Microscopic Opera

Les micro-organismes peuvent-ils aussi être des artistes? Comment notre relation à ces créatures change-t-elle, après qu’elles sont vues dans un contexte artistique et théâtral? À la recherche d’un micro-organisme qui aurait les qualités d’un interprète, j’ai été présenté à C. elegans; un petit ver, de moins d’un millimètre de longueur, qui se déplaçait aussi élégant que son nom l’indique et la première créature à avoir séquencé tout son génome. J’ai été intrigué lorsqu’un chercheur m’a dit que, pour distinguer les vers au microscope, il utilisait différentes mutations qui modifiaient la façon dont ils se déplaçaient. Certains se déplacent en spirale, d’autres ont roulé ou ont des contractions et certains sont devenus morbides obèses à cause de leurs mutations. Dans mon installation, j’ai cinq boîtes de Pétri remplies de cinq vers mutés différents, chacun se déplaçant légèrement différemment. Ces cinq groupes d’interprètes sont filmés avec un microscope USB diffusé en direct sur les cinq écrans. J’ai écrit un logiciel spécial qui suit les vers et traduit leurs mouvements en sons, faisant d’eux les interprètes non avertis de la musique dans le monde macroscopique au-dessus de leurs têtes. Alors que les chercheurs sont presque comme des dieux pour ces vers impuissants, les contrôlant de leur première à leur dernière division cellulaire, j’espérais donner aux vers le pouvoir de nous affecter également dans notre monde.



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.

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

Guy Ben-Ary

“CellF is the world’s first neural synthesiser. Its “brain” is made of biological neural networks that grow in a Petri dish and controls in real time it’s “body” that is made of an array of analogue modular synthesizers that work in synergy with it and play with human musicians. It is a completely autonomous instrument that consists of a neural network that is bio-engineered from my own cells that control a custom-built synthesizer. There is no programming or computers involved, only biological matter and analogue circuits; a ‘wet-analogue’ instrument.”Guy Ben-Ary

Signe Lykke & Yoshi Sodeoka


“The textural work Body Textures by Signe Lykke is a beautiful sonic journey into the human body’s different cells. Cross-sectional images of cell types such as fat, protein and connective tissue form the basis of this orchestral work, and have served as an inspirational source for the different texture areas and movements. Morten Ryelund conducts the Danish Youth Ensemble.”


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.


cellule No. 5
Absalon’s best known works, the Cellules, rewrite Cezanne’s “treat nature as the cylinder, the sphere and the cone” to read “treat architecture as the cell, the bunker and the turret.” Not that the Cellules are straightforwardly architecture: they equally evoke Minimalist sculpture, Matt Mullican’s maquettes, Kurt Schwitters’ Merzbauen and the Concrete sculptures of George Vantongerloo. But the model that the Cellules most overtly evoke is the monastic cell. The Cellules were fabricated in wood, cardboard and plaster, and painted entirely white; their average proportions are roughly those of a caravan, and the catalogue informs us that there is always an area in which one can stand up. Their interiors are fitted–fitted rather than furnished–with unobtrusive minimal representations of desks, seats, beds, etc.


Джон Маккормак
Eden – an evolutionary sonic ecosystem

Eden is an interactive, self-generating, artificial ecosystem. A cellular world is populated by collections of evolving virtual creatures. These creatures move about their environment, making and listening to sounds, foraging for food, encountering predators and possibly mating with each other. Over time, creatures evolve to fit their landscape. Eden has four seasons per year and each year lasts 600 Eden days. One Eden year passes by in about fifteen minutes of real time. A simple physics dictates only three basic types of matter in the Eden world: rocks, biomass and sonic creatures.


keyboard study

The score to “Keyboard Study 1” is spare: two pages of musical cells and two pages of written instructions for how to navigate and manipulate those cells provide the pitch material, but choices about duration, dynamics, and shape are left up to the performer. There are three ostinati that form the skeleton of the piece between which are related sets of variations that will be mixed, matched, and sometimes played on top of the primary pattern. Riley offers the recipe for how to mix the ostinati and variation sets then its up to the performer(s) to choose which variation to use out of a particular set and how to shape the transitions from one ostinato to the next. Riley’s music empowers performers to create and react while also bonding their expression to the act of composition.