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PAUL ROBERTSON

File Festival
Paul Robertson is an Australian animator and digital artist who is known for his pixel art used in short films and video games. He is mostly known for Scott Pilgrim Vs. the World: The Game and the recent release, Mercenary Kings. Apart from his seasoned career as a game designer and movie creator, Robertson has been recently spotted on Tumblr with these GIFS. His interest in inserting flashing neon colors, geometric shapes, Japanese character animation, and 1990′s computer imagery, deems his work as heavily influenced by the Seapunk/Vaporwave aesthetic.

Jake Elwes

Cusp
A familiar childhood location on the Essex marshes is reframed by inserting images randomly generated by a neural network (GAN*) into this tidal landscape. Initially trained on a photographic dataset, the machine proceeds to learn the embedded qualities of different marsh birds, in the process revealing forms that fluctuate between species, with unanticipated variations emerging without reference to human systems of classification. Birds have been actively selected from among the images conceived by the neural network, and then combined into a single animation that migrates from bird to bird, accompanied by a soundscape of artificially generated bird song. The final work records these generated forms as they are projected, using a portable perspex screen, across the mudflats in Landermere Creek.

Índice

Jonattas Poltronieri, Luis Mello, Pedro Venetucci & Rofli Sanches
Phantom Limb

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.

 

FILE SAO PAULO 2015

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?

LAWRENCE MALSTAF

shrink
File Festival
Two large, transparent plastic sheets and a device that gradually sucks the air out from between them leave the body (in this case the artist himself) vacuum-packed and vertically suspended. The transparent tube inserted between the two surfaces allows the person inside the installation to regulate the air flow. As a result of the increasing pressure between the plastic sheets, the surface of the packed body gradually freezes into multiple micro-folds. For the duration of the performance, the person inside moves slowly and changes positions, which vary from an almost embryonic position to one resembling a crucified body.

Gustav Metzger

Liquid Crystal Environment

Liquid Crystal Environment is made using heat-sensitive liquid crystals that are placed between glass slides and inserted into projectors. The slides are rotated to create movement within the liquid, and as the crystals are heated and cooled they change colour. The patterns produced within the various slides are then simultaneously projected onto screens around the exhibiting space, all under the control of a computer program.

Hiroshi Sugihara

Ready to crawl
Ready to Crawl is a project of 3D-printed organic-like robots. By printing everything except the motor as one unit, the robots are born with a completed shape like real creatures. After the robots have been printed by a selective laser sintering machine, excess nylon powder is removed, a motor is inserted, and then they start crawling.
Designer: Hiroshi Sugihara
Project director: Shunji Yamanaka

Golan Levin, Chris Sugrue and Kyle McDonald

The Augmented Hand Series
The “Augmented Hand Series” (by Golan Levin, Chris Sugrue, and Kyle McDonald) is a real-time interactive software system that presents playful, dreamlike, and uncanny transformations of its visitors’ hands. It consists of a box into which the visitor inserts their hand, and a screen which displays their ‘reimagined’ hand—for example, with an extra finger, or with fingers that move autonomously. Critically, the project’s transformations operate within the logical space of the hand itself, which is to say: the artwork performs “hand-aware” visualizations that alter the deep structure of how the hand appears.

Diffus Design

The Climate Dress
The Climate Dress is made of conductive embroidery, over hundred of tiny LED lights inserted into the embroidery, a CO2 sensor and an Arduino Lilypad microprocessor. The LEDs visualise the level of CO2 in the nearby surroundings and are powered trough the embroidery.

PAUL ROBERTSON

Paul Robertson is an Australian animator and digital artist who is known for his pixel art used in short films and video games. He is mostly known for Scott Pilgrim Vs. the World: The Game and the recent release, Mercenary Kings.
His interest in inserting flashing neon colors, geometric shapes, Japanese character animation, and 1990′s computer imagery, deems his work as heavily influenced by the Seapunk/Vaporwave aesthetic.
gif

Paul Cocksedge

Freeze Multi Circle Table
In Freeze, Cocksedge exploits freezing temperatures to create a seamless bond between metals that otherwise do not adhere in nature. The breakthrough in the series – a table of copper and aluminum – was made by first burying four copper legs in snow, leaving them to contract by 100th of a millimeter; second, excavating the legs and inserting them into holes cut into an aluminum slab where they were allowed to un-freeze back to ambient temperature thereby firmly locking into place in a strong, invisible join.

panGenerator

SPIRALALALA
The audience has been invited to experiment with various spatialised sound effects applied to their vocalisations that were synchronised with the movement of the balls falling along 35m long track. The interaction starts with insertion of the ball into the microphone. Then recording starts and after the recorded sound stops the ball is released to slide down along the track.

LIVIN Studio

Fungi Mutarium
Fungi Mutarium is a prototype that grows edible fungal biomass as a novel food product. Fungi is cultivated on specifically designed agar shapes that the designers called “FU”. Agar is a seaweed based gelatin substitute and acts, mixed with starch and sugar, as a nutrient base for the fungi. The “FUs” are filled with plastics. The fungi is then inserted, it digests the plastic and overgrows the whole substrate. The shape of the “FU” is designed so that it holds the plastic and to offer the fungi a lot of surface to grow on.
Its shape has been developed inspired by mushrooms and other plants in nature. The user should be reminded of harvesting mushrooms in the forest when harvesting the “FUs”.
video

SISYU+teamLab

What a Loving and Beautiful World
file festival

In the current digital age, digital media is part of our everyday life. So this participatory installation inserts calligraphy by Sisyu into a digital media art work that gives people the chance to enjoy calligraphy in a new way. The calligraphy is projected onto a large wall and the sho (Japanese calligraphic characters) appear to be sucked into the shadow of the person participating. This action causes a series of enchantingly beautiful and vivid visual and sound effects. The floating sho characters on the wall react to one’s shadow and open up to reveal each character’s world. A new world is created by overlapping and combining the sho’s world with that of Sisyu, the calligrapher, one’s own thoughts, and the thoughts of humankind that are contained in the origins of the characters. This work uses a sensor that reads a participant’s action. If a viewer holds their hand against the character for “rainbow”, a rainbow’s image will be produced; if the character is “umi”, which means “ocean”, a wave’s image will be created. Each visual reacts with other visuals allowing for an infinite number of variations.

Carla Gannis

Garden of Emoji Delights
FILE SAO PAULO 2015 

The Garden of Earthly Delights Triptych is one of the most famous works by the Dutch painter Hyeronimus Bosch. It dates back to the end of the fifteenth century and is kept in the Prado Museum in Madrid. The Triptych of the Garden of Emoji Delights is the version created by the contemporary artist Carla Gannis, in which space is invaded by small icons that today – thanks to the WhatsApp effect – are becoming an increasingly significant component of our language. It is not the first time that artists have played with emojis, perhaps inserting them in the real world or using them as neo-hieroglyphic fragments for cinematic riddles.

NOVA JIANG

نوفا جيانغ
Ideogenetic Machine
“Ideogenetic Machine” is an interactive installation that incorporates portraits of participants into an algorithmically generated comic book. A camera captures the portrait live while an algorithm transforms the photographic image into a “line drawing”. Face detection is utilized to insert-code generated blank speech bubbles into the narrative. The software creates never repeating compositions using a set of rules that approximate the compositional decisions made by a human comic book author. The comic is projected live, and consists of the algorithmically processed portraits as well as randomly chosen story elements from a database of drawings. The story elements are drawn by the artist, mostly illustrating speculative narratives based on current news and events. A participant can email him or herself the finished comic as a PDF file.

FILE FESTIVAL

STELARC

drawing with robot arm
“With gene mapping, gender reassignment, prosthetic limbs and neural implants, what a body is and how a body operates becomes problematic. We generate Fractal Flesh and Phantom Flesh, extended operational systems and virtual task environments. Meat and metal mesh into unexpected and alternate anatomical architectures that perform remotely beyond the boundaries of the skin and beyond the local space it inhabits. The monstrous is no longer the alien other. We inhabit an age of Circulating Flesh. Organs are extracted from one body and inserted into other bodies. Limbs that are amputated from a dead body can be reattached and reanimated on a living body. A face from a donor stitched to the skull of the recipient becomes a Third Face. A skin cell from an impotent male can be recoded into a sperm cell. And more interestingly a skin cell from a female body might be recoded into a sperm cell. Turbine hearts circulate blood without pulsing. In the near future you might rest you head on your loved one’s chest. They are warm to the touch, they are breathing, they are certainly alive. But they will have no heartbeat. A cadaver can be preserved forever through plastination whilst simultaneously a comatose body can be sustained indefinitely on a life-support system. Dead bodies need not decompose, near-dead bodies need not die. Most people will no longer die biological deaths. They will die when their life-support systems are switched off. The dead, the near-dead, the not-yet-born and the partially living exist simultaneously. And cryongenically preserved bodies await reanimation at some imagined future. We live in an age of the Cadaver, the Comatose and the Chimera. Liminal spaces proliferate. Engineering organs, stem-cell growing them or by bio-printing will result in an abundence of organs. An excess of organs. Of organs awaiting bodies. Of Organs Without Bodies.” STELARC

JOY DIVISION

חטיבת שמחה
ジョイ·ディヴィジョン
Closer
Joy Division, released in 1980, was considered one of the most important albums of the post-punk movement. As the songs were recorded under a specially constructed stucco vault, an end to capture and resonance from a chapel. There is no indication of the sides, either on the seal or in the insert. Thus, with the previous album, Unknown Pleasures, the relationship of the songs is found only without insert. In the CD edition, consider side A that starts with the Atrocity Exhibition, and side B starts with Heart And Soul.

JOHNNY RANGER

조니 레인저
ジョニーレンジャー
ג’וני ריינג’ר
约翰尼游侠
جوني الحارس
Six Mil Antennas
SIX MIL ANTENNAS is a 360 degree immersive film that employs a range of visual and audio codes to bring a surrealist perspective to the forefront. Framing shifting communication processes in a fictional setting, the whimsical, open-ended work re-imagines different states of the world in a futuristic timeframe. Through a series of events, the piece alternates its tone between deconstructed gravity, aesthetic sensuality and satirical humor. Inserting filmed actors in faux designed landscapes, the film creates non-linear narratives of a personal, social and political nature and expresses a complex intertwining multiverse, in which the characters and abstract landscapes evolve.