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.

Ben Katz & Jared Di Carlo

The Rubik’s Contraption
“That was a Rubik’s cube being solved in 0.38 seconds. The time is from the moment the keypress is registered on the computer, to when the last face is flipped. It includes image capture and computation time, as well as actually moving the cube. The motion time is ~335 ms, and the remaining time image acquisition and computation. For reference, the current world record is/was 0.637 seconds. The machine can definitely go faster, but the tuning process is really time consuming since debugging needs to be done with the high speed camera, and mistakes often break the cube or blow up FETs. Looking at the high-speed video, each 90 degree move takes ~10 ms, but the machine is actually only doing a move every ~15 ms. For the time being, Jared and I have both lost interest in playing the tuning game, but we might come back to it eventually and shave off another 100 ms or so.” Ben Katz

KRIS VERDONCK

I / II / III / IIII

In I/II/III/IIII, choreographer and visual artist Kris Verdonck transforms the stage into a life-size dollhouse. Four female ICK-dancers – not unlike marionettes – are floating in mid-air, suspended from a huge machine. A solo, a duet, a trio and a quartet follow one another in this choreography of identical movements. A game of surrendering to the machine and at the same time, searching for control. The images evoked by I/II/III/IIII are confusing and ambiguous: the dancers almost look like graceful, fragile swans … but they also remind us of animal carcasses being dragged along, floating angels, falling human bodies and everything in between.

Freya Olafson

MÆ Motion Afterefffect
MÆ – Motion Aftereffect explores motion-capture, ready-made 3D models and monologues found online, ranging from experiences with virtual reality in live gameplay to out-of-body experiences and astral projection tutorials. The work addresses the impact of emerging consumer technologies associated with AR – Augmented Reality, VR – Virtual Reality, MR – Mixed Reality, XR – Extended Reality and 360° video. Monologues sourced from the internet provide the infrastructure for the work; an in-ear monitor feeds Olafson the monologues onstage, challenging her to listen and speak simultaneously. This dual action of listening and speaking enables her to embody a state of presence that references data streaming, live processing, and gaming. As a performer she becomes a conduit, medium, or interface, broadcasting edited monologues from the internet to the audience. The action of performing the work becomes like playing a video or VR game.

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.

vtol

last breath
I understand passive instruments to be different multimedia objects that do not require management so much as co-existence with them based on relations born of a mutual “hybrid” symbiosis. The operating principle of the object is fairly simple – the exhaled air (its pressure and flow rate) activates the generative process, which depends on the exhalation parameters and is managed by the air movement in the organ. The object does not require any special game technique, although any change in the breathing (either premeditated or caused by physiological factors) is directly dependent on game dynamics and also on all the other parameters used to generate the sonic flow.

Ricardo Barreto and Raquel Fukuda

Chess Auto-Creative (Self-Replicating )
‘Chess Auto-Creative (CHEAC)’, takes the form of a cube where each face corresponds to an 8 x 8 chessboard. The six chessboards can also be arranged in a line to make them easier to see. There are 16 white pieces and 16 black pieces on each of the chessboards, made up of elements such as: kings, queens, bishops, knights, castles and pawns, each of which moves according to the rules of the game. However, instead of the pieces being arranged as normal, they are first set out in patterns where each element is repeated […]Each time a piece is moved to a new position, symmetrically or asymmetrically, a new variation of proto-chess is produced – in other words, a new game emerges. All games generated in this way are, in principle, variations of proto-chess – including the official chess game itself. This means that ‘Chess Auto-Creative’ is not a variant of the official chess game, but its origin.

FILE SAO PAULO 2019

MAURIZIO CATTELAN

マウリツィオ·カテラン
Маурицио Каттелана
SELF-TEACHED CONTEMPORARY ITALIAN ARTIST, BORN IN PADUA IN 1960 CURRENTLY LIVING IN NEW YORK. HIS ARTISTIC PROPOSAL IS LOCATED BETWEEN SCULPTURE AND PERFORMANCE (ARTISTIC ACTION WHERE AN ARTIST OR A GROUP OF ARTISTS PARTICIPATES WITH THE USE OF THE BODY AS A SCULPTURAL ELEMENT “LIVE” IN FRONT OF THE PUBLIC), WORKING MAINLY IN THE GAME. THE SENSE OF HUMOR AND THE TRANSGRESSION OF THE ESTABLISHED SYMBOLS CONSTITUTE ITS MAIN EXPRESSIVE WEAPONS.

NANINE LINNING

ZERO
Tanzkompanie Heidelberg

Nanine Linning is responsible for die best niederländischen Choreographers. After the successful performance “Synthetic Twin”, the fiery “Requiem” and the apokalyptic “Voice Over” she is once again going big. ‘ZERO’ is an excitement Crossover, In which Dance, Game, Film, Music and costumes – by Iris van Herpen – ensure that you are short of eyes and ears. Was it born there when the world changed drastically? What are people different in the last hours before everything else? To the spherical music of, among others, Julia Wolf, Ralph Vaughan Williams, Arvo Pärt and Philip Glass phantasieren von Linning und Haarspangen von faszinierenden Ideen.

Claudia Hart

The Swing

In The Swing, a 3D game avatar becomes Rococo fleshy decadence. In this multi-screen animation, the avatar swings on a seat suspended from the sky, in super Mannerist slow time. Her wooded surroundings ebb and flow at different rate, imitating stop-motion. Years pass in a matter of moments. The avatar is the driver of all of these cycles, but a driver scarcely in control – she is instead, a Mother Nature heading straight for what she suspects might be oblivion. The Swing is a multi channel installation, in nine, five and three screen versions.

sound: Kurt Hentschlager

Susanne Wiegner

The Light – The Shade
FILE ANIMA+ 2016 | WINNERS FILE ANIMA+ AWARD | 2nd Place

“The Light – The Shade” is a poem by Robert Lax that plays with the contrasts and opposites light and shade, with bright and dark, black and white, red and blue. The film becomes a journey through the realm of imagination, through spaces and pictures, through letters and words.

LOLA DUPRÉ

Лола Дюпре
ロラ·デュプレ
萝拉杜普雷
ولا دوبري
Exploded Human Eye

Lola Dupré es una artista de collage e ilustradora que trabaja cerca de Góis en Portugal. Lola ha trabajado en Glasgow Escocia, en los estudios Chateau y en los estudios Chalet. Sus collage están hechos a mano con papel, tijeras y pegamento. El trabajo generalmente se monta directamente en madera contrachapada de abedul de 6 o 8 ml tratada en capas.

Ricardo Barreto and Raquel Fukuda

The almost ideal game

Gilles Deleuze about the Ideal Game: we are surprised when he postulates as the first rule: “there is no rule”. Soon, all the other games that have some rule are, for him, partial. That is, products of the ideal game.

A game where there are no rules implies a completely free game creatively. The question to be raised is whether there is a grey region between the ideal game and the partial games, so that the rules established in the partial games could be suspended. This way we could unpartialise the games bringing them closer to the ideal game or some kind of almost ideal game.
If we take the rules of any game, it means it stops to work immediately, except in the ideal game. Therefore, the key question is: how to suspend the rule of a game (Dice games) so that it can continue to work?

FILE FESTIVAL SAO PAULO 2016

Ricardo Barreto and Raquel Fukuda

The almost ideal game

House House

Push Me Pull You
FILE ANIMA+GAMES 2016

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“.