Boris Chimp 504

Future Sound of Aveiro
Future Sound of […]” is a site specific interactive installation which explores the audiovisual landscape of a specific city. The inhabitants of [insert city] are invited to enter in a dark room where the characteristic sounds of their city life. Through the exploration of the space, they may find changes in the space-time continuum that will modify these sounds, transforming them [or not] in hypothetic sounds of the future of [insert city]. Could these [new] sounds draw their future?

GILLIAN WEARING

self Portrait
Wearing’s self-portrait explores farce while examining the concepts of identity and representation.

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自画像
Wearing的自画像探索了闹剧,同时考察了身份和表征的概。 Wearing注重细节和精致的有机硅修复物,可创造出非凡的自画像,模仿您家庭相册中的照片。这些图像之所以成功,是因为它们提出有关庭,人际关系和自我的问题,所有这些问题在当代摄影中都很重。系列中的其他肖像包括她的兄弟,祖母和祖父。

Sarah Oppenheimer

SM-4N
Sarah Oppenheimer’s work explores how individual and collective action can shape the spaces we inhabit. A master of architectural manipulations, her work is interactive, psychological, performative, and at its heart, deeply social.

Mima

MIMA

Aniara

“Early in the beginning of the film, we are introduced to a woman (Emelie Jonsson) who works on a kind of “attraction” of the spaceship called MIMA, which, at first, is not very popular. It is a technology capable of capturing people’s emotions. and turn them into images, or rather into a kind of vivid dream in their minds. As the ship wanders aimlessly through space, while it is not yet known if it is possible to return to the correct route, days become weeks, weeks become it takes months and the demand for MIMA increases. Aniara explores very well what makes us human as a race and also the importance of having a place to call her own. What was supposed to be a simple transport, over time becomes, in fact, a kind of “mini-planet”.” Marcio Melo

Maxim Zhestkov

Elements
Elements is an experimental art film by Maxim Zhestkov about nature, physics, art and love. More than 2 billion elements / particles governed by tensions and forces of nature were used to tell stories and show emotions through the motion of collective behavior.
The film is a trial to explore the idea that everything around us and inside us is made from simple elements / blocks which can be arranged in complex relationships and become compound structures. We could project this idea into emotions, behaviours, thought processes, relationships, life, planets and the universe.

RAAAF + BARBARA VISSER

O fim do sentar
“O fim do sentar” é um modelo de pensamento da vida real que questiona nossa “sociedade sentada”. A RAAAF e a artista visual Barbara Visser desenvolveram um conceito em que a cadeira e a mesa não são mais pontos de partida inquestionáveis. Em vez disso, as várias possibilidades da instalação solicitam aos visitantes que explorem diferentes posições de pé em uma paisagem experimental. “O fim do sentar” marca o início de uma fase de teste experimental, explorando as possibilidades de mudança radical para o ambiente de vida.

Elaine Hoey

FILE FESTIVAL
Animated Positions
This work draws reference from 19th century European nationalist paintings and explores the role of art in the portrayal of jingoistic patriotic ideals that have become culturally symbolic in the formation of the nation state.

zach blas

sanctum
Zach Blas(United States、1981)の作品は、テクノクラート社会の限界と基盤を描くことを目的として、視覚言語の慣習、価値体系、デジタル技術に内在する力のダイナミクスをさまざまな文脈で分析、調査、配置しています。 。 彼の分析とデジタル文化への反映のために、彼は映画、彫刻、執筆、パフォーマンスなど、さまざまな表現形式を使用しています。 ブラスはブラックユーモアと理論的研究に取り組んでおり、彼の最も顕著な影響の中には、神秘主義の伝統、サイエンスフィクションのジャンル、ップカルチャー、クィアの美学があります。

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sanctum

The work of Zach Blas (United States, 1981) analyzes and explores the dynamics of visual language practices, value systems, and the forces inherent in digital technology in a variety of contexts, with the aim of depicting the limits and foundations of technocratic societies. I have placed it. .. For his analysis and reflection in digital culture, he uses a variety of forms of expression, including film, sculpture, writing and performance. Brass works on black humor and theoretical research, and among his most prominent influences are the mystical tradition, the genre of science fiction, pop culture, and the aesthetics of queer.

 

Tromarama

Madakaripura

Digital image projection, software, real-time internet-based data, and sound
Installation shot at St. Saviour Church, London
Tromarama is an art collective founded in 2006 by Febie Babyrose, Herbert Hans and Ruddy Hatumena. Engaging with the notion of hyperreality in the digital age, their projects explore the interrelationship between the virtual and the physical world. Their works often combine video, installations, computer programming and public participation depicting the influence of digital media on the society perception towards their surroundings. They live and work between Jakarta and Bandung.

do ho suh

ДУ ХУ СА
ドーホー・スー。
서도호
specimen series refrigerator
348 West 22nd Street
Do Ho Suh est un artiste Coréen qui crée des installations spectaculaires en utilisant diverses matières et notamment le tissu polyester. Afin d’explorer les liens entre individualité et communauté, il utilise souvent le fils et le tissu pour investir l’espace. En déformant les perspectives et en jouant sur les propriétés même des matières utilisées, l’artiste met à l’épreuve notre perception de l’espace et notre place dans celui-ci. Époustouflant !

Leonhard Lass and Gregor Ladenhauf

DEPART
The Entropy Gardens
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The Entropy Gardens is an artistic VR experience that explores one of humanity’s most archetypical artforms – garden making. It challenges its myths, aesthetics and modes of perception. Like a garden, The Entropy Gardens attempts to become a spatiotemporal poem — a poetic organism. In the form of a sprawling journey it constructs a hermetic, virtual garden as a poetic ecosystem — a psychic landscape that is foremost a complex audiovisual experience. It admits the visitor into a place that is equally challenging and contemplative (and of course profoundly weird).

Gwyllim Jahn & Cameron Newnham +Soomeen Hahm Design +Igor Pantic

Steampunk Pavilion
Steampunk is a pavilion constructed from steam-bent hardwood, designed by Gwyllim Jahn, Cameron Newnham (Fologram), Soomeen Hahm Design and Igor Pantic for the 5th edition of Tallinn Architecture Biennale.
“Steampunk explores a path to rethink applications and traditions of craft in pursuit of their evolution.” Soomeen Hahm Design
“The structure challenges the idea of the primitive hut –showing how, by using algorithmic logic, simple raw materials can be turned into a highly complex and inhabitable structure”.Gilles Retsin

SHOHEI FUJIMOTO

Compression de densité
Avec Density Compression [2020], Fujimoto tourne son attention vers les comportements fondamentaux de la lumière visible, en se concentrant sur les lignes droites et la réflexion. En représentant la lumière comme un réseau dense de lignes voyageant dans un espace limité, l’artiste rend la lumière comme un objet physique, lui permettant d’explorer et finalement de changer son comportement de base. La pièce est accompagnée d’une partition atmosphérique du compositeur expérimental et affilié de Raster-Noton Kyoka.

OLIVIER RATSI

Perspective du cadre
Mesurant 30m x 30m x 2,4m et doté de lumières LED et de 8 canaux audio, Frame Perspective transforme un espace caverneux à la Maison de la Région. A des dates précises tout au long du festival Constellations, Ratsi a préparé un programme lumière dans l’espace, accompagné d’une composition sonore interprétée par Thomas Vaquié (voir le programme du festival pour plus de détails). Frame Perspective poursuit l’interrogation de Ratsi sur la réalité à travers la création d’espaces exploratoires et périphériques. Les formes répétitives de l’installation créent de nouvelles dimensions dans la Maison de la Région, interrompant les lignes de l’architecture. Pendant ce temps, la composition des lumières et des sons en interaction perturbe les textures sonores et visuelles de l’espace et résonne avec le visiteur sur des fréquences inexplorées. L’effet est de plonger le visiteur dans un environnement fluctuant qui relie les technologies numériques aux espaces physiques et soulève des questions sur la façon dont la réalité est construite et vécue dans les domaines numérique, physique et autres.

DIRK KOY & BILD UND BEWEGUNG

Espace aérien
En 2016, Dirk Koy a fondé le studio de motion design et de film expérimental «Dirk Koy Bild und Bewegung». Dans son travail, il utilise différentes technologies (drones / animation 2D et 3D / photogrammétrie / AR / VR) pour créer des images numériques en mouvement. Il explore l’interface entre réalité et virtualité et recherche également la composante picturale dans le contexte numérique. L’expérience joue un rôle central.

JONNA KINA

Arr. pour une scène
La force sonore de la scène de meurtre la plus célèbre du cinéma est étudiée. Deux artistes foley recréent la séquence de douche d’Hitchcock, déconstruisant les associations de signifiants auditifs et le pouvoir synesthésique du son. Jonna Kina contextualise ce phénomène étrange – la qualité trans-sensorielle du son – à la fois dans l’œuvre de Kina, ainsi que dans d’autres œuvres historiques et contemporaines à l’intérieur et à l’extérieur du domaine de l’art. Dans Arr. for a Scene (2017), Kina explore les structures et les formes du son cinématographique – en transformant une image emblématique – la scène de douche horrible dans Psycho d’Alfred Hitchcock (1960) – en fréquences sonores d’objets domestiques originaux et apparemment innocents.

ERNESTO KLAR

Lumières relationnelles
FILE FESTIVAL
Lumières relationnelles» est une installation audiovisuelle interactive qui explore la relation des personnes avec le caractère organique-expressif de «l’espace». L’installation utilise la lumière, le son, le brouillard et un système logiciel personnalisé pour créer un espace-lumière en trois dimensions morphing (métamorphose), dans lequel les spectateurs participent activement, le manipulant avec leur présence et leurs mouvements […] un organisme vivant, avec ou sans la présence et l’interaction des spectateurs. Lorsque les spectateurs quittent la zone de suivi active, le système commence son propre dialogue avec l’espace en extrudant et en transformant des séquences de formes géométriques lumineuses. Lorsque les spectateurs pénètrent et interagissent avec l’espace-lumière projeté, une expression collective et participative de l’espace se déploie. «Relational Lights» élargit le tissu tridimensionnel de l’espace, le rendant visible, audible et tangible pour les participants.

Tabor Robak

Blossom
l’artiste explore une réalité numérique secondaire, rendue dans ce qu’il appelle une «esthétique de tutoriel Photoshop» ou une «esthétique d’économiseur d’écran de bureau». Ses environnements méticuleusement produits et filmés sont bricolés à partir de sources à la fois échantillonnées et modélisées à la main. Les œuvres sont appropriatives, tant dans leur objet que dans leur esthétique, en utilisant des éléments achetés puis édités pour ses besoins.

James Bridle

The Right to Flight

A Londres, l’installation aérienne «The Right to Flight» de l’artiste britannique James Bridle explore la notion de surveillance depuis les airs et revient sur les utopies dévoyées des premiers aérostats.
Dans le ciel limpide de Londres flotte depuis le mois de juin un étrange ballon noir. Localisé dans le quartier populaire de Peckham, dans le sud de la ville, il est arrimé au niveau supérieur d’un parking désaffecté, vaisseau brutaliste dont les deux derniers étages hébergent depuis huit ans Bold Tendencies, un projet artistique estival, ainsi qu’un bar de plein air très couru avec une vue stupéfiante sur la skyline londonienne.Connu pour ses projets sur les drones ou son blog de recherche The New Aesthetic, James Bridle, né en 1980, a aussi posé sur le toit du parking une station de recherche expérimentale explorant l’histoire des aérostats, via des ateliers, des conférences et projections. Constituée de trois modules circulaires, fabriqués à partir de silos de grains lestés par des sacs de sable, l’architecture évoque tout à la fois les hangars des compagnies aériennes et la maison en kit Dymaxion de Buckminster Füller

 

Ronald van der Meijs

Odoshi Cloud Sequence
A symbiosis between nature and culture is created against the backdrop of the Japanese garden in the pond of the Amstelpark. This artwork explores new possibilities to generate sound and composition that are controlled by slow, unpredictable and unexpected elements of nature which are highly respected in Japanese culture. The diversity of natural sounds gives the work an almost meditative character, while the dependance on natural factors evoke a tension between longing and acceptance. This sound installation engages, as a natural sequencer, in a dialogue with the water, sun wind and clouds. It refers to Japanese garden culture by using the principle of the Japanese bamboo water tumbler.

Refik Anadol

Quantum memories
Quantum Memories is Refik Anadol Studio’s epic scale investigation of the intersection between Google AI Quantum Supremacy experiments, machine learning, and aesthetics of probability. Technological and digital advancements of the past century could as well be defined by the humanity’s eagerness to make machines go to places that humans could not go, including the spaces inside our minds and the non-spaces of our un- or sub-conscious acts. Quantum Memories utilizes the most cutting-edge, Google AI’s publicly available quantum computation research data and algorithms to explore the possibility of a parallel world by processing approximately 200 million nature and landscape images through artificial intelligence. These algorithms allow us to speculate alternative modalities inside the most sophisticated computer available, and create new quantum noise-generated datasets as building blocks of these modalities. The 3D visual piece is accompanied by an audio experience that is also based on quantum noise–generated data, offering an immersive experience that further challenges the notion of mutual exclusivity. The project is both inspired by and a speculation of the Many-Worlds Interpretation in quantum physics – a theory that holds that there are many parallel worlds that exist at the same space and time as our own.

Alan Warburton

Homo Economicus
Homo Economicus explores how men working in the City of London financial district both modify and commodify their own bodies. The work intentionally conflates the corporate and the corporeal, questioning male self-worth and its apparent apotheosis in the hyper-competitive financial services industry. Grounded in audio interviews with real city men, Homo Economicus proposes an alternative economy of the male body: not as an unquestioned instrument of power, but a site of vulnerability and power-play.

Fuse

Treu
Treu is a real-time audiovisual installation that elaborates on the multiple meanings and implications of the concept of trust. On a macro level it observes how historical events have influenced its course and considers how this can evolve in the future. On a micro level, it, explores how the presence or absence of trust can shift the perception of our individual realities.
Trust is a fundamental element of our society. Politics, economics, and our whole modern system are not material realities – they are psychological constructs based on the trust in individuals, in institutions, in the market. We decide to believe in the value of money, to undertake social changes only if we trust the inventions of our collective imagination.
video

Quayola

Remains Series
Video is one of several ways Quayola explores his relationship with the world—and he has a mesmerizing way of undercutting reality while celebrating it. During Miami Art Week, Quayola premiered “Promenade,” a 4K drone-shot film of impeccable beauty. Commissioned by Audemars Piguet, the work winds through and above the forests of the Vallée de Joux, Switzerland near the brand’s historic watchmaking facility. In waves of interconnected footage, it translates documentation of the landscapes into digital art drawn from various technologies. It succeeds in a deep dissection of form.

Keiken + George Jasper Stone

Feel My Metaverse
Feel My Metaverse is Keiken’s first venture in creating a cinematic film, using game engines to build a fictional future, wanting to create stories that viewers can collectively believe in. “I normally make CGI animation from Cinema 4D, often taking days and weeks just to produce short sequences or footage. Whereas working with game engines, we could generate landscapes or worlds that we can continually build onto collectively to produce larger scale works”. The film, set in a future when climate crisis has rendered Earth inhabitable, explores the daily lives of three characters and their experiences in the multiple realities – Pome Sector (a corporate wellness world), 068 (a roleplaying VR world), and Base Reality, or what we currently know as earth. The characters navigate the challenging landscape in the world’s unforgiving points system. Keiken’s goals of unlearning norms of the current world is included in one of these realities.

Kino

MIT Media Lab, Stanford University
This work explores a dynamic future where the accessories we wear are no longer static, but are instead mobile, living objects on the body. Engineered with the functionality of miniaturized robotics, this “living” jewelry roams on unmodified clothing, changing location and reconfiguring appearance according to social context and enabling multitude presentations of self. With the addition of sensor devices, they transition into active devices which can react to environmental conditions. They can also be paired with existing mobile devices to become personalized on-body assistants to help complete tasks. Attached to garments, they generate shape-changing clothing and kinetic pattern designs–creating a new, dynamic fashion.
It is our vision that in the future, these robots will be miniaturized to the extent that they can be seamlessly integrated into existing practices of body ornamentation. With the addition of kinetic capabilities, traditionally static jewelry and accessories will start displaying life-like qualities, learning, shifting, and reconfiguring to the needs and preferences of the wearer, also assisting in fluid presentation of self. We envision a new class of future wearables that possess hybrid qualities of the living and the crafted, creating a new on-body ecology for human-wearable symbiosis.

Marshmallow Laser Feast

The tides within us
‘The Tides Within Us’ explores the journey of oxygen from the lungs to the heart and body in a series of installations that echo the ecosystems within nature using medical imaging technology.

Refik Anadol

WDCH Dreams
The Los Angeles Philharmonic collaborated with media artist Refik Anadol to celebrate our history and explore our future. Using machine learning algorithms, Anadol and his team has developed a unique machine intelligence approach to the LA Phil digital archives – 45 terabytes of data. The results are stunning visualizations for WDCH Dreams, a project that was both a week-long public art installation projected onto the building’s exterior skin (Sept 28 – Oct 6, 2018) and a season-long immersive exhibition inside the building, in the Ira Gershwin Gallery.

Stephanie Dinkins

Conversations with Bina 48
Artist Stephanie Dinkins and Bina48, one of the worlds most advanced social robots, test this question through a series of ongoing videotaped conversations. This art project explores the possibility of a longterm relationship between a person and an autonomous robot that is based on emotional interaction and potentially reveals important aspects of human-robot interaction and the human condition. The relationship is being built with Bina48 (Breakthrough Intelligence via Neural Architecture, 48 exaflops per second) an intelligent computer built by Terasem Movement Foundation that is said to be capable of independent thought and emotion.

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.

Laura Splan

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

Pierre-Jean GILOUX

Metabolism _ Invisible Cities
Pierre-Jean Giloux’s first monograph, the publication extends the eponymous video tetralogy inspired by the Japanese utopian architectural movement: Metabolism (1960-70).
The films of the Invisible Cities cycle are portraits of Japanese cities, superimposing filmed and photographed images of everyday, social and urban reality, with virtual images.
The book explores the links in Pierre Jean Giloux’s work that connect four Japanese cities with a rich architectural past (Tokyo, Yokohama, Osaka, Kyoto). This jorney through Japan’s Megapolis traces the history of Japan and ends with the reconstruction of pavilions for the Osaka 70 Universal Exhibition and a virtual proposal for a smart city on the waters of Lake Biwa.
The metabolist utopia to which reference is constantly made in the work of Pierre Jean Giloux played a decisive role in the constitution of post-war Japanese cultural identity and had a notable influence on many contemporary architects.

vivian xu

ELECTRIC SKIN

The Electric Skin explores the possibility of creating a wearable that extends the functionality of the skin to sense electromagnetic fields (mostly within the radio spectrum) and translate that information into touch sensation. The wearable consists of two main functional parts: 1) A matrix of omnidirectional antennas that act as sensors and probes and 2) corresponding electrodes that stimulate the skin of the wearer. Through this artificial “skin” or “exoskeleton”, the wearable changes our experience, perception, and understanding of space and movement, and in doing so, our interactions. The project speculates on the possible co-evolution of man and technology and draws attention to the role of environmental influence on our own bodily development and behavior.

Kate Cooper

Infection Drivers
Infection Drivers (2019) explores the body under attack. In this work, a CGI figure struggles to move and breathe in a translucent suit, which takes her body through transmutations of stereotypically masculine and feminine physiques as it inflates and deflates. In a time of increased public surveillance through facial-recognition software and biometric data  mining, Cooper’s high-definition world invites us to investigate and perhaps find freedom in the technologies often used to constrain us.

joyce ogden

science lab studies

Joyce Ogden is an artist based in Southern Indiana whose work explores the human relationship to nature, time, and ritual.

David O’Reilly

Everything
FILE GAMES 2017
Everything is an interactive experience where everything you see is a thing you can be, from animals to planets to galaxies and beyond. Travel between outer and inner space, and explore a vast, interconnected universe of things without enforced goals, scores, or tasks to complete. Everything is a procedural, AI-driven simulation of the systems of nature, seen from the points of view of everything in the Universe.

Neri Oxman

Neri Oxman: Material Ecology

Vespers

“Vespers is a collection of 15 3-D-printed masks that explore the idea of designing with live biological materials. The collection consists of three distinct series, each reinterpreting the concept of the death mask—traditionally a wax or plaster impression of a corpse’s face. Taken as a whole, the three series form a narrative arc from death to rebirth. In the first series, Oxman and The Mediated Matter Group looked at the death mask as a cultural artifact. Fabricated using an algorithm that deconstructed polyhedral meshes into subdivided surfaces, the masks were 3-D printed with photopolymers, as well as with bismuth, silver, and gold, and rendered in color combinations that recur in religious practices around the world.” Rachel Morón

Suguru Goto

L’homme transcendé
Suguru Goto explore l’extension des potentialités dans la relation homme-machine. Ses performances joue sur l’interaction entre la représentation vidéo de corps virtuels et les vrais corps présents sur la scène, qui peuvent grâce au BodySuit, transformer ces images en temps réel. Un puzzle est créé autour des différences et des ressemblances entre le vrai corps et le corps virtuel.

GUTO NÓBREGA

Breathing
File Festival
Breathing is a work of art based on a hybrid creature made of a living organism and an artificial system. The creature responds to its environment through movement, light and the noise of its mechanical parts. Breathing is the best way to interact with the creature.
This work is the result of an investigation of plants as sensitive agents for the creation of art. The intention was to explore new forms of artistic experience through the dialogue of natural and artificial processes. Breathing is a pre-requisite for life, and is the path that links the observer to the creature.Breathing is a small step towards new art forms in which subtle processes of organic and non-organic life may reveal invisible patterns that interconnect us.Breathing is a work of art driven by biological impulse. Its beauty is neither found isolated on the plant nor in the robotic system itself. It emerges at the very moment in which the observer approaches the creature and their energies are exchanged through the whole system. It is in that moment of joy and fascination, in which we find ourselves in a very strange dialogue, that a life metaphor is created.Breathing is the celebration of that moment.

Diana Thater

“Science,Fiction”

Through a combination of the temporal qualities of video and the architectural dimension of its physical installation, Thater’s work explores the artifice of its own production and its capacity to construct perception and shape the way we think about the world through its image. Natural diversity, wildlife, and conservation have been persistent themes in the artist’s work, and she has dedicated herself to an examination of the varied kinds of relationships humans have constructed with animals. While her in-depth studies of ecosystems and animal behavior propose observation as a kind of understanding in itself, her ethical position is implicit in the work, which, while subtly political, provides views of the sublime in all its incarnations—stunning, beautiful, and simultaneously terrifying.

alex da corte

Bad Cat

“A giant cat made of foam and tangerine velvet with a wide, cartoonish, sharp-toothed grimace, almost fifteen feet high, is flipped on its back at the center of the gallery. It’s vulnerable—it looks like it’s yowling—and its shadow is a cut-out wraith of blue carpet.” Erin Schwartz.

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Da Corte often uses surreal imagery and everyday objects in his practice and explores ideas of consumerism, pop culture, mythology, and literature.

Iris van Herpen

Transmotion
The term transmotion not only depicts the process of change from one state, form, style or place to another, it is also the visionary perceptions of the seasons and the visual scenes of motion in art and literature. In parallel to Iris van Herpen’s drive to visualise the invisible, her quest to question reality and urge to explore the realms of impossibility, the project aims to narrate the process that ushers change, to materialise an unconscious state of meditation.

QUAYOLA

Captives
Captives is an ongoing series of digital and physical sculptures by Quayola and a contemporary homage to Michelangelo’s unfinished series “Prigioni” (1513-1534) and his technique of “non-finito”. The project explores tensions and equilibrium between form and matter, man-made objects of perfection and complex, chaotic forms of nature. In this series mathematical functions and processes describe computer-generated geological formations, endlessly evolving and morphing into classical figures resulting into life-size ‘unfinished’ sculptures.

Håkan Lidbo & Max Björverud

FILE SAO PAULO 2017
THE FLOOOR
“The Flooor” is a collaborative music instrument and a social meeting place. 36 sensors under a carpet, connected to a music computer mounted under the floor and loudspeakers mounted in the ceiling.
The patterns printed on the carpet invite people to explore different combinations. 6 groups with different instruments, 6 zones in each group. By standing or dancing on different combinations of the 6 zones, 64 different loops can be triggered.

JACOB TONSKI

Balance From Within
File Festival
Jacob Tonski is a pragmatic optimist whose work explores dynamic balance through kinetic metaphors.
A self-adjusting platform makes everyone the same height, probing ideas of equality and the origins of power. A larger-than-life top spins about the room, wobbling through themes of pleasure, danger, youth and decay. A sofa teeters, standing on one leg, musing on the stability of the social structures we build.
These and other human-scale objects, both amusing and threatening, find an uncanny identity between toys and tools. The forces of time and gravity serve in these works as foils for those things we are powerless to direct in our lives, and with which we must instead dance and negotiate.

PASCAL DUPONT

Une sélection des jolies photographies surréalistes de l’artiste français Cal Redback, basé à Paris, qui explore les relations entre nature et individu, mais aussi la fragilité du corps humain et de l’esprit à travers des compositions et des montages poétiques.

QUAYOLA

captives
“Captives is an ongoing series of digital and physical sculptures, a contemporary interpretation of Michelangelo’s unfinished series “Prigioni” (1513-1534) and his technique of “non-finito”.
The work explores the tension and equilibrium between form and matter, man-made objects of perfection and complex, chaotic forms of nature. Whilst referencing Renaissance sculptures, the focus of this series shifts from pure figurative representation to the articulation of matter itself. As in the original “Prigioni” the classic figures are left unfinished, documenting the very history of their creation and transformation.

Kenny Wong

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

INFINITE

Hibanana Studio
Liu Chang & Miao Jing
FILE SAO PAULO 2017
FILE LED SHOW
“INFINITE” is an audiovisual installation created by New York-based visual artist duo Liu Chang and Miao Jing, in collaboration with sound artist Gan Jian. “INFINITE” explores the connection between time and space, discusses about spatial gravity and its influence to human’s perception. Sound and visual elements are in completely in sync in order to contribute the immersive experience.

Matteo Zamagni

Nature Abstraction

Nature Abstraction is an immersive sensory experience that explores the arcane forms of fractals, mathematical visual representation of natural and biological forms.
The project gives an insight of their aspects through virtual reality, where they appear as three planets: Birth, Communion and Aether; Each accompained with scores designed to facilitate meditative state and relaxation;The audience is guided to explore these planets and dive into their vast complexities as well as observing the contrast between the entirely digital created world inside the VR against the fully analogue created film projected onto the faces of the cube which have been filmed in real life, recreating using analogue visual effects and various chemical elements.

SUSANA SOARES

Life Support
Les abeilles sont entraînées en utilisant le réflexe de Pavlov pour cibler une odeur spécifique et leur plage de détection comprend les phéromones, les toxines et le diagnostic des maladies. Non seulement ils peuvent parcourir de grandes distances à la recherche de ce que vous voulez qu’ils reniflent, mais cela ne prend que quelques minutes pour les entraîner, contrairement aux chiens dont la formation peut durer jusqu’à un an. Leur comportement peut être conditionné par des récompenses telles que l’eau sucrée. Ils sont placés dans des récipients en forme de paille et conçus pour sentir une combinaison, disons de sucre, avec de minuscules résidus de TNT. C’est tout! Le sens aigu de l’odorat des abeilles associera alors l’odeur des explosifs à la nourriture. Dans son projet BEE’S, Susana utiliserait les insectes comme biocapteurs, exploitant leur odorat extroadinaire pour détecter des maladies telles que le cancer du poumon, le cancer de la peau et la tuberculose. En outre, ils pouvaient repérer le problème très tôt bien mieux que les machines. Ils pourraient même détecter si une femme est enceinte, ce que je trouve beaucoup plus attrayant et élégant que la méthode habituelle qui consiste à faire pipi sur un morceau de plastique.La créatrice a visité la London Beekeepers Association et a utilisé du chewing-gum dans ses tests avec les abeilles. Elle a ensuite localisé un maître verrier et fait souffler des objets en verre. Les gens respiraient dans les outils de diagnostic en verre où les abeilles sont gardées pendant la courte période de temps nécessaire pour leur permettre de détecter les cycles généraux de santé et de fertilité. Pour éviter que la bouche n’entre en contact avec l’insecte, il existe deux sphères différentes, l’odeur de l’abeille étant suffisamment forte pour renifler ce que vous respirez à travers le verre. Bess se précipiterait dans les tubes qui mènent plus près de la respiration quand ils détectaient une maladie qu’ils associent à la nourriture. Dans son scénario, les gens recevraient des abeilles entraînées par la poste (rien de rare ici apparemment), procéderaient au test respiratoire que de libérer les abeilles.BEE’S explore comment nous pourrions cohabiter avec les systèmes biologiques naturels et utiliser leur potentiel pour augmenter nos capacités de perception. . Nous avons toujours coexisté avec ces systèmes, mais leur potentiel était inconnu. Ce projet est basé sur des recherches en cours qui ont fourni les connaissances nécessaires pour permettre de nouvelles interactions. L’objectif de ce projet est de développer des relations de collaboration entre la recherche scientifique et technologique, les apiculteurs et le design, entre autres, traduisant le résultat en systèmes et objets que les gens peuvent comprendre et utiliser, engendrant des ajustements significatifs.

BART HESS

바트 헤스
巴特·赫斯
בארט הס
Барта Хесса

Bart Hess (1984) explores several fields combining material studies, animation and photography. Bart has a very personal and recognizable signature. With his designs he is able to use new and existing materials in a very innovative way and he seems to tap into new worlds. His work is of international stature, he finds and creates its own stage and international collaborations with prestigious names.

LUIS CAMNITZER

The Instrument and Its Work
Luis Camnitzer (b.1937) is a German-born Uruguayan artist and writer who moved to New York in 1964. He was at the van guard of 1960s Conceptualism, working primarily in printmaking, sculpture, and installations. Camnitzer’s artwork explores subjects such as social injustice, repression, and institutional critique. His humorous, biting, and often politically charged use of language as art medium has distinguished his practice for over four decades.

kevin abosch

Yellow lambo
The piece, “YELLOW LAMBO” (2018)[…] is a reference to a half-serious joke in the crypto community about using profits to buy Lamborghinis.“I became familiar with #lambo as a declaration of success-identity, and because I always think in terms of how to distill emotions around value, I wanted to explore that,” Mr. Abosch said. He created another token, called YLAMBO, and turned its address into a physical sculpture in yellow neon. This sculpture then sold for $400,000 at a San Francisco art fair to Michael Jackson, the former chief operating officer of Skype. The meta-weirdness around the purchase of the art is at the heart of the questions Mr. Abosch wants to explore.

Thomas Bayrle

Telefon Portrait
Thomas Bayrle (*1937) has been invited to Museum Ludwig’s main gallery to install an overview of his works from the last 40 years that all explore a particular artistic strategy: the loop or looping. While a loop is a kind of ring, the activity of looping refers to the continual repetition of the one and the same motif, whether in Rap music or by constantly running through the same sequence when writing a computer programme. Just such a game between difference and repetition has developed in Thomas Bayrle’s graphic oeuvre

T-HR3 Humanoid Robot

Toyota Motor Corporation
Toyota has revealed its third generation humanoid robot, the T-HR3, which can be controlled and synchronized with the operator’s movements. The user wears data gloves and an HTC Vive VR headset that’s linked to cameras to show the robot’s perspective. T-HR3 stands 1.54 meters tall and weighs 75kg ( 5 feet, 1 inches / 165 pounds) and was developed to explore the possibility of assisting humans in the home, medical facilities, construction sites, disaster areas, and even in space.more

Jonathan Monk

All The Possible Combinations Of Eight Legs Kicking
Intégrant mouvement, performance et imagerie, l’exposition explore les idées derrière le temps et la séquence, tandis que Monk interroge subtilement la compréhension du spectateur du passage du temps. Avec “Toutes les combinaisons possibles de coups de pied de huit jambes (une à la fois)” (2012-2013), Monk démontre la contrast entre la réalité clinique du temps et notre réaction spontanée. L’œuvre est une représentation littérale de son titre – car les jambes ont été programmées pour donner un coup de pied dans toutes les séquences possibles, soit un total de 40320 séquences différentes qui prennent plus de 177 heures à terminer. Contrairement à cette démonstration objective, le geste de donner des coups de pied est assez explosif, imitant les mouvements d’un danseur de cancan, et c’est cette explosion d’émotion qui met en évidence le suspense qui existe tout au long de l’œuvre. Alors que le spectateur est conscient que les jambes sont spécifiquement programmées pour donner un coup de pied à un moment précis, l’heure précise à laquelle cet événement se produit n’est pas donnée, créant une sorte de jeu de devinettes où le spectateur tente de prédire quand chaque coup de pied se produira, à chaque fois. individu ayant sa propre idée du moment où cela se produira.

RAYMOND QUENEAU

雷蒙格诺
レイモン·クノー
רמונד קנה
Раймонд Кено
OULIPO
Cent mille Milliards de poèmes
Since its arrival (the Oulipo), the rules of the group were set out as follows: “We define potential literature as the search for new forms and structures that can be used by writers in the way they will most like.” “Potential” refers to something that exists in power in literature, that is, that is found within language and that has not necessarily been explored. The favorite tool for study and production is the contrainte, an arbitrary formal restriction that can create new procedures, new forms and literary structures that can generate poems, novels, texts. Over the years, dozens of different contraintes have been explored, from those somehow related to the riddle, such as the palindrome, the acrostic, the lipogram, of which the playful aspect has certainly not been underestimated, with forms more directly related to the codes of exact sciences, such as combinatorial calculus, set theory or graph theory. Among the numerous definitions of the Oulipo provided by the members themselves, one is very elegant and significant: “An Oulipiano is a mouse that builds the labyrinth from which it is proposed to come out later”. Queneau often explained that some of his works might seem simple pastimes, simple jeux d’esprit (mind games), but he remembered that topology or number theory also arose, at least in part, from what was once called “funny mathematics“.

The Chinese Room

Dan Pinchbeck, Robert Briscoe, Jessica Curry, Jacky Morgan, Nigel Carrington, Ben Andrews & Samuel Justice
Dear Esther

“A deserted island… a lost man… memories of a fatal crash… a book written by a dying explorer.”

“Dear Esther” is a ghost story, told using first-person gaming technologies. Rather than traditional game-play the focus here is on exploration, uncovering the mystery of the island, of who you are and why you are here. Fragments of story are randomly uncovered when exploring the various locations of the island, making each journey a unique experience.

file festival

Jeff Carter

Construction N
Often occupying both physical and temporal space, my sculpture has always incorporated both conventional and experimental media, including woodcarving, metalworking, installation, kinetics, microelectronics and video. While it tends to be visually diverse, the friction between object and memory has been at the conceptual core of my sculptural practice since 1994. The images, objects and narratives of a particular place or experience undergo distortions each time they are represented, and it is these forms of abstraction I explore in my sculpture.
Earlier bodies of work have utilized the physical residue of my traveling – the souvenirs, postcards, snapshots and videotapes – as central elements of the sculpture, forcing them to reveal their own inadequacy, disengagement or transformation, to subvert the nostalgic ideal, or to disrupt the usual implications of value and validation in a cultural artifact. In later works I utilize the physicality of scale, motion, and orientation to extend and challenge the conventional representation of landscape. These pieces define specific places as indefinite spatial constructs that complicate the certainty of “being there,” and are part of a larger attempt to relate a fragmented travel narrative through architecture, landscapes and souvenirs.
I have been using IKEA products as raw material for several years, and continue to be interested in extracting conceptual value from it. I am currently exploring the relationship between the Modern avant-garde and contemporary consumer design culture. In my recent work, I attempt to articulate various points of connection and rupture between IKEA and the Bauhaus by constructing scale models of demolished or unrealized buildings by Bauhaus founder Walter Gropius using “hacked” IKEA products such as tables, bookshelves and flooring.