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QUBIT AI: Camila Magrane

The Witness

FILE 2024 | Installations
International Electronic Language Festival

Image activated by augmented reality, where 3D animated subjects and scenarios are integrated into a physical photograph. Inspired by the work of Carl Jung, the image is part of a larger series that explores themes such as identity, introspection and transformation. Through AR, game elements were introduced into the piece, offering virtual content unlockable through interactions.

Bio

Camila Magrane is a Venezuelan-American visual artist known for her augmented reality images, integrating 3D animated scenes and subjects into physical photographs. With experience in video game development and a passion for analog photography, she explores the dialogue between the virtual and physical worlds. Magrane’s images are inspired by surrealist compositions and reference the graphic hyperrealism of contemporary video game design.

QUBIT AI: Seph Li

Everything Before, Everything After

FILE 2024 | Installations
International Electronic Language Festival
Seph Li – Everything Before, Everything After – China and UK

A digital installation features a winding river in the style of Chinese painting, symbolizing time and transition. Touch screens allow visitors to paint over it, altering its course unpredictably. The river embodies history and the future, with each trace contributing to its eternal flow through space and time. Recorded interactions ensure its perpetual existence.

Bio

Born in Beijing in 1988, Seph Li has a mixed background in technology and design, and his keen interest in interactive artworks led him to the field of media arts. Seph studied computer science and entertainment design at Tsinghua University and continued his master’s study in design/media arts at UCLA. Seph currently resides in London, United Kingdom; he creates interactive artworks as well as technical experiments with other production studios.

Breakfast

Portraits in Black and Silver
Portraits in Black and Silver is an interactive kinetic artwork that uses BREAKFAST’s custom-engineered Flip-Disc medium. This computer-controlled installation invites you to become a part of its history. As you engage with the piece, it will record a brief clip of your interaction and play it back at a later time, cycling through all of the portraits captured. Flip-Discs are small dime-size circles that can rotate 60 times per second using electromagnets, creating abstract images of black and silver portraits. The artwork challenges your perception of what art can be and pushes the boundaries of traditional mediums.

NOVA BIENAL RIO of art and technology

The NOVA BIENAL RIO is an autonomous and independent event that transcends the scope of a conventional international exhibition; it is a call to innovation and imagination. Under the theme “New Aesthetic and Supercreativity,” we invite you on a journey through the world of art driven by technology. Hosted by the city of Rio de Janeiro, it takes place at both the iconic Museu do Amanhã and Praça Mauá, reshaping the interaction of the public with art. As you enter the NOVA BIENAL, you will be invited to explore unique aesthetic expressions, looking towards the future through digital and technological lenses. Access NOVA.

Unlimited Corridor

Keigo Matsumoto, Yohei Yanase, Takuji Narumi & Yuki Ban
FILE FESTIVAL 2018
“Unlimited Corridor ” é um sistema de VR que permite a experiência de percorrer um vasto mundo virtual num espaço físico estreito, manipulando a percepção espacial. Esta obra utiliza uma técnica chamada andar visual-háptico redirecionado que utiliza a incerteza da percepção espacial humana e a interação entre visão e senso háptico.

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“Unlimited Corridor” is a VR system that allows the experience of traversing the space of a vast narrow physical virtual world, manipulating spatial perception. This work uses a technique called redirected visual-haptic spatial walking that utilizes the uncertainty of human perception and the interaction between vision and haptic sense.

Ping Lim

Reimagine Social Distancing: Interactive Art for Post Pandemic Cities
Un jour dans la vie des grandes villes, des millions d’étrangers passent à quelques centimètres les uns des autres – dans les stations de métro, les trottoirs, dans les rues publiques. Nous sommes un réseau d’étrangers se déplaçant si près que cela devient parfois une expérience déshumanisée. Dans ces instants fugaces passés dans des espaces interstitiels, nous nous trouvons détachés de l’état présent où nous sommes parmi l’essaim humain. Cette installation explore comment les villes surpeuplées influencent notre sens de l’espace personnel, à travers un environnement interactif en temps réel qui suit nos données spatiales. Il examine comment nos barrières mentales sont fluides, adaptables et finalement destinées à être brisées, de sorte que notre sens de l’espace est élargi grâce à l’interaction avec les autres.

Dragan Ilic

Re)Evolution

With the machine programed to draw, the robot becomes a medium for interaction and for “symbiosis” with the artist, creating a kind of “hybrid body” of man and machine, whose nervous system and brain waves administer “software commands” to the robot during the drawing performance. A key actor in the exhibition will be the new model of the KUKA KR 210 robot, that has a multi-functioning performative role: from drawing, experimental dance, music – through the production of industrial sound, and a six channel video projection that documents Ilić’s projects.

Amigo & Amigo

Affinity
Affinity is an immersive interactive light and sound installation inspired by the human brain. Each light globe represented a memory, as people approached Affinity different memories could be heard. When people touched the memory a light would trigger, the longer they touched the further their light would travel throughout the sculpture. Affinity features 62 different colour combinations and 112 points of interaction.

FUSE

FRAGILE
Fragile is an audio-visual installation that aims to investigate the relationship between stressful human experience and the transformations that occur in our brain. Recent scientific research has shown that neurons belonging to different areas of our brain are affected by stress. In particular stress causes changes in neuron circuitry, impacting their plasticity, the ability to change through growth and reorganization.
Our process exploits the scientific data provided by the Society for Neuroscience and elaborates this information trying to show the effect of external interactions on our nervous system and ultimately on our relationship with the outside world. In order to achieve this we developed an artwork composed of different digital representations following one another, branching into 5 screen projections.

Karolina Halatek

Ascent
Ascent is a large-scale site-specific light installation that embodies a variety of archetypical and physical associations – from microscopic observations, electromagnetic wave dynamics, and atmospheric phenomena of a whirlwind to a spiritual epiphany. Most importantly, Ascent offers a unique immersive experience, that invites the viewer to become its central point, and transforms the perception of the viewer on a sensual level. The light and the fog create a monumental dynamic space that is participatory, the space that opens up a new dimension and directs the attention toward the bodily sensations in the explicit environment. The viewer is free to approach the work according to its own sensual response, but direct interaction can offer the potential to evoke a new perceptual imagination.

DI MAINSTONE AND TIM MURRAY-BROWNE

Serendiptichord

The result of a cross-disciplinary investigation spanning fashion, technology, music and dance, the Serendiptichord is a wearable musical instrument that invites the user (or movician) to explore a soundscape through touch and movement. This curious device is housed in a bespoke box and viewed as part of a performance. Unpacked and explored on and around the body, the Serendiptichord only reveals its full potential through the intrepid curiosity of its wearer. Adhering to the body like an extended limb, this instrument is best described as choreophonic prosthetic. Referencing the architectural silhouette of a musical instrument and the soft fabrication of fashion and upholstery, it is designed to entice the movician to explore its surface through touch, physical manipulation and expressive movement. Although this acoustic device can be mastered alone, it also holds subtle openings for group interaction.

ecoLogicStudio

BioBombola
The Coral
Home Algae Garden
In June 2020 ecoLogicStudio has devised BioBombola, a pioneering project that invites individuals, families and communities to cultivate a domestic algae garden – a sustainable source of vegetable proteins. BioBombola absorbs carbon dioxide and oxygenates homes more effectively than common domestic plants while fostering a fulfilling daily interaction with nature. Each BioBombola is composed of a single customized photobioreactor, a one metre tall lab grade glass container, filled with 15 litres of living photosynthetic Spirulina strain and culture medium with nutrients.

Engineered Arts

AMECA
“Multiply the power of artificial Intelligence with an artificial body. Ameca is the physical presence that brings your code to life. The most advanced lifelike humanoid you can use to develop and show off your greatest machine learning interactions. This robot is the digital interface to the real world.” Engineered Arts
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“A U.K. robotics firm called Engineered Arts just debuted the first videos of its new humanoid robot, which is able to make hyper-realistic facial expressions. It’s a pretty stunning achievement in the world of robotics; it just also happens to be absolutely terrifying.
Named Ameca, the robot’s face features eyes, cheeks, a mouth, and forehead that contort and change shape to show off emotions ranging from awe to surprise to happiness. One of the new videos of Ameca shows it waking up and seemingly coming to grips with its own existence for the first time ever.” Neel V.Patel

Sougwen Chung

愫君
Drawing Operations
Sougwen Chung is an internationally renowned multidisciplinary artist, who uses hand-draw and computer-generated marks to address the closeness between person-to-person and person-to- machine communication. She is a former researcher at MIT Media Lab and current Artist in Resident at Bell Labs and New Museum of Contemporary Art in New York. Her speculative critical practice spans installation, sculpture, still image, drawing, and performance. Drawing Operations Unit: Generation 1 is the 1st stage of an ongoing study of human and robotic interaction as an artistic collaboration.

Skylar Tibbits

Aerial Assemblies
Self-Assembly is a process by which disordered parts build an ordered structure through local interaction. We have demonstrated that this phenomenon is scale-independent and can be utilized for self-constructing and manufacturing systems at nearly every scale. We have also identified the key ingredients for self-assembly as a simple set of responsive building blocks, energy and interactions that can be designed within nearly every material and machining process available. Self-assembly promises to enable breakthroughs across every applications of biology, material science, software, robotics, manufacturing, transportation, infrastructure, construction, the arts, and even space exploration.

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.

liu chang and miao jing

Hills beyond a river
Music: “CHINA-瓷” by Mickey Zhang
file festival
“Hibanana Studio is a creative art&tech studio, swinging at the intersection of audio-visual performance & installation, moving images and interactive installations. We are inventing new forms of the moving image for display surfaces of the future. A series of interdisciplinary research and practices range from video, sound, light, interaction and spatial experience leads us to artworks, commissions, and exhibition.”

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.

JOSIAH MCELHENY

Interactions du corps abstrait
Avec “Interactions of the Abstract Body”, McElheny a poussé ces idées plus loin, créant un ensemble de travaux vaste et varié qui examine comment la mode et le modernisme se sont entrecroisés et influencés, en particulier à travers le langage commun du corps. Fondamentalement, McElheny a animé cette dynamique avec la présence constante d’un interprète. En combinant une performance continue en chair et en os avec une sculpture statique dans le même espace de galerie, une première pour White Cube, McElheny rompt radicalement la distinction entre performance et exposition.

Friendred

Skin-awareness
The immersive space morphs and alters with light and becomes solid, its pressure composing and decomposing the self-awareness of skin. The dancer’s body is extended and manipulated as a conscious entity, exceeding the physiological object. The constant feedback between the body’s trajectory and interaction with the environment changes the nature of the object itself.

Daniel Iregui

ANTIBODIES
ANTIBODIES est une installation interactive qui suit les visages des participants et les incite à faire des expressions faciales. La pièce reflète à quel point nous sommes absents et détachés lors des appels vidéo – la forme aujourd’hui imposée de rassemblements sociaux. À la fin de chaque expérience, toutes les interactions deviennent partie d’une galerie d’êtres humains désincarnés.

Push 1 stop and Woulg

Interpolate
Interpolate incorporates live coding and generative processes to create an audio/visual performance where visuals control audio, and audio controls visuals. Stark, minimal, generative 3D geometry and particle systems take the audience through the music, conveying the physicality of the sound while mapping out the emotional landscape of the melodies. To interpolate means to determine an intermediate value or term in a series by calculating it from surrounding known values; on stage Push 1 stop and Woulg send data wirelessly to each other in order to be able to patch new interactions between audio and visuals in real time, and interpolate the missing data between sound and image.

Claire Malrieux

Climat General College des Bernardins
Se référant à l’« Hypothèse Gaïa » de James Lovelock, Malrieux transforme la figure de Gaïa en une machine climatique autonome qui affiche un espace dynamique et organique, construit selon des flux de données empruntés aux principaux modèles climatiques prédictifs. A travers différents scénarios programmatiques, l’artiste met en évidence l’influence de l’homme sur son environnement, un environnement en perpétuelle mutation dont la fin ne peut être programmée. Car si l’entrée dans l’anthropocène marque la fin d’une Terre en extension, elle marque surtout le début d’autre chose : une situation différente dans le temps et dans l’espace. Un espace où le décor est en mouvance et dans lequel l’histoire humaine s’adapte et évolue.
L’usage simultané du dessin et des algorithmes permet de visualiser des interactions et des causes à effets habituellement invisibles, de les décoder et d’en interroger les enjeux.

Dominic Harris

Flutter Hologram: Pendulum
Présentant différentes espèces de papillons dans une seule cloche, le premier, un albatros orange de l’Est, originaire d’Indonésie, est peint dans une teinte orange sanguine accrocheuse. Le yeoman commun contrasté possède des ailes orange fauve, presque dorées, qui battent rapidement lorsqu’il vole dans son environnement. Ils sont accompagnés du troisième papillon, un albatros chocolat d’Asie du Sud-Est. Un anneau en laiton physique est situé à la base de la cloche, tandis qu’un pendule, suspendu au dôme, agit comme un appareil sur lequel se posent les papillons – une allusion à la façon dont la vie est en jeu. Dans un état passif, les papillons habitent calmement la cloche en verre. Cependant, lors de l’interaction, ils voltigent avec excitation, atterrissant parfois gracieusement sur le pendule et l’anneau de laiton, tandis que d’autres, frappant simplement directement les objets.

Rhona Byrne

Huddlewear
For this exhibition, Huddlewear becomes a tool for activating exchanges in relationships between individuals, groups and communities. The exhibition invites and encourages visitors to wear and inhabit Huddlewear and to explore the intimacy and complexities of connection in real time. The interconnected designs of the garments can be worn by pairs and groups and aim to explore the wearer’s sense of self and vulnerability during moments of interaction and gathering. By inviting participation and reflection the ‘Huddle tests’ exhibition will involve a series of events and activities as well as an open invite for ‘group work’ for the duration of the exhibition.

MEMO AKTEN

Body Paint
File Festival

The interaction is simple, movement creates paint. Hidden in the simplicity are layers of subtle details. Different aspects of the motion: size, speed, acceleration, curvature, all have an effect on the outcome: strokes, splashes, drips, spirals; and is left up to the users to play and discover. The installation is designed to work with any number of people and is scalable to cover small or large areas. While the installation is suitable for a single user, when multiple users are present a new dynamic emerges. A user-to-user interaction is born when the audience starts playing with each other via the installation, throwing virtual paint on each other, trying to complete or destroy each other’s paintings.

Irina Nakhova

Ирина Нахова
Pilot’s head
L’exposition russe présente une œuvre ambitieuse, intitulée «Le pavillon vert», à travers laquelle Irina Nakhova (née en 1955) interagit avec l’architecture du pavillon, conçu en 1913 par Aleksey Shchusev, également auteur du mausolée de Lénine à Moscou. à partir des «installations totales» d’Ilya Kabakov, et en poussant plus loin le concept exprimé dans ses propres installations «Rooms» des années 1980, Nakhova a mis en place cinq espaces, où une interaction complexe entre l’art, l’architecture et la perception du spectateur se développe de manière surprenante , exploitant ainsi le concept original de Shchusev, qui n’a pas conçu le pavillon comme un simple conteneur, mais comme un soutien actif à la créativité des artistes.

A.I.L.O it pronounces Hello

Art and Light
Exploration sensorielle. Tout part de la ligne, comme une envie d’infini. Composition géométrique de lignes lumineuses projetées sur les miroirs et le mur. En partant de la ligne la plus épurée jusqu’à une recherche d’accumulation en travaillant la profondeur et la perte de repère. Le travail sonore créé à partir des vibrations lumineuses nous enveloppe et joue sur nos propres resonances. Interaction avec les surfaces réfléchissantes qui transcendent

STILLNESS

Penser et sentir
Sous le thème du Zen, cette œuvre représente une partie de la philosophie du Zen avec des données tridimensionnelles créées avec la technologie de photogrammétrie composée du paysage le plus minimaliste des «points» et du paysage sonore des «ondulations», avec la coopération de Toryo Ito, vice-prêtre de Ryosokuin, temple Kennin-ji Tacchu, Kyoto. L’image générée reflétant les informations environnementales de l’espace d’exposition crée «une interaction entre l’environnement et l’image», tout comme les arbres et les feuilles se balançant dans le silence du temple zen.

Daniel Rozin

Troll Mirror
The mechanical mirrors are made of various materials but share the same behavior and interaction; any person standing in front of one of these pieces is instantly reflected on its surface. The mechanical mirrors all have video cameras, motors and computers on board and produce a soothing sound as the viewer interacts with them. Troll Mirror was commisioned by Traget and is made of pairs of pink and blue troll dolls. Every troll doll pair can rotate so that the pink or blue troll face the front. The result is a colorfull reflection of the viewer’s outline and playfull colorfull transitions

Kasuga

DMX Linear Actuator Slim
The motion study with the DMX Linear Actuator Slim demonstrates a synchronized kinetic sculpture with 25 components (vertical and horizontal mount) and a sphere fixture (black and white). Controlled by the DMX LA Designer software, multiple motion sequences, pattern generators and text and image contents are transferred onto the array. Furthermore, interaction with the kinetic sculpture is made possible via the Leap Motion Sensor, the Kinect Sensor and other mobile devices via the OSC protocol.

KOKI TANAKA

田中功起
Everything is Everything

The eight-channel video installation, Everything is Everything, was created for the first time to be shown at the 2006 Taipei Biennial, curated by Dan Cameron. For this work, the artist and two assistants spent a total of eight days recording their interactions and interventions with readily available items, including hangers, glasses, towels, air mattresses and toilet paper, all found in the city of Taipei. The physical properties of these objects have been tested (a metal hanger is stretched to the breaking point) or their uses have been expanded (a level placed on two table legs becomes an improvised obstacle). Tanaka and his assistants experimented with these objects several times indoors and in public, and their explorations were compiled into eight separate video loops lasting from 1:19 to 1:50 minutes. Tanaka’s narrowly cut frame of each scene often features performers from the neck down or removes them completely from the scene, thus focusing the viewer’s attention on the simple, repetitive objects and acts being performed.

Christian Babski, Stéphane Carion, Christophe Guignar & Patrick Keller

Satellite Daylight
Satellite Daylight is an interactive light installation formed by a trapeze of 24 high-voltage neon tubes tapering upwards, created by fabric | ch – a studio for architecture, interaction and research dedicated to investigating contemporary space based in Lausanne. The installation is connected to data collected in real time from online weather stations and meteorological satellite maps, which therefore translate actual global light conditions picked up by satellites orbiting the earth at the latitude of Basel into an endless loop of perceivable electrical intensity.

Joanie Lemercier

Brume
Brume is a series of works and installations by Joanie Lemercier, using a custom made device made of atomized water. Joanie frees his work from the screen and usual physical devices. He is using space and immateriality as a canvas, creating a mid air floating projection feeling. Thanks to this volumetric tool, he is modifying our frontal relationship with screen and allowing new interaction between the viewer and the projected image. Joanie Lemercier is still exploring the possibilities of this new medium with a series of experiences and chapters, questioning our view of reality. In his work, Joanie is researching timeless subjects like light, matter, geometry. With Brume, he is also interested in the link between water and light.

Datapaulette

Topographie digitale
“Topographie Digitale” is an interactive installation created by DataPaulette. This landscape uses electrically functionalized and pleated textiles as sensitive surfaces reacting to touch. This interaction brings to life a “digital clone”, video-projected. This mirrored scene reveals an organic side contrasting with the mineral aspect of the physical scene.

Ani Liu

Eyeris
Eyeris is a cultural prosthetic that renders the user dependent on human touch for sight. While many of today’s digital devices extend our abilities to connect with each other, disability of our current digital devices can been seen through our loss of tangible human interaction. I made this piece in trying to explore the importance of human interdependency in a society living under the myth of autonomy driven by technological symbiosis between man and computer. Eyeris is a mechanically operated electronic device powered by digital input that is deliberately over-engineered to call attention to the social behavioral conditioning imposed on us through less discreet technological devices that we assimilate on a daily basis.

Disney Research

Realistic and Interactive Robot Gaze
System for lifelike gaze in human-robot interactions using a humanoid Audio-Animatronics® bust. Previous work examining mutual gaze between robots and humans has focused on technical implementation. We present a general architecture that seeks not only to create gaze interactions from a technological standpoint, but also through the lens of character animation where the fidelity and believability of motion is paramount; that is, we seek to create an interaction which demonstrates the illusion of life. A complete system is described that perceives persons in the environment, identifies persons-of-interest based on salient actions, selects an appropriate gaze behavior, and executes high, fidelity motions to respond to the stimuli. We use mechanisms that mimic motor and attention behaviors analogous to those observed in biological systems including attention habituation, saccades, and differences in motion bandwidth for actuators.

User Studio

Les petits chercheurs de sons
Les Dirty Tangible Interfaces constituent une famille de contrôleurs basés sur l’interaction avec des matériaux tangibles. Elles permettent de contrôler par exemple une tablette de la même manière que l’écran tactile le permet… et elles s’en écartent en fournissant une interaction infiniment nuancée et expressive.

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.

GRINDER-MAN

Mirage
“MIRAGE” is the first performing art ever in the world to experience with immersive. This experience reminds us that we generate ourselves at each moment in our highly subjective ambiguous world. Unlike the general performing arts for the several audiences, “MIRAGE” is generated by the interaction of the two dancers and the one participant. As the participants, you are invited into an 8 minute immersive experience, using a head-mounted display fitted with headphones and a camera to capture live scenes. While unaware of the participant, dancer in front of the eyes is changed over to the dancer that has been recorded in advance. In addition, by overlapping the live scene and recorded ones, participants will experience simultaneous past and present. It is very difficult to tell which dancer is really existing or which is not. Each participant will be required to discover their own “reality”.

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

Studio Tish

Vanishing Places
Vanishing Places is an audio-visual installation that investigates dialogues and tensions between the real and artificial. In keeping with the studios recent experiments with real-time generative visuals, Vanishing Places brings a new iteration of the intersection of digital life-simulating systems and organic interaction.

Tine Bech Studio

The Kinetic Storyteller
The Kinetic Storyteller is a playful environment for social interaction consisting of a pair of swings next to each other. As participant swings on a structure, they are connected to the twitter stream of the networked landscape around them. With each kinetic swing rotation, new messages tagged with specific hashtags are presented on three large screen situated in front and to the sides of the participants.

NOHlab x buşra tunç

OCULUS
OCULUS: A Spatial Experience Based on the Interaction of Architecture and Media Arts
An audio-visual performance based on a selection of HAS Architects works interpreted by NOHlab and Buşra Tunç
A selection of HAS Architects’ projects is presented in a performance that blends digital technology with spatial design, forming a synthesis between the past and the present within the magical atmosphere of the historical Single- Dome Hall of the Imperial Arsenal.
Taking the Single-Dome Hall as the focal point, the exhibition uses contemporary interpretations to alternate between old and new, whole and fragment, real and virtual, balanced and unbalanced states. Notions of time and space become blurred and the exhibition surrounds the visitors, offering them an unusual spatial experience.

Rhizomatiks Research ELEVENPLAY Kyle McDonald

discrete figures 2019

Human performers meet computer-generated bodies, calculated visualisations of movement meet flitting drones! Artificial intelligence and self-learning machines make this previously unseen palette of movement designs appear, designs that far transcend the boundaries of human articulateness, allowing for a deep glimpse into the abstract world of data processing. The Rhizomatiks Research team, led by Japanese artist, programmer, interaction designer and DJ Daito Manabe, gathers collective power with a number of experts, among them the five ELEVENPLAY dancers of choreographer MIKIKO as well as from coding artist Kyle McDonald. The result is a breathtaking, implemented beautifully, in short: visually stunning.

Oscar Sol

Trinity
Trinity is an audiovisual interactive dance piece which tells the journey of a body going through different states of perception of the space. Through movement, the body is immersed in an environment of textures and audiovisual landscapes that not only accompany but will push to a transformation process.This work proposes a profound, clear and efficient interaction between its three elements: the triad of movement, sound and visuals. This interaction is understood as a dialogue which passes through different levels of intensity and transformations throughout the piece and is focused in the detection of the following qualities and patterns of movement like: forces and directions, acceleration, position, speed and body area.

Josiah McElheny

Interactions of the Abstract Body
With ‘Interactions of the Abstract Body’ McElheny pushed these ideas further, creating a large and varied body of work that looks at how fashion and modernism have intersected and influenced each other, especially through the common language of the body. Crucially, McElheny animated this dynamic with the constant presence of a performer. By combining a continuous flesh-and-blood performance with static sculpture in the same gallery space, a first for White Cube, McElheny radically fractures the distinction between performance and exhibition.

Circus Family

Triph
“When left alone with no audience, the object glows dimly as if it were asleep. Yet when visitors approach, the installation slowly comes back to life. Colour gradients pour into each shape, whilst mirrored surfaces start reflecting light – all to the orchestra of an encompassing soundscape. This project invites visitors to become part of something. An immersive light experience in which the audience directs the intensity, audio and colour palettes simply by approaching, moving around in and between the large geometric shapes of the installation. Truly, a merging of art, interaction design, sound, tech and vision. As visual architects, our aim with ‘TRIPH” is to demonstrate that a number of different techniques can be combined into a mix of unexpected shapes and materials, that in turn help to create a new truly unique way of experiencing a story. Both in daylight condition and at night. With our self-initiated work, we aim to find undiscovered methods of narrative, questioning the ways people discover and open themselves up to new conceptual work.” Circus Family

Kohei Nawa

FORCE
FORCE is an installation work that provides a visualization of the force of gravity via the interaction between gravity and a liquid with carefully computed qualities. Black silicone oil, engineered to achieve the required viscosity, streams constantly from the ceiling under the influence of gravity, forming a black pool on the floor and blurring the distinction between the characteristics of solids and liquids as if it were a sculpture transformed into a liquid. The tightly configured space places the viewpoint in the interface between time, space, and matter, giving us a direct awareness of the reality of our existence within a continuous series of actual moments.

RASA SMITE & RAITIS SMITS

Atmospheric Forest
Atmospheric Forest is a large scale VR point-cloud installation that visualizes and sonifies the relations between the forest and climate. It reveals the interaction patterns between the pine-tree emissions in Pfynwald, an ancient Swiss Alpine forest, and weather conditions in this valley, effected by drought. The trees do not only produce oxygen, but they are living bodies who breath too. I.e., they emit part of carbon dioxide, sometimes even up to 20 perc. from what they have consumed. When trees die, they release all the carbon they have collected during their lives back into the atmosphere. Atmospheric Forest explores the effects of drought on local forest ecosystems, and how such stress situations influence production of resin and volatile emissions (such as usual pine-tree scent).