One Life Remains: André Berlemont, Kevin Lesur, Brice Roy & Franck Weber

FILE SAO PAULO 2017
LES DISCIPLINES DU RECTANGLE
Inspired by Michel Foucault’s work, Les disciplines du rectangle is a videogame proposition about the nature of rules and norms at the digital age. If society provides models of accomplishment we are supposed to fit inside, then the rectangle is the pure abstraction of this idea. The geometrical shape works as a symbol of the very nature of normativity, blind to individual differences. The rectangle, existing only on the screen, reveals how digital technologies can in some ways become the new location for this normativity and the ambivalent results of their intangible and invisible nature. Besides, the installation offers an occasion to think about the way games can become manipulation tools. The fact that in the end, players act as if they were piloted by the rectangle (an inversion of the traditional relationship between player and avatar) gives an aesthetical highlight to this.

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Inspirado en el trabajo de Michel Foucault, Les disciplines du rectangle es una propuesta de videojuego sobre la naturaleza de las reglas y normas en la era digital. Si la sociedad proporciona modelos de realización en los que se supone que encajamos, entonces el rectángulo es la pura abstracción de esta idea. La forma geométrica funciona como símbolo de la naturaleza misma de la normatividad, ciega a las diferencias individuales. El rectángulo, que existe solo en la pantalla, revela cómo las tecnologías digitales pueden convertirse de alguna manera en la nueva ubicación de esta normatividad y los resultados ambivalentes de su naturaleza intangible e invisible. Además, la instalación ofrece la oportunidad de pensar en cómo los juegos pueden convertirse en herramientas de manipulación. El hecho de que, al final, los jugadores actúen como si fueran piloteados por el rectángulo (una inversión de la relación tradicional entre jugador y avatar) le da un toque estético a esto.

 

Pierre Malphettes

la fumee blanche
Le travail de Pierre Malphettes est à l’image d’une de ses œuvres, il agit sur nous comme un attracteur étrange. En travaillant principalement des matières intangibles telles que l’air, la lumière, l’eau, ou bien encore des matériaux bruts, de construction (la bâche, le caillebotis), Pierre Malphettes matérialise des espaces mentaux qui évoquent le voyage, le parcours. La poésie naît d’un déplacement contrarié, impossible,

MAIKO TAKEDA

ATMOSPHERIC REENTRY
“While hats are commonly made with substantial and durable materials such as fabric, felt, plastic, leather so on, instead I wanted to create ethereal experiences for the wearer through the pieces. Through the experiment process, I developed the technique to create a visual effect of intangible aura by layering printed clear film, sandwiched with acrylic discs and linked together with silver jump rings.”

geoffrey mann

Cross-fire cutlery detail
The focus of the Past, Present & Future Craft practice commission was to examine the intangible characteristic of the spoken word and investigate the unseen affect of sound upon its inhabited environment.The project centralizes around the context of a domestic argument. In this case the event samples an audio excerpt from the 1999 Sam Mendes Film ‘American Beauty’. The slow building dialogue between the three central characters family dinner climaxes with a sound clash of emotions. The cross-fire of the argument traverses the dinning table but where previously the inanimate everyday objects such as plates, cutlery, teapot etc were unable to express their character, the intensity of the conversation deforms their once static existence into objects of unseen familiarity.The presented sound artifacts each encapsulate a momentary emotion of the argument.

tabor robak

balenciaga collaboration
A 25 minute video loop with previously unreleased tracks by DJ Hell, made in collaboration with Balenciaga.

Here is a dramatic tension in his work between the real and the imagined in his use of often-appropriated digital objects to create virtual landscapes, which frequently contain elements – animals, machines, fragments of videogames – that are recognisable from our day to day life. This creates a symbiotic relationship between the digital and the real. In a very real way digital space has now become an intangible reality. The worlds built by Robak have a distinctly cinematic sensibility that hyperbolises the shine and dramatic effects of 3D rendered animation. The aesthetic of his work is supremely important, drawing the viewer into a truly alluring, indulgent and strangely gratifying environment. There is a further challenge to the void between high-art and the worlds of 3D animation and gaming, in the intersection between depiction and simulation. This can be partially attributed to the vernacular of advertising Robak is so proficient at utilising.

Shohei Fujimoto

Intagible #Form
In this artwork “intangible #form [2019]”, focusing on how do we see the intangible as tangible using 420 kinetic laser modules. I’ve tried to generate virtual consciousness, presence and behavior of life in this time. And then I’ve been exploring what are we getting the surfacing consciousness and presence from the thing is in front of us or are we giving these to them? I think that when paying attention to consciousness, it could be a trigger to sense that we are human ourself.

Christoph De Boeck

Staalhemel

The intimate topography of the brain is laid out across a grid of 80 steel ceiling tiles as a spatialized form of tapping. The visitor can experience the dynamics of his cognitive self by fitting a wireless EEG interface on his head, that allows him to walk under the acoustic representation of his own brain waves.The accumulating resonances of impacted steel sheets generates penetrating overtones. The spatial distribution of impact and the overlapping of reverberations create a very physical soundspace to house an intangible stream of consciousness.‘Staalhemel’ (‘steel sky’, 2009) articulates the contradictory relationship we entertain with our own nervous system. Neurological feedback makes that the cognitive focus is repeatedly interrupted by the representation of this focus. Concentrated thinking attempts to portray itself in a space that is reshaped by thinking itself nearly every split second.