Degenerative Imaging (Early Dementia)
Degenerative Imaging (Early Dementia)
Elaborated by the French/Japanese duo Nonotak, ‘VERSUS’ is an immersive A/V experience that questions the relationship between 360° image and sound. The viewer finds himself submerged, at the centre of a perfectly geometric environment that constantly redefines space by breaking distances between projection, audience and screen. The work gives the illusion of a new type of architecture, a world created from distortions that shatter boundaries, and that brings the idea of infinity.
Hot Pink Turquoise
Janssens’ works range wide, but they can all be described as sculptures that use the space as a stage for sensory activity. The simple white architecture of Louisiana’s South Wing becomes a resonating surface for Janssens’ both fragile and dizzying art – fragile because the works and their components are very simple while their effect elevates them above the material. Janssens herself often uses the word ‘fluid’ to describe the effect of her works – even for example when they consist of a 6.5 metre long iron girder polished at the top so the room is reflected and it is hard to fix your gaze on the object. Janssens seeks no control of either works or viewers, for as the Dutch theorist Mieke Bal has said, Janssens’ artworks are at one and the same time object and event. Many of the works in the exhibition can evoke the sensation of standing at the threshold of something. They stress transitions and transformations between on the one hand a material level – evoked by glass, colour, liquids and not least light – and on the other hand a dynamic experience of time and space.
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.
Ouchhh created an Artificial Intelligence and the t-SNE visualization of the hundreds of books and articles [approx. 20 million lines of text] written by scientists who changed the destiny of the world -and wrote history- were fed to the Recurrent Neural Network during the training. This, later on, was used to generate novel text in the exhibition. 136 projectors shining to be a veritable oneiric experience, the ‘POETIC – AI’ digital installation uses Artificial Intelligence in the visual creation process: the forms, light, and movement are generated by an algorithm that creates a unique and contemplative digital work, an AI dancing in the dark, trying to show us connections we could never see otherwise.
Kinematope is specific twice over. First, for being formulated as a response to the perceptual qualities and inner structure of the place it activates. Second, its kinematic nature is directly connected to the function of the train station itself: transit, transport, motion. Kinematope uses ephemeral and intangible materials, projected light and sound, to set the space in motion. It makes use of elements from the cinema apparatus to generate a spatial film. It is a direct filmic experience that omits the mediation of the camera, transporting the observer into a virtual space-time and maintaining at the same time the real, physical bonds of the body with its environment.
JOURNEY is a 4 min. immersive audiovisual experience, telling the story of photons, primary elements of light, from the moment they approach the eye until the brain reconstructs them into perceivable forms. Our journey begins with the formation of photons in blank space, the colored photons approach the eye and we find ourselves in the capillary structure of Iris, the first layer of the eye. Next stop for the light particles is the Lens, which has a more crystalline form. We find ourselves in a refractive and fractalized environment. With an accelerating pace, we move towards a structure of many capillaries, aka optic nerves, gradually becoming thinner and eventually transmitting light particles towards neurons.
SOL is a minimalistic environment, leading visitors into the reaches of their perception. The installation builds on loss of control, shifts in awareness and a feeling of dislocation and timelessness. SOL is the third work in an ongoing series of phenomenological environments, after the live performance FEED, 2005 and the installation ZEE, 2008. The all encompassing darkness of SOL is lifted, in intervals and for parts of seconds only, by animated bursts of intensely bright light. Falling back into darkness, visitors experience abundant retinal after-images, that gradually drift away until eventually the next eruption of light is triggered. In the surround sound-scape of SOL, electronic drones mix with swarming field recordings, amidst a sea of infra-bass.
H²élyos takes you into an imaginary world where unreal monsters coexist. These Titans are looking for a single goal, the light of the god H²élyos. He is the eye of the world. He is the one who sees everything. This project was originally designed as a 360-degree experience for The Immersive Art Festival, devoted to immersive digital design […] It used all the atelier technological power : 140 video-projectors, 50 speakers, 3000 m2 of projection surface.
Expanded Holiday demonstrated the enormous potential of AR technology, which provides virtual perspectives on real-world environments, and conveys KAWS’s mischievous humour through the juxtaposition of physical and virtual worlds. These virtual sculptures were accessible via the Acute Art app and could be experienced in conjunction with the NGV’s exclusive exhibition KAWS: Companionship in the Age of Loneliness, a comprehensive survey of 25 years of KAWS’s oeuvre and his largest solo survey to date. Full of humour, hope and humanity, the exhibition featured more than 100 works including iconic paintings reappropriating pop-culture figures to more recent largescale, layered works, and an impressive collection of KAWS’s celebrated sculptural figures.
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.
The Hive Kew Gardens
“The proposal involves the idea of ’temporary’ in an interesting way. It uses the temporary aspect of the installation to carefully engage with the purpose and short and long-term needs of the land,” said the judges. Originally designed for the Expo 2015 from Milan, The Hive was transferred to Kew Gardens, in central London, for two years, where it was part of an event space. Designed to give visitors a glimpse into the life of working bees, the pavilion was built with 169,300 individual aluminum components equipped with hundreds of LED lights. As the meadow surrounding the structure grows, several species of plants begin to flourish, bringing with them the sounds of real bees that enhance the multi-sensory experience of the pavilion.The aesthetic and symbolic installation represents its namesake, with the aim of showing visitors the importance of protecting the honeybee.
Guillaume marmin and Frédéric marolleau convey spiritual essence through visual abstraction in ‘hara’, an audio-visual collaboration for the 7th chromatic festival in montréal, québec. ‘Hara’, the anatomical home of energy according to japanese custom, is explored by various means. Music and light move through states of tension and calm, creating for each visitor a unique contemplative experience.
[#define Moon_ ] consists of 9 rotating kinect light installations. It presents different postures of moon shape, exerting new sense experiences. The audience is allowed to explore through various ways of looking and bring curiosity to the installation by watching from different angles. By thinking of the science spirit, once again, viewer can define and understand the concept of this work of their own.
Wave depicts a sculptural volume unfolding over time – the Shape of Light seized in perpetual movement. It uses ephemeral and intangible materials – light and sound – and can be traversed by the observer, immersing them into the shapes cast by the undulating light columns. The work creates a malleable experience of scale: it shifts between object and environment depending on the observer’s position inside, outside, or at the boundary of the installation.
Jonattas Poltronieri, Luis Mello, Pedro Venetucci & Rofli Sanches
Just like the original box, the installation is a rectangular unit where the user inserts his arm and is urged to move it in different ways. The similarity with the original object disappears as, instead of having a mirror to provide the image that motivates the interaction, there is a screen that mediates the user’s view and the place where his arm actually is. The displayed image of the user’s arm can be reversed, distorted and coloured, among several modifications to simulate in a rich way the strangeness of not having control over a member, and to question whether what is seen is an accurate portrayal of the real body. Although deep and subjective, the topic addressed in this experience is easy and accessible in its interaction, offering various sensory feedbacks to the user. Through it, it is proposed that we experience and reflect upon the disconnection between thought and body, intention and action, sensation and reality.
Conceptually, at its foundation, the installation was an exploration of the absence and presence of light and how it defines a space. The team wanted to play with dramatic scale, and to do so they employed two Quantec KR150s as Robotic Conductors, wielding large, fabricated geometric shades to manipulate the various light sources and cast brilliant arrays of graphic shadow work throughout the space. They upgraded the show for The Row to be more immersive, adding more synchronized lighting fixtures and laser projectors around the perimeter of the space to embellish the ambient lighting states, and as a result amplified the user experience even further – creating a more sculptural and geometric installation for the masses.
“Flow Through takes as its departure point Bahar Yürükoğlu’s experiences during her travels to the Arctic Circle in 2015, both in the summertime, when the sun doesn’t set, and during the winter months, when darkness prevails. In the exhibition, the artist creates fictional spaces based on the dualities she observed in the Arctic region; blurring the boundaries between presence and absence, past and future, nature and civilisation, as well as cyclical movements and inevitable transformations, these installations, photographs and videos test the viewer’s perceptive capacities, and demand that the dichotomy between the subject and the object is set aside”. Duygu Demir
IsoScope is a kinetic audiovisual outdoor installation, a sensorial experience in which the audience wanders through rotating lights and an ever-changing sonic cloud. This new work by Dutch artist Joris Strijbos consists of multiple robotic wind objects interacting with each other and with their surroundings. Strijbos aimed at creating a human-constructed phenomenon, an abstract entity which, like most natural phenomena, can only be experienced in certain weather conditions. IsoScope can be seen as a proposition for a new kind of machinic and artificial lifeform. IsoScope was commissioned by Sonic Acts for the second Dark Ecology Journey (2015) and realised in collaboration with Jeroen Molenaar, Daan Johan and Erfan Abdi.
zones of flow (ii)
“zones of flow” is a work-in-progress project which investigates the fluid connections between people, sea and land. The piece zones of flow (ii) is an audiovisual artwork created to for the MAN display, which is located in a public area in NTU-Singapore; an open corridor where there is a regular flow of people moving across the space. The piece has come out of a sailing experience across the Atlantic in a 15m sailing boat. The ongoing project explores the instantaneous but sometimes asynchronous connectivity between things and people as they move in and across digito-tangible environments.
Viridarium / Bioréacteur de spiruline
Gaspard and Sandra Bebie-Valérian will present Viridis. Viridis is a global project that relies on different modules, the main being an online video game, immersive, plus an installation made of spirulina bioreactors and a set of videos and sounds. While Viridis is mainly available on the internet, the two artists, at this occasion, will present it out of the screen, they will deploy and spread it in several modules.
Viridis is a unique game experience combining adventure, survival, and an actual operating spirulina community management. Through the video game, the community can directly affect and interact with a real operating spirulina farm, managed by the artists.
»White Circle« consists of fluorescent tubes that respond to musical impulses and illuminate the room. Five dedicated compositions by alva noto, byetone, frank bretschneider, and kangding ray playing in a continuous loop (one set takes ca. 45 minutes) model the interrelation between sound, light, and architecture in different ways. Each piece represents an independent and self-contained conceptual proposal by the respective composer. All tracks are multichannel compositions based on the idea of creating a vivid immediate experience of auditory space and visual stimuli. With acoustic material routed to twentyseven speakers placed throughout the gallery, sound itself takes on a threedimensional and indeed sculptural quality.
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
Schrödinger’s Baby(2019/20), TZUSOO alludes to the popular thought experiment devised by Austrian physicist Erwin Schrödinger in 1935. Schrödinger proposed a scenario in which a cat is locked in a box with an unstable radioactive atom that could potentially begin to emit radiation and release a toxic gas. However, there is no way to say with certainty when or indeed whether this will happen without opening the box. The result is a paradox, with Schrödinger asserting that the cat enters a state of superposition that makes it impossible to say whether it is alive or dead.The South Korean artist translates this famous paradox into the reality of her own life, creating a digital baby in virtual space. Based on her inner grappling with potential motherhood, TZUSOO bought the digital model of a developing embryo, refining it according to her own ideas. She is free to determine the sex, skin colour and other characteristics or to dispense with all specifications so as to avoid stereotyping. In Schrödinger’s Baby, TZUSOO thus discuss core aspects of her work including reflection on gender and origin for which she also draws on her personal experience as a South Korean artist in Europe.
YOU WOULD COME BACK THERE TO SEE ME AGAIN THE FOLLOWING DAY
This installation utilizes mirrors and video cameras combined with various types of frame, a motif often discussed in the context of the history of painting and film. The title is a typical English sentence in free indirect speech (by what is normally a third-person subject). With the object of “there” and “following day” varying with the context, this title reflects the experience of viewers, whose relationship to their image and to the space raises questions about the meaning of “here” and “now.”
Enter the world of Journey, the third game from acclaimed developers thatgamecompany and presented by SCEA Santa Monica Studio. Journey is an interactive parable, an anonymous online adventure to experience a person’s life passage and their intersections with other’s. You wake alone and surrounded by miles of burning, sprawling desert, and soon discover the looming mountaintop which is your goal. Faced with rolling sand dunes, age-old ruins, caves and howling winds, your passage will not be an easy one. The goal is to get to the mountaintop, but the experience is discovering who you are, what this place is, and what is your purpose.
Refik Anadol’s most recent synesthetic reality experiments deeply engage with these centuries-old questions and attempt at revealing new connections between visual narrative, archival instinct and collective consciousness. The project focuses on latent cinematic experiences derived from representations of urban memories as they are re-imagined by machine intelligence. For Artechouse’s New York location, Anadol presents a data universe of New York City in 1025 latent dimensions that he creates by deploying machine learning algorithms on over 100 million photographic memories of New York City found publicly in social networks. Machine Hallucination thus generates a novel form of synesthetic storytelling through its multilayered manipulation of a vast visual archive beyond the conventional limits of the camera and the existing cinematographic techniques. The resulting artwork is a 30-minute experimental cinema, presented in 16K resolution, that visualizes the story of New York through the city’s collective memories that constitute its deeply-hidden consciousness.
Great Animal Orchestra
The Fondation Cartier invited United Visual Artists to collaborate on The Great Animal Orchestra, exhibition that celebrates the work of musician, bio-acoustician and scientist Bernie Krause. Krause has been recording animals for 45 years and has amassed a collection of more than 5,000 hours of sounds recording of over 15,000 individual species in their natural habitats from all over the world. UVA’s creative approach linked together the various exhibition content elements throughout the basement space — soundscapes, spectrograms and art works — into a cohesive, immersive experience that three-dimensionalises Krause’s recordings and suggests scenes from the natural world. The spectrograms form an abstract landscape, an interpretation of the various global locations and times of day that Krause made the original recordings in a way that envelops the audience and encourages them to linger in the space.
This piece consisted of a high curtained structure which circulated the material around in one space. It stopped every 15 seconds or so, enough time for one or two people to enter into the spinning vortex of linen material. Whilst standing inside the whirlwind of fabric I felt as though I myself were almost flying or being transported to another dimension or something (ok, this description might be slightly exaggerated, but I have quite an ambitious imagination!) Either way, I fully enjoyed the experience of the piece immensely.
the girl in the wood frock
This project is based on a fairy tale in which a girl’s life is changed by what she wears. It is through clothing that the heroine experiences the outside world and the wood dress is both armor and prison for the girl, allowing her to escape the threat of incest while also disguising her true self from the prince.
Each dress in the series is an exercise in controlling one’s most immediate environment and how one navigates such an intimate spatial situation, using covers to filter what we feel by either exaggerating or muting sensation. They are also explorations of material technique and are made using a combination of high and low-tech methods and industrial materials such as printing press felt, rubber, and copper cable. The dresses are built rather than sewn and architectural construction informs their detailing.
In his spectacle-installation Bleu Remix, Yann Marussich returns to a theme originally explored in Bleu Provisoire (2001), a spectacle in which a mysterious blue liquid oozes through the layers of his skin as though it were the final effect or by-product of his body’s inner processes. In Bleu Remix, the artist once more invites the viewer to experience an intimate journey through the corners of his body. Each time the spectacle is performed, a different (local) musician accompanies Marussich. This unique, singular confrontation establishes a new relationship between the sound and image. The meeting of the two artists brings an element of risk and uniqueness to the event, as if the music explores the spectacle repeatedly, resulting in new ways of perception.
the event of a thread
Ann Hamilton is a visual artist internationally recognized for the sensory surrounds of her large-scale multi-media installations. Using time as process and material, her methods of making serve as an invocation of place, of collective voice, of communities past and of labor present. Noted for a dense accumulation of materials, her ephemeral environments create immersive experiences that poetically respond to the architectural presence and social history of their sites.
AURA (2017) is an audiovisual installation that materialises emotions into a perceptible, physical form. The audience’s own emotional experience manifests as organic, pulsing light compositions of various form, colour and intensity. The installation visually tributes to the Solid Light Works by artist Anthony McCall, further exploring light as a medium.
In early 2011 I was exploring the relations of geometry, nature and the human being in a series of 25 pictures that I called ”Fractal Experience”. This is part two – continuing the exploration of geometric shapes, patterns, and fractals with an added element: space-time. This time I’ve worked in 3D and produced a set of animated looping gif’s.
I’ve limited each animation to at most 48 frames, most are around 10-15 frames – to keep the file size small and to maximize the creativity with in these frames.
Début 2011, j’explorais les relations de la géométrie, de la nature et de l’être humain dans une série de 25 images que j’ai appelées «Expérience fractale». Il s’agit de la deuxième partie – poursuivre l’exploration des formes géométriques, des motifs et des fractales avec un élément supplémentaire: l’espace-temps. Cette fois, j’ai travaillé en 3D et produit un ensemble de gifs en boucle animés.
J’ai limité chaque animation à 48 images au maximum, la plupart se situent entre 10 et 15 images – pour garder la taille du fichier petite et maximiser la créativité avec ces images.
Anfang 2011 untersuchte ich die Beziehungen von Geometrie, Natur und Mensch in einer Serie von 25 Bildern, die ich “Fractal Experience” nannte. Dies ist Teil zwei – Fortsetzung der Erforschung geometrischer Formen, Muster und Fraktale mit einem zusätzlichen Element: Raum-Zeit. Dieses Mal habe ich in 3D gearbeitet und eine Reihe von animierten Loop-Gifs erstellt.
Ich habe jede Animation auf höchstens 48 Bilder beschränkt, die meisten sind etwa 10 bis 15 Bilder – um die Dateigröße klein zu halten und die Kreativität in diesen Bildern zu maximieren.
Monument to the Unknown Artist
At first glance, Monument to the Unknown Artist appears to be a simple bronze statue, dressed in a neck scarf and loose fitting suit. However, the six meter monument seeks inspiration from passers-by, inviting them to strike poses which he copies, continually changing his form in a light-hearted and mischievous way. The unique sculpture offers an alternative and accessible creative experience for the public allowing them to create a dialogue with the work of art.
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.
Jenny Holzer (b. 1950) is an internationally renowned artist best known for her pioneering work incorporating texts into light-based sculptures and projections. For SAAM (2007) is Holzer’s first cylindrical column of light and text created from white electronic LEDs (light emitting diodes). The piece, according to the artist, is “sensitive to the formal integrity of the museum and attuned to the experience of the collection and space.”
Arjowiggins skin paper
After living as political refugees for nearly 25 years, Bolofo and his father returned to South Africa, an experience documented in his short film The Land Is White, the Seed Is Black. His keen eye for lively, dynamic images has won him accolades for his fashion photography[…]
The great epic work of ancient Greek poetry tells the story of Odysseus’s journey home after the Trojan War and what happens when the hero arrives at Ithaca. It is a transcendental tale that has always been the symbolic text par excellence about human adventure and the wanderings of existence in a harsh but exciting world.
Robert Wilson’s encounter with Homer is one of the major artistic events of this season. One of the most influential and acclaimed artists in world theatre brings his own unique approach to the material. The sensitivity, inventiveness and imagination of the great American director resonate with the Homeric spirit, creating a spellbinding new theatrical language. Eighteen carefully chosen performers and Wilson’s own internationally renowned collaborators bring all their artistry to bear on this unique venture, which is intended for all audiences, regardless of age or experience of the theatre.
Levitated Mass by artist Michael Heizer is composed of a 456-foot-long slot constructed on LACMA’s campus, over which is placed a 340-ton granite megalith. The slot gradually descends to fifteen feet in depth, running underneath the boulder. As with other works by the artist, such as Double Negative (1969), the monumental negative form is key to the experience of the artwork.
The Slow Motion Band
Villanueva began his training and initiation in1984 from 1986-1995 he worked as an artist and teacher with Abraham Dubckovsky the Argentine sculptor and architect planner. His work: causes, produces and creates visual and physical impressions and sensory pleasures, space and forms that are capable of enclosing and hiding something and demarcating soluble volumes. The pieces are of respectful sizes, clean lines and defined but at the same time fragile, silky smooth but yet again clear due to the materials used. As he describes it, art linked to the intimate experiences of the body and time, in search of an interior portrait joined with beauty resulting in essential interlocutor.
The Roots c’est 12 danseurs et chorégraphes au parcours chargés d’expériences qui incarnent cette création sur scène avec une force, une générosité, un poésie, une technicité et une sincérité sans borne. Comme aime dire Kader des danseurs d’excellence au service de cette création, The Roots “les racines” le lien direct avec ces quelques 30 années de hip hop que nous avons parcouru, de h.i.p h.o.p présenté par Sidney et nos cartons de training dans la rue, jusqu’aux scènes les plus prestigieuse d’europe et du monde. .
Du corps et du cœur
Born in South Africa, Koto Bolofo and his family fled to Britain when he was still a child after his father, a history teacher, was discovered to have writings by Karl Marx among his classroom materials. After living as political refugees for nearly 25 years, Bolofo and his father returned to South Africa, an experience documented in his short film The Land Is White, the Seed Is Black. His keen eye for lively, dynamic images has won him accolades for his fashion photography—Bolofo editorials have appeared in Vogue, GQ and Interview, to name a few; his advertising clients include Burberry,
“Swing” brings these feelings back and makes a dream come true: the dream of flying. Thus, the swing becomes a physical component of an interactive installation. The use of 3D oculus enhances the swinging experience with virtual reality, creating a unique immersive adventure and sending you to a crafted watercolor world.
Live forever: Act I
For her first major exhibition in the United States, Lee Bul exhibited work from her continuing series of karaoke booths that she started at the Venice Biennial in 1999.This new work elaborated upon her interests in investigating the relationship between the body and how we experience our technologically mediated society.more…
СЕРИС ВИН ЭВАНС
Form in Space…By Light
‘Cerith’s installation sits beautifully within the space, unfolding as you walk through,’ explains Clarrie Wallis, Tate’s Senior Curator of Contemporary British Art. The neon experience builds, from a single ‘peep hole’ ring in the South Duveens, through which you can glimpse swirls of radial light and an imposing octagon in the central gallery. The fractured neon fragments look like frantically drawn sparkler-lines on fireworks night.But there’s method and logic within these celestial scribbles. Hidden in the design are references to a host of highbrow sources, from Japanese ‘Noh’ theatre, to Marcel Duchamp’s The Bride Stripped Bare by her Bachelors, Even (The Large Glass), 1915-23. Don’t worry if you missed them. The beauty of rendering precise (verging on obscure) references in such a celebratory neon explosion allows for multiple – if not endless – interpretations.Each way you look at the sprawling 2km of neon tubing, a different shape or symbol emerges. No small thanks to the elegant way in which the structures have been painstakingly suspended. ‘There were over 1000 fixing points, and obviously we couldn’t drill 1000 holes in the Grade II listed building,’ Wallis explains. ‘We had to work with structural engineers very intensely, so as to be completely happy and convinced that we would be able to remove it without damaging the fabric of the building.’Though it seems too soon to be discussing the installation’s removal, Wallis has a point. It’s a visibly fragile, delicate sculpture – whose impermanence makes it more intriguing. As it is a site-specific sculpture, it can’t be recreated elsewhere. What’s more, because the neon tubes are filled with a constantly moving stream of pulsing, vibrating gasses, visitors will never see the same sculpture twice.
Parametric data sculptures
The main idea of ‘Virtual Depictions:San Francisco’ is to bring 21st century approach to public art to define new poetics of space through media arts and architecture and to create a unique parametric data sculptures that has an intelligence, memory and culture. Through architectural transformations of media wall located in 350 Mission’ lobby, home of Salesforce, main motivation with this seminal media architecture approach is to frame this experience with a meticulously abstract and cinematic site-specific data-driven narration. As a result, this media wall turns into a spectacular public event making direct and phantasmagorical connections to its surroundings through simultaneous juxtapositions. The project also intends to contribute to contemporary discourse of public art by proposing a hybrid blend of media arts and architecture in 21st century.
The experience of things
Diese Dokumentation begleitet die Entstehung des Musiktheaterstücks „Stifters Dinge” von Heiner Goebbels und macht die Zuschauer zu Augen- und Ohrenzeugen eines kreativen Arbeitsprozesses, der den Künstler auch und vor allem als Techniker fordert: Ganz ohne Schauspieler und Musiker schafft Goebbels ein modernes multimediales Gesamtkunstwerk, das auf Texten Adalbert Stifters basiert und so unterschiedliche Elemente wie ethnografisch-historische Aufnahmen aus Papua-Neuguinea von 1905, automatisch spielende Klaviere und Geräusche von aneinander reibenden Betonplatten in der Tradition der musique concrète kombiniert und diese Tradition neu zu definieren vermag. Zur Londoner Premiere schrieb The Telegraph:” Stifter‘s Dinge: who cares what it is? It‘s terrific” – Stifters Dinge: Wen kümmert es, was das ist? Es ist großartig.
Using both sculpture and musical performance in his practice, Kevin Beasley explores the physical materiality and cultural connotations of both objects and sound. His sculptures typically incorporate everyday items like clothing, housewares, or sporting goods, bound together using tar, foam, resin, or other materials. Often they also contain embedded audio equipment that warps and amplifies the ambient tones of their surroundings. For Storylines, Beasley has created two new works specifically for the Guggenheim’s Frank Lloyd Wright–designed building. Within this vast and open sonic environment, Strange Fruit (Pair 1) and Strange Fruit (Pair 2) (both 2015) offer an experience of intimacy, absorbing and reflecting the sound of the crowd at the scale of a personal conversation. Each work embodies this spirit of dialogue in its two-part structure—at its core are two athletic shoes, one merged with microphones, the other with speakers. Suspending these objects in space, Beasley compounds their technological interchange with additional layers of meaning, bringing to mind the urban phenomenon of shoes hanging from overhead wires or poles (itself an open-ended form of communication). At the same time the works’ titles refer to history of lynchings in the American South memorialized by Bronx schoolteacher Abel Meerepol in the 1937 protest song “Strange Fruit.” In these contexts, the hanging forms of Beasley’s sculptures resonate not only with his body, which molded them by hand, or with the bodies moving through the museum, but also with those inscribed in the problematic history of race and class in the United States.
Doris Chase has achieved international stature as a pioneer in the field of video art since she moved from Seattle to New York City in 1972. An artist of remarkable and continuous creativity, Chase now divides her time between her video headquarters in New York and a Seattle studio where she works on new projects in painting and sculpture.Beginning as an innovative painter and sculptor in Seattle in the 1950s, Chase created sculpture that was meant to be touched and manipulated by the viewer. Chase then developed large-scale kinetic sculptures in collaboration with choreographers, and her art was set in motion by dancers. In New York, her majors contribution to the evolution of artists’ video has been her work in videodance. On videotape, dancers and sculpture evolve into luminous abstract forms which represent some of the most sophisticated employments of video technology by an artist of the 1970s. In the 1980s, Chase began working in the nascent genre of video theater. In these productions, she uses the imtimacy of the video screen to achieve a new synthesis of visual and dramatic art. Her video theatre compositions present multicultural and social commentary, utilizing scripts by writers such as Lee Breuer, Thulani Davis, and Jessica Hagedorn in the “Concepts” series. Collaborating with actresses Geralding Page, Ann Jackson, Roberta Wallach, Joan Plowright, and Luise Riner in the “By Herself” series, she focuses on the viewpoints and experiences of older women. Today, coming full circle, Doris Chase in Seattle is exploring a renewed interest in painting and sculpture as well as in the modernist aesthetic she never really ceased pursuing, even during her most adventuresome multimedia years.
The Blur Building (an architecture of atmosphere)
The Blur Building is a media pavilion for Swiss EXPO 2002 at the base of Lake Neuchatel in Yverdon-les-Bains, Switzerland.From piles in the water, a tensegrity system of rectilinear struts and diagonal rods cantilevers out over the lake. Ramps and walkways weave through the tensegrity system, some of them providing a counterweight for the structure. The form is based on the work of Buckminster Fuller.The pavilion is made of filtered lake water shot as a fine mist through 13,000 fog nozzles creating an artificial cloud that measures 300 feet wide by 200 feet deep by 65 feet high. A built-in weather station controls fog output in response to shifting climatic conditions such as temperature, humidity, wind direction, and wind speed.The public can approach Blur via a ramped bridge. The 400 foot long ramp deposits visitors at the center of the fog mass onto a large open-air platform where movement is unregulated. Visual and acoustical references are erased along the journey toward the fog leaving only an optical “white-out” and the “white-noise” of pulsing water nozzles. Prior to entering the cloud, each visitor responds to a questionnaire/character profile and receives a “braincoat” (smart raincoat). The coat is used as protection from the wet environment and storage of the personality data for communication with the cloud’s computer network. Using tracking and location technologies, each visitor’s position can be identified and their character profiles compared to any other visitor.In the Glass Box, a space surrounded by glass on six sides, visitors experience a “sense of physical suspension only heightened by an occasional opening in the fog.” As visitors pass one another, their coats compare profiles and change color indicating the degree of attraction or repulsion, much like an involuntary blush – red for affinity, green for antipathy. The system allows interaction among 400 visitors at any time.Visitors can climb another level to the Angel Bar at the summit. The final ascent resembles the sensation of flight as one pierces through the cloud layer to the open sky. Here, visitors relax, take in the view, and choose from a large selection of commercial waters, municipal waters from world capitals, and glacial waters. At night, the fog will function as a dynamic and thick video screen.
The more we look, the more we see, the more we see the more we look. “Elucidating feedback” is a brain-controlled installation about the creativity inherent in the act of observation. The more attention that is paid to the installation, the more order is reflected in the video and audio. The idea is that we create the finer details of our experience through the act of being attentive. The more we observe our environment, the more we discover, and the result of this active process is the creation of the rich details of our experience. The project uses neuro feedback supplied through interaction between the user and a BCI (brain-computer interface) device. The mindset (the BCI device) reads your brainwaves and this alters how the installation creates form from static. The more attention is paid, the more pattern is formed; as less attention is paid, the pattern breaks back into static. This is intended to form a feedback loop between the user’s attention and the subject of their attention (the projected patterns). The audio-visual aspect of the installation produces pattern, order and detail in direct proportion to the attention that the user is currently paying. If the user is in a state where the mind is freely wandering and not focused on any one thing, the patterns decay into static, bringing the installation back to a state of stasis.
The subdivided columns are purely algorithmic forms. They are undrawable using conventional means – whether by pen or by mouse – as they have too much detail and differentiation. Knowledge and experience are acquired through search, demanding heuristics that work in the absence of categorization.