Isabella Münnich

Immersed Garden
Immersed Garden is in its true sense a sunken world. Floating bodiless in an underwater garden, natural sounds guide you through an immersive surrounding, somewhere between calming and irritating, natural and artificial. It is a playful exploration of the individual conception of safety and confusion and a personal approach to aesthetic references to habits of introspection and retreat in digital environments. It was created by fusing different digital processes like photogrammetry of selected natural places around Karlsruhe and field recordings in a local natural reserve. Underwater videos hybridize with 3D scans of trees and plants while invisible frogs are croaking and humming birds are buzzing by synthetic flowers. The artistic aim was to explore the personal perception of calming and irritating, playing with the concept of immaterialness and attentiveness. The artwork creates aesthetic references to philosophical and scientific theories of introspection and identity.

Wang & Söderström

Growth
Wang & Söderström is a Copenhagen based transdisciplinary duo composed of Swedish designer Anny Wang and architect Tim Söderström. The bridging of the physical and digital realms is a major theme in their practice and they are constantly trying to challenge the boundaries between them. Fluctuating between art and design, Wang & Söderström wants to throw out pre-existing conventions regarding the digital and put emphasis on the emotional and tactile side of materials, objects and textures to give the digital a more human-relatable quality and create more meaningful connections. “By 3D scanning elements from nature, like tree trunks, leaves and plants and mixing it with surrealistic materials and behaviors, we wanted to let them continue to grow in a digital environment.”

MHOX

COLLAGENE
People’ faces are scanned throught a sensor and acquired in a digital environment. The software application written by the designers generates customized masks for each person. The masks are produced as unique pieces through 3d printing and WINDFORM materials.

Antoine Catala

安托万·卡塔拉
Antibody

French born, New York-based artist Antoine Catala first began experimenting with digital artifacts in 2003, through a technique that intentionally causes compression errors in digital video, which often plague satellite television, streaming internet videos and other digital environments.

LIAM YOUNG + JOHN CALE + FIELD.io.

City of Drones

City of Drones is an interactive digital environment developed by musician John Cale, speculative architect Liam Young and digital artists FIELD. Charting the story of a lost drone drifting through an abstract cityscape, players are invited to pilot a virtual craft and remotely explore this imaginary world. Samples from Cale’s original soundscape compositions echo across the landscape as we see the city through the eyes of the drone, buzzing between the buildings, drifting endlessly, in an ambient audio visual choreography. The City of Drones digital environment accompanies Loop, 60hz, an immersive live music and drone performance. John Cale, known for experimenting with different industrial sounds in his practice, once tuned his instruments to the hum of refrigerator motors. Cale in collaboration with Liam Young now explore the soundscape of a new generation, the distant rumble of drone propellers, to be set against the visual spectacle of Young’s choreographed flying machines. Typically associated with militarised applications, each drone is repurposed here as both disembodied instrument and dynamic audio infrastructure.

ALEXANDRA DEMENTIEVA

Drama House
File Festival
“Drama house” is a house when the simple ring at the doorbell can have unpredictable consequences; event, one is stranger then another and in the same time all, what happens with habitants belongs to everyday life. Sometimes these circumstances are a little bit exaggerated. Spectator stands in front of low fence with a door-gate. There are 8 doorbells on it. The act of ringing provokes an action in an apartment window. Based on chance and the choices that viewers make, the project explores the contemporary trends in the construction of a narrative and the interplay between diverse informative sub-layers effected through the impact of digital, non-linear media. It also questions the very process of story telling and at the same time considers the way of audience reading. It investigates the differences of individual and collective perception. In other words, the sequence and choices that each viewer selects reflect his own perspectives and behavioral patterns, thus makes the viewer much more than an active participant. By interacting with the installation the viewer is engaged in the creative process: re-telling the ever-changing story through the utilization of the primary capability of the digitization: reshaping the information. Therefore, each participant walks away with a unique, slightly different vision, each shaped according to his own choices and directions. Interactive media and the digital environment of the DH and its narrative function through a recognizable metaphor that makes access to the information meaningful: a house as a conceptual society model and an apartment as a private space. This reference transforms the objects and stories in the project into the metaphors and reminds us of the art cultural function: as a site of memory of the social collective imagination and as a site of representation and power.

Hybe

Light Tree: Interactive Dan Flavin
HYBE’s Light Tree: Interactive Dan Flavin re-illuminates the minimalist fluorescent light tubes of Dan Flavin from the 1960s, through digital technology. Experimenting with light and its effect, Flavin explored artistic meaning in relationships between light, situation, and environment. The readymade fluorescent light fixtures he used created space divided and adjusted by light and composition, offering a newly structured space with light. HYBE’s work expands the logic of Flavin by reinforcing the physical property of light through interactive media. It presents an escape from traditional lighting, as light and color changes when touched by viewers. Lighting here is divided into front and back, and colors are programmed to maintain complementary colors. The front lighting constantly interacts with colors on a back wall through visual contrast and mixture. A random change and diffusion of light with the involvement of viewers provokes tension extending and segmenting space, turning space into a forum for emotional perceptual experience.

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.

Olivier Ratsi

Frame Perspective
Measuring 30m x 30m x 2.4m and featuring LED lights and 8 audio channels, Frame Perspective transforms a cavernous space at the Maison de la Région. On specific dates throughout the Constellations festival Ratsi has prepared a light programme in the space, accompanied by a sound composition played by Thomas Vaquié (see the festival programme for more details). Frame Perspective continues Ratsi’s interrogation of reality through the creation of exploratory and peripheral spaces. The installation’s repeating forms create new dimensions in the Maison de la Région, interrupting the lines of the architecture. Meanwhile the composition of interacting lights and sounds disrupts the sonic and visual textures of the space and resonates with the visitor on uncharted frequencies. The effect is to immerse the visitor into a fluctuating environment which connects digital technologies with physical spaces and raises questions about how reality is constructed and experienced in digital, physical and other realms.

OTA+

Lumifoil
Lumifoil is a temporary roof canopy at the Florida International University Paul L. Cejas School of Architecture. Our goal was to introduce a new “intrusion” at the heart of what FIU Architect Bernard Tschumi coined the “red generator,” thereby heeding his call for provocation in the form of an architectural intervention. This proposal responds to Tschumi’s discourse and the building itself might apply to the parametric digital project. Rather than design a canopy that is entirely emergent – a bottom up strategy in which the whole is the sum of its parts, and be definition, disconnected from its environment – we began with an overall form that is derived via a series of projected geometries generated directly from the cut out’s in the building’s envelope. These invisible forms intersect inside the empty container, providing a framework for generating a new surface.

Hugo Arcier

Ghost City
The installation Ghost City is built around a reinterpretation of the set of the famous game GTA V. The spectator is plunged into an environment without any population that disappears as we move closer. It is a meditative and captivating experience. The focus is put on architectural and graphic elements. This virtual universe solicits both the present (the experience of the artwork) and the memory. The disappearance, before our eyes, of this virtual universe feeds the terror that one day all our digital life – ephemeral cloud.

ADRIEN M / CLAIRE B

The Movement of Air

A frontal show for three dancers evolving in an immersive environment made up of images projected, generated and animated live. A show where two impossible ones come together: the body that flies, thanks to suspension devices and the body that fits into the image. An acrobatic and digital choreographic writing which outlines a body language opening onto other relationships to time, space and the world. Beyond the search for technical prowess, it is that of a dreamlike movement and writing through images.

Studio Drift

Concrete Storm
On first impression, visitors experience solid forms, which draw on minimalist motifs and underscore the stable properties of concrete. While wearing the HoloLens, viewers enter a mixed reality, enlivened by responsive holograms that augment the physical environment of the installation. With Concrete Storm, DRIFT explores the layer between the parallel worlds, whereby the real and the virtual worlds co-exist. People’s attention is now constantly divided between these two worlds in which they coexist. The artists believe that combining these two seemingly separate worlds they can study the unlimited possibilities of the unstoppable evolution. Concrete Storm expands the boundaries of the digital world, freed from screens, and integrated into the fabric of physical existence.

tabor robak

balenciaga collaboration
A 25 minute video loop with previously unreleased tracks by DJ Hell, made in collaboration with Balenciaga.

Here is a dramatic tension in his work between the real and the imagined in his use of often-appropriated digital objects to create virtual landscapes, which frequently contain elements – animals, machines, fragments of videogames – that are recognisable from our day to day life. This creates a symbiotic relationship between the digital and the real. In a very real way digital space has now become an intangible reality. The worlds built by Robak have a distinctly cinematic sensibility that hyperbolises the shine and dramatic effects of 3D rendered animation. The aesthetic of his work is supremely important, drawing the viewer into a truly alluring, indulgent and strangely gratifying environment. There is a further challenge to the void between high-art and the worlds of 3D animation and gaming, in the intersection between depiction and simulation. This can be partially attributed to the vernacular of advertising Robak is so proficient at utilising.

Hito Steyerl

Power Plants
Hito Steyerl’s series of projects at the Serpentine Galleries is positioned around ideas of ‘power’. Beginning from the premise that ‘power is the necessary condition for any digital technology’, the artist considers the multiple meanings of the word, including electrical currents, the ecological powers of plants or natural elements, and the complex networks of authority that shape our environments. She addresses the notion of power through three interrelated research strands and projects: Actual Realityos, a collectively-produced digital tool; Power Walks, a series of guided walks and a tour that draws upon conversations with campaigners, community groups and organizations in the local area surrounding the Serpentine, and finally this exhibition, Power Plants, which features new video installations created using artificial intelligence trained to predict the future.

localStyle (Marlena Novak & Jay Alan Yim) in collaboration with Malcolm MacIver

Scale
‘scale’ is an interspecies art project: an audience-interactive installation that involves nocturnal electric fish from the Amazon River Basin. Twelve different species of these fish comprise a choir whose sonified electrical fields provide the source tones for an immersive audiovisual environment. The fish are housed in individual tanks configured in a custom-built sculptural arc of aluminum frames placed around a central podium. The electrical field from each fish is translated into sound, and is thus heard — unprocessed or with digital effects added, with immediate control over volume via a touchscreen panel — through a 12-channel surround sound system, and with LED arrays under each tank for visual feedback. All software is custom-designed. Audience members interact as deejays with the system. Amongst the goals of the project is our desire to foster wider public awareness of these remarkable creatures, their importance to the field of neurological research, and the fragility of their native ecosystem.The project leaders comprise visual/conceptual artist Marlena Novak, composer/sound designer Jay Alan Yim, and neural engineer Malcolm MacIver. MacIver’s research focuses on sensory processing and locomotion in electric fish and translating this research into bio-inspired technologies for sensing and underwater propulsion through advanced fish robots. Novak and Yim, collaborating as ‘localStyle’, make intermedia works that explore perceptual themes, addressing both physical and psychological thresholds in the context of behavior, society/politics, and aesthetics.

Jiabao Li

TransVision
Through three perceptual machines, TransVision questions the habitual ways in which we interpret and understand the visual world intervened by digital media, and how technology mediates the way we perceive reality. We have observed an increase in allergies and intolerances in modern society. Hypersensitivities are emerging not only medically but also mentally. Digital media reinforce people’s tendency to overreact through the viral spread of information and amplification of opinions, making us hypersensitive to our sociopolitical environment. By creating an artificial allergy to the color red, this machine manifests the nonsensical hypersensitivity created by digital media. In nocebo mode, red expands, which is similar to social medias amplification effect; in placebo mode, red shrinks, like our filtered communication landscape where we can unfollow people with different opinions.

Mediated Matter Group

Fiberbots
FIBERBOTS is a digital fabrication platform fusing cooperative robotic manufacturing with abilities to generate highly sophisticated material architectures. The platform can enable design and digital fabrication of large-scale structures with high spatial resolution leveraging mobile fabrication nodes, or robotic ‘agents’, designed to tune the material make-up of the structure being constructed on the fly as informed by their environment.

studio Melt

Turbulence
TURBULENCE is an ongoing series of immersive experiences created for large-scale, high-resolution media environments that embosom the viewer in digital flow of particles.It’s a set of visual experiments on particles simulated in different virtual environments.

Frederik Heyman

CEREMONIAL FORMALITY
Frederik Heyman’s work is a balancing act incorporating multiple media – including video, installations and photogaphy – often in a digitally altered environment. In his work, Heyman explores memory and duration, using photogrammetry and 3D scanning to depict and represent the passage of time. The hallmarks of Heyman’s work are mechanical and technological: wires, wheels, scrolling LED marquees, metal frames, clamps, industrial lights, screens and cameras. Bodies–as opposed to humans–are subject to unusual dynamics with these technological trappings. In Ceremonial Formality (2020) a contortionist is encased in a metal cage while a spectator, hooked up to wires, looks on.

LATURBO AVEDON

Chatrooms II
LaTurbo Avedon is a social media avatar and artist. Her work has been enabled by an ever-growing network of friends and collaborators, allowing her to participate in both online and offline exhibitions internationally. Residing entirely on digital platforms, her work ranges from character creation in video games to constructing entirely new virtual environments to inhabit.

Sam Twidale & Marija Avramovic

After Party

(AI) infinite simulations

‘After Party’ is an animation about two young girls, Ada and Milica. They find themselves in a strange space where an adult party is happening. With every new simulation their personalities evolve in unpredictable ways: between Childhood and Adolescence, Refined and Savage. Our digital work consists of creating artificial environments in the form of real-time animation using our own custom software, where artificial intelligence characters interact with each other as well as with the virtual world that surrounds them. These pieces are usually inspired by stories or myths found in different cultures.

FILE SAO PAULO 2019

HIROAKI UMEDA

holistic strata
Tokyo-based choreographer and video artist Hiroaki Umeda creates mesmerizing visual environments for his visceral solo works, appearing as a fine-spun swirl of movement in a digital storm of light and sound—an elusive figure, by turns frantic and still, awash in pulsating electronic waves. In a program of acclaimed companion pieces, Haptic and Holistic Strata, Umeda’s distinctive dance vocabulary draws on a range of butoh, ballet and hip-hop. He conceives his interdisciplinary events as a sensorial whole, creating the beats and sonic textures as well as the entrancing video and lighting effects. Designed to elicit primal emotion, Umeda’s work is minimalist and radical, subtle and violent, abstract yet precise, and thrillingly physical.

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.

olga kisseleva

anthropOcean

AnthropOcean, interactive project created by the artist-researcher Olga Kisseleva, brings the public to question its implication in an environment which we keep adjusting to our aspirations, with a particular focus on the ocean. At the heart of this project is an online database dedicated to climate change and to the broader ties between ocean, climate and society. This database is the source of all visual displays seen by the public and it also has an interactive dimension: the public itself is able to feed the database thanks to a specific barcode. In other words, the art piece takes the shape of a visual display installation composed of digital objects that it visually maps and connects to one another.

ATELIER OLSCHINSKY,PETER OLSCHINSKY AND VERENA WEISS

China in a Mirror
“Atelier Olschinsky, a creative studio in Vienna featuring the collaborative work of Peter Olschinsky and Verena Weiss, presents a unique look at the bustling urban streets of China in its series titled China in a Mirror. The collection of digitally manipulated photos showcase a symmetrical view of populated cityscapes. The illusion of perfect symmetry adds an uncommon yet interesting perspective of an urban environment crammed full of architecture and brimming with people.”

OLIVER TESSMANN

Blurring structure
Oliver Tessmann is an Assistant Professor (tenure track) in the School of Architecture and the Built Environment, KTH Stockholm. His teaching and research in the Architectural Technology Group revolves around computational design and digital manufacturing in architecture.

SOMA

STORM KING PARK
SOMA is an international collective of architects, designers and creatives established in New York. With its focus on incorporating craft, digital technologies and environmental responsability, the firm’s designs and work have attracted critical acclaim for their boundary pushing nature. more

RADIAL AND BLAUS

MID AND PLAYMODES
radial and blaus
‘radial’ and ‘blaus’ are two interactive lighting installations, both a result of the collaboration between catalonia-based digital research collectives MID (media interactive design) and playmodes. ‘blaus’ introduces the abstract realm of three dimensional geometry through the mediums of audio and illumination – this could manifest as a cube or a blossoming flower, a grid or a jellyfish, a mutant framework of reflecting lights which submerge the audience into a multi-faceted universe, driven by hidden forces of the architecture. ‘blaus’ is an immersive space where audio-visual elements relate
intimately to impact on the visitor. the process led the designers to build most of the software and hardware elements themselves, by means of algorithm design, digital fabrication techniques and craft handwork. on the hardware side, the use of open source technologies, such as arduino, allowed us to create a flexible electronic system easily addressable by opensound – control data. ‘duration open source software by
james george was used in order to independently control, compose, and play a full score for the laser diodes, servomotors, lights and music.on the sound design side, all music and sound effects are made through the use of audio programming environments such as predate and reactor.
custom digital instruments are made in order to exactly match the resonant frequency of the space and its harmonics.
‘blaus’ is an immersive space where audio-visual elements relate intimately to impact on the visitor.

AZIZ + CUCHER

Synaptic Bliss
Begun in 2003, the series of works collectively known as “SYNAPTIC BLISS” explore ideas of a digital consciousness that allows for the simultaneous perception of multiple perspectives and scales, as well as the blurring of the distinctions between the body and its environment, the exterior and the interior, and the organic and the artificial. The works in this ongoing series include a variety of media, ranging from architectural installations, to video projections and environments, as well as digital prints and hand-woven rugs.

MICHAEL GUIDETTI

Bounce Room 1

“The digital projection represented as three red, green, and blue spherical lights; and the painted environment as five flat planes receding in perspective. That’s about as far as I could boil them down to. Separately they are elementary and flat, but when they come together, the simulated light and physics of the spheres bouncing around in the space becomes illusionistic.” Michael Guidetti