Light is using high-precision lasers to draw continuous abstract shapes on the screen, perfectly synchronized with the sound. Intense light contrasts with total darkness, and slow movements and the evolution of small details are as important as strong gestures. The result is both quaint and futuristic. Emerging models leave room for many possible explanations. Hieroglyphs, symbols in an unknown language, architectural drawings, connections between data points, or early video games like Tron are magnified 1,000 times.



La lumière utilise des lasers de haute précision pour dessiner des formes abstraites continues sur l’écran, parfaitement synchronisées avec le son. La lumière forte contraste avec l’obscurité totale, le ralenti et l’évolution des petits détails sont aussi importants que les gestes forts. Le résultat est à la fois pittoresque et futuriste. Les modèles émergents laissent place à de nombreuses explications possibles. Les hiéroglyphes, les symboles dans une langue inconnue, les dessins d’architecture, les connexions entre les points de données ou les premiers jeux vidéo comme Tron sont agrandis 1 000 fois.

Neri Oxman and MIT Develop Programma


La variedad de formas y comportamientos exhibidos por estas piezas refleja la forma en que se expresan en la naturaleza, donde un material como la quitina puede componer tanto el exoesqueleto de los crustáceos como las paredes celulares de los hongos. A diferencia del acero y el hormigón, los materiales compuestos formados por estos materiales están en constante diálogo con su entorno. Algunos artefactos exhiben cambios dramáticos en la conformación en respuesta a la humedad y el calor, mientras que otros se oscurecen o aligeran a medida que cambian las estaciones. Algunos son frágiles y transparentes con una textura vítrea, mientras que otros permanecen flexibles y resistentes como el cuero. A pesar de su diversidad emergente, estos artefactos comparten una calidad común: en la vida, sus propiedades están mediadas por la humedad; en la muerte se disocian en el agua y regresan al ecosistema.


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.


Câblé se compose d’environ 18 000 lampes LED qui symbolisent le transfert de connaissances. Les pixels lumineux individuels se connectent puis disparaissent. Dans un processus de transformation constante, de nouveaux modèles, interrelations et complexités émergent.


Schnittstelle I untersucht die Grenze zwischen zwei interagierenden Systemen, die in das Physische übertragen werden. Jedes System besteht aus Motoren, Saiten und Gummibändern, die horizontal angeordnet sind. Die beiden Einheiten stehen sich vertikal gegenüber (eine oben, eine unten). Jeder Motor einer Ebene (oben, unten) ist mit einer Schnur mit seinem Gegner verbunden und trifft sich in der Mitte. Beide Motoren ziehen ihre Schnur in die entgegengesetzte Richtung (wie bei einem Tauziehen). An der Verbindungsstelle der Saiten verbindet ein Netz aus Gummibändern die Saite mit ihren Nachbarn. Das Netz koppelt jedes Element mit seinen umgebenden Elementen, um ein lokales emergentes Verhalten zu erreichen.


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.

Damien Jalet and Kohei Nawa

les corps se rassemblent alors pour former les vaisseaux de naissance. Avec un mélange de jambes et de bras, la forme des danseurs crée des roches comme des entités vaginales, d’où émergent de nouvelles créatures. C’est une scène de prison. Il est intelligent et vient clairement d’esprits exceptionnellement créatifs.


Threshold Release Ornament
MSHR is the art collective of Birch Cooper and Brenna Murphy. The duo collaboratively builds and explores systems composed of sound, light, sculpture, software and circuitry. Their practice is a self-transforming cybernetic entity with its outputs patched into its inputs, the resulting emergent form serving as its navigational system. These outputs primarily take the form of installations and performances that integrate interface design with generative systems and a distinctive formalist approach. MSHR’s name is a modular acronym, designed to hold varied ideas over time. MSHR emerged from the art collective Oregon Painting Society in 2011 in Portland, Oregon, USA.

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.

Can Buyukberber

Noumenon is a site-specific large-scale architectural and year-long installation in ZeroSpace, New York City; a compilation of Buyukberber’s last 4 year of audiovisual work and explorations; from emergent systems to out-of-body experiences; from transcendental objects to the symbols of the collective unconscious.

Ralf Baecker

Interface I investigates the boundary between two interacting systems rendered into the physical. Each system is a compound of motors, strings and elastic bands arranged horizontally. The two units face each other vertically (one on the top, one on the bottom). Each motor of one level (top, bottom) is connected to its opponent with a string, meeting in the center. Both motors pull their string in the opposite direction (like in a tug of war). At the junction of the strings, a mesh of elastic bands connects the string to its neighbours. The mesh couples each element to its surrounding elements in order to achieve a local emergent behaviour.

Bill Vorn

Prehysterical Machine

The Prehysterical Machine has a spherical body and eight arms made of aluminum tubing. It has a sensing system, a motor system and a control system that functions as an autonomous nervous system (entirely reactive). The machine is suspended from the ceiling and its arms are actuated by pneumatic valves and cylinders. Pyroelectric sensors allow the robot to detect the presence of viewers in the nearby environment. It reacts to the viewers according to the amount of stimuli it receives. The perceived emergent behaviors of this machine engender a multiplicity of interpretations based on single dynamic pattern of events.The aim of this project is to induce empathy of the viewer towards a “character” which is nothing more than an articulated metal structure. The strength of the simulacra is emphasized by perverting the perception of the creature, which is neither animal nor human, carried through the inevitable instinct of anthropomorphism and projection of our internal sensations, a reflex triggered by any phenomenon that challenges our senses.

Victoria Vesna

Bodies INC 2.0 is dedicated to creating ways to PROTECT YOUR THIRD EYE! Our proprietary body parts, textures and sounds are embedded with deeper meaning and energy – we give you the power you need to function successfully in the spiritual and material realms. Once you become (in)INCorated into our magical system, you will have an opportunity to apply the secret techniques and empowerments. Become a member and a door to collective emergent systems will open for you to function in multiverses now hidden from view!

Tatsumi Hijikata


Hijikata conceived of Ankoku Butoh from its origins as an outlaw form of dance-art, and as constituting the negation of all existing forms of Japanese dance. Inspired by the criminality of the French novelist Jean Genet, Hijikata wrote manifestoes of his emergent dance form with such as titles as ‘To Prison’. His dance would be one of corporeal extremity and transmutation, driven by an obsession with death, and imbued with an implicit repudiation of contemporary society and media power. Many of his early works were inspired by figures of European literature such as the Marquis de Sade and the Comte de Lautréamont, as well as by the French Surrealist movement, which had exerted an immense influence on Japanese art and literature, and had led to the creation of an autonomous and influential Japanese variant of Surrealism, whose most prominent figure was the poet Shuzo Takiguchi, who perceived Ankoku Butoh as a distinctively ‘Surrealist’ dance-art form.


Adaptive Urban Ecologies
Adaptive ecologies explores the emergent logics of adaptation and evolution that are constitutive of ecosystems in nature. Chimera’s vision is to define an urban ecosystem which supports housing and cultural programs and has the ability to adapt, transform, mutate, and adjust according to the specific urban and social character of the site and of Manhattan. This urban ecological system is taking as a model an organism in nature, specifically the mangrove plant.

Luca Pozzi

Cyclops Spring-8
Artista visivo, ricercatore culturale e mediatore interdisciplinare conduce un programma di ricerca teso alla formulazione di una visione onnicomprensiva dell’esperienza, capace di estenderne le possibili corrispondenze emergenti a una dimensione del sapere più ampia e libera da specificità del caso. Avvalendosi dei contributi teorici espressi da ricercatori e artisti coinvolti indirettamente nei progetti finora realizzati (mediante conversazioni in forma di intervista) e dell’impiego di media e materiali differenti, l’artista realizza insiemi installativi ibridi caratterizzati da un originale utilizzo della forza di gravità, intesa come strumento di riflessione sull’uomo e sulle misteriose leggi fisiche che sottendono ai processi naturali.

akihisa hirata

아키 히사 히라 타
animated knot

Hirata vê a arquitetura como um emaranhado complexo que estabelece o equilíbrio e a ordem entre a arquitetura e a ecologia, à medida que se caminha lado a lado com a natureza e a vida, e se coexiste com o ambiente envolvente. Assim, Hirata advoga que a arquitetura estimula e interage com os sentidos humanos de uma forma positiva e natural. Ele é internacionalmente ativo enquanto arquiteto emergente; encabeça uma nova geração de designers no Japão.

Katharina Fritsch

קתרינה פריטש

Por medio del humor sarcástico, Fritsch examina el mundo de todos los días la vida, el turismo y el consumo. Símbolos colectivos y recuerdos personales, emergente en sus cuadros y esculturas de objetos de gran tamaño, puede causar profunda emociones en el observador. Durante los últimos años, Katharina Fritsch tiene particularmente ocupado de la fotografía y su conversión en imágenes monumentales así como con los recuerdos personales de la infancia


Latent Figure Protocol

Latent Figure Protocol takes the form of a media installation that uses DNA samples to create emergent representational images. The installation includes a live science experiment, the result of which is videotaped and repeated for the duration of the gallery exhibit. Employing a reactive gel and electrical current, Latent Figure Protocol produces images that relate directly to the DNA samples used. The above images were re-produced live. Each performance lasts approximately one hour, during which time audience members see the image slowly emerge. In the first experiment, a copyright symbol is derived from the DNA of an industrially-produced organism (a plasmid called “pET-11a”), illuminating ethical questions around the changing status of organic life and the ownership of living organisms. Future instances of the LFP will use the DNA of other subjects and create other images.


The Nemesis Machine
via highlike submit

The Nemesis Machine è una grande installazione (adattata a ogni luogo in cui viene esposta) che è una città in miniatura. Visualizza la vita nella metropoli sulla base dei dati trasmessi da Londra. Quindi la città costruita a Bruges utilizzando componenti elettronici riflette in tempo reale ciò che sta accadendo dall’altra parte della Manica. Piccole telecamere mostrano le immagini dei visitatori in modo che diventino parte della città.Una mini metropoli meccanica funziona su dati urbani in tempo reale. L’opera d’arte cattura i cambiamenti nel tempo nell’ambiente (città) e rappresenta la vita mutevole e la complessità dello spazio come un’opera d’arte emergente. L’opera d’arte esplora nuovi modi di pensare alla vita, all’emergenza e all’interazione all’interno dello spazio pubblico. Il progetto utilizza tecnologie di monitoraggio ambientale e tecnologie basate sulla sicurezza, per mettere in discussione le esperienze del pubblico degli eventi in tempo reale e creare visualizzazioni della vita mentre si svolge. L’installazione va oltre la semplice interazione da parte del singolo utente per monitorare e rilevare in tempo reale l’intera città e rappresentare interamente le complessità della città in tempo reale come un sistema complesso in mutamento, i dati e le loro interazioni, ovvero gli eventi che si verificano nell’ambiente che circonda e avvolge l’installazione – si traducono nella forza che dà vita alla città elettronica provocando il movimento e il cambiamento – cioè, nuovi eventi e azioni – che si verificano. In questo modo la città si esibisce in tempo reale attraverso il suo avatar fisico o doppio elettronico: la città si esibisce attraverso un’altra città. Causa ed effetto diventano evidenti in modo discreto e intuitivo, quando determinati eventi che si verificano nella città reale fanno sì che certi altri eventi si verifichino nel suo doppio completamente diverso, ma perfettamente incorporato. La città avatar non è solo controllata dalla città reale in termini di funzione e funzionamento, ma anche completamente dipendente da essa per la sua esistenza.


The Emergent City. A Life From Complexity to The City of Bits
via highlike submit


Self Organizing Still Life
Acoustically stimulated Interactive Sculptures
David Fried’s “Self Organizing Still-Life” (SOS) is a series of interactive, sound-stimulated kinetic sculptures, which reveal his exploration into the inherent qualities of networked and emergent systems operating far-from-equilibrium intrinsic to nature, individual psyche, communication and social relationships.


Capacities Life in the Emergent City

“Capacities Life In The Emergent City” captures the changes over time in the environment (city) and represents the changing life and complexity of space as an emergent artwork. Capacities goes beyond simple single user interaction to monitor and survey in real time the whole city and entirely represent the complexities of the real time city as a shifting morphing and complex system. What you see is a sculpture which represents the emergent properties of the environment where the sensor network is situated.


According to wikipedia, “emergence is the way complex systems and patterns arise out of a multiplicity of relatively simple interactions.” Thus “EMERGENT” was created using a particle system that was given basic rules of behavior, this is very similar to swarm algorithms using in architecture to create 3D forms. The application/particle system was created/simulated using Processing and OpenGL. The particle trails (locations over time) were imported to Maya using a MEL script and then animated to show their growth over time. I developed a (pretty complex) Processing application that helped me simulate the particle system (300 particles, with per particle interaction) in real-time.