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NOPER & SAINT MACHINE

FEED ME
FEED ME is a ludic experiment that explores the relation between the artwork and its public. With a self-ironical approach, the project is calling the subjects of monstrous and perpetually insatiable Tra to her feeding ritual: the entire exhibition is a live organism that feeds on the energy produced by the movements of the public. It is an interactive multimedia capsule that carries a dynamic platform where everything moves, pulses and reacts to motion on a common rhythm. The exhibition space is structured in narrowing concentric circles, creating several worlds that include each other and cocoon around a magical protection space, thus the public is activated on several levels.

CONTRAPTION PAINTING MACHINE

françois xavier saint-georges
Assembled from chinese brushes and medical equipment, the low-tech automata creates ‘endless line’ ink paintings. Created by canadian designer François Xavier Saint Georges, ‘contraption’ is an autonomous painting machine, capable of creating a ‘never-ending line’ of paint. The low-tech device is composed of medical equipment like syringes and tubing, chinese brushes, and paper with an electric motor, that together continuously run a roll of paper along the wall, to be ‘painted’ upon by ink pumped into the set of brushes. Random variations in the ink’s consistency and viscosity at a given moment produce different effects on the paper, and different colours can be fed into the unit or layered on top of previous ‘paintings’. We will show you more projects from this guy, so if you like it you will see more about him. Enjoy it!

LA MACHINE (FRENCH GROUP OF ARTISTS)

The Sultan’s Elephant was a show created by the Royal de Luxe theatre company, involving a huge moving mechanical elephant, a giant marionette of a girl and other associated public art installations. In French it was called La visite du sultan des Indes sur son éléphant à voyager dans le temps (literally, “Visit from the Sultan of the Indies on His Time-Travelling Elephant”). The show was commissioned to commemorate the centenary of Jules Verne’s death, by the two French cities of Nantes and Amiens, funded by a special grant from the French Ministry of Culture and Communication.The show was performed at various locations around the world between 2005 and 2006.

Refik Anadol

Machine Hallucinations — Sphere

The artwork presents a series of AI Data Sculptures that incorporates vivid pigments, shapes, and patterns, aiming to create a collective, meditative, and multisensory experience. This immersive experience simulates the rhythms of various environments and invites the visitors to imagine alternative realities constructed by invisible data movements around them.
Machine Hallucination: The Sphere features dynamic visualizations of data that are based on vast archives containing visual imageries of space and nature while celebrating the unique architecture of The Sphere. For this project, Anadol and his team used these themed datasets as the building blocks for the three distinct chapters of the artwork and trained a unique AI model with subsets of the collected image archives. After the training, when idle and unsupervised, the “machine mind” generates new aesthetic visuals and color combinations through unique lines drawn by algorithmic connections.

QUBIT AI: Paul Gründorfer & Leonhard Peschta

The Sea

FILE 2024 | Installations
International Electronic Language Festival

The Sea is an extraction of a complex natural phenomenon, resulting in an artificial emulation that develops a life form of its own. Just like the sea with its endless waves, this artificial system follows the impact of an immersive state, leading to a unique vision of an artificial generator. Despite appearing chaotic, it is capable of generating associations ranging from the movement of waves to science fiction scenarios.

Bio

Paul Gründorfer develops process-related systems and explores variable or unstable conditions in the occurrence of sound when exposed to amplification, feedback, and multiple signal streams. His works focus on processes that evolve in a social space. Leo Peschta is an artist and researcher. During his studies, he worked in various fields of media arts, including sound, installations and software, developing over the years a special interest in robotics and machinery.

Credits

Austrian Embassy

QUBIT AI: Matthias Oostrik

The Forgettable Art Machine

FILE 2024 | Installations

International Electronic Language Festival

The Forgettable Art Machine is an artificial intelligence-driven video installation. When facing the panel, the public has their image captured, starting a cycle of analysis, creation and destruction. From this data, a composite emerges, slowly transforming the visitors’ image into a generative visualization. Once the cycle is complete, the composition is deleted, waiting for a new audience to be captured.

Bio

Matthias Oostrik works at the intersection of digital art, installation art, cinema and architecture. His works establish unpredictable relationships between people and their surroundings. Using digital technology, his installations allow visitors to reshape their environment and their relationships with each other. Oostrik collaborates with renowned professionals and, above all, with his audience, who often become an integral part of his work.

Credits

Co-production: Zester
IA Music: Than van Nispen

QUBIT AI: Valentin Rye

Around The Milky Way

FILE 2024 | Aesthetic Synthetics
International Electronic Language Festival

Valentin Rye – Around The Milky Way

In the distant future, several species inhabit the Milky Way. This scenario inspired the video, aiming to portray various forms of life and evoke a plausible atmosphere. Using images he created, the artist experimented with Stable Video Diffusion, a new video generation method. The objective was to expand the limits of this neural network and improve its output, resulting in the conception of this video.

Bio

Valentin Rye is a self-taught machine whisperer based in Copenhagen, deeply passionate about art, composition and the possibilities of technology. He has been involved in AI and neural network image manipulation since starting DeepDream in 2015. While his IT work lacks creativity, he indulges in digital arts during his free time, exploring graphics, web design, video, animation and experimentation with images.

QUBIT AI: Valentin Rye

Space Odyssey 2002

FILE 2024 | Aesthetic Synthetics
International Electronic Language Festival
Valentin Rye – A Space Odyssey 2002 – Denmark

This video offers a surrealist take on futuristic sci-fi concepts from the 60s and 70s. Imagine a future colonization of Mars where interior design is given an avant-garde twist. It was created by brainstorming visual ideas, generating countless images, refining the best ones and assembling them into clips. After careful selection, these clips have been organized into a cohesive timeline, accompanied by atmospheric music to enhance the overall experience.

Bio

Valentin Rye is a self-taught machine whisperer based in Copenhagen, deeply passionate about art, composition and the possibilities of technology. He has been involved in AI and neural network image manipulation since starting DeepDream in 2015. While his IT work lacks creativity, he indulges in digital arts during his free time, exploring graphics, web design, video, animation and experimentation with images.

QUBIT AI: Robert Seidel

HYSTERESIS

FILE 2024 | Aesthetic Synthetics
International Electronic Language Festival
Robert Seidel – HYSTERESIS – Germany

HYSTERESIS intimately weaves a transformative fabric between Robert Seidel’s projections of abstract drawings and queer performer Tsuki’s vigorous choreography. Using machine learning to mediate these delayed re-presentations, the film intentionally corrupts AI strategies to reveal a frenetic, delicate and extravagant visual language that portrays hysteria and hysteresis in this historical moment.

Bio

Robert Seidel is interested in exploring abstract beauty through cinematic techniques and insights from science and technology. His projections, installations and award-winning experimental films have been presented at numerous international festivals, art venues and museums, highlighting his innovative approach to visual art.

Credits

Film: Robert Seidel
Music: Oval
Performer: Tsuki
Graphics: Bureau Now
5.1 Mixing: David Kamp
Support: Miriam Eichner, Carolin Israel, Falk Müller, Paul Seidel
Financing: German Federal Film Board

QUBIT AI: Iskarioto Dystopian AI Films

Wasteland

FILE 2024 | Interator – Sound Synthetics
International Electronic Language Festival
Iskarioto Dystopian AI Films – Wasteland – Spain

Wasteland takes you on a journey across a vast desolate landscapelandscape that transforms and evolves with the musical wavesmusical waves, featuring a post-apocalyptic theme.

Bio

Iskarioto Dystopian AI Films is an emerging Spanish artist, empowered with cutting-edge AI tools, a fusion of human creativity with machine potential. He is known as a visual alchemist, pixel manipulator, and graphic, dark, dystopian storyteller. Since its premiere in 2022, it has been shown in art galleries around the world, having won the Artistic Award at the AI ​​Film Festival Montpellier 2023.

Credits

AI-generated music made with Suno.ai

QUBIT AI: Iskarioto Dystopian AI Films

Subway Chase

FILE 2024 | Interator – Sound Synthetics
International Electronic Language Festival
Iskarioto Dystopian AI Films – Subway Chase – Spain

Subway Chase is a high-speed underground race, a visual glitch that dissolves and transforms with the musical waves.

Bio

Iskarioto Dystopian AI Films is an emerging Spanish artist, empowered with cutting-edge AI tools, a fusion of human creativity with machine potential. He is known as a visual alchemist, pixel manipulator, and graphic, dark, dystopian storyteller. Since its premiere in 2022, it has been shown in art galleries around the world, having won the Artistic Award at the AI ​​Film Festival Montpellier 2023.

Credits

Music: Subway Chase by Karl Casey

QUBIT AI: Iskarioto Dystopian AI Films

Relaxation

FILE 2024 | Interator – Sound Synthetics
International Electronic Language Festival
Iskarioto Dystopian AI Films – Relaxation – Spain

Relaxation is an animated painting that transports you to a surreal natural landscape, hypnotically inviting mental relaxation.

Bio

Iskarioto Dystopian AI Films is an emerging Spanish artist, empowered with cutting-edge AI tools, a fusion of human creativity with machine potential. He is known as a visual alchemist, pixel manipulator, and graphic, dark, dystopian storyteller. Since its premiere in 2022, it has been shown in art galleries around the world, having won the Artistic Award at the AI ​​Film Festival Montpellier 2023.

Credits

Music: Relaxation by NPM

QUBIT AI: Iskarioto Dystopian AI Films

Enter the World

FILE 2024 | Interator – Sound Synthetics
International Electronic Language Festival
Iskarioto Dystopian AI Films – Enter the World – Spain

Enter the World is a visual experience with bright, vibrant colors in a retro sci-fi anime style, which transforms and evolves with the rhythm of the music.

Bio

Iskarioto Dystopian AI Films is an emerging Spanish artist, empowered with cutting-edge AI tools, a fusion of human creativity with machine potential. He is known as a visual alchemist, pixel manipulator, and graphic, dark, dystopian storyteller. Since its premiere in 2022, it has been shown in art galleries around the world, having won the Artistic Award at the AI ​​Film Festival Montpellier 2023.

Credits

Music: Enter the World by NPM

QUBIT AI: Iskarioto Dystopian AI Films

Eldritch

FILE 2024 | Interator – Sound Synthetics
International Electronic Language Festival
Iskarioto Dystopian AI Films – Eldritch – Spain

Eldritch immerses you in a disturbing hallucination through the darkest recesses of the human mind; a psychedelic and demonic audiovisual experiment.

Bio

Iskarioto Dystopian AI Films is an emerging Spanish artist, empowered with cutting-edge AI tools, a fusion of human creativity with machine potential. He is known as a visual alchemist, pixel manipulator, and graphic, dark, dystopian storyteller. Since its premiere in 2022, it has been shown in art galleries around the world, having won the Artistic Award at the AI ​​Film Festival Montpellier 2023.

Credits

AI-generated music made with Suno.ai

QUBIT AI: Iskarioto Dystopian AI Films

Athena

FILE 2024 | Interator – Sound Synthetics
International Electronic Language Festival
Iskarioto Dystopian AI Films – Athena – Spain

Athena is a captivating animation that immerses you in a psychedelic and nostalgic journey, evoking the retro aesthetic of 80s anime with its vibrant visual style. A world full of bright colors, geometric shapes and surreal landscapes that explores the corners of the human mind, providing a unique visual experience.

Bio

Iskarioto Dystopian AI Films is an emerging Spanish artist, empowered with cutting-edge AI tools, a fusion of human creativity with machine potential. He is known as a visual alchemist, pixel manipulator, and graphic, dark, dystopian storyteller. Since its premiere in 2022, it has been shown in art galleries around the world, having won the Artistic Award at the AI ​​Film Festival Montpellier 2023.

Credits

Music: Athena by Karl Casey

KATE COOPER

Máquina de síntomas
En ‘We Need Sanctuary’ (2016) y ‘Symptom Machine’ (2017), Cooper presenta el cuerpo como un espacio disputado para la comunicación y la representación. Utilizando imágenes generadas por computadora, se combinan situaciones y personajes para pensar a través de la política del trabajo explotador y la experiencia somática de la producción y distribución de imágenes. Ambas obras presentan escenas de cuerpos generados por ordenador; tanto femeninos como no humanos que se vislumbran en los mismos bordes de la pantalla. Sus manos se tocan; se mueven hacia atrás en una cinta transportadora; y la sangre gotea de la boca de la niña mientras el no humano barre el piso detrás de ella.

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.

HUANG YI & KUKA

The work fulfills Huang’s childhood dream of having a robot dance partner and required development from scratch.  After learning the mechanics of the industrial KUKA robot, he conceptualized the movements and programmed the machine to create the partner he wanted.   He says of the experience, “Dancing face to face with a robot is like looking at my own face in a mirror… I think I have found the key to spin human emotions into robots.” It was developed into a full-length piece with two additional dancers as part of 3-Legged Dog Art & Technology Center‘s Artist Residency program and their 3LD/3D+ program.

Sahej Rahal

Antraal
Wat als de hoeksteen van Sahej Rahal’s werk Antraal 2019 moet worden beschouwd, is dat we ons rationeel kunnen voorstellen wat het zou betekenen om te leven als de laatste mensen, machines die hun tijd van idee en geschiedenis hebben doorlopen sinds de komst van de eerste mensen of wij . Ze hebben de totaliteit van hun toevallige verschijning en betekenis van hun historische manifestaties afgewezen en ondermijnd als louter misvattingen over wat het betekent om in de tijd te dwalen, als een idee en niet alleen als een soort.

RENE LALOUX

Рене Лалу
gandahar

René Laloux, criou Gandahar, seu último filme de animação. Baseado no romance de Jean-Pierre Andrevon Les Hommes-machines contra Gandahar Esta fascinante animação adulta combina a famosa imaginação de Laloux com a do designer de animação Philippe Caza. “A minha busca começou com um enigma. “Em mil anos, Gandahar foi destruído, e todo o seu povo massacrado. Há mil anos, Gandahar será salvo, e o que não pode ser evitado será.” -Sylvain. Este filme está no planeta Gandahar, onde a paz reina e a pobreza é desconhecida. O estilo de vida utópico é perturbado por relatos de pessoas nas fronteiras periféricas sendo transformadas em pedra. Enviado para investigar, o Príncipe Sylvain (João Shea) cai e é resgatado pelas experiências genéticas deformadas e horrendas que correram mal e deixado para defender-se por si mesmos. Com sua ajuda, Sylvain descobre que a Metamorfose, um cérebro gigante também criado em uma experiência, está tentando destruir Gandahar.
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René Laloux created Gandahar, his last animated film. Based on Jean-Pierre Andrevon’s novel Les Hommes-machines against Gandahar This fascinating adult animation combines Laloux’s famous imagination with that of animation designer Philippe Caza. “My quest began with a riddle. “In a thousand years, Gandahar was destroyed, and all his people slaughtered.

Hana Yoo

Bare Life
Bare Life depicts a loosely structured, contested concept of freedom tied to various cases and agents: killing and being killed, machines recognizing pain, and the complex ecosystem of empathy that occurs in response.

Coralie Vogelaar

infinite posture dataset

She moves by endlessly morphing to the rhythm of the device – strapped in the frame of the screen – following or giving instructions; part human, part machine. The design of the device is inspired by a gadget to cheat the step-counter on your smartphone. Technology tricked by technology. Her movements, caught within a motion capture like tight suit deconstructing her body parts, talk of complex and conflicting emotions, but her face, from which we usually read how someone is feeling, is hidden. But is the machine that is observing her deconstructed and re-sequenced postures actually capable of recognizing what the body is communicating? Are we?

AZUMA MAKOTO

Système Environnemental Encapsulé
Cette machine est entièrement équipée d’une machine à brouillard comme pour envelopper les plantes dans un brouillard des deux côtés et d’un système d’alimentation en eau goutte à goutte qui peut être activé en fonction de la situation afin de maintenir l’état d’une plante et de contrôler la température et l’humidité intérieures. De plus, la forme cylindrique peut capturer entièrement la lumière naturelle à des angles de 365 ° depuis les verres, et elle peut correspondre à la croissance des plantes en ayant la plus grande échelle de hauteur de la série. Les ventilateurs au plafond jouent le rôle du vent et une plante peut écouter la musique des haut-parleurs étanches. La machine absorbe des éléments essentiels – pluie, vent, lumière et son – par des moyens artificiels et complète un petit monde où son cycle écologique est condensé. Cela nous permet d’admirer la beauté des plantes en n’étant pas affecté par l’environnement extérieur.

The Collective

2°C
2°C is a unique AI generated art installation imagined through the mind of a machine. Utilising machine learning algorithms trained on thousands of archival images of geometric structures of man made cities and naturally occurring organic corals forms, the AI takes this learned data to visualise an otherwise unseen coral city. 2°C is about coral bleaching, one of the phenomenon mainly caused by rising sea temperature brought about by climate change. To prevent the massive, irreversible impacts of ocean warming on the coral reefs and their services, it is crucial to limit the global average temperature increase to below 2°C above pre-industrial levels.

Sean Follmer, Mac Schwager & Allison Okamura

An untethered isoperimetric soft robot
The simplest version of this squishy robot is an inflated tube that runs through three small machines that pinch it into a triangle shape. One machine holds the two ends of the tube together; the other two drive along the tube, changing the overall shape of the robot by moving its corners. The researchers call it an “isoperimetric robot” because, although the shape changes dramatically, the total length of the edges – and  the amount of air inside – remains the same.

Lawrence Lek

Unreal

Lawrence’s accompanying soundtrack is a delicate lattice; complex, opaque and entirely synthetic. Diva’s yearning vocals, sung in English and Mandarin, cast classical melodies over billowing, intricately arranged songs. Her voice is created with a Vocaloid voice synthesiser, giving it an uncanny feeling. Her confessional lyrics draw empathy from the listener, as she reveals her fears of becoming an irrelevant influencer, obsolete in a machine-driven age.

The lead single ‘ unreal’ is launched with a harrowing video adapted from the film.

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.

LAUREN LEE MCCARTHY

Lauren
J’essaie de devenir une version humaine d’Amazon Alexa, une intelligence domestique intelligente pour les personnes dans leur propre maison. Le spectacle dure jusqu’à une semaine. Cela commence par l’installation d’une série d’appareils intelligents en réseau conçus sur mesure (y compris des caméras, des microphones, des commutateurs, des serrures de porte, des robinets et d’autres appareils électroniques). Je surveille ensuite la personne à distance 24h/24 et 7j/7 et contrôle tous les aspects de son domicile. Je vise à être meilleur qu’une IA car je peux les comprendre en tant que personne et anticiper leurs besoins. La relation qui s’en dégage s’inscrit dans l’espace ambigu entre homme-machine et homme-humain.

Ting-Tong Chang

Robinson
FILE FESTIVAL SAO PAULO 2016
The piece “Robinson” is part of Ting-Tong Chang’s new body of work investigating the history of automatons in Europe as a means of exploring utopian visions. The word “automaton” is often used to describe self-moving machines, especially those that have been made to resemble human or animal actions. From Jacques de Vaucanson’s Digesting Duck (1739) to Andreas Jakob Graf Dietrichstein’s Mechanical Theatre (1752), automatons have entertained kings and princesses, taught moral lesson to citizens and raised deep philosophical questions

OSKAR SCHLEMMER

أوسكار شليمر
奥斯卡·施莱默
אוסקר שלמר
オスカー·シュレンマー
오스카 슐 렘머
Оскар Шлеммер
Triadic Ballet
1-Margarete Hastings, Franz Schömbs, Georg Verden
1970
2-Super 16mm colour film, directed by Helmut Ammann.
Oskar Schlemmer saw the human body as a new artistic medium. He saw ballet and pantomimes as being free from the historical baggage of theater and opera and, therefore, capable of presenting his ideas of choreographed geometry, the man as a dancer, transformed by his costumes, moving in space. He saw the puppet and puppet movement as superior to that of the human, as this emphasized that the average of all art is artificial. This device could be expressed through stylized movements and the abstraction of the human body. Schlemmer saw the modern world being guided by two main currents, the mechanized (man as a machine and body as a mechanism) and the primordial impulse (the depths of creative urgency). He claimed that choreographed geometry offered a synthesis; the Dionysian and emotional origins of dance become rigid and Apollonian in its final form.
3-Bayerisches Junior Ballet München

ALWIN NIKOLAIS

Noumenon

A truly universal artist, the American Alwin Nikolais (1910-1993) devoted his life to a radical form of staged art he called “dance theater.” Inspired (perhaps unconsciously) by the experiments of Bauhaus members such as Oskar Schlemmer and László Moholy-Nagy in the 1920s, Nikolais devised a style of abstract dance that encompassed costumes, stage sets, choreography, lighting, and music, all under his control. Also in 1963, Nikolais met analog synthesizer pioneer Robert Moog, who was at the time just starting his business in New York. He was fascinated by the sounds of Moog’s machines, and with the money provided by a a Guggenheim Fellowship, Nikolais bought the first ever commercially produced Moog synthesizer. It was the primary sound-source for all of Nikolais’ scores from 1963 to 1975. The instrument is now housed at the Stearns Collection of Musical Instruments at the University of Michigan in Ann Arbor.

Meiro Koizumi

Prometheus Bound
In Greek Mythology, Prometheus stole fire (technology) from Zeus and gave it to humans, and for this, he got crucified on a mountaintop, and had to endure the eternal pain as a punishment. Since the beginning of our civilization, technology has been the source of prosperity and development. But also it has been the cause of great tragedies such as war sand nuclear accidents. Setting the Aeschylus Greek tragedy “Prometheus Bound” as a starting point, Koizumi created VR (Virtual Reality) theater which deals with this age-old tension between humanity and technology, through collaboration with a person who is desperately longing for the technological advancement – a person who is suffering from ALS (Amyotrophic Lateral Sclerosis- the deadly neurological disease that make a person paralyzed). Through the dialogues with the man about his personal life and his visions of the future, they created a sci-fi vision in which past and future, self and others, humans and machines are all merged into one sequence of abstract VR theatrical experience.

Bill Vorn

Copacabana Machine Sex
Copacabana Machine Sex is een 30 minuten durende burleske muzikale robotvoorstelling met uitsluitend biomorfe machines als acteurs, muzikanten en dansers. Mijn doel is niet om een ​​echt cabaret na te bootsen, maar om een ​​metaforisch spektakel te bedenken als antwoord op de vraag: “Wat zou er gebeuren als machines op een cabaretpodium zouden staan?” Esthetisch gezien is de set een vreemde hybride mix tussen de klassieke Broadway-kitsch en de donkere industriële look van mijn eerdere werken. Zoals het meeste van mijn werk is het een verkenning van robotachtige vormen en bewegingen door middel van muziek, geluid en licht.

Hiroshi Ishiguro

Mindar
Революция машин уже пришла в религию – по крайней мере, в Японии. Буддийский храм в городе Киото решил изменить свои практики, чтобы стать ближе к людям, и установил там робота. Твоя роль? Объявляйте проповеди верующим. Робот Миндар ростом почти шесть футов имеет женский голос и был создан в честь буддийского божества милосердия Каннон. Руки, лицо и плечи корпуса робота покрыты силиконом (имитирующим человеческую кожу). Это все. Все остальное состоит из открытых металлических шестерен.

 

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Mindar

A revolução da máquina já entrou na religião – pelo menos no Japão. Um templo budista na cidade de Kyoto decidiu mudar suas práticas para se aproximar das pessoas e instalou ali um robô. Qual é o seu papel? Anuncie sermões aos crentes. Com quase um metro e oitenta de altura, o robô Mindar tem uma voz feminina e foi criado em homenagem à divindade budista da misericórdia Kannon. Os braços, rosto e ombros do corpo do robô são cobertos com silicone (imitando a pele humana). É tudo. Todo o resto consiste em engrenagens de metal expostas.

 

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Mindar

The machine revolution has already entered religion – at least in Japan. A Buddhist temple in the city of Kyoto decided to change its practices in order to become closer to people, and installed a robot there. What is your role? Announce sermons to believers. Almost six feet tall, the robot Mindar has a female voice and was created in honor of the Buddhist deity of mercy Kannon. The arms, face and shoulders of the robot body are covered with silicone (imitating human skin). It’s all. Everything else consists of exposed metal gears.

Playmodes Studio

VJyourself!
FILE FESTIVAL
VJZelf! het is een interactieve dansinstallatie, een magische spiegel van de eenentwintigste eeuw of een gekke live-machine van Eadweard Muybridge. Het publiek danst met zichzelf in het verleden, herhaald, gecomponeerd en gechoreografeerd door tijd en herhalingseffecten. Een realtime software ontwikkeld met Openframeworks door Playmodes Studio.

SUNG ROK CHOI

Great Chain of Being
FILE FESTIVAL
The great chain of being, an ancient philosophical concept, attempted to explain the structures and relationships of the world as a form of hierarchy or set of strata. This philosophical idea is here expressed in the form of the entities that constitute the contemporary world. The philosophers of the past believed that the structure of the world had at its top a god, and that beneath there were angels, animals, plants, and elements. But this conception of the world, as a result of the changes in civilization and culture, resulted in the elements that constitute the world undergoing a transition and sustaining an unforeseen hierarchy. The works of art depict the contemporary structure in the form of robots, machines, people, animals, and virtual or digital entities. Within virtual systems, these entities undergo a process of creation, arrangement, use, disposal and recycling, through which they emerge and disappear. The work depicts the stories emerging from these processes, against the background of a systemically designed landscape akin to a factory.
video

TING-TONG CHANG

Robinson
FILE FESTIVAL
A obra “Robinson” faz parte do corpo de trabalho de Ting-Tong Chang que investiga a história dos autômatos na Europa como meio de explorar visões utópicas. A palavra “autômato” é freqüentemente usada para descrever máquinas que se movem sozinhas, especialmente aquelas que foram feitas para se assemelhar a ações humanas ou animais. Do Pato Digesting de Jacques de Vaucanson (1739) ao Teatro Mecânico de Andreas Jakob Graf Dietrichstein (1752), os autômatos divertiram reis e princesas, ensinaram lições morais aos cidadãos e levantaram questões filosóficas profundas.

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“Robinson” is part of Ting-Tong Chang’s body of work investigating the history of automata in Europe as a means of exploring utopian visions. The word “automaton” is often used to describe machines that move by themselves, especially those that are made to resemble human or animal actions. From Jacques de Vaucanson’s Duck Digesting (1739) to Andreas Jakob Graf Dietrichstein’s Mechanical Theater (1752), automatons entertained kings and princesses, taught moral lessons to citizens, and raised deep philosophical questions.

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.

Bill Vorn & Louis-Philippe Demers

루이 필립 멀스
Луи-Филипп Демерс
Inferno

“Inferno” est un projet de performance robotique inspiré par la représentation des différents “niveaux de l’enfer”, la particularité de ce projet réside dans le fait que les différentes machines faisant partie du spectacle seront installées sur le corps même des spectateurs.

Cassie Mcquater

Halo
In these six animated paintings presented as a single channel video, the artist reenacts situations and motifs from the first-person shooter series Halo and the erotic videogame Dream Stripper. Conceived as a dynamic, virtual collage, HALO shows short stock animation loops of characters dying over and over, with koi, dining chairs, asteroids, guns, flowers, torches, pinball machines, candles, and discarded pillows floating around them, creating a hypnotic motion.

Lukas Truniger, Itamar Bergfreund & Bruce Yoder

Ethereal Fleeting
A series of clouds is generated by a machine-like sculpture. They appear, float over the surrounding environment and then dissolve into thin air again. The delocalization of this instant of natural beauty evokes a surreal experience. The installation forms a juxtaposition of a metallic structure and synthetic imitations of clouds. This supposed contrast between human technology and nature is explored in a space of unseen possibilities for symbiosis.

Caroline Rothwell

Infinite Herbarium
Infinite Herbarium heeft tot doel onze ervaring van de uitgestrekte, diverse botanische wereld uit te breiden – door connectiviteit te creëren met planten en hun bedreigde ecosystemen. Via een proces van interactief leren en kunstproductie worden de ontmoetingen van deelnemers met echte planten gefilterd door datasets en historische archieven met behulp van een combinatie van Machine Learning (ML)-technieken. Verbindingen tussen botanie, data en kunst leiden tot fantasierijke ontmoetingen met merkwaardige hybride soorten – het creëren van een digitale weerspiegeling van de constante stroom van levende systemen.

Matthias Oostrik

plplpl.pl::synchrony
PLPLPL.PL IS EEN PUBLIEKGEDREVEN BEWAKINGSMACHINE; EEN TECH NOIR ART ONDERZOEK NAAR MENSELIJK GEDRAG EN PERSOONLIJKE UITDRUKKING. PLPLPL.PL GEBRUIKT DE NIEUWSTE TECHNOLOGIEN UIT DE SURVEILLANCE-INDUSTRIE OM TE INTERACTEREN MET HAAR PUBLIEK. HET MOEDIGT BEZOEKERS AAN ZICH ONGELOOFLIJK TE GEDRAGEN DOOR AL HUN ACTIES TE TONEN, ANALYSEREN EN RECONTEXTUALISEREN. PLPLPL.PL IS EEN LOPEND PROJECT. DE MACHINE LEERT MET ELKE TENTOONSTELLING EN UITBREIDT MET ELKE INTERACTIE

Anicka Yi

In Love with the World
“I wanted to expand on the ideas from Venice, to explore the poetic and philosophical potential of machines. How can humans and machines be companions and kin of one another, not fulfill this master-slave binary of machines or humans as overlords to the other.”Anicka Yi

Random International

Presence and Erasure
Presence and Erasure is a portrait machine that explores the reality of automated facial recognition and how people relate to their self-image, instinctively and emotionally. Within a given spatial domain, the artwork constantly scans for faces in the vicinity and photographs them. When the artwork’s algorithm detects a certain quality within a photograph, this image is temporarily printed at large scale by exposing a photochromic surface to light impulses. Each automated portrait remains for little more than a minute, before gradually dissolving into blankness. RANDOM INTERNATIONAL began to combine transient mark-making with automated portraiture early on in their practice, in 2008. Presence and Erasure marks the latest development in this body of work and assumes a minimal, industrial aesthetic that references their earliest studies on this theme. The physical impact of facial recognition and machine vision is emphasised by the exposure of the printing process itself, contrasted against the aesthetic of the high resolution portraits generated. RANDOM INTERNATIONAL intend this as a counter to the perception of surveillance footage as always being low quality, aiming to create a deeper reflection on the nature of surveillance today as well as the resounding cognitive and emotional dissonances.

PATRICK TRESSET

Étude humaine #1
L’installation interactive Human Study #1 de Patrick Tresset se compose de trois robots dessinateurs. Les visiteurs peuvent s’asseoir comme des modèles pour être visuellement enregistrés et représentés par les trois machines. Chacun des trois robots dessine dans son propre style et manie le stylo d’une manière différente. A côté du bras de dessin, chaque robot est équipé d’une caméra mobile. Ils les utilisent pour observer alternativement le modèle et le dessin résultant. Tresset n’est pas intéressé à utiliser les robots pour simuler un style de dessin humain. Il examine plutôt les différences entre l’exécution humaine et robotique. Tresset décrit les capacités de ses machines comme « non intelligentes ». Ils donnent seulement l’impression d’agir de leur propre gré. Ils font preuve d’un comportement humain, mais basé sur un programme ne stipulant qu’un ensemble restreint d’actions.

Dan Tepfer

Natuurlijke Machines Afl. 11: Fractal Boom
In Natural Machines bepaal ik in plaats van een stuk te componeren hoe een stuk werkt. Ik programmeer eenvoudige regels die de computer moet volgen bij het reageren op wat ik speel. Omdat ik improviseer, luister ik altijd naar wat de computer speelt en reageer ik er ook op. Dus uiteindelijk raken de regels mij ook. De visualisaties die ik heb gemaakt, zijn bedoeld om de onderliggende muzikale structuur van elk stuk te onthullen. Ze worden in realtime gegenereerd terwijl ik speel. Alles op het scherm is een directe weergave van een bepaald aspect van de muziek: toonhoogte, dynamiek, ritme, harmonie.