highlike

IMMATERIALS

Light painting WiFi
Wireless networks are everywhere these days, creating invisible layers that we cannot see. This unique light painting project seeks to change that by mapping the signal strength of Wifi networks in a variety of environments. The light painting is made using a WIFI signal strength detector and a bar of LED lights. They used a long exposure camera to capture the fluctuations in signal strength as they walked across a street, campus, etc.

Vincent Leroy

Echo Lens
Emerald Lake, Canada
Hybrid, Vincent Leroy’s work oscillates between the real and the virtual, the natural and the artificial, drawing its inspiration from both nature, which often sites his work, and from the digital world. Whether its kinetic sculptures, immersive installations or monumental works, movement is almost always Vincent Leroy’s raw material. The kind of movement that inspires life, amazement, and a permanently shifting viewpoint.

Ying Gao

2526
Polymorphic Robotic Garments
2526 refers to the number of hours invested in the creation of the two polymorphic robotic garments, from ideation to the finish, from the first line of drawing to the last stitch. The two polymorphic outfits of the 2 5 2 6 project are very real: woven, hand-screened, and consolidated materials have been specially designed to create these clothes. They are not virtual at all. However, they simulate the effects of virtual clothing: a surreal undulation generates a play of volume and transparency; their polymorphic movement, as well as their reflectivity, are results of an entirely new flexible material that combines glass, precious metals and silicone.

Clara Daguin

Oracle Collection
The performance centered around ORACLE, a digital palm reading given by model and iconic muse Axelle Doué. The surrounding luminous dresses embodying the four elements— air, earth, water, and fire—come alive during the reading, with mirrors reflecting them into infinity. The pieces are crafted from diverse materials, both natural and synthetic. Well beyond typical textiles, Clara Daguin implements optical fibers, pleating, embroidered circuits, addressable LEDs, sculpted resin, home-grown alum stone crystals, Swarovski Elements, silk organza, microcontrollers and radio frequency modules.

Craig Green

Spring/Summer 21
The spring 2021 collection reflects that mentality, and highlights the more commercial offerings of the brand, which are normally buried underneath his over-the-top runway styling. Carryover styles — such as quilted jackets, padded vests, parkas, shirts and hoodies with cutout hole and lace trim details — are available in pine green, beige, raisin purple, and midnight blue, and take center stage in the look book. Even Green’s signature frame-like constructions around the body have been toned down. Instead of using experimental and colorful materials, Green has hung deconstructed parts of a shirt or a jacket on metal frames. The effect is of two people interacting in one sculpture.

SHAI LANGEN

Jo Goes Hunting – Run Away

Amsterdam material designer Shai Langen made sculptural headpieces and covered models in hand-painted patterns for Jo Goes Hunting’s Run Away music video.Langen was approached by the Dutch artist’s manager with a brief for “something less conventional”, and was given complete artistic freedom in his approach.The video opens with a close up of a gleaming paint-covered black and white surface, which is gradually shown to be the form of a person.

KUNIHIKO MORINAGA AND MAMORU HOSODA

DIMENSION
Mamoru Hosoda collaborated with Morinaga to create this great collection film. It begins with the formation of the clothes as Morinaga designed them, not through cut and drape but via cut and paste, and we see the garments as digital toiles made up of fractal contours true to the representation of futuristic facades stretching back to Metropolis and Tron. Then the dresses form more tangibly, but still in 2D, filling those vectored spaces with the angled jigsaw of reclaimed denim, chino cotton, and gabardine, plus reflective material (all seamlessly bonded) from which they are made. It slowly becomes kind of clear that we are seeing a fashion show in U, the virtual world which Belle’s heroine inhabits—and that it is also being streamed on U’s equivalent of YouTube. There are rooms within rooms within rooms.

.

仮想世界は二次元。非日常の世界。現実世界は三次元。日常の世界。仮想とは、現実にはない世界を仮にあるものとして考えてみること。現実とは、事実として目の前にあらわれている世界そのもの。2022年春夏コレクション「DIMENSION」は二次元と三次元を越境する。画面の中の世界は二次元。細田守監督最新作「竜とそばかすの姫」のアニメーションの世界。劇中に存在する仮想空間’’U’’でコレクションが幕を開ける。CGアバターモデルが、宙に浮くガラスのランウェイを歩く。画面の外の世界は現実。‘’U’’が投影された真っ白な空間を、実在のモデルが歩く。コロナ禍がもたらしたデジタルのファッションショーは、軽々と世界の距離を縮め、すべてをフラットにした。画面の中では、立体と平面の区別はなくフラット。画面の中と外の境界もまた、消えていく。画面の外で纏うだけでなく、画面の中でも纏うことができる。

Hassan Ragab

AI conceptual architecture

Over the past few months, Hassan Ragab has been posting his Midjourney conceptual architectural work on LinkedIn and is clearly enjoying exploring the nuances of refining the AI output, mixing free flowing architectural styles with biomimicry materials such as feathers and plant structures.

 

Neri Oxman

MAN-NAHĀTA
Computational growth across material and urban scales offers a framework for design through self-organization, enabling the generation of vast, diverse forms exhibiting characteristics like those that emerge through the biological growth processes found in Nature. In this project, we construct an oriented volume spanned by surface normals of the shape at every point. The value of the oriented volume drives the iterative deformation of the shape. Depending on the parameterization of this process, we can obtain distinctly different growing forms. Importantly, the emergence of these forms is driven only by the time evolution of a geometric operator acting on the shapes iteratively, thereby connecting geometry and growth through an algorithm. To form the Man-Nahata landscape, the buildings of the urban landscape are transformed through repeated morphological closing operations, where the field of influence follows a gradient from the center to the outskirts of a circular region.

Heavy Duty Love

Lucy Mcrae
HEAVY DUTY LOVE
A cautionary narrative in an uncomfortable, complex debate on the scientific acceleration directing our evolutionary path —from gene-edited babies to CRISPR to AI — Heavy Duty Love is a mental health prop existent as a tactile mechanical structure, asking, “As we head toward a life designed from scratch, will we seek new types of intimacy?”. Realised as a speculative domestic device compensating for a lack of human touch in early life, Heavy Duty Love sandwiches the body between layers of soft, dampening materials normally used in contemporary camping or construction.

Glosopeda

Glosopeda
Barbara Lanzarote, Rachel Lamot, Kim Rosario
.

The Ontology that Never Was
Glosopeda herontdekt het verleden vanuit een neotoekomstig perspectief. The Ontology that Never Was herschept een archeologische context in zijn natuurlijke omgeving waarin wordt ingegrepen door digitale materialisatie, en doet denken aan de visie van Gavin Lucas op de materiële wereld als een archief van het proces van (de)materialisatie: de spanning tussen de krachten van het verzamelen van materialen en artefacten en de tegengestelde kracht van verspreiding. De ontologie van de objecten versus de verspreiding, uitwissing en verplaatsing van hun oorspronkelijke setting.

Studio Above&Below

Aquateque
Aquateque è un cortometraggio che esplora il fiume Ruhr attraverso una varietà di nuove tecnologie multimediali. Il progetto combina strumenti AI e AR per esplorare modi sostenibili di creare materiali digitali che fondono natura e calcolo. Il variegato ecosistema circostante viene catturato attraverso strumenti di programmazione audio, visivi e 3D e trasformato in uno spazio aumentato generativo.

Camille Legrand & Bart Hess

Epistēmē
Titled with the Ancient Greek word for knowledge and understanding, the installation is born of the belief that we absorb knowledge through the senses, with the skin acting as an interface between the body and the world around us. ‘To illustrate the skin in states of transformation, I imagined it as a canvas for sensations felt and information absorbed. The digital manipulation in each film melds body and sensation, skin and material, reality and virtuality to express the effects of each product,’

bohyun yoon

БОХЬЮН ЮН
윤보현
To Reverse Yourself

FILE FESTIVAL

My work poses the question: how does reality becomes exquisitely animated by certain social control systems such as politics, mass media, technology, science, and etc. It is my artistic goal to reveal how human beings are fragile and delicate in these social environments. By living in Korea, Japan and the U.S, I have first-hand experience in diverse social systems and have come to view my life experiences as raw material for my research. With my research in mind, my art utilizes the body as the tool for an intensive investigation of the public and private; examining the relationship between how people understand their body and how this understanding represents themselves in the greater context.
Currently, I am curious about human perception developing parallel with the ever-evolving progression of technological world. Thus, I question technology’s relationship to reality and illusion; asking what is reality? My work takes advantage of illusion to explore and answer this question, and often my artistic materials consist of the body and mirrors. I use mirrors for integrating reality and illusion.

Philip Vermeulen

Fanfanfan
Philip Vermeulen toont de installatie Fanfanfan in het Kunstenlab, waarin hij natuurkundige verschijnselen als licht, geluid en beweging manipuleert. Het kinetische ‘hypersculptuur’ beweegt met zo’n hoge snelheid dat de fysieke eigenschappen van de materialen voor je ogen lijken te vervormen.

Shih Chieh Huang

REUSABLE UNIVERSES
Shih Chieh Huang combineert zijn jarenlange fascinatie voor technologie en de materialen van het moderne leven om alledaagse gefabriceerde objecten om te zetten in nieuwe en opmerkelijk complexe sculpturale vormen. Huang verheft het bouwen van circuits, het opnieuw bedraden van transistors en andere hardwarebewerkingen tot een kunst die niet alleen onze zintuigen verbindt, maar ook ons ​​gevoel van menselijkheid tussen het virtuele en analoge bestaan ​​van vandaag.

Bruce Nauman

Nature Morte
Nature Morte focuses on Nauman’s long relationship to his own studio, a variation on his four unique multi-projection videos, Mapping the Studio (2001). Three viewing stations, each consisting of an iPad linked to a wall-sized projection, provide an interactive exploration of the 3D studio space. Only now the artist is absent, and the participant becomes performer as he/she manipulates the large scale video projections on an iPad using touch control. The participant is free to navigate anywhere throughout the space, selecting broad vistas or individual objects. Using a hand-held 3D scanner, Nauman recorded hundreds of images that allow participants to select an object and locate close-up anything found there, and further reorient the image to see an object from above and below, and at times inside-out. The resulting mobility intensifies the experience of the viewer/performer. Presenting a static, but immersive re-creation of his studio space, Nauman’s pieces once again play at the tenuous lines between the body and space, perception and physical material.

Jennifer Townley

Inverta
A circular axle is able to rotate by the use of 36 universal joints hanging from perspex rods and transmitting their rotary motion onto the next. In between the joints, 36 stainless steel objects are attached that rotate at the same speed as the axle. One of the objects has a slightly thinner body, making room for two integrated timing pulleys and thin cogged belts that connect it with the drive mechanism situated on the upper circular frame. The objects are made from thin sheet material and are carefully balanced by placing several counterweights inside their hollow bodies and by perforating their tails, reducing the amount of material furthest away from the axle. During the entire revolution their centre of gravity perfectly aligns with the position of the axle so that a stable rotation is ensured.

Iris van Herpen & Dutch National Ballet

Biomimicry
For the ‘Biomimicry’ film, Iris van Herpen and Dutch National Ballet explore the symbiotic relationship between the metamorphic force in which fashion and dance interlace. The film, directed by Ryan McDaniels, sees the mesmeric dancer JingJing Mao undulating into liquescent shapes and transcending into graceful figures that reflect her myriad of movements. The concept of the creation stems from the notion of biomimicry — the design and production of materials and systems that are modelled on biological processes. In line with Iris van Herpen’s continuous pursuit to materialise the invisible forces that structure the world, the film focusses on the bond between humanity and nature.

MICHAEL HANSMEYER AND BENJAMIN DILLENBURGER

Digitale Grotesk
Digital Grotesque is de eerste volledig meeslepende, solide, gesloten structuur op menselijke schaal die volledig 3D-geprint is uit zand. Deze structuur van 16 vierkante meter is gematerialiseerd met details op de drempel van de menselijke waarneming. Elk aspect van deze architectuur is samengesteld door op maat ontworpen algoritmen.

Lu Yang

The Great Adventure of Material World
FILE FESTIVAL

The Great Adventure in Material World/Material World Knight is the most adventurous video game artwork that Lu Yang has created. The Great Adventure in Material World/Material World Knight has combined all the protagonists in Lu Yang’s artworks from the past and created an alliance of these heroes. In this video game, the world can be indefinitely explored by players. It has also incorporated several other elements created in various works from the artist before”. Once players enter the video game, they will transform into knights in this Material World. As protagonists of the alliance of heroes in the Material World, they will explore the Universe, absorb energy, be destroyed and achieve rebirth. They will fight all sorts of emotions, desires and eventually with themselves.

STUDIO FUKSAS

Matilda Home
The idea to bring design also in common life attracted us. This is a new concept of habitat of house. It’s a mobile home it can be everywhere around the world; everybody can be a client. It’s a modular unit so many of them can be added together like a cloud. It can even be a city .This is not an object, it is a concept, it can be a city, a landscape or simply an home. Easy to build, it can be done in different materials more or less expensive. Matilda is a completely different space since nowadays we don’t need so much storage space, you just need to have a screen. The only thing is important is to have a nice place to eat, to seat and to sleep but also this can be done with something you close when you don’t need

Bernd Lintermann and Peter Weibel

YOUR:R:CODE
Il titolo può essere letto in due modi diversi: l’interpretazione »your code« indica che nell’installazione i visitatori sperimentano diversi tipi di trasformazioni digitali di se stessi. Mentre entrando, un visitatore vede ancora il suo riflesso familiare in uno specchio – la rappresentazione virtuale più reale che possiamo immaginare – l’immagine speculare si trasforma gradualmente in un corpo di dati digitale finché, infine, il visitatore è ridotto a un codice leggibile industrialmente. Alla fine si libera dalla rappresentazione virtuale e si materializza in un display flip-dot. Il secondo modo di leggere il titolo del pezzo, »tu sei codice«, sottolinea che noi stessi siamo costituiti da codice, che tra l’altro si manifesta nel codice genetico.

soft lab

behance

The stair became the ideal site to produce an installation that extends to both floors and can be seen from anywhere in the office. The design of the office is very clean and contains a lot of white materials and finishes so we decided to create an installation that acts as a kind of three dimensional stained glass window that casts colored light throughout the space.

 

Pangenerator

The abacus
THE ABACUS is probably the first ever 1:1 interactive physical representation of real, functioning deep learning network, represented in the form of a light sculpture. The main purpose of the installation is to materialise and demystify inherently ephemeral nature of artificial neural networks on which our lives are becoming increasingly reliant on. As the part of new permanent exhibition devoted to the Future the installation aims to engage and educate the audience in artistically compelling ways being the manifestation of art and science movement goals.

Nicole Hone

Hydrophytes
Hydrophytes is a series of futuristic aquatic plants created with multi-material 3D printing. The project explores the design and choreography of movement to bring objects to life through 4D printing. The film is true to life with no effects added in post-processing.

IRIS VAN HERPEN & DUTCH NATIONAL BALLET

Biomimikry
Für den Film “Biomimicry“ untersuchen Iris van Herpen und Dutch National Ballet die symbiotische Beziehung zwischen der metamorphen Kraft, in der sich Mode und Tanz verflechten. Der Film unter der Regie von Ryan McDaniels zeigt die hypnotisierende Tänzerin JingJing Mao, die sich in flüssige Formen verwandelt und in anmutige Figuren übergeht, die ihre unzähligen Bewegungen widerspiegeln. Das Konzept der Kreation basiert auf dem Begriff der Biomimikry – dem Entwurf und der Herstellung von Materialien und Systemen, die biologischen Prozessen nachempfunden sind. In Übereinstimmung mit Iris van Herpens kontinuierlichem Bestreben, die unsichtbaren Kräfte, die die Welt strukturieren, zu materialisieren, konzentriert sich der Film auf die Verbindung zwischen Mensch und Natur.

VINCENT LEROY

TOKYO METACLOUD
.
Vincent Leroy onthult ‘Tokyo Metacloud’, een gigantische zwevende wolk die door de straten van de japanse metropool trekt. De installatie, bestaande uit dunne gebogen bladen, speelt met de balans tussen materiaal, lucht en transparantie om een ​​indruk van extreme lichtheid te creëren. Nogmaals, het poëtische en contemplatieve universum van Leroy maakt kijkers los van de echte wereld en nodigt hen uit om te genieten van een meeslepende, dromerige ervaring.
.
Vincent Leroy unveils ‘Tokyo Metacloud’, a gigantic floating cloud that sweeps through the streets of the Japanese metropolis. The installation, consisting of thin curved blades, plays with the balance between material, air and transparency to create an impression of extreme lightness. Again, Leroy’s poetic and contemplative universe detaches viewers from the real world and invites them to enjoy an immersive, dreamlike experience.

Akiko Nakayama

Lebendige Malerei
Ich male gerade. Ich möchte eine Szene zeichnen, die in Bewegung bleibt. Ich habe mit “ALIVE PAINTING” angefangen, mit Liquidität eine sich ständig verändernde Figur zu zeichnen. In “ALIVE PAINTING” zeichnen wir Bilder, indem wir mit Materialien mit unterschiedlichen Eigenschaften miteinander reagieren. Auf diese Weise versuche ich, die ästhetischen Freuden hervorzuheben, die durch den Fluss und die Farbe der Elemente und den rohen Fluss entstehen. Zusätzlich zu den chemischen Eigenschaften des Materials treten durch äußere Faktoren wie Wind, Schwerkraft und Vibration unerwartete Reaktionen auf, so dass die nicht reproduzierbare Szenerie langsam wieder erscheint und das Erlebnis selbst mit dem Betrachter geteilt wird.

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.

THOMAS FEUERSTEIN

Psychoprosa
La exposición PSYCHOPROSA se centra en el moco como sustancia bioquímica y material escultórico. La producción de moco se lleva a cabo como un proceso real dentro de los espacios de exhibición, transformando el Frankfurter Kunstverein en un conjunto interconectado de invernadero, laboratorio, refrigerador, cine y fábrica. A través de tubos conectados entre sí, los equipos y objetos producen y transforman sus sustancias interiores, los refrigeradores se abren y cierran automáticamente y los hilos transparentes de moco gotean de las esculturas de vidrio expansivas.

HRAFNHILDUR ARNARDÓTTIR

cromo sapiens
La artista islandesa Hrafnhildur Arnardóttir / Shoplifter ha transformado un almacén en Giudecca en un entorno cavernoso multisensorial con una cantidad cacofónica de su material característico, cabello sintético. Color, sonido y texturas irresistibles guían a los visitantes a través de tres cámaras distintas provocando una experiencia inmersiva de estímulos visuales y auditivos.

YING YU

Morfologias do Ar
Os humanos, como seres sociais, usam a linguagem para se comunicar. A voz humana, como um mecanismo de autenticação biométrica, é constantemente usada em aplicações da vida diária, como reconhecimento de voz, verificação de alto-falante e assim por diante. Atualmente, as comunicações baseadas em idioma se enquadram principalmente em duas categorias: voz sobre o ar e voz sobre o protocolo da Internet. Podemos adicionar uma nova dimensão para a comunicação de voz, como um material vestível? Se sim, como poderíamos moldar a matéria a fim de fisicalizar as informações vocais? Morfologias do Ar é uma instalação interativa que usa materiais suaves, como silício, tecido e ar, para realizar essas fisicalizações. A voz humana controla a atuação de uma estrutura macia vestível, mudando a aparência do corpo humano.

Daniel Widrig

‘SnP’, 2018, recycled plastic, injection moulded

“Widrig’s art breaks down the boundaries between disciplines; borrowing tools traditionally associated with one industry and using them in other fields, in often unanticipated and exciting ways. Widrig uses computer simulation processes and advanced technologies adopted from the special effects business to create sculptural 3D-printed craftwork—digital designs materialize into intricate sculptures in glass or recycled plastic and furniture pieces with impeccable undulated thin surfaces,” Devid Gualandris

Audrey Large

Audrey Large is a French designer based in the Netherlands. By bridging animation techniques with digital-to-material manufacturing processes, her work explores the potential of digital image manipulation as applied to the design of our material surroundings.

ANDREW KUDLESS

P_wall (the self-organization of material)
P_Wall (2009) was commissioned by the SFMOMA Architecture and Design Curator Henry Urbach for the exhibition Sensate: Bodies and Design. The wall, part of a series started with P_Wall (2006), is an evolution of the earlier work exploring the self-organization of material under force. Using nylon fabric and wooden dowels as form-work, the weight of the liquid plaster slurry causes the fabric to sag, expand, and wrinkle.

Baumgartner + Uriu Architecture

Supermassive Black Holes
Supermassive Black Holes is an acoustic ceiling installation for the main lobby of the Los Angeles Chamber of Commerce. The design is part of a series of projects in which we work with small primitives that are aggregated into a larger whole. In this case, there are over 10,000 felt cones stitched together into three gigantic, 20’ tall, hanging felt vortexes that that absorb sound through its materiality and geometry. The thousands of cone shape parts trap and disperse sound waves while softening the overall acoustic quality of the space.

Cosentino and Benjamin Hubert

Raytrace
“È il sogno di un designer. Il processo è altamente tecnologico ma anche abbastanza artigianale; è una divisione intrigante. E parte di questo processo consiste nel rimuovere ogni traccia di acqua dal materiale usando un calore e una pressione incredibili. L’idea dell’installazione era di reintrodurre l’acqua, o almeno i giochi di luce che si ottengono dall’acqua, l’effetto della luce che gioca su un ponte su un fiume. È qualcosa che cattura sempre l’immaginazione.’ Raggiungere questo effetto ha richiesto tempo, fatica e trucchi algoritmici. “Volevamo ottenere il massimo effetto dalla cosa più piccola”, afferma Hubert. “Inizialmente abbiamo provato a usare un sottile strato di acqua in movimento sul vetro, ma ci è sembrato troppo letterale. Poi abbiamo pensato al modo in cui una sfera di vetro può diffondere la luce.’

Rafael Lozano-Hemmer

Saturation Sampler
Rafael Lozano-Hemmer’s work Saturation Sampler, uses AI computer vision to track onlookers and extract the most saturated color palettes from their bodies and clothes, creating a gridded composition from the footage where viewers catch glimpses of their reflections in the pixelated field. With the widest color gamut available and an unparalleled 160-degree viewing angle, Luma Canvas delivers a unique viewing experience unlike any other. The direct emissive nature of the display’s LEDs creates a visceral and material encounter with Lozano-Hemmer’s interactive work, meaningfully situating his digital work within the physical realm.

PHILLIP K SMITH III

Piegato Parallelamente
La monumentale installazione di Phillip K. Smith III Bent Parallel avvolge gli spettatori di luce, continuando il dialogo continuo dell’artista con la teoria del colore, l’ottica, la scala e la tecnologia. Apparendo come due pareti di campi di colore che si intersecano, la struttura a cerniera fonde le superfici per generare una percezione di spostamento e fusione. Crea un terzo piano, privo di materiale, a spessore zero, che mescola i colori adiacenti e sembra estendere i confini fisici dello spazio. L’ambiente che ne risulta appare allo stesso tempo infinito e finito.

ANOUK WIPPRECHT AND ADUEN DARRIBA

Rook Jurk
Collega-ontwerper Valerie Lamontagne schrijft: “SMOKE DRESS is een samenwerking tussen fashiontech-ontwerper Anouk Wipprecht [NL] en technoloog Aduen Darriba [NL]. De jurk is een draadloze en draagbare tastbare couture “rookgordijn” doordrenkt met het vermogen om zichzelf plotseling visueel uit te wissen door de uitscheiding van een rookwolk. Omgevingsrookwolken worden gecreëerd wanneer de jurk een naderende bezoeker detecteert en zichzelf zo camoufleert in zijn eigen materialiteit. De ROOKJURK, met zijn losse net van metalen draden en elektrische draad, werkt op de schaal van de magische illusionistentruc, waardoor een hypothetische assistent van een goochelaar haar eigen verdwijnende act kan uitvoeren.

XU ZHEN

In een oogwenk
In een oogwenk is een groep artiesten te zien die mysterieus in de lucht zweeft en de beperkingen van de natuurkunde trotseert alsof ze bevroren zijn in tijd en ruimte. Het werk maakt gebruik van noties van het lichaam als materiaal, en op zijn beurt de materialiteit van het lichaam, waarbij de grenzen van fysieke en cognitieve mogelijkheden worden getest terwijl de kijker probeert te begrijpen wat we zien. De conceptueel gedreven praktijk van Zhen, een productieve en experimentele kunstenaar, omvat een breed scala aan media en maakt vaak gebruik van humor, ironie en verfijnde bedrog.

Chida Yasuhiro

Myrkviðr
„Der Weltraum ist für mich das Kurioseste. Licht ist eines der reinsten Materialien, das es ermöglicht, einen Raum wahrzunehmen, den wir nicht berühren und unsichtbar sind. Und es ist das einzige Material, das keine Geschichte enthält. Licht ist die Wurzel der Schönheit. Naturphänomene oder Stoffe, die wir als schön empfinden, viele von ihnen haben mit Licht zu tun.“ Chida Yasuhiro

Thomas Hirschhorn

Pixel Collage
La National Gallery of Kosovo ha l’onore di presentare la mostra personale “Pixel-Collages” di Thomas Hirschhorn, che comprende 5 grandi collage, un’ampia selezione di piccoli collage e materiali di riferimento presentati in una vetrina. L’esposizione del recente lavoro di Hirschhorn in Kosovo oggi, con immagini di confronto e confronto con tecniche mediatiche false e mascherate, è un’affermazione, simile agli argomenti che Hirschhorn mostra nei manifesti che accompagnano i ‘Pixel-Collages’, più precisamente in: ‘ Perché è importante – oggi – mostrare e guardare immagini di corpi umani distrutti’

Sean Kerr and Judy Darragh

In Kahoots
“In Kahoots is an ever-changing 3D experience that in a sense feeds on itself – by reworking the artists’ source material, the algorithm constantly regenerates its own sounds and images into new art. This is the first time In Kahoots has been to Christchurch – but really, everyone who visits will experience a first. In Kahoots encourages people to literally be a part of a truly unique work of art, and create lifelong memories for audiences of all ages. It’s fun for kids, and food for thought for everyone looking for a little extra.” Nathan Pōhio

Maria Smigielska

Proteus 2.0
Proteus ist eine Installation, die Ferrofluid-Muster mit menschlichen und maschinellen Intelligenzen in einem geschlossenen Kreislauf moduliert. Durch ein individuelles und anhaltendes visuelles Erlebnis lässt es den Besucher über eine Gehirn-Computer-Schnittstelle in eine implizite Interaktion mit dem Material eintauchen. Ein vortrainiertes, dediziertes Modell für maschinelles Lernen wird durch neuronale Signale in Echtzeit informiert, die vom Blick des Besuchers erzeugt werden, während er dem schnellen seriellen Wechsel von Mustern ausgesetzt ist, ohne dass explizite Anweisungen zu befolgen sind. Über die Zeit des Blickerlebnisses kann der Besucher eine gewisse Stabilisierung des eigenen modulierten Bildes des Materials erleben.

Ralf Baecker

Een natuurlijke geschiedenis van netwerken / Soft Machine
A Natural History of Networks / SoftMachine is een elektrochemische algoritmische machine die een alternatief computationeel en technologisch materiaalregime onderzoekt, gebaseerd op Gordon Pask’s experimenten met elektrochemische leermechanismen [↓ 1] en huidig ​​onderzoek naar biomimetica, programmeerbare materie en vloeibare ruimtetijdgestuurde metalen actuatoren . Binnenin creëert een op maat gebouwd elektrochemisch experimenteel apparaat (SoftMachine) een dynamische vloeibare microkosmos die een continue evolutie van vormen, structuren en materiële verhalen uitvoert. De voorstelling heeft tot doel nieuwe verbeeldingen van het machinale, het kunstmatige en het materiële uit te lokken. Een radicale technologie die traditioneel discreet mechanisch denken verbindt met zachte/vloeibare materialen die zelfgeorganiseerd gedrag mogelijk maken via hun specifieke materiële agentschappen.

BERND LINTERMANN AND PETER WEIBEL

YOUR:R:CODE
LE TITRE PEUT ÊTRE LIRE DE DEUX MANIÈRES DIFFÉRENTES : L’INTERPRÉTATION “VOTRE CODE” INDIQUE QUE PENDANT L’INSTALLATION, LES VISITEURS OBSERVENT DIFFÉRENTS TYPES DE TRANSFORMATIONS NUMÉRIQUES D’EUX-MÊMES. EN ENTRANT, UN VISITEUR VOIT TOUJOURS SON REFLET DE FAMILLE DANS UN MIROIR – LA REPRÉSENTATION VIRTUELLE LA PLUS RÉELLE QUE NOUS POUVONS IMAGINER – L’IMAGE DU MIROIR SE TRANSFORME PROGRESSIVEMENT EN UN CORPS INDUSTRIEL DE DONNÉES NUMÉRIQUES JUSQU’À CE QU’UN VISIBLE CODÉ À LECTURE, ENFIN, LE REPRESENTATIF. AU FINAL, IL EST EXEMPT DE REPRÉSENTATION VIRTUELLE ET SE MATÉRIALISE DANS UN ÉCRAN FLIP-DOT. LA DEUXIÈME FAÇON DE LIRE LE TITRE DE LA PIÈCE, « VOUS ÊTES CODE », SOULIGNE QUE NOUS SOMMES NOUS-MÊMES CONSTITUÉS D’UN CODE, QUI, ENTRE AUTRES, EST MANIFESTÉ DANS LE CODE GÉNÉTIQUE.

STUDIO INI

Urban imprint
“If there is to be a “new urbanism… it will no longer be concerned with the arrangement of more or less permanent … but for the creation of enabling fields….that refuse to be crystallized into definitive form; it will no longer be about meticulous definitions, the imposition of limits, but about expanding notions, denying boundaries, not about separating and identifying entities, but about discovering hybrids; it will no longer be obsessed with the city but with the manipulation of infrastructure for endless intensifications and diversifications, shortcuts and redistributions – the reinvention of psychological space.”, Dutch architect + Harvard Professor, Koolhaas 959, writer of Delirious New York. URBAN IMPRINT is how we design a piece of this new urbanism, an augmented materiality , as we define it. An environment that is a ‘blank canvas’ to be reshaped by the future self.

Sabrina Ratté

Aliquis (extrait)
Aliquid est une vidéo à canal unique où le signal électronique est manipulé numériquement pour se matérialiser en chair synthétique. Atterrissant lentement sur une architecture de verre, cette substance indéfinie est déchirée par des arêtes vives et finit par se désintégrer en particules qui se répandent dans l’atmosphère.