONALD

Figure Discrete
Esecutori umani incontrano corpi generati dal computer, visualizzazioni calcolate del movimento incontrano droni svolazzanti! L’intelligenza artificiale e le macchine di autoapprendimento fanno apparire questa tavolozza inedita di progetti di movimento, progetti che trascendono di gran lunga i confini dell’articolazione umana, consentendo uno sguardo profondo nel mondo astratto dell’elaborazione dei dati. Il team di Rhizomatiks Research, guidato dall’artista, programmatore, designer dell’interazione e DJ giapponese Daito Manabe, riunisce il potere collettivo con un numero di esperti, tra cui i cinque ballerini ELEVENPLAY del coreografo MIKIKO e dell’artista di programmazione Kyle McDonald. Il risultato è un’immagine mozzafiato, realizzata magnificamente, insomma: visivamente sbalorditiva.

ICD AND ITKE RESEARCH PAVILION

Pavilhão de pesquisa biônica
O Instituto de Design Computacional (ICD) e o Instituto de Estruturas de Edifícios e Design Estrutural (ITKE) da Universidade de Stuttgart construíram outro pavilhão de pesquisa biônica. O projeto faz parte de uma série bem-sucedida de pavilhões de pesquisa que mostram o potencial de novos processos de design, simulação e fabricação em arquitetura. O projeto foi planejado e construído em um ano e meio por alunos e pesquisadores de uma equipe multidisciplinar de arquitetos, engenheiros e biólogos. O foco do projeto é uma estratégia de design de baixo para cima  paralela para a investigação biomimética de cascas de compósitos de fibra natural e o desenvolvimento de novos métodos de fabricação robótica para estruturas de polímero reforçadas com fibra.

DISNEY RESEARCH

Olhar robótico realista e interativo
“Sistema para olhar realista em interações entre humanos e robôs usando um busto humanóide Audio-Animatronics®. Trabalhos anteriores examinando o olhar mútuo entre robôs e humanos enfocaram a implementação técnica. Apresentamos uma arquitetura geral que busca não apenas criar interações de olhar do ponto de vista tecnológico, mas também através das lentes da animação de personagens onde a fidelidade e a credibilidade do movimento são fundamentais; ou seja, procuramos criar uma interação que demonstre a ilusão de vida. É descrito um sistema completo que percebe pessoas no ambiente, identifica pessoas de interesse com base em ações, seleciona um comportamento de olhar apropriado e executa movimentos de alta fidelidade para responder aos estímulos. Usamos mecanismos que imitam comportamentos motores e de atenção análogos aos observados em sistemas biológicos, incluindo habituação de atenção.” Disney Research

ELEVENPLAY + RHIZOMATIKS RESEARCH

24 Drohnen
24 Drohnen ist eine Videodemonstration der unglaublichen Drohnen von Rhizomatiks und ihrer Fähigkeit, sich auf noch nie dagewesene Weise im 3D-Raum zu bewegen. Mit komplizierten Sensorsystemen sowohl an den Drohnen als auch im Raum überprüfen die Drohnen ständig ihre Umgebung und kartieren sie, um sich zu bewegen, ohne miteinander zu kollidieren, oder mit einem Sprecher, der mitten im Drohnenschwarm steht und sie mit Gesten und Bewegungen steuert . Die Bewegung der Drohnen ist nicht nur kontrolliert und sicherer als je zuvor, das Bewusstsein der Drohnen für ihre Umgebung lässt sie bewusst erscheinen und gibt ihnen ein Gefühl der Persönlichkeit.

Gramazio Kohler Research

Up Sticks
‘Up-Sticks’ is an informal turn of phrase dating back to at least the 19th Century to express leaving your home in haste. It is thought to originate from the rough cut, unseasoned timber frame architecture of the Scottish croft designed for temporary occupation. These sticks from which the croft was partly fabricated were of great value and were taken and reused when the household moved on. Up-Sticks is an expressive timber structure that twists and curves using only spruce wood planks and beech wood dowels. No glue or nails were used to hold the planks in space; it is the hygroscopic behaviour of the dowels, which shrink and swell according to their moisture content, and their computationally defined position that lock all planks into position. Up-Sticks was assembled from large elements all prefabricated in the Robotic Fabrication Laboratory at ETH Zurich, the largest of its kind in the world.

Disney Research

Realistic and Interactive Robot Gaze
System for lifelike gaze in human-robot interactions using a humanoid Audio-Animatronics® bust. Previous work examining mutual gaze between robots and humans has focused on technical implementation. We present a general architecture that seeks not only to create gaze interactions from a technological standpoint, but also through the lens of character animation where the fidelity and believability of motion is paramount; that is, we seek to create an interaction which demonstrates the illusion of life. A complete system is described that perceives persons in the environment, identifies persons-of-interest based on salient actions, selects an appropriate gaze behavior, and executes high, fidelity motions to respond to the stimuli. We use mechanisms that mimic motor and attention behaviors analogous to those observed in biological systems including attention habituation, saccades, and differences in motion bandwidth for actuators.

Rhizomatiks Research ELEVENPLAY Kyle McDonald

discrete figures 2019

Human performers meet computer-generated bodies, calculated visualisations of movement meet flitting drones! Artificial intelligence and self-learning machines make this previously unseen palette of movement designs appear, designs that far transcend the boundaries of human articulateness, allowing for a deep glimpse into the abstract world of data processing. The Rhizomatiks Research team, led by Japanese artist, programmer, interaction designer and DJ Daito Manabe, gathers collective power with a number of experts, among them the five ELEVENPLAY dancers of choreographer MIKIKO as well as from coding artist Kyle McDonald. The result is a breathtaking, implemented beautifully, in short: visually stunning.

OCEAN DESIGN RESEARCH

World center
Blending computer-assisted design and experimentation with physics, the collective implements a biological paradigm to develop their morpho-ecological design approach to the architectural project. They are able to do this thanks to the computer-generated design methods they have developed for integrating ecological, topological and structural data.more

GRAFFITI RESEARCH LAB

涂鸦研究实验室
גרפיטי מעבדת מחקר
グラフィティリサーチラボ

涂鸦研究实验室小组已开发出一种在建筑物上的大型激光书写系统,称之为激光书写系统,借助激光指示器和功能强大的投影仪,该系统能够实时在建筑物上书写大量信息。 他们吸引了来自鹿特丹的艺术家,他们希望使用自己的平台来传播他们的信息。 您可以通过单击此条目的声明来访问该组的网站。

elevenplay + rhizomatiks research

fly
Aqui, os drones são usados ​​de forma mais cuidadosa: eles são holofotes robóticos. Reconfigurando continuamente sua posição em torno de um único dançarino humano, o conjunto produz um jogo hipnotizante de sombra e luz.É mais do que um truque legal. Em vez de ter drones no palco apenas por tê-los, o clipe mostra como as máquinas podem ser usadas de maneiras mais sutis e expressivas. Ser capaz de coreografar as três fontes de luz que se movem independentemente em torno de um artista, presumivelmente, permite que você crie todos os tipos de efeitos visuais que você simplesmente não conseguiria de outra forma. No início, os drones piscam suas luzes em sequência, projetando um filme de stop motion nas sombras na parede atrás. Depois disso, eles exploram outras configurações ao redor da dançarina: iluminando-a, escondendo-a e revelando-a novamente em silhueta.

ELEVENPLAY + Rhizomatiks Research

24 drones
24 Drones is a video demonstration of the incredible drones made by Rhizomatiks and their ability to move around 3d space in ways never before seen. With intricate sensor systems both on the drones and in the room the drones are constantly checking their surroundings and mapping them in order to move without colliding with each other or a speaker who stands in the middle of the swarm of drones directing them with gestures and movements. The movement of the drones is not only controlled and safer than ever, the drones awareness of their surroundings makes them appear conscious and gives them a sense of personality.

ICD and ITKE Research Pavilion

bionic research pavilion

The Institute for Computational Design (ICD) and the Institute of Building Structures and Structural Design (ITKE) of the University of Stuttgart have constructed another bionic research pavilion. The project is part of a successful series of research pavilions which showcase the potential of novel design, simulation and fabrication processes in architecture. The project was planned and constructed within one and a half years by students and researchers within a multi-disciplinary team of architects, engineers and biologists.
The focus of the project is a parallel bottom-up design strategy for the biomimetic investigation of natural fiber composite shells and the development of novel robotic fabrication methods for fiber reinforced polymer structures. The aim was the development of a winding technique for modular, double layered fiber composite structures, which reduces the required formwork to a minimum while maintaining a large degree of geometric freedom. Therefore, functional principles of natural lightweight structures were analyzed and abstracted in cooperation with the University of Tübingen and the Karlsruhe Institute of Technology. Through the development of a custom robotic fabrication method, these principles were transferred into a modular prototype pavilion.

Ken Russell

Кен Рассел
كين راسيل
肯·罗素
켄 러셀
ケン·ラッセル
קן ראסל
Altered States

The character of Dr. Jessup was based on the real life Dr. John Lilly, who invented the isolation tank and experimented with using hallucinogens in combination with it before moving on to research on communicating with dolphins.
Lilly tells the tale of a fellow researcher who took the drug ketamine and believed that he had turned into a “pre-hominid” and was being stalked by a leopard, which was presumably the kernel for the the idea of genetic regression.

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Juri Hwang

Somatic Echo
“Somatic Echo” is an experimental sound art and research project that utilizes bone conducted sound as a method to investigate human audition and create an unusual and mesmerizing aesthetic of the body as a medium of sound. The installation uses a reclining chair and a sound mask to play an 8-channel sound composition through 8 transducers placed on the user’s head: 6 channels in the face and 2 in the back of the head. The transducers transmit sound through the bone structure of the skull directly to the listener’s inner ear, bypassing the outer ears, which normally are the gateway for auditory signals. The listeners experience the soundscape through both their auditory and tactile senses perceiving a sonic image shaped by the sound traveling through the head structure and through vibrations applied to the skin. This set up lets us experience sound through our body and our body through sound.

bohyun yoon

БОХЬЮН ЮН
윤보현
To Reverse Yourself

FILE FESTIVAL

My work poses the question: how does reality becomes exquisitely animated by certain social control systems such as politics, mass media, technology, science, and etc. It is my artistic goal to reveal how human beings are fragile and delicate in these social environments. By living in Korea, Japan and the U.S, I have first-hand experience in diverse social systems and have come to view my life experiences as raw material for my research. With my research in mind, my art utilizes the body as the tool for an intensive investigation of the public and private; examining the relationship between how people understand their body and how this understanding represents themselves in the greater context.
Currently, I am curious about human perception developing parallel with the ever-evolving progression of technological world. Thus, I question technology’s relationship to reality and illusion; asking what is reality? My work takes advantage of illusion to explore and answer this question, and often my artistic materials consist of the body and mirrors. I use mirrors for integrating reality and illusion.

Sean Follmer, Mac Schwager & Allison Okamura

An untethered isoperimetric soft robot
The simplest version of this squishy robot is an inflated tube that runs through three small machines that pinch it into a triangle shape. One machine holds the two ends of the tube together; the other two drive along the tube, changing the overall shape of the robot by moving its corners. The researchers call it an “isoperimetric robot” because, although the shape changes dramatically, the total length of the edges – and  the amount of air inside – remains the same.

Steven Gawoski

Trench Denizens in Blue

The function of my art, visually, is to reconstitute subjects presented through scientific research, (via electron micrography, deep sea photography, or deep space imagery) into idealized forms. This method is perhaps more akin to an 18th century naturalist’s catalogue of documented specimens from far off lands, returning to be deciphered and judged under the reigning doctrines of the day.

FUSE

FRAGILE
Fragile is an audio-visual installation that aims to investigate the relationship between stressful human experience and the transformations that occur in our brain. Recent scientific research has shown that neurons belonging to different areas of our brain are affected by stress. In particular stress causes changes in neuron circuitry, impacting their plasticity, the ability to change through growth and reorganization.
Our process exploits the scientific data provided by the Society for Neuroscience and elaborates this information trying to show the effect of external interactions on our nervous system and ultimately on our relationship with the outside world. In order to achieve this we developed an artwork composed of different digital representations following one another, branching into 5 screen projections.

SCANLAB

FRAMERATE
Created from thousands of daily 3D time-lapse scans of British landscapes, the work observes change on a scale impossible to see with the lens of traditional cameras. This is not just an artwork. The data collected and presented by FRAMERATE is ground-breaking scientific research, containing empirical, measurable facts. We glimpse a future perpetually documented by the eyes of a billion autonomous vehicles and personal devices, creating high fidelity spatial records of the earth.

gordon matta clark

Anarchitecture

splitting house

“Of the many shows at the fabled 112 Greene Street gallery—an artistic epicenter of New York’s downtown scene in the 1970s—the Anarchitecture group show of March 1974 has been the subject of the most enduring discussion, despite a complete lack of documentation about it. Anarchitecture has become a foundational myth, but one that remains to be properly understood. Stemming from a series of meetings organized by Gordon Matta-Clark and reflecting his long-standing interest in architecture, the Anarchitecture exhibition was conceived as an anonymous group statement in photographs about the intersection of art and building. But did it actually happen? It exists only through oblique archival traces and the memories of the participants. Cutting Matta-Clark investigates the Anarchitecture group as a kind of collective research seminar, through extensive interviews with the protagonists and a dossier of all the available evidence. The dossier includes a collection of Matta-Clark’s aphoristic “art cards,” the 96 photographs that were produced by the various participants for possible inclusion in the exhibition, and images from a recently unearthed video of Matta-Clark’s now famous bus trip to see Splitting in Englewood, New Jersey.” Mark Wigley

SpY

DATA
In “DATA”, SpY offers a reflection on the rapid and widespread inclusion of algorithms in numerous aspects of our lives. In this audio-visual work, digital abstraction is used to explore and interpret how predictive tools operated through algorithms and artificial intelligence are highly beneficial in terms of aspects such as communication, research and medicine, but can also lead us to lose some of our freedoms if they are not used ethically.
Through this immersive audio-visual format, SpY explores new tools such as the holographic fabrics used to give the graphics an amazing sense of weightlessness. A 15-metre high screen made from this fabric was installed in one of Madrid’s smallest streets between the walls of the buildings.

Sougwen Chung

愫君
Drawing Operations
Sougwen Chung is an internationally renowned multidisciplinary artist, who uses hand-draw and computer-generated marks to address the closeness between person-to-person and person-to- machine communication. She is a former researcher at MIT Media Lab and current Artist in Resident at Bell Labs and New Museum of Contemporary Art in New York. Her speculative critical practice spans installation, sculpture, still image, drawing, and performance. Drawing Operations Unit: Generation 1 is the 1st stage of an ongoing study of human and robotic interaction as an artistic collaboration.

liu chang and miao jing

Hills beyond a river
Music: “CHINA-瓷” by Mickey Zhang
file festival
“Hibanana Studio is a creative art&tech studio, swinging at the intersection of audio-visual performance & installation, moving images and interactive installations. We are inventing new forms of the moving image for display surfaces of the future. A series of interdisciplinary research and practices range from video, sound, light, interaction and spatial experience leads us to artworks, commissions, and exhibition.”

SKYLAR TIBBITS

Impression de Roche
Le monde est « sur le point d’être révolutionné » par l’impression 3D depuis des années maintenant, mais à part le prototypage rapide, les selfies 3D et la maison imprimée en 3D occasionnelle, nous n’en voyons pas grand-chose tous les jours. Alors pourquoi cette technologie n’a-t-elle pas révolutionné les infrastructures modernes ? L’une des raisons est qu’il doit encore concurrencer le béton, l’un des matériaux les moins chers, les plus polyvalents et les plus efficaces de l’histoire de l’architecture. Lors de la Biennale d’architecture de Chicago, le Self-Assembly Lab du MIT et Gramazio Kohler Research de l’ETH Zurich ont présenté un processus qui pourrait enfin assembler le béton, en utilisant uniquement une extrudeuse d’impression 3D, des roches, des cordes et une conception intelligente.

zach blas

sanctum
Zach Blas(United States、1981)の作品は、テクノクラート社会の限界と基盤を描くことを目的として、視覚言語の慣習、価値体系、デジタル技術に内在する力のダイナミクスをさまざまな文脈で分析、調査、配置しています。 。 彼の分析とデジタル文化への反映のために、彼は映画、彫刻、執筆、パフォーマンスなど、さまざまな表現形式を使用しています。 ブラスはブラックユーモアと理論的研究に取り組んでおり、彼の最も顕著な影響の中には、神秘主義の伝統、サイエンスフィクションのジャンル、ップカルチャー、クィアの美学があります。

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sanctum

The work of Zach Blas (United States, 1981) analyzes and explores the dynamics of visual language practices, value systems, and the forces inherent in digital technology in a variety of contexts, with the aim of depicting the limits and foundations of technocratic societies. I have placed it. .. For his analysis and reflection in digital culture, he uses a variety of forms of expression, including film, sculpture, writing and performance. Brass works on black humor and theoretical research, and among his most prominent influences are the mystical tradition, the genre of science fiction, pop culture, and the aesthetics of queer.

 

Alisa Andrasek

This research used stigmergy behaviour, another example of agency-based systems, which could be programmed to be highly adaptive to local data. What is most intriguing and attractive in this case, is contrasting organic aesthetics emerging from algorithms like stigmergy, with its plant like formations, and the hyper-rationalisation and genericity of voxelised geometry. Different resolutions were introduced in the facade panels, by using an octree algorithm. The result is a building skin that from afar looks like a plant, but in close up has almost Minecraft-like aesthetics coming from a multi-resolution voxel field. Organic stigmergy (stígma + ergon) partly plays a role in the distribution of data through the facade field, rather than generating geometry. It leaves its imprint in the density of geometry

The Andromeda Strain

Less faithful to the original text than Robert Wise’s 1971 film, the current version, whose executive producers include Tony and Ridley Scott, retains the essential elements of the plot: a government satellite on an intergalactic germ-related fact-finding mission crashes into a small town out West, emitting a deadly pathogen that kills everyone nearby save for an unhealthy older man and a baby whose survival is an epidemiological mystery. The military is called in to contain the disaster, and a team of high-status scientific researchers is assembled to determine the capacities of whatever is causing this plague and thus forestall the end of civilization.

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Su Yu Hsin

Frame of reference
Il lavoro Frame of Reference, prodotto in collaborazione con GFZ German Research Center for Geosciences e NCTU Disaster Prevention and Water Environment Research Center, mostra scienziati nella gola di Taroko a Taiwan che studiano la misura in cui le frane sono guidate dal tempo e influenzano il clima. Su Yu Hsin è interessato all’approccio degli scienziati: attraverso l’uso di reti di monitoraggio in tempo reale, il corpo della persona che osserva viene sostituito da telecamere, sismografi e stazioni meteorologiche per vedere oltre la scala del sistema percettivo umano. Con questo lavoro, l’artista Su Yu Hsin si interroga sulla formattazione delle relazioni scalari tra campo, laboratorio e database.

Juuke Schoorl

Liquid Skin
‘Liquid Skin’ is a visual research towards the changing boundaries between the physical world of the human body and the digital world. By borrowing techniques found in touch screen technologies, but instead of following the cold underlying logic of present day devices, it proposes a situation where this border becomes liquid and sensual with an emphasis on the fluidity of touch and movement. Turning the skin itself into a medium of visual expression without the constraint of the technical grid.

Liam Young

Planet City

Planet City, by Los Angeles-based film director and architect Liam Young, explores the productive potential of extreme densification, where 10 billion people surrender the rest of the planet to a global wilderness. Although wildly provocative, Planet City eschews the techno-utopian fantasy of designing a new world order. This is not a neo-colonial masterplan to be imposed from a singular seat of power. It is a work of critical architecture – a speculative fiction grounded in statistical analysis, research and traditional knowledge.
It is a collaborative work of multiple voices and cultures supported by an international team of acclaimed environmental scientists, theorists and advisors. In Planet City we see that climate change is no longer a technological problem, but rather an ideological one, rooted in culture and politics.

François Quévillon

Pyroclastic Trails
The work shows volcanic rocks rising from the ground that create trails of pixels. The layering of tezontle is generated by a software by modifying the size, speed, trajectory and selection of rocks from a database of photogrammetric 3D scans. Made in November 2019 in collaboration with UNAM’s Instituto de Geografía during a residency for Connecting the Dots, the work is related to research on the impact of mining activities in extinct volcanoes of Sierra de Santa Catarina located south of Mexico City. The video also shows Orbiting Bauxite and 3542 of the Meteors body of works.

Nicole Clouston

Mud
Nicole Clouston is a practice-based researcher currently completing her PhD in Visual Art at York University. In her practice she asks: What happens when we acknowledge, through an embodied experience, our connection to a world teeming with life both around and inside us? Nicole has exhibited across Canada in Montreal, Victoria, Edmonton, and Toronto. She is currently the artist in residence at the Coalesce Bio Art Lab at the University at Buffalo.

FILEALIVE

FILEALIVE/ARQUIVOVIVO
online meetings
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The FILEALIVE / ARQUIVOVIVO online meetings, to be held on March 29, 30 and 31, 2021, will include professionals and researchers dedicated to the areas of digital memory, cultural heritage preservation and information technology, present in six round tables, presenting case studies, examples of archives and conservation strategies for organizations that aim the free dissemination and protection of art and technology collections.

DOUG AITKEN

Underwater Pavilions
Underwater Pavilions is artist Doug Aitken’s large-scale installation produced by Parley for the Oceans and presented in partnership with The Museum of Contemporary Art, Los Angeles (MOCA). The work consists of three temporary underwater sculptures, floating beneath the ocean’s surface that swimmers, snorkelers, and scuba divers swim through and experience. Geometric in design, the sculptures create underwater spaces synthesizing art and science as they are constructed with carefully researched materials and will be moored to the ocean floor. Part of each structure is mirrored to reflect the underwater seascape and create a kaleidoscopic observatory for the viewer, while other surfaces are rough and rock-like. The environments created by the sculptures will constantly change with the currents and the time of day, focusing the attention of the viewer on the rhythm of the ocean and its life cycles.

Jeremy Shaw

Degenerative Imaging (Early Dementia)

This Transition Will Never End, 2008 – ongoing,
Single channel video, silent, currently 19’23”
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Jeremy Shaw works in a variety of media to explore altered states and the cultural and scientific practices that aspire to map transcendental experience. Often combining and amplifying strategies from the realms of conceptual art, ethnographic film, music video, mystical and scientific research, Shaw proposes a post-documentary space in which disparate ideals, belief-systems and narration are put into crisis.

Kengo Kuma

Botanical Pavilion
To realize the ‘Botanical Pavilion’, Kengo Kuma worked alongside Geoff Nees — a melbourne-based artist and curator who has also worked on a number of architectural pavilions. Made in the japanese tradition of wooden architecture, where pieces interlock, held by tension and gravity, the structure at the NGV triennial features a tessellated interior lined with timber collected from trees felled or removed over several years at Melbourne’s royal botanic gardens. Some of the trees used within the architecture pre-date european settlement, while others signal the development of the gardens as a site of scientific research and botanical classification. Prioritizing natural phenomena over scientific order, the botanical species used are color-coded, rather than following any taxonomic order. this approach offers a statement by the designers against the reductive nature of science during the colonial era — a mindset at odds with many indigenous cultural beliefs and knowledge systems.

Refik Anadol

Quantum memories
Quantum Memories is Refik Anadol Studio’s epic scale investigation of the intersection between Google AI Quantum Supremacy experiments, machine learning, and aesthetics of probability. Technological and digital advancements of the past century could as well be defined by the humanity’s eagerness to make machines go to places that humans could not go, including the spaces inside our minds and the non-spaces of our un- or sub-conscious acts. Quantum Memories utilizes the most cutting-edge, Google AI’s publicly available quantum computation research data and algorithms to explore the possibility of a parallel world by processing approximately 200 million nature and landscape images through artificial intelligence. These algorithms allow us to speculate alternative modalities inside the most sophisticated computer available, and create new quantum noise-generated datasets as building blocks of these modalities. The 3D visual piece is accompanied by an audio experience that is also based on quantum noise–generated data, offering an immersive experience that further challenges the notion of mutual exclusivity. The project is both inspired by and a speculation of the Many-Worlds Interpretation in quantum physics – a theory that holds that there are many parallel worlds that exist at the same space and time as our own.

Joseph Popper

The One-Way Ticket
The One-Way Ticket explores the idea of sending one person on a one-way trip to outer space. Not coming back opens up an exceptional scenario, so far unprecedented in the history of human space travel. The project focuses on the experience of a lone astronaut and responds to research into human factors particular to a one-way mission. In parallel with this research ran a production of props, contraptions and sets made for exploring the scenario through film.
video

Christian Babski, Stéphane Carion, Christophe Guignar & Patrick Keller

Satellite Daylight
Satellite Daylight is an interactive light installation formed by a trapeze of 24 high-voltage neon tubes tapering upwards, created by fabric | ch – a studio for architecture, interaction and research dedicated to investigating contemporary space based in Lausanne. The installation is connected to data collected in real time from online weather stations and meteorological satellite maps, which therefore translate actual global light conditions picked up by satellites orbiting the earth at the latitude of Basel into an endless loop of perceivable electrical intensity.

Nicolas Sassoon and Rick Silva

Signals
SIGNALS is a collaborative project by artists Nicolas Sassoon and Rick Silva that focuses on immersive audio-visual renderings of altered seascapes. Sassoon and Silva share an ongoing theme in their individual practices; the depiction of wilderness and natural forms through computer imaging. Created by merging their respective fields of visual research, SIGNALS features oceanic panoramas inhabited by unnatural substances and enigmatic structures. The project draws from sources such as oceanographic surveys, climate studies and science-fiction to create 3D generated video works and installations that reflect on contamination, mutation and future ecologies.

Mushon Zer-Aviv

The normalizing machine
The Normalizing Machine is an interactive installation presented as an experimental research in machine-learning. It aims to identify and analyze the image of social normalcy. Each participant is asked to point out who looks most normal from a line up of previously recorded participants. The machine analyzes the participant decisions and adds them to its’ aggregated algorithmic image of normalcy.

Fuse

Ljós
Ljós (Icelandic for ‘light’) has been conceived in continuity with the research carried out by fuse* in the field of digital and performative arts, which explores the deep connection between light, space, sound and movement. In Ljós, the performer is the means that allows the viewer to access a surreal and dreamlike space, a dimension with no gravity nor time, made by sounds and images reacting and interacting in real time. A shape-changing universe, which evolves from amniotic fluid in the beginning – protecting and supporting the performer – to the setting for violent explosions and transformations later – leading her to a direct contact with ground and Earth.