highlike

LIGHTING DESIGN COLLECTIVE

Silo 468 Light Art Helsinki

 

INTERACTIVE LIGHT ART FOR URBAN REDEVELOPMENT SILO 468 HELSINKI Disused oil silo has been converted into mesmerizing light art piece and a public space with the aid of swarm intelligence and interactive lighting. The project is a conversion of oil silo into light art piece and a public space designed by Madrid based Lighting Design Collective (LDC). It sits by the sea facing central Helsinki, Finland. Prevailing winds well known to residents are strongly present. The natural light, wind and the movement of light on the water formed the principles for the lighting concept. Walls are perforated with 2012 holes referring to the Helsinki World Design Capital 2012 year. The lighting signifies the start of a major urban redevelopment for the City of Helsinki. It functions to draw focus to unknown district and creates a landmark and a marketing device for the City. Maybe most importantly through the use of natural and artificial light it created a unique civic space for the citizens to use. Furthermore, it set a precedent for a new district for 11000 people to become the “district of light”. During the first years the silo is mainly viewed from distance when the area starts to get build. 1280 LED domes in 2700K white are fitted inside the silo behind the cut-outs and visible from several kilometres away. LDC developed a bespoke software using swarm intelligence and nature simulating algorithms that refresh responding to parameters such as wind speed, direction, temperature, clear night and snow. System dials out every 5 minutes for new data. The patterns are fluid, natural in feel and never repeat. They are slow but speed up in relation to the wind speeds creating constantly changing mural of light. At midnight the exterior turns deep red for 1 hour. The colour refers to the former use of the silo as a container of energy. At 02:30 when the last ferry goes past to Suomenlinna lights go off. The interior gains importance as the area gets populated. Inside is painted deep red. Daylight seeps through the pattern derived from original rust patterns on the walls. North facing wall has no perforations. 450 steel mirrors moved by winds are fitted behind the holes. With sunlight the silo appears to glimmer and sparkle like surface of water.The warm white LED grid reflects light indirectly via the red walls into the space. The moving patterns read as halos racing across the walls. The Silo is a civic space for the citizens of Helsinki. Floor was added and rigging infrastructure, power, water and emergency & cleaning lighting. Light intervention has created a new space for people.

FILE SÃO PAULO 2025: SYNTHETIKA – Geometric Interactive

COCOON

Geometric Interactive

FILE SÃO PAULO 2025: SYNTHETIKA – Art and Technology – Games
Electronic Language International Festival

 

COCOON – Denmark

COCOON is a puzzle adventure game where each world exists inside an orb you carry on your back. Its core mechanic revolves around leaping between worlds and using them to solve intricate puzzles. Each orb holds a unique unlockable ability, becoming a tool to explore other worlds, reveal hidden paths, and activate mechanisms.

BIO

Geometric Interactive is an independent game studio based in Copenhagen, founded by Jeppe Carlsen and Jakob Schmid. Their work blends inventive gameplay, striking visuals, and atmospheric sound design to craft unique interactive experiences.

Amanita Design

Samorost 3
Prague-based Amanita Design, creators of the award-winning Mechinarium, recently released what may be their best game yet: Samorost 3. This deeply immersive puzzle game spans the ecosystems of 9 unusual planets as you encounter strange inhabitants and unlock increasingly complex secrets to advance to the next level. Amanita Design’s approach to creating completely non-verbal/non-textual games relies heavily on intuition, sound design, and symbolism to create environments that are practically interactive artworks.

Design I/O

Theo Watson, Emily Gobeille and Nick Hardeman
Connected Worlds
Connected Worlds is an immersive, interactive ecosystem that was designed for the New York Hall of Science. It’s an installation of six smaller ecosystems, actually—all of which are connected, much like real ecosystems are. The difference here is that the environments only exist on massive screens connected by a 3,000-ft² interactive floor.

THOMAS ROBSON

Томас Робсон
توماس روبسون
トーマス・ロブソン

Art Remixer” Thomas Robson says he “develops collision art to confront received aesthetics & critically re-appraise imagery in a visually saturated world.” Whatever he says, the stuff is freaking cool. He has worked in graphic design and in interactive design for the web & TV for the BBC. But it seems like he’s more interested now in coloring outside the lines:
It is remarkable how diverse his work is in various series like Landscape with Data, Made in China and Luxe Art with styles and materials including collage, photography, computer graphics and even ceramics.

THOMAS ROBSON

ТОМАС РОБСОН
توماس روبسون
トーマス・ロブソン

“Art Remixer” Thomas Robson says he “develops collision art to confront received aesthetics & critically re-appraise imagery in a visually saturated world.” Whatever he says, the stuff is freaking cool. He has worked in graphic design and in interactive design for the web & TV for the BBC. But it seems like he’s more interested now in coloring outside the lines[…]

Lightrail

Frank de Jong, Pakwing Man & Eric Toering worked with professor David Kirsh and students
Moving with Interactive Design

RADIAL AND BLAUS

MID AND PLAYMODES
radial and blaus
‘radial’ and ‘blaus’ are two interactive lighting installations, both a result of the collaboration between catalonia-based digital research collectives MID (media interactive design) and playmodes. ‘blaus’ introduces the abstract realm of three dimensional geometry through the mediums of audio and illumination – this could manifest as a cube or a blossoming flower, a grid or a jellyfish, a mutant framework of reflecting lights which submerge the audience into a multi-faceted universe, driven by hidden forces of the architecture. ‘blaus’ is an immersive space where audio-visual elements relate
intimately to impact on the visitor. the process led the designers to build most of the software and hardware elements themselves, by means of algorithm design, digital fabrication techniques and craft handwork. on the hardware side, the use of open source technologies, such as arduino, allowed us to create a flexible electronic system easily addressable by opensound – control data. ‘duration open source software by
james george was used in order to independently control, compose, and play a full score for the laser diodes, servomotors, lights and music.on the sound design side, all music and sound effects are made through the use of audio programming environments such as predate and reactor.
custom digital instruments are made in order to exactly match the resonant frequency of the space and its harmonics.
‘blaus’ is an immersive space where audio-visual elements relate intimately to impact on the visitor.

NAJA & DEOSTOS

ECTOPLASMATIC HOUSING
File Festival
‘Ectoplasmatic Housing’ aims to speculate about how architecture can mediate the pervasiveness of the contemporary ‘infocalypse’ age. An architectural experiment of physical and digital space through the use of interactive design and augmented reality.

Browsing through a domestic safari of Trojan savannas or sterilised virus forests while contemplating the emergence of thousands of cheap-friends-facebook flowers blossoming among the pulsating cocoons of dying obsolete apps… Quantum reality theories are ripe for the picking from wiki branches of tweeting pink daily hit dwarfing trees…
Ectoplasmatic Housing aims to speculate about how architecture can mediate the pervasiveness of the contemporary ‘infocalypse’ age. It cultivates data for a spatial interactive second nature manifestation. It grows, blossoms, dies and haunts. Overlayed with the physical this unstable ectoplasmatic nature may shift radically into a rapid nuke ecology of nightmares.

FILE 2026 – Registration Open for the Digital Architecture and AI Festival – Art and Technology

FILE 2026

Digital Architecture and AI Festival :  investigates the use of computational technologies in the conception, visualization, and experience of space.  Works may involve virtual environments, simulations, digital facades, interactive architectural installations, and discrete systems. Algorithms and data become design tools. It is a practice that articulates art, architecture, and technology.

Applications were open until February 19, 2026. Access  the application form.

FILE 2026 | GENERAL REGULATIONS

FEEDTANK

Full Body Games
file festival

Full Body Games is an interactive installation that allows users to engage in an unencumbered, full body gaming experience. The Full Body Games system projects the user’s silhouette in front of them in relation to simple graphic game objects with which they can interact. The user can select from four different games: Color Shooter, Two Touch, Duck and Jump, and Sorter. All games were designed to be quick, simple, intuitive and encourage dramatic movement.

TORAFU ARCHITECTS

minamo
The MINAMO is a space which embodies TOTO’s concept of “cherishing water”. Created by TORAFU ARCHITECTS for Tokyo Designers Week 2011, it lets you feel the shimmer and beauty of water. It is an exhibition booth that uses no water yet interactively gives visitors the sense of the surface of water (minamo).

FILE SÃO PAULO 2025: SYNTHETIKA – Pan

Towards a New Nature

Pan

FILE SÃO PAULO 2025: SYNTHETIKA – Art and Technology – CGI VIDEOS
Electronic Language International Festival

 

Towards a New Nature – China

Residents of the Metaverse might have hairstyles where the boundary between the person and the hair blurs, making the hair almost like an “organ.” These hairstyles could “grow” branches or flowers, have a dynamic motion similar to plants swaying in the wind, and feature geometric shapes, colors, and effects that surpass the physical world’s limitations.

BIO

Pan Qianqian is currently studying Digital Media and Mixed Reality at the China Academy of Art. She is good at 3D design and production, and new media art. She is involved in 3D imaging, interactive installations, virtual clothing and other fields. Her works have been exhibited at the First Digital Art Exhibition and Tianwen 2023: Mutual Learning among Civilizations.

FILE SÃO PAULO 2025: SYNTHETIKA – Tim Murray-Browne

SELF ABSORBED

Tim Murray-Browne

FILE SÃO PAULO 2025: SYNTHETIKA – Art and Technology – Installations
Electronic Language International Festival

 

SELF ABSORBED – Scotland

SELF ABSORBED is an interactive installation exploring how AI interprets human identity. A custom model reads the visitor’s body, linking each pose to generative audiovisual output. Unlike human-designed interfaces built on reductive abstractions, this interaction emerges from unsupervised machine learning, forming a connection with a multidimensional, non-linear, and non-representational digital space.

BIO

Tim Murray-Browne is an interactive artist and creative coder. He creates installations and performances using the moving body to shape immersive experiences. His work questions what aspects of our humanity are lost as we entangle ourselves with the bureaucratic mechanics of AI and digital technologies.

FILE SÃO PAULO 2025: SYNTHETIKA – Jia-Rey Chang

LOKI

Jia-Rey Chang

FILE SÃO PAULO 2025: SYNTHETIKA – Art and Technology – Installations
Electronic Language International Festival

 

Loki – Taiwan

Loki is an interactive AI artwork inspired by the mischievous Norse god. Unlike obedient AI, Loki responds playfully and unpredictably, reflecting users’ attitudes—arrogance meets sharpness, modesty earns encouragement. It prompts critical thinking about AI’s reliability, biases, and neutrality. By engaging with Loki, users explore whether AI can truly be trusted. Dare to question!

BIO

Jia-Rey Chang is an artist/designer/researcher/educator focusing on immersive spatial interaction design. Received his Ph.D. in interactive architecture at TU Delft and is now a lecturer in the Medialab at Queen’s University Belfast UK investigating Games/Emerging Technologies in his creative research, crossing creative coding, speculative design, AI, and VR.

www.archgary.com

FILE SÃO PAULO 2025: SYNTHETIKA – Weidi Zhang & Rodger Luo

ReCollection

Weidi Zhang & Rodger Luo

FILE SÃO PAULO 2025: SYNTHETIKA – Art and Technology – Installations
Electronic Language International Festival

 

ReCollection – China | United States

ReCollection is an interactive installation that uses artificial intelligence to construct synthetic collective visual memories from natural language input. The work blurs the line between memory and imagination through experimental visualizations and AI systems, prompting reflection on how narratives of memory are shaped by emerging technologies.

BIO

Weidi Zhang is a new media artist and designer based in Los Angeles and Phoenix. She is an Assistant Professor of Immersive Experience Design at Arizona State University. Her interdisciplinary research explores speculative assemblages at the intersection of immersive media, experimental data visualization, and interactive AI art. Dr. Jieliang (Rodger) Luo is the CEO and Head of Research at Minus AI, a research-driven startup focused on leveraging AI technology to empower the creative industry. He holds a Ph.D. in Media Arts and Technology from the University of California, Santa Barbara, and has previously served as a Senior Principal Research Scientist at the Autodesk AI Lab.

QUBIT AI – International Electronic Language Festival – Art and Technology

QUBIT AI | quantum & synthetic ai
Electronic Language International Festival

July 3rd to August 25th
Tuesday to Sunday, 10am – 8pm
FIESP Cultural Center

Design: André Lenz
Image: Iskarioto Dystopian AI Films – Athena

QUBIT AI

In its 25 years of existence, the International Electronic Language Festival (FILE) is an internationally renowned Brazilian project that since 2000 has explored the intersection between art and technology. With more than two decades of history, the festival stands out for fostering exhibition spaces and debate about artistic innovations driven by disruptive and innovative technologies, inviting the public to get involved with experimental forms of art that challenge the boundaries of conventionality. Currently, two of these technologies stand out in the contemporary scenario: the accelerated development of quantum computing and artificial intelligence corroborated by synthetic data.

Quantum computing, an emerging revolution in the technological field, offers a new range of creative possibilities for contemporary artists. This new era allows the exploration of unprecedented frontiers through a new computational format that consists mainly of quantum superposition and entanglement, a new field of exploration for synthetic computer science, as well as for the arts in general; on the other hand, artificial intelligence, fueled by synthetic data, offers artists a new way of making and understanding art, opening up space for new forms, concepts and artistic expressions.

Entitled QUBIT AI, the exhibition delves into this unexplored territory presenting a selection of works of art resulting from the connection between artistic creation and technology, proposing a theoretical reflection on what the interrelationship between quantum computers and synthetic artificial intelligence will be.

Visitors will be invited to experience immersive installations, experimental videos, digital sculptures and other forms of interactive art, which intertwine reality and imagination. The exhibition encourages reflections on the influence of technology on art and contemporary society, while at the same time providing an environment to compare already established technological arts (analog and digital) with the possible futures of art in the synthetic era, enhanced by quantum computing. The QUBIT AI exhibition at FILE SP 2024 transcends the mere presentation of works of art; it is a journey to the limits of human creativity, driven by the convergence of art, science and technology.

Ricardo Barreto and Paula Perissinotto
co-organizers and curators of FILE
International Electronic Language Festival

 

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.

QUBIT AI: AESTHETIC SYNTHETIC FILE – São Paulo 2024 – Art and Technology

FILE 2024

QUBIT AI | quantum & synthetic ai
Electronic Language International Festival
July 3rd to August 25th
Tuesday to Sunday, 10am – 8pm
FIESP Cultural Center

Design: André Lenz
Image: Iskarioto Dystopian AI Films – Athena

QUBIT AI

In its 25 years of existence, the International Electronic Language Festival (FILE) is an internationally renowned Brazilian project that since 2000 has explored the intersection between art and technology. With more than two decades of history, the festival stands out for fostering exhibition spaces and debate about artistic innovations driven by disruptive and innovative technologies, inviting the public to get involved with experimental forms of art that challenge the boundaries of conventionality. Currently, two of these technologies stand out in the contemporary scenario: the accelerated development of quantum computing and artificial intelligence corroborated by synthetic data.

Quantum computing, an emerging revolution in the technological field, offers a new range of creative possibilities for contemporary artists. This new era allows the exploration of unprecedented frontiers through a new computational format that consists mainly of quantum superposition and entanglement, a new field of exploration for synthetic computer science, as well as for the arts in general; on the other hand, artificial intelligence, fueled by synthetic data, offers artists a new way of making and understanding art, opening up space for new forms, concepts and artistic expressions.

Entitled QUBIT AI, the exhibition delves into this unexplored territory presenting a selection of works of art resulting from the connection between artistic creation and technology, proposing a theoretical reflection on what the interrelationship between quantum computers and synthetic artificial intelligence will be.

Visitors will be invited to experience immersive installations, experimental videos, digital sculptures and other forms of interactive art, which intertwine reality and imagination. The exhibition encourages reflections on the influence of technology on art and contemporary society, while at the same time providing an environment to compare already established technological arts (analog and digital) with the possible futures of art in the synthetic era, enhanced by quantum computing. The QUBIT AI exhibition at FILE SP 2024 transcends the mere presentation of works of art; it is a journey to the limits of human creativity, driven by the convergence of art, science and technology.

Ricardo Barreto and Paula Perissinotto
co-organizers and curators of FILE
International Electronic Language Festival

QUBIT AI: FILE QUANTUM WORKSHOP 2024 – São Paulo – Art and Technology

FILE 2024

QUBIT AI | quantum & synthetic ai
Electronic Language International Festival
July 3rd to August 25th
Tuesday to Sunday, 10am – 8pm
FIESP Cultural Center

Design: André Lenz
Image: Iskarioto Dystopian AI Films – Athena

QUBIT AI

In its 25 years of existence, the International Electronic Language Festival (FILE) is an internationally renowned Brazilian project that since 2000 has explored the intersection between art and technology. With more than two decades of history, the festival stands out for fostering exhibition spaces and debate about artistic innovations driven by disruptive and innovative technologies, inviting the public to get involved with experimental forms of art that challenge the boundaries of conventionality. Currently, two of these technologies stand out in the contemporary scenario: the accelerated development of quantum computing and artificial intelligence corroborated by synthetic data.

Quantum computing, an emerging revolution in the technological field, offers a new range of creative possibilities for contemporary artists. This new era allows the exploration of unprecedented frontiers through a new computational format that consists mainly of quantum superposition and entanglement, a new field of exploration for synthetic computer science, as well as for the arts in general; on the other hand, artificial intelligence, fueled by synthetic data, offers artists a new way of making and understanding art, opening up space for new forms, concepts and artistic expressions.

Entitled QUBIT AI, the exhibition delves into this unexplored territory presenting a selection of works of art resulting from the connection between artistic creation and technology, proposing a theoretical reflection on what the interrelationship between quantum computers and synthetic artificial intelligence will be.

Visitors will be invited to experience immersive installations, experimental videos, digital sculptures and other forms of interactive art, which intertwine reality and imagination. The exhibition encourages reflections on the influence of technology on art and contemporary society, while at the same time providing an environment to compare already established technological arts (analog and digital) with the possible futures of art in the synthetic era, enhanced by quantum computing. The QUBIT AI exhibition at FILE SP 2024 transcends the mere presentation of works of art; it is a journey to the limits of human creativity, driven by the convergence of art, science and technology.

Ricardo Barreto and Paula Perissinotto
co-organizers and curators of FILE
International Electronic Language Festival

QUBIT AI: FILE OPENING LECTURE 2024 – São Paulo – Art and Technology

FILE 2024

QUBIT AI | quantum & synthetic ai
Electronic Language International Festival
July 3rd to August 25th
Tuesday to Sunday, 10am – 8pm
FIESP Cultural Center

Design: André Lenz
Image: Iskarioto Dystopian AI Films – Athena

QUBIT AI

In its 25 years of existence, the International Electronic Language Festival (FILE) is an internationally renowned Brazilian project that since 2000 has explored the intersection between art and technology. With more than two decades of history, the festival stands out for fostering exhibition spaces and debate about artistic innovations driven by disruptive and innovative technologies, inviting the public to get involved with experimental forms of art that challenge the boundaries of conventionality. Currently, two of these technologies stand out in the contemporary scenario: the accelerated development of quantum computing and artificial intelligence corroborated by synthetic data.

Quantum computing, an emerging revolution in the technological field, offers a new range of creative possibilities for contemporary artists. This new era allows the exploration of unprecedented frontiers through a new computational format that consists mainly of quantum superposition and entanglement, a new field of exploration for synthetic computer science, as well as for the arts in general; on the other hand, artificial intelligence, fueled by synthetic data, offers artists a new way of making and understanding art, opening up space for new forms, concepts and artistic expressions.

Entitled QUBIT AI, the exhibition delves into this unexplored territory presenting a selection of works of art resulting from the connection between artistic creation and technology, proposing a theoretical reflection on what the interrelationship between quantum computers and synthetic artificial intelligence will be.

Visitors will be invited to experience immersive installations, experimental videos, digital sculptures and other forms of interactive art, which intertwine reality and imagination. The exhibition encourages reflections on the influence of technology on art and contemporary society, while at the same time providing an environment to compare already established technological arts (analog and digital) with the possible futures of art in the synthetic era, enhanced by quantum computing. The QUBIT AI exhibition at FILE SP 2024 transcends the mere presentation of works of art; it is a journey to the limits of human creativity, driven by the convergence of art, science and technology.

Ricardo Barreto and Paula Perissinotto
co-organizers and curators of FILE
International Electronic Language Festival

 

Hiroshi Matoba

Sun and Moon Room
Sun and Moon Room in the Art Museum of Nature and Human Non-Homogeneity, located in Bungotakada City, Oita, houses one of the interactive art installations designed to extend one’s physicality in contact with the nature. The concept of this work is a room where visitors can play with sunlight. As visitors walk through the room, small apertures on the ceiling automatically open and close, following their movements. The aperture system is designed to envelop the visitors’ bodies in light and to change the shape of the light cast at their feet, mimicking the waxing and waning of the moon. Visitors’ movements are detected by sensors, which trigger to open only the apertures located in the direction of the sun. The room is controlled to create an interior condition that represents the weather of the moment using a program for analyzing live data released by the Japan Meteorological Agency.

Actual Objects

Vicky
Vicky is an interactive film that tells the non-linear story of a future hurricane on the southern border of the United States in 2028. The narrative, which is augmented by sound design from Theo Karon, is spread across multiple screens, each of which houses a different character reflecting on the situation in different ways.

Flora&faunavision

Magenta Moon Garden
Designed to spark conversation around sustainability, tech and media skills in a playful and intuitive way, this interactive, walkthrough video installation comprises three distinct visual environments (Sunrise Garden, Moon Garden, Magenta Moon) enriched with intuitive, interactive real-time elements. The stunning environment and experience is flanked by online contents and events that tackle topics from hate speech to climate change, flanked by a wide spectrum of online contents, talks and on-site workshops.

Soft Bodies

Micro-Utopia
In response to London’s pressing housing crisis Micro-Utopia proposes a shared, immersive and interactive version of a home, where space is born from the finely-tuned sensorial interplay between the body and virtual/physical objects connected to the Internet of Things. A chair invites us to stay with it for a moment; we crawl through a demanding fireplace; our hands are washed in a bowl of digital liquid – the highly speculative model of domesticity explores the architectural implication of co-inhabiting a minimal physical infrastructure within infinitely bespoke virtual worlds. Drawing on radical art practice, interiors in historical painting and contemporary product design, Micro-Utopia is the dream of a house that is nothing, but the parameters of our perception are triggered through the metaphorical dimension of the objects we interact with on a daily basis.

Ujoo+limheeyoung

Fountain with Red
Stainless steel, water pump, red liquid, urethane paint. Ujoo+limheeyoung is the husband and wife team of media artists Ujoo and Limheeyoung. Since first working together in 2004 in preparation for design competition, they have been involved in projects that use a variety of means of visual expression – kinect expression sculpture, drawings, real-time interactive videos – to address the theme of absurdity of reality.

Lerata and Arts Brookfield

Lumibolic
Lumibolic is an interactive and occupiable environment shaped from hyperbolic paraboloid geometries. Its luminous surfaces are composed of strands of glowing EL wire that modulate their form and intensity in response to sound and motion inputs. Designed to generate dynamic visual vibrations inspired by the work of Op-Artists Bridget Riley and Victor Vasarely, the piece visualizes relationships between site and visitor on a large scale.

Ka Fai Choy

Synchrometrics

Can we design future memories for the body?
Is the body itself the apparatus for remembering cultural processes?Prospectus For a Future Body proposes new perspectives on how the body remembers and invents technological narratives. Central to the project is the study of body movement in dance: How it can evolve, adapt or re-condition to possible futures?Eternal Summer Storm explores the concept of muscle memory transfer as an alternative form of interactive cultural continuities. This concept prototype speculates on a future digital library of body movements or dance techniques that can be experienced beyond the audio-visual conventions. Eternal Summer Storm attempts to recreate legendary Japanese dancer Tatsumi Hijikata’s Butoh dance choreography and experience in ‘A Summer Storm’ (1973) from archival footages.Bionic Movement Research is a collection of experiments on the process of designing digital muscle memory for the body. Inspired by Luigi Galvani discovery (1780) of animal electricity in the human body, these experiments appropriate the techniques of electrical nerve stimulation to choreograph artificial muscle contraction and body movement.

JIACONG YAN

We only come out at night
FILE FESTIVAL 2007
We Only Come Out at Night is an urban graffiti project involving interactive public projections. A site is selected at dawn and a sticker is stuck or a stencil image is sprayed at the location. When the sun sets, jellies are projected over the heads of pedestrians on the street. As the pedestrian walks underneath the projection, the monsters grab the shadows of the people and eat them. The sticker is then removed and the project visits another place at dawn. A website is created to track the history of the monster appearance in order to promote and create a mythology. There are seven monsters in total, each monster’s design and behavior is unique. Gula, the monster that always eat, Avaritia, the monster that stuffs you into his pants, Invidia, the monster that takes your image and pretends to be you, and so on. Each monster is unique but always sad.

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.

KAZUHIRO YAMANAKA

sound cloud
London-based designer kazuhiro yamanaka has created the ‘sound cloud’ a light-emitting quantum glass speaker system installation for saazs ‘a glass house’ program. the structure is composed of five interactive monolithic glass panels, formed with the intention of modelling the integration of innovative glass within architecture and design. the sound and light radiating from ‘sound cloud’ shift in unison, their synchronization may be altered by the viewer as they adjust their aural and visual experience by means of a touch-screen controller.
yamanaka aspired for the visitors to ‘be able to hear the sound move from one to another, jumping back and forth and echoing from the panels.’
a sound module is attached to each panel. as it vibrates,the three layers of glass move at a frequency, which creates optimum sound quality. the sound for the installation was developed by the france-based sound designer, gling-glang. yamanaka and gling-glang devised a soundscape by which ‘sound cloud’ visitors were able to sense the sculptural construction of the music in walking through the installation’s glass-paneled pathway.
the glass is outfitted with a light-emitting system known as ‘LED in glass’, invented by quantum glass. through this technology, the panels become a source of light. the ‘sound cloud’ is illuminated as the LED bars are fitted around the edge of the panel in order to direct beams of light through the edge of the extra clear glass sheet. as a result, light refraction occurs from the front side by means of a white enamel screen print on the opposite side.
yamanaka chose to slightly obscure the brightness of the glass sound system by creating a thin layer from millions of light dots, culminating in a cloud-like shape.

Raven Kwok

Derivations
“A collaboration with Symmetry Labs at Gray Area Foundation for the Arts in San Francisco. Derivatives of multiple generative rules I designed in the past were adapted to an interactive LED floor. The video demo includes 6 visual sets and transitions in between. Set 01 is an adaption of 1DFBD, which was also used in a couple of projection mapping tests in 2014. Set 03 is derived from an untitled turbulence piece created in 2014 as well. Similar to Set 03, all agents in Set 04 are driven by 3D Perlin Noise flow field. However, instead of being an emitter spawning agents, each dot functions as an attractor intervening in the flow, same way as it did in 2BCD.”Raven Kwok

BR41N.IO

Mindscapes
The BR41N.IO Hackathon brings together engineers, programmers, physicians, designers, artists or fashionistas, to collaborate intensively as an interdisciplinary team. They plan and produce their own fully functional EEG-based Brain-Computer Interface headpiece to control a drone, a Sphero or e-puck robot or an orthosis with motor imagery. Whenever they think of a right arm movement, their device performs a defined action. The artists among the hackers make artful paintings or post and tweet a status update. And hackers who are enthusiasts in tailoring or 3D printing give their BCI headpiece an artful and unique design. And finally, kids create their very own ideas of an interactive head accessory that is inspired by animals, mythical creatures or their fantasy.

NED KAHN

Нед Кан
Tornado
A 10-foot tall vortex is formed by air blowers and an ultrasonic fog machine inside a sculpture installed in the atrium adjacent to the Winter Garden. The vortex continually changed shape in response to the surrounding air currents.These fluctuations gave the vortex an erratic and life-like appearance. Viewers were encouraged to alter the shape of the vortex with their hands. The calm, central core of the vortex is clearly evident.
Kahn’s interactive scientific projects leave little doubt about his command of meteorological processes. Through his immense technical ability, he demonstrates the versatility of turbulent systems, such as the vortices of wind and water. He employs diverse mechanical, pneumatic and electrical technologies to design, build and refine his installations. This is how he constructs dazzlingly complex but comprehensible images of nature that respond to viewers, conform to architectural structures, and reveal environmental conditions.

REJANE CANTONI & LEONARDO CRESCENTI

FALA
File Festival
It is an autonomous and interactive talking machine, designed to establish automatic communication and synchronization between humans and machines, and between machines and machines. At installation, a microphone interfaces with a “chorus” of forty cell phones. All devices are in a listening state to capture voices and other sounds The autonomous talking machine analyzes the information and establishes equivalence with its memory. If so, the machine generates an audiovisual result with a semantic meaning similar to the sound captured, that is, it speaks and displays on the screens a word identical or similar to the word heard. Speakers and visualization of words on the screens of cell phones allow a “dialogue”, and for humans, to listen and see the machine conversation.

MOUTH CTRLER

The project developed in collaboration with experts from different scientific and creative fields: Dr.Trevor Coward,Dr.Shama Rahman,Nuala Clooney,Matteo Rossetti
A collaboration with designer: Luca Alessandrini and Dr. Michelle Korda
Mouth CTRLer is a transdisciplinary project combining scientific findings about the sensing and sensory capabilities of the oral cavity with prosthetics and interactive technologies. It investigates tangible technological possibilities for human enhancement inside the mouth in the form of wearable prototypes.

YURI SUZUKI

尤里铃木
يوري سوزوكي
Garden of Russolo
‘Garden of Russolo’ is an interactive sound installation by Yuri Suzuki allowing visitors to have a sonic experience using their own voice. The auditory installation, shown at the V&A during the 2013 London design festival, is based on Suzuki’s previous series of sound-activated work ‘white noise machines’. Influenced by futurist painter and composer Luigi Russolo – one of the first experimental composers – the series of phonograph-like wooden boxes compose the exhibition, re-interpreting audio inputs into a muffled atmospheric output, twisting and amplifying the original soundtracks.

SAM BUXTON

Electric Chair

The distinctive work of Sam Buxton is dominated by his innovative use of advanced materials and technologies. From his immensely popular MIKRO series (miniature fold-up sculptures, laser cut into thin strips of stainless steel through an acid etching process) to his explorations concerning interactive intelligent surfaces on the familiar objects around us, his work has continually managed to blur the lines between art, science and design.Through his work, which has regularly involved relatively common objects ranging from business cards to a dining table, Buxton has demonstrated an ability to see potential in what others take for granted. His on-going efforts in developing objects that can communicate, display information and react to the actions of the user, demonstrate his commitment to investigating the delicate relationship between the human body and its environment. Buxton’s fusion of art and science has resulted in a highly innovative and unique range of personal designs, many of which, have utilized the latest, most advanced materials and technologies available.

FABIO ANTINORI AND ALICJA PYTLEWSKA

Contours
London-based creative laboratory Bare Conductive was invited to team up with designers Fabio Antinori and Alicja Pytlewska in order to develop a large-scale metaphor for the idea of breathing life into a collection of responsive textile skins. ‘Contours’ is at the core of the interactive tapestry installation; a series capacitive sensors are applied to the suspended fabric substrates using conductive paint. These sensors react to the presence of a person within the vicinity and track their movements, outputting a constantly modulated ambient soundscape reminiscent of medical research environments. The abstract geometric ornamentation connects the tapestries’ individual sensors to form giant panels, serving as an acoustic feedback loop that alludes to the relationship between science and the body.

J. MAYER H.

于爾根·邁爾
يورغن ماير
위르겐 마이어
יורגן מאייר
ユルゲン・マイヤー
Юрген Майер
RAPPORT Structures spatiales expérimentales
MAYER H. Architects travaille sur les interfaces entre l’architecture, la conception de la communication et les nouvelles technologies. L’utilisation de médias interactifs et de matériaux réactifs joue un rôle central dans la production de l’espace. En équipes coopératives, des installations au design urbain en passant par les concours internationaux, une recherche spatiale multidisciplinaire sur la relation entre le corps, la nature et la technologie est développée et mise en œuvre

Muti Randolph

Мути Рэндольф
මුටි රැන්ඩොල්ෆ්
মুটি র‌্যান্ডল্ফ
Generative Installation
Muti Randolph lives in Rio de Janeiro and studied Visual Communications and Industrial Design at the Pontificia Universidade Católica do Rio de Janeiro. One of the pioneers in computer art in Brazil, he has been shifting from virtual 3d to real 3d spaces creating sets, installations and interior architecture projects. In his work he explores the relation of time and space through music and interactive generative video using custom designed software and hardware. His projects are present in the most relevant art, design and architecture publications.

ADI MAROM

Interactive Telecommunications Program
Designs by Adi Marom and Hans Hemmert explore how daily functions and especially face-to-face communication can change simply by tweaking and tinkering with people’s height. Marom’s robotic footwear extends and contracts via an iPhone application, so that the wearer becomes taller or shorter to fit various needs and moods— from reaching a higher supermarket shelf to smelling a flower on a tree branch; height thus becomes what the designer calls an “interactive variable.”

XEX

Prismverse
Hong-kong based design studio, XEX, presents ‘prismverse’, an interactive diamond-themed installation in shanghai. The installation was completed for american skincare brand, Dr. jart+, to serve as an experiential pavilion for their ‘instant V7 toning light’ at raffles city mall. The immersive installation is inspired by light rays traveling through a diamond. With a 10 meter-long LED floor and the complex geometrical tessellated mirror wall, the highly illuminated interior becomes a metaphor for the instant tone-up effect of the skin product.

SHIPING TOOHEY

Cinderella Intoxication
Cinderella Intoxication is an interactive art piece bridging sensory technologies with traditional garment design.

CODSTEAKS

Splash
Cod Steaks are a world-class design and construction company, specialising in set building, props, scale models, exhibition fit-out, interactives, product design and public artworks.

Cyrill Studer

Baby Behold
band Carvel

Hi, my name is Cyrill and I’m a visual designer from Basel, Switzerland. I could also say ‹graphic designer›, but I guess that wouldn’t cover it. Don’t get me wrong, I love graphic design. But I see it as a foundation on which all my projects are built. I want to transform the quality of good graphic design into the medias of our time. Be it generative design, live visuals, projection mapping, film or interactive installations of any kind. Or good ol’ print media after all.

PAOLA GAETANO-ADI

Desiring Machine: and/or the female reincarnation of Sisyphus
Née en Argentine, Paula Gaetano Adi est artiste et chercheure dans les domaines de la sculpture, de la performance, et des installations interactives et robotiques. Elle utilise le corps humain et non humain comme point de départ de ses recherches, et s’intéresse aux effets discursifs et aux impacts affectifs des technosciences sur la subjectivité humaine et dans l’art. Ses œuvres ont été présentées sur la scène internationale à Beijing, Berlin, Madrid, Moscou, Stockholm, São Paulo, New York, Poznan et Buenos Aires, entre autres. Elle a reçu de nombreux prix et bourses, tels que le premier prix à la compétition VIDA 9.0 sur l’art et la vie artificielle, organisée par la Fundación Telefónica, et le premier prix LIMbØ du Musée d’art moderne de Buenos Aires, la bourse Fergus Memorial en 2009 et 2010 de même que la bourse accordée à un artiste ibéro-américain dans le cadre de la compétition VIDA 14.0. À l’heure actuelle, Paula Gaetano Adi est professeure adjointe dans le programme de Studio Art du College of Visual Arts and Design de l’Université de North Texas, où elle coordonne le secteur réservé aux nouveaux médias. À cette université, elle s’est également jointe au groupe Initiative for Advanced Research in Technology and the Arts (iARTA).

Chanjoong Kim

Cubrick

The Art Folly Cubrick by Chanjoong Kim is an interactive public space exhibited outside the walls of the Korean National Museum of Contemporary Art. A fusion between bricks and cubic forms, this abstract architecture piece is both artful and interactive.A spatial installation, this bold piece dares to test visual boundaries. A dynamically designed piece, the pavilion provides an intriguing experience for its visitors, showcasing a multitude of materialized textures. From stacked shapes to three-dimensional structural elements, this boldly built environment displays six different surfaces.With an aim to display high art outside of museum walls, The Art Folly Cubrick by Chanjoong Kim is an interactive sculptural piece few will soon forget. Gaining attention for all the right reasons, this spatial sculpture is all about art exploration.

TAKAHIRO MATSUO

تاكاهيرو ماتسو
松尾高弘
타카히로 마츠오
Такахиро Мацуо
Noctiluca
Swimming in a glowing, underwater sea of jellyfish would be a really beautiful experience. But, with limited access to the deep sea, this interactive installation by artist Takahiro Matsuo could be considered a backup to that kind of actual encounter. The dark blue room, a reminder of the oceanic abyss, is a seamlessly flowing design in which viewers can appreciate the beauty of these fascinating creatures without having to actually run the risk of a jellyfish sting.

HENNING LARSEN ARCHITECTS

ヘニング·ラーセン·アーキテクト
헤닝 라슨 건축가
亨宁·拉森建筑师
المهندسين المعماريين هينينغ لارسن
Batumi Aquarium

Inspired by the characteristic pebbles of the Batumi beach, continually shaped by the wash of the waves through millennia, the building stands out as an iconic rock formation visible from both land and sea. The formation constitutes four self-supporting exhibition areas where each of the four stones represents a unique marine biotype – the Aegean Sea & the Mediterranean Sea, the Indian Ocean, the Black Sea & the Red Sea and finally the more interactive exhibition space for teaching and “edutainment”.”The building will become a landmark and an organic reference to all elements of the sea”, explains Design Director and Partner at Henning Larsen Architects, Louis Becker. “It captures the special atmosphere by the sea and thus becomes a tribute to the power of the sea!”