highlike

Daniel Widrig

‘SnP’, 2018, recycled plastic, injection moulded

“Widrig’s art breaks down the boundaries between disciplines; borrowing tools traditionally associated with one industry and using them in other fields, in often unanticipated and exciting ways. Widrig uses computer simulation processes and advanced technologies adopted from the special effects business to create sculptural 3D-printed craftwork—digital designs materialize into intricate sculptures in glass or recycled plastic and furniture pieces with impeccable undulated thin surfaces,” Devid Gualandris

Ian Cheng

“Entropy Wrangler,” Ian Cheng’s 2013 exhibition at Off Vendome in Dusseldorf, was an excellent introduction to the logic behind this artist’s practice. The centerpiece was a large projection in the gallery’s basement described as “a live computer simulation that changes and evolves, forever.” Like all of Cheng’s simulations, it was programmed with motion capture techniques that register the physical movements of performers that are then translated onto digital bodies. These bodies coexist as individual entities subject to the laws and dynamics of a causal, virtual world: avatars of people and common objects, like hammers and basketball players, rendered in basic three-dimensional form and caught in the zero gravity of the digital screen

Christoph Sensen

Кристофа Сенсена
dead man float
CAVEman 3-D Virtual Patient Is a Holodeck For the Human Body

The virtual-reality rig at the University of Calgary visualizes aspirin’s journey through the body in 3-D. First stop: the stomach and intestines [red], where the drug is absorbed. Next up is the bloodstream [light green] and finally the kidneys [dark green], which flush by-products into the urine
In this image, three stereoscopic projectors mounted on the floor and one on the ceiling display a computer-animated body. Looking through the goggles, researchers can watch its bloodstream turn from white to red as aspirin travels through it. Sensen hopes to develop computer simulations that will model the progression of diseases like Alzheimer’s and diabetes and help scientists quite literally look for cures. Updated to reflect what’s happening inside a real patient, the technology could also help doctors diagnose and treat cancer. “You could stand inside your patient,” Sensen says, “and see how big the tumor is, how to treat it, and what the outcome will be.”

Tromarama

Solaris
olaris 2020 is een led-gordijn ter grootte van een muurschildering die een spectaculair, lichtgevend ecosysteem afschermt dat bevolkt is met bloemen van kwallen. Gemaakt met een computerprogramma dat vaak wordt gebruikt in videogameplatforms, presenteert de screening een digitale simulatie van een unieke mariene omgeving – een geheel door land omgeven lichaam van zout en regenwater dat meer dan 11.000 jaar geleden is gevormd, gelegen voor de kust van Kalimantan, Indonesië. Deze kwallensoorten zijn vrij van roofdieren en kunnen gedijen in warme wateren. Ze hebben zich anders ontwikkeld, waardoor wetenschappelijke gemeenschappen een levend laboratorium hebben voor het bestuderen van de mogelijke effecten die klimaatverandering kan hebben op mariene systemen.

ANDY LOMAS

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.

TEAM LAB

Universo di particelle d’acqua
Universe of Water Particles è una cascata creata in un ambiente simulato al computer. Una roccia virtuale viene prima scolpita e l’acqua generata dal computer composta da centinaia di migliaia di particelle d’acqua viene poi versata su di essa. Il computer calcola il movimento di queste particelle per produrre un’accurata simulazione di cascata che scorre secondo le leggi fisiche. Successivamente, viene selezionato lo 0,1 percento delle particelle e vengono tracciate delle linee in relazione ad esse. La sinuosità delle linee dipende dall’interazione complessiva tra le particelle d’acqua e forma la magnifica cascata vista sullo schermo.

Maria Guta and Adrian Ganea

Cyberia

Performance & live computer generated simulation

A postmodern fairytale, Cyberia takes place somewhere in a cold distant East, stretching between and endless imaginary realm and a vast physical space. It is a westwards journey towards a promised future with no arrival and no return. There is no here or there, only a twilight zone between a departure point and a simulated destination. Between digital video projections and a physical setting, using the mechanics of a video-game engine with a motion capture suit, Cyberia is the simulation of an endless pre-climax state where a performer and a CG avatar dance as one to the rhythms of an imaginary West. In a world oversaturated by digital data –mysticism and paranormal are as popular as ever. Emerging technologies are increasingly incorporated in a form of postmodern spiritualism, as Arthur C. Clarke points out: “Any sufficiently advanced technology is indistinguishable from magic.

Mika Tajima

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

JEFFREY SHAW

The Legible City

In The Legible City the visitor is able to ride a stationary bicycle through a simulated representation of a city that is constituted by computer-generated three-dimensional letters that form words and sentences along the sides of the streets. Using the ground plans of actual cities – Manhattan, Amsterdam and Karlsruhe – the existing architecture of these cities is completely replaced by textual formations written and compiled by Dirk Groeneveld. Travelling through these cities of words is consequently a journey of reading; choosing the path one takes is a choice of texts as well as their spontaneous juxtapositions and conjunctions of meaning.

RAFAEL LOZANO HEMMER

Рафаэль Лозано-Хеммер
拉斐尔·洛萨诺 – 亨默
ラファエル·ロサノ=ヘメル
라파엘 로자노
רפאל לוזאנו, המר
Flatsun

A circular display that simulates the turbulence at the surface of the Sun using mathematical equations. The piece reacts to the presence of the public by varying the speed and type of animation displayed. If no one is in front of the piece the turbulence slows down and eventually turns off. As the built-in camera detects people more solar flares are generated and the fake Sun shows more perturbation and activity. At 140 cm diameter, Flatsun is exactly a billion times smaller than the real Sun. The piece consists of custom-made panels with 60,000 red and yellow LED lights, a computer with 8 processing cores, a camera with a pinhole lens and a mechanically engineered aluminium, steel and glass structure that pivots for maintenance. A single knob lets the collector set the brightness of the piece and turn it on and off.

JORG NIEHAGE

Samplingplong
File Festival

Randomly selected, acoustically usable finds (electronic junk, relays, plastic toys,compressed air valves, pneumatically operated components) are combined with cables and tubes. Via a device controlled by computer, they are turned into interactive instruments. An improvised ensemble evolves, from which – per mouse-over and mouse-click -short miniature compositions of dense rhythmic clicks, hisses, whirs, hums and crackles can be elicited. A tapestry of sound bursts forth from the floral-like web of cables and tubes. The installation can be used by the projected mouse-cursor: rolling over the improvised instruments causes small sound events. Activating the installation by rolling over its parts enables the user to play spontaneous improvisations. Clicking these objects starts short programs of loop-like compositions. Small “techno-compositions en miniature”, rhythmic patterns of analog (or real) sounds; a physical low-tech simulation of electronic, digital music, perhaps an ironic comment on interactivity.

ELEVENPLAY x RZM

Discrete Figures
‘Discrete Figures’ unites the performing arts and mathematics in a dramatic exploration of the relationship between the human body and computer generated movement (simulated bodies) born from mathematical analysis. As an additional layer of complexity, the performance piece utilizes drones, A.I., and machine learning in the quest for a new palette of movement to foster undiscovered modes of expressive dance that transcend the limits of conventional human subjectivity and emotional expression.

Danny Hillis

parallel supercomputer
Connection Machine CM-1(1986) and CM-2 (1987)

The Connection Machine was the first commercial computer designed expressly to work on “artificial intelligence” problems simulating intelligence and life. A massively parallel supercomputer with 65,536 processors, it was the brainchild of Danny Hillis, conceived while he was a doctoral student studying with Marvin Minsky at the MIT Artificial Intelligence Lab. In 1983 Danny founded Thinking Machines Corporation to build the machine, and hired me to lead the packaging design group. Working with industrial design consultants Allen Hawthorne and Gordon Bruce, and mechanical engineer consultant Ted Bilodeau, our goal was to make the machine look like no other machine ever built. I have described that journey in this article, published in 1994 in the DesignIssues journal and republished in 2010 in the book The Designed World.

video

Fur

Legshocker
Enhanced PlayStation2 Controller

Simulating soccer for home use can result in foul players. LegShocker is an extension interface of a football FIFA computer game, bringing to real life the feeling of suffering a faul. With this interface users will question again how will be their conduct in the game.

team lab

Universe of Water Particles
Universe of Water Particles is a waterfall created in a computer-simulated environment. A virtual rock is first sculpted and computer-generated water consisting of hundreds of thousands of water particles is then poured onto it. The computer calculates the movement of these particles to produce an accurate waterfall simulation that flows in accordance to physical laws. Next, 0.1 percent of the particles are selected and lines are drawn in relation to them. The sinuousness of the lines depends on the overall interaction among the water particles and forms the magnificent cascade seen on screen.

TAMAS WALICZKY

Marionettes
FILE FESTIVAL 

“Marionettes” is a seven-minute computer animation about collapse. Marionettes are controlled by strings: if there is no string, they collapse. Nobody animates the body. If nobody animates the body, it will be animated by natural forces. Mass. Gravity. Collision. Randomization. In this animation, the animator does not animate in traditional terms. Thus, we might say it is an anti-animation.
The forces that control the movements of the marionettes are calculated by physical simulation algorithms. Therefore, these movements are strictly mathematical ones. They are dramatic, too. They visualize collapse in its physical and – amazingly enough from puppets animated by machines – psychological sense.

Ralph Baer

Magnavox Odyssey
Even if you’re a devoted fan of video games, there’s a decent chance you’re not familiar with the name Ralph H. Baer. This should be considered gamer high treason considering Baer’s importance in creating the concept of home video games and the vast, varied entertainment ecosystem now built upon them. Despite being the one to push the dominoes toward an industry that currently makes billions of dollars annually, the bulk of the gaming community has largely forgotten about him.Now a 91-year-old widower, the German-born Baer is the inventor of the Magnavox Odyssey, the world’s first video game console. The Odyssey is predated in the games-on-screens space only by experiments like Willy Higinbotham’s Tennis for Two and the coin-op dud Computer Space. But Baer also has a long and distinguished record as an engineer and inventor. The list of patents and gadgets in his name encompasses surgical-cutting equipment, “muscle-toning pulse generators,” submarine-tracking radar systems, video simulations for trainee pilots, talking books and talking doormats, iconic ‘80s toys like SIMON and Laser Command, and even launch displays and a lunar-resistant camera grip for the Saturn V and Apollo 11 space programs.

Kian-Peng Ong

Coronado
File festival
“Coronado” was inspired by a visit to the Coronado beach in California, which was an awe inspiring moment never experienced in other beaches. The soundscape present in Coronado seemed to be coming from all directions with layers and layers of sound waves. I decided then that I would make a sound work to translate this experience. The sound installation is characterized by the interplay of the analog and digital sound sources which layers over one another, exploring the idea of a seascape. The center of the installation is an ocean drum controlled with mechanical arms that creates and simulates the sound of sea waves. This is picked up by the microphone, reprocessed through the computer and sent out to the 6 channel surround speakers in different time. The interplay and sense of endlessness in the layering the analog and digital are my interpretation and response to the wonderment I found in Coronado.