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NOVA BIENAL RIO of art and technology

The NOVA BIENAL RIO is an autonomous and independent event that transcends the scope of a conventional international exhibition; it is a call to innovation and imagination. Under the theme “New Aesthetic and Supercreativity,” we invite you on a journey through the world of art driven by technology. Hosted by the city of Rio de Janeiro, it takes place at both the iconic Museu do Amanhã and Praça Mauá, reshaping the interaction of the public with art. As you enter the NOVA BIENAL, you will be invited to explore unique aesthetic expressions, looking towards the future through digital and technological lenses. Access NOVA.

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.

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克服するための空白

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。

ポンプ

DAN CORSON

Empyrean Passage

Empyrean Passage is reminiscent of both a theoretical black hole and portal into the celestial worlds. Empyrean (notice the pyre in the word) is the final and fiery level of heaven as depicted by Dante- or aether in Aristotle’s cosmology. The form is constructed like a giant hoopskirt and gracefully moves in the wind creating a gossamer lighting effect overhead. While this project is an oculus to the heavens, more focus is usually paid to more terrestrial stars in this neighborhood.The interior of the spiral is designed with aqua and black dashes. The dashed interior creates optical effects with the eyes and at certain times of the day shifts your perception of the sky’s color.This project utilizes extremely “green” electroluminescent lighting. The entire sculpture consumes less electricity than a household nightlight and operates on a photo cell. Special thanks to the City of West Hollywood, Andrew Campbell, Maria Lusia de Herrera, Greg Coons, Glen Bundrick / Luminous Film.

RAFFAELLO D’ ANDREA AND MAX DEAN

The Robotic Chair
The Robotic Chair is a generic-looking wooden chair with the capacity to fall apart and put itself back together. With shuddering force, the chair collapses to the floor. With persistence and determination, it proceeds to seek out its parts and upright itself. Powered by MICROMO coreless dc motors, The Robotic Chair is distinguished in the world of objects for its capacity to elicit empathy, compassion and hope.

Hiroshi Matoba

Sun and Moon Room
Sun and Moon Room in the Art Museum of Nature and Human Non-Homogeneity, located in Bungotakada City, Oita, houses one of the interactive art installations designed to extend one’s physicality in contact with the nature. The concept of this work is a room where visitors can play with sunlight. As visitors walk through the room, small apertures on the ceiling automatically open and close, following their movements. The aperture system is designed to envelop the visitors’ bodies in light and to change the shape of the light cast at their feet, mimicking the waxing and waning of the moon. Visitors’ movements are detected by sensors, which trigger to open only the apertures located in the direction of the sun. The room is controlled to create an interior condition that represents the weather of the moment using a program for analyzing live data released by the Japan Meteorological Agency.

Pam Tanowitz

“Gustave Le Gray No. 1”
In 2019, Ballet Across America was put together with the inspiration of women’s leadership in ballet and dance. To mark the celebration, the Center commissioned choreographer Pam Tanowitz to create a world premiere work for the week’s two participating companies, Dance Theatre of Harlem and Miami City Ballet; both are companies led by visionary women – Virginia Johnson at DTH and Lourdes Lopez in Miami.
Tanowitz set the work on two dancers from each company, with a pianist on stage playing a solo work by the composer Caroline Shaw. The piece had its world premiere during Ballet Across America on May 31, 2019. This video captures the premiere performance.
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Pianist: Sylvia Jung
Dancers: Renan Cerdeiro, Lauren Fadeley, Anthony Santos and Stephanie Rae Williams

COD.ACT

Coro pêndulo
Pendulum Choir é uma peça coral original para 9 vozes A Cappella e 18 macacos hidráulicos. O coro é constituindo por um corpo vivo e sonoro. Esse corpo se expressa por meio de vários estados físicos. Sua plasticidade varia de acordo com sua sonoridade. Varia entre sons abstratos, sons repetitivos e sons líricos ou narrativos. Os corpos dos cantores e suas vozes brincam com e contra a gravidade. Eles se tocam e se evitam, criando polifonias vocais sutis. Ou, apoiados por sons eletrônicos, rompem sua coesão e explodem em um voo lírico ou se dobram em um ritual obsessivo e sombrio. O órgão viaja da vida à morte em uma alegoria robótica onde a complexidade tecnológica e o lirismo dos corpos em movimento se combinam em uma obra com acentos prometéicos.
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Pendulum Choir is an original choral piece for 9 A Cappella voices and 18 hydraulic jacks. The choir is constituted by a living and sonorous body. This body expresses itself through various physical states. Its plasticity varies according to its sound. It varies between abstract sounds, repetitive sounds and lyrical or narrative sounds. The singers’ bodies and their voices play with and against gravity. They touch and avoid each other, creating subtle vocal polyphonies. Or, supported by electronic sounds, they break their cohesion and explode in a lyrical flight or bend in an obsessive and dark ritual. The organ travels from life to death in a robotic allegory where technological complexity and the lyricism of moving bodies combine in a work with Promethean accents.

Theo Triantafyllidis

Ritual
An undisclosed location. Dry land under a scorching sun. Something abominable has happened here in recent memory. Now a ritual is taking place. The remains of what was once human are flickering in darkness. Nature is reclaiming what is hers. She is savage and unforgiving. She is laughing at us. Her sinister laughter echoes in the emptiness. Ritual re-imagines the notion of site-specificity within the mediated landscape. The digital and physical work for this exhibition sit in a forgotten mining town somewhere in the California desert. The viewer is invited to interact with Triantafyllidis’ new live simulation, sculptures and custom electronics blurring the line between the real life and online experience

Shaun Hu

META ISLANDS
Shaun Hu is een nieuwe mediakunstenaar gevestigd in New York City. Zijn kunstwerken zijn nauw geïntegreerd met technologie en onderzoeken de relatie tussen mens, natuur en samenleving in het tijdperk van digitale technologie vanuit een uniek perspectief.

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Shaun Hu is a new media artist based in New York City. His artworks are closely integrated with technology and explore the relationship between humans, nature and society in the age of digital technology from a unique perspective.

The Collective

2°C
2°C is a unique AI generated art installation imagined through the mind of a machine. Utilising machine learning algorithms trained on thousands of archival images of geometric structures of man made cities and naturally occurring organic corals forms, the AI takes this learned data to visualise an otherwise unseen coral city. 2°C is about coral bleaching, one of the phenomenon mainly caused by rising sea temperature brought about by climate change. To prevent the massive, irreversible impacts of ocean warming on the coral reefs and their services, it is crucial to limit the global average temperature increase to below 2°C above pre-industrial levels.

Studio Smack

Tribe City
Hundreds of beings and dreamlike and dystopian elements inhabit the digital and autonomous works that are part of this project. “It’s a portrait of the masses,” summarise the artists, whose fascination with group dynamics, technological phenomena and the ego are expressed in Tribe with an eclectic selection of individuals who bring to life deeply recognisable social attitudes. Collective behaviour and manipulation are recurring themes in SMACK’s work, which often uses popular visual references and light-hearted aesthetics to present us with an uncomfortable reflection of who we are.

Lebbeus Woods

The Light Pavilion
The Light Pavilion by Lebbeus Woods in collaboration with Christoph a. Kumpusch, in the Raffles City complex in Chengdu, China, by Steven Holl Architects.
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The Light Pavilion is designed to be an experimental space, one that gives us the opportunity to experience a type of space we haven’t experienced before. Whether it will be a pleasant or unpleasant experience; exciting or dull; uplifting or frightening; inspiring or depressing; worthwhile or a waste of time, it is not determined by the fulfillment of our familiar expectations, never having encountered such a space before. We shall simply have to go into the space and pass through it. That is the most crucial aspect of its experimental nature, and we – its transient inhabitants – are experimentalists.Lebbeus Woods and Christoph a. Kumpusch

STUDIO FUKSAS

Matilda Home
The idea to bring design also in common life attracted us. This is a new concept of habitat of house. It’s a mobile home it can be everywhere around the world; everybody can be a client. It’s a modular unit so many of them can be added together like a cloud. It can even be a city .This is not an object, it is a concept, it can be a city, a landscape or simply an home. Easy to build, it can be done in different materials more or less expensive. Matilda is a completely different space since nowadays we don’t need so much storage space, you just need to have a screen. The only thing is important is to have a nice place to eat, to seat and to sleep but also this can be done with something you close when you don’t need

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.

Shaun Hu

Internet of Everything: All Connections
‘Internet of Everything: All Connections’ is a piece of work that connects human, animals, plants, bacteria, environment, compound and equipment using the Internet. It consists of seven parts. One part affects the other by sequence. It doesn’t have a starting point or an ending point in this connection – because they are an interlocking loop structure. The weak bio-electricity of the human body is passed to the bacteria, Proteus. The bacteria starts to vibrate due to the electrical stimulation. Its motion is captured by the microscope and input to Max in real time. Data arising from the change in value in the bacteria movement controls the next part.

Hiroshi Ishiguro

Mindar
Революция машин уже пришла в религию – по крайней мере, в Японии. Буддийский храм в городе Киото решил изменить свои практики, чтобы стать ближе к людям, и установил там робота. Твоя роль? Объявляйте проповеди верующим. Робот Миндар ростом почти шесть футов имеет женский голос и был создан в честь буддийского божества милосердия Каннон. Руки, лицо и плечи корпуса робота покрыты силиконом (имитирующим человеческую кожу). Это все. Все остальное состоит из открытых металлических шестерен.

 

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Mindar

A revolução da máquina já entrou na religião – pelo menos no Japão. Um templo budista na cidade de Kyoto decidiu mudar suas práticas para se aproximar das pessoas e instalou ali um robô. Qual é o seu papel? Anuncie sermões aos crentes. Com quase um metro e oitenta de altura, o robô Mindar tem uma voz feminina e foi criado em homenagem à divindade budista da misericórdia Kannon. Os braços, rosto e ombros do corpo do robô são cobertos com silicone (imitando a pele humana). É tudo. Todo o resto consiste em engrenagens de metal expostas.

 

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Mindar

The machine revolution has already entered religion – at least in Japan. A Buddhist temple in the city of Kyoto decided to change its practices in order to become closer to people, and installed a robot there. What is your role? Announce sermons to believers. Almost six feet tall, the robot Mindar has a female voice and was created in honor of the Buddhist deity of mercy Kannon. The arms, face and shoulders of the robot body are covered with silicone (imitating human skin). It’s all. Everything else consists of exposed metal gears.

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

Joshua G. Stein

Isochronic Mountain Buffalo

“If one were to walk from the city center outward, and no barriers were present, we could imagine a circle that would delimit the area one could access within a five-minute walk in any direction. Another, larger concentric circle would indicate the distance one could cover in ten minutes, and so on.”

Terrence Zhou

Originally from Wuhan, China, Terrence Zhou is a promising fashion designer based in New York City. Having a background in design and mathematics, Terrence leans on his multifaceted understanding of Chinese tradition, mathematics, Greek mythology and artistry to create collections seemingly out of this world.
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Terrence Zhou 来自中国武汉,是纽约市一位很有前途的时装设计师。拥有设计和数学背景的 Terrence 凭借对中国传统、数学、希腊神话和艺术的多方面理解,创作出看似与世隔绝的系列。

TERRENCE ZHOU

Terrence Zhou, oorspronkelijk afkomstig uit Wuhan, China, is een veelbelovende modeontwerper gevestigd in New York City. Met een achtergrond in design en wiskunde, steunt Terrence op zijn veelzijdige kennis van de Chinese traditie, wiskunde, Griekse mythologie en artisticiteit om collecties te creëren die schijnbaar niet van deze wereld zijn.

Studio Roosegaarde

SPARK
Organic fireworks SPARK illuminates the city as a new sustainable celebration. Artist Daan Roosegaarde became inspired by the magical light of fireflies, and the desire to update the ritual of fireworks. The result is SPARK, a poetic performance of thousands of biodegradable light sparks which organically float through the air. SPARK inspires visitors to wonder and reflect.

Florentijn Hofman

Stadscocon
Stadscocon – City Cocoon – is een installatie op een werkelijk epische schaal van de Arnhemse kunstenaar Florentijn Hofman. De tentoonstelling vindt plaats in de prachtige Sint Janskerk in het centrum van Schiedam terwijl het museum zelf groots werk ondergaat. Als je de kerk binnengaat en verwacht gebrandschilderde ramen, majestueuze, sierlijke pilaren en een gewelfd dak te zien, bevind je je niet in een rustige kerkelijke omgeving, maar in een kleine, maar nogal luidruchtige, groene kamer met nissen, bogen en een gigantische spiegel. Hier trek je groene stoffen overschoenen aan voordat je naar het hoofdevenement gaat.

Diébédo Francis Kéré

Installation from Brightly Colored Thread for First U.S

“Conceptually, the installation takes inspiration from the contrasting city plan geometries of the African village and the American city. Overlaying the organic+plan of Gando with the rigid grid of Philadelphia, Kéré shows that despite the two cities’ obvious differences, underneath you can find many similarities in how the societies use architecture to provide a gradient of social spaces ranging from the individual and private to the collective and public” Patrick Lynch

Kenny Wong

Squint
file festival
I was inspired by how the sunlight bounces around in our artificial forest.
“Squint” is a kinetic light installation consisting of 49 mirrors that reflect lights in a bright space. The mirrors track and reflect lights on audiences’ face with composed patterns of movements. It extends the generated perception by focusing on how lights pass across our visual senses physically, and combines with our perception of images through flickering. “Squint”, which extracts various daily experiences to an abstraction brings the audience to expand their interpretation of lights and perceived imagination into a non-linear experience.
“Squint” simulates light source and intentionally shines lights on audience’s faces. Bright light is projected in the gallery, a clean bright space.
Everyday people are dynamically moving around in the city. Sunlight reflects and flickers even when it is indirect and hidden behind the artifacts. While we are traveling, we are experiencing motion. We are also experiencing the shift of light intensity, visual patterns and textures. The varieties of light forms inspire the artist to explore the potential of light textures, select and sort out the combined complexity in urban space. The artist turns them into a minimal form of light experience, while maximizing its diversity of perception.

Mark Ramos & Ziyang Wu

Networked Ecosystem
In Networked Ecosystem, natural phenomena have been replaced by digital and artificial systems as forces that drive development: Electricity/battery = sustenance, WIFI signals = nutrition, Lidar data = fire/heat. Data Organisms populate this digital ecosystem as native life forms in the form of bots, AI’s, and avatars. Visitors to this networked landscape develop new kinds of digital senses to experience data as environmental changes, and interact with the simulated world and each other in an ever-changing online environment.

François Vogel

Erebeta
« Erebeta » drives us on a vertical jump above the city. We ricochet on the pavement, twirl around the buildings and pass through streets. This bouncing point of view on modern Japan is accompanied by the traditional Kuroda Bushi music.

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

Laura Splan

Disrupted Domains
Disrupted Domains features new animations created with molecular visualization software and SARS-CoV-2 structures displayed in Quorum at the Science Center. The animations were developed in remote collaboration with uCity Square biotech company Integral Molecular for Splan’s Science Center Bioart Residency while “sheltering in place” for COVID-19. The work in the exhibition is part of Precarious Structures, Splan’s project that explores the interconnectedness of cultural and biological systems during the coronavirus pandemic. Accompanying soundscape by Frank Masciocchi recorded in collaboration with Splan over Zoom.
VIDEO

Émilie Brout & Maxime Marion

Lightning Ride
“With Lightning Ride, it is now poles of technology, organics and mysticism that collide with  electricity as a connecting point. The video is produced from excerpts of “Taser Certifications”, a sort of ceremony authorizing in the United States the use of Tasers in the condition of being tased by someone else. Filtered with the Photoshop’s “oil painting effect”, slowed down and accompanied by a disturbing soundtrack, the succeeding images show us bodies and faces whose deformations and positions evoke a feeling of pain as well as a Christian ecstacy. Everything unfolds as if the miracle of electricity, symbol of the rationalization of the world, revived paradoxically an aspiration to transcendence, antipodes joining each other and disappearing in profit of a new map of possibilities.” (Sarah Ihler-Meyer)

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.

Powerhouse Company

Loop of Wisdom
Architecture studio Powerhouse Company has created a reception building topped with a circular walking trail as part of a development in Chengdu, China. The structures beneath the walking trail will act as a sales pavilion and reception block for the new Unis Chip City development in Chengdu’s Tianfu New District, which is under construction in the southern part of the city. Powerhouse Company connected these two structures with a bright red rooftop walkway, named Loop of Wisdom, which is designed to make the reception block more useable than if it was a standalone building.

Studio Roosegaarde

Liquid Landscape
LIQUID LANDSCAPE is the permanent public artwork commissioned by the contemporary open air museum Arte Sella in Italy. Roosegaarde was asked to create something with a challenging framework: no use of electricity, no use of artificial light, low maintenance, robust for decades, yet interactive to people.

Martin Leveque

SANCTUAIRE
Sanctuaire it’s all about my relationship with Mexico City. A space filled with its own pure and special energy. To me is a never ending source of inspiration. This city is benefited of the powerful vibe, result of many factors provoked by its habitants. From far away, this city is characterized by a chaotic and indescribable movement. To be able to understand this, one must come close to realize that this apparent chaos is the manifestation of millions of individual actions from its habitants. Sanctuaire it’s going to be the visual manifestation of a mystical energy that transcends to the viewer. This piece gathers people in a cozy environment from which a light will be generated while levitating above the audience.

STUDIO INI

Urban imprint
“If there is to be a “new urbanism… it will no longer be concerned with the arrangement of more or less permanent … but for the creation of enabling fields….that refuse to be crystallized into definitive form; it will no longer be about meticulous definitions, the imposition of limits, but about expanding notions, denying boundaries, not about separating and identifying entities, but about discovering hybrids; it will no longer be obsessed with the city but with the manipulation of infrastructure for endless intensifications and diversifications, shortcuts and redistributions – the reinvention of psychological space.”, Dutch architect + Harvard Professor, Koolhaas 959, writer of Delirious New York. URBAN IMPRINT is how we design a piece of this new urbanism, an augmented materiality , as we define it. An environment that is a ‘blank canvas’ to be reshaped by the future self.

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?

LEAH MEDIN

The Gold Divide
“I visualized The Gold Divide as a transparent wall; a large surface representing emotion and energy. The piece was inspired by my experiences studying abroad in Amsterdam, time spent at Haystack Mountain School of Crafts and the community at Massachusetts College of Art and Design. It was a cumulation of observations and experiences—like riding my bike through the city of Boston and seeing vast construction netting wrapped around buildings. These large surfaces of material triggered my fascination for creating work at an enormous scale. I reflected on process, on how something is made, and was further intrigued by the challenge and symbolism of independently sewing four hundred yards of fabric on a single industrial sewing machine.” Leah Medin

ALISA ANDRASEK

Cloud Osaka
Envisioned as a high-resolution urban interchange, Cloud Osaka embodies Biothing’s approach to complex design synthesis across multiple orders of scale. Due to its central position in the city, a high convergence of users and one of Asia’s densest transportation nodes found in the adjacent JR Osaka Station, the key driver for the project was to understand 2.5 million people traversing the site every day. This is nearly 10 times the number of daily passengers at the busiest airports in the world. Such an extreme volume of pedestrian traffic, compounded by other forms of traffic in the area, warranted choosing computational physics simulation ordinarily used to simulate systems like river flows; indeed, a key driver for the project became the concept of a “river of people”.

Liam Young

In the robot skies
In the Robot Skies is the world’s first narrative shot entirely through autonomous drones. In collaboration with the Embedded and Artificially intelligent Vision Lab in Belgium the film has evolved in the context of their experiments with specially developed camera drones each programmed with their own cinematic rules and behaviours. The film explores the drone as a cultural object, not just as a new instrument of visual story telling but also as the catalyst for a new collection of urban sub cultures. In the way the New York subway car of the 80’s gave birth to a youth culture of wild style graffiti and hip hop the age of ubiquitous drones as smart city infrastructure will create a new network of surveillance activists and drone hackers. From the eyes of the drones we see two teenagers each held by police order within the digital confines of their own council estate tower block in London. A network of drones survey the council estates, as a roving flock off cctv cameras and our two characters are kept apart by this autonomous aerial infrastructure.

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.

Ian Cheng

BOB

Cheng’s work explores mutation, the history of human consciousness and our capacity as a species to relate to change. Drawing on principles of video game design, improvisation and cognitive science, Cheng develops live simulations – virtual ecosystems of infinite duration, populated with agents who are programmed with behavioural drives but left to self-evolve without authorial intent, following the unforgiving causality found in nature.

Photo: Andrea Rossetti

Soft Bodies

Micro-Utopia
In response to London’s pressing housing crisis Micro-Utopia proposes a shared, immersive and interactive version of a home, where space is born from the finely-tuned sensorial interplay between the body and virtual/physical objects connected to the Internet of Things. A chair invites us to stay with it for a moment; we crawl through a demanding fireplace; our hands are washed in a bowl of digital liquid – the highly speculative model of domesticity explores the architectural implication of co-inhabiting a minimal physical infrastructure within infinitely bespoke virtual worlds. Drawing on radical art practice, interiors in historical painting and contemporary product design, Micro-Utopia is the dream of a house that is nothing, but the parameters of our perception are triggered through the metaphorical dimension of the objects we interact with on a daily basis.

MEMO AKTEN

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.

Lars Spuybroek

Oblique WTC
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著者によると、この建物は単一の巨大構造を形成しており、複雑なネットワークを形成しており、個別のコンポーネントに分解することはできません。 この質感は、ウールニットと比較されます。 中には公共のスペースを含むいくつかのスペースがあります。 通りは曲がった塔に合流しているように見え、その中のエレベーターは坂を上って街の地下鉄に降りる列車になります。

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Здание, по мысли автора, образует единую мегаструктуру, сложную сеть, не раскладывающуюся на отдельные компоненты. Эта структура сравнивается с шерстяной вязкой. Внутри располагаются различные пространства, в том числе и общественные. Улицы как бы вливаются в гнущиеся башни, а лифты внутри них становятся поездами, взбирающимися по наклонным плоскостям и спускающимися в городской метрополитен

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The building, according to the author, forms a single megastructure, a complex network that cannot be decomposed into separate components. This texture is compared to a wool knit. Inside there are various spaces, including public ones. The streets seem to merge into bending towers, and the elevators inside them become trains that climb inclined planes and descend into the city subway.

 

Terreform ONE

PLUG-IN ECOLOGY: Urban Farm Pod with Agronomy
The Plug-In Ecology; Urban Farm Pod is a “living” cabin for individuals and urban nuclear families to grow and provide for their daily vegetable needs. It is an interface with the city, potentially touching upon urban farming, air quality levels, DIY agronomy techniques in test tubes, algal energy production, and bioluminescent light sources, to name a few possibilities. It can be outfitted with a number of optional systems to adapt to different locations, lighting conditions, and habitation requirements. While agricultural food sources are usually invisible in cities such as New York, the pod archetype turns the food system itself into a visible artifact, a bio-informatic message system, and a functional space.

Spencer Finch

Спенсер Finch
سبنسر فينش
斯宾塞·芬奇
스펜서 핀치
ספנסר פינץ’
Спенсер Финч

In Finch’s universe if you wait a few hours, the sun may very well change a leaden hue into gold. Like the ancient practitioners of the hermetic arts, who saw changes as the most fundamental truth of the universe, the artist doesn’t always provide an answer in his investigations. For Finch art can do more; it can “ignite our capacity for wonder.”

Richard Vijgen

WiFi Impressionist
Wifi Impressionist is a field installation that draws electromagnetic landscapes inspired by the cityscapes of William Turner. The work consists of a directional antenna on a pan-tilt mechanism that listens for WiFi signals and builds a three dimensional model of the signals around it. From this model a viewport is selected that defines the perspective and the frame. Signals that are picked up within the frame are visualised as waves emitted from a specific origin and drawn using a mobile plotter. The antenna and the plotter are both mounted on a tripod and can be placed in the field much like a painter would set up his easel. Once positioned and oriented a drawing becomes denser over time depending on the density of networks around it. Wherever there is a WiFi signal, the drawing will eventually fill the frame.