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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.

OBJECTIVE REALITIES

Ferme automatique
FILE FESTIVAL
À mesure que les choses deviennent plus intelligentes et connectées, leur rôle dans la vie des gens est remis en question. Les choses se rapprochent de plus en plus de nous, finissant par devenir elles-mêmes des «utilisateurs». Comment comprendrons-nous les besoins et les perspectives des objets et comment les concevoirons-nous?

Objective Realities

automato.farm
FILE FESTIVAL 2018
As things become smarter and connected, their roles in people’s lives are challenged. Things become closer and closer to us, eventually becoming “users” themselves. How will we understand objects’ needs and perspectives and potentially design for them?

DESIGN STUDIO EMERGING OBJECTS

设计工作室新兴对象
Saltygloo
American studio Emerging Objects 3D-printed this pavilion using salt harvested from San Francisco Bay. “The structure is an experiment in 3D printing using locally harvested salt from the San Francisco Bay to produce a large-scale, lightweight, additive manufactured structures,” said Ronald Rael and Virginia San Fratello of additive manufacturing startup Emerging Objects. They explained that 500,000 tonnes of sea salt are harvested each year in the San Francisco Bay Area using power from the sun and wind. “The salt is harvested from 109-year-old salt crystallisation ponds in Redwood City,” they said. “These ponds are the final stop in a five-year salt-making process that involves moving bay water through a series of evaporation ponds. In these ponds the highly saline water completes evaporation, leaving 8-12 inches of solid crystallised salt that is then harvested for industrial use.”

Memo Akten and Katie Peyton Hofstadter

Embodied Simulation

‘Embodied Simulation’ is a multiscreen video and sound installation that aims to provoke and nurture strong connections to the global ecosystems of which we are a part. The work combines artificial intelligence with dance and research from neuroscience to create an immersive, embodied experience, extending the viewer’s bodily perception beyond the skin, and into the environment.
The cognitive phenomenon of embodied simulation (an evolved and refined version of ‘mirror neurons’ theory) refers to the way we feel and embody the movement of others, as if they are happening in our own bodies. The brain of an observer unconsciously mirrors the movements of others, all the way through to the planning and simulating execution of the movements in their own body. This can even be seen in situations such as embodying and ‘feeling’ the movement of fabric blowing in the wind. As Vittorio Gallese writes, “By means of a shared neural state realized in two different bodies that nevertheless obey to the same functional rules, the ‘objectual other’ becomes ‘another self’.”

QUBIT AI: Anna Vasof & VRinMotion Team

The Cage of Time

FILE 2024 | Installations
International Electronic Language Festival
Interactive installation that presents a kinetic instrument object and virtual reality glasses, functioning as a device that animates the illusion of the passage of time in virtual space. In the fabric of existence, time weaves a cage around our ephemeral moments, limiting our perceptions of the past, present and future. By embracing this paradox, we may discover that the cage of time becomes the crucible where the alchemy of experience transforms our understanding of existence.

Bio

Anna Vasof is a multi-award-winning artist who focuses on filmmaking, short videos, and time-based sculptures. VRinMotion is an artistic research project based at St. Pölten University of Applied Sciences in Austria that investigates how features of stop-motion animation and motion capture can be combined with virtual reality to enrich current artistic discourse.

Credits

VRinMotion Team: Franziska Bruckner, Christoph Schmid, Clemens Gürtler, Matthias Husinsky, Christian Munk, Julian Salhofer, Stefan Nebel, Vrääth Öhner.
Concept by: Anna Vasof.

QUBIT AI: Klaus Obermaier, Stefano D’Alessio & Martina Menegon

EGO

FILE 2024 | Installations
International Electronic Language Festival

The mirror stage in psychology explains how the Ego forms through objectification, where one’s visual appearance comes into conflict with emotional experience, a concept called ‘alienation‘ by psychoanalyst Jacques Lacan. The interactive installation EGO reenacts and reverses this process by distorting the mirror image based on the user’s movements, highlighting the tension between the real and the symbolic, the Ego and the It, subject and object.

Bio

Klaus Obermaier is an interdisciplinary artist, director and composer who creates innovative works in the performing arts, music and installations using new media. Stefano D’Alessio researches social issues induced by the internet and explores how the web and its derivatives influence human behavior and the body. Martina Menegon creates intricate assemblages of physical and virtual elements, exploring the contemporary self and its hybrid corporeality.

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: Luigi Novellino (aka PintoCreation)

Brain Entity

FILE 2024 | Interator – Sound Synthetics
International Electronic Language Festival
Luigi Novellino (aka PintoCreation) – Brain Entity – Italy

In a laboratory, a brain-like organism grows rapidly, integrating with technology and evolving into a giant entity that manipulates objects with its mind. He hypnotizes the city, absorbing energy and creating patterns. Efforts to stop him fail, signaling a battle to understand existence. This symbolizes a new era of coexistence, urging us to embrace interconnectivity and navigate a more integrated world.

Bio

Fascinated by the limitless domain of AI, Luigi Novellino adopts the title syntographer, a term that resonates deeply within the community. The artist often asks himself: “am I an artist?” Art, in his view, defies rigid definitions or limits; it represents a fluid expression of creativity that transcends labels. The artist’s ultimate goal is to awaken something in the viewer, provoking thoughts and evoking emotions.

Credits

Music: Odyssey by John Tasoulas

QUBIT AI: Dennis Schöneberg

Transparency

FILE 2024 | Interator – Sound Synthetics
International Electronic Language Festival
Dennis Schöneberg – Transparenza – Germany

Music controls camera settings, the weight of prompts, and the creativity of the AI. The objective of the project is to create a symbiosis between music and images, in which both elements complement and enhance each other. By directly linking musical parameters to AI creative processes, a unique audiovisual experience is created.

Bio

Dennis Schöneberg, German AI artist, data science student and developer of open source AI models, integrates his passion for electronic music into his creative endeavors. Merging art with technology, he explores the synergy between creativity and artificial intelligence.

Credits

Music: Transparenza by Michael Mayer & Reinhard Voigt

QUBIT AI: Gabriela Barreto Lemos

Quantum Photography

FILE 2024 | Quantico
International Electronic Language Festival
Gabriela Barreto Lemos – Quantum Photography – Brazil

Quantum photography technique that allows you to record images without light passing through the object.

Typically, a beam of light interacts with an object; In this same beam, the image of that object is formed, which is recorded on a camera, on paper or directly into the eye. This research used two quantumly entangled photon beams. An infrared photon was directed at a silicon wafer engraved with the image of a cat. The other photon, red, was sent on a different trajectory, did not pass through the silicon plate and was detected by an EMCCD (electron-multiplying charge-coupled device – a photographic camera with sensitivity to very low intensity light). The image of the cat engraving was recorded by the camera, which only detected the red light, which did not touch the engraving. It is the first time that an image has been captured in a beam of light that has not interacted with the object that produced the image.

The experiment, led by researcher Gabriela Barreto Lemos, was carried out at the Institut für Quantenoptik und Quanteninformation in Vienna, 2014.

The technique has potential for applications in indirect image capture, from medicine to quantum computing.

Bio

Professor at the Federal University of Rio de Janeiro, in Brazil, whose research focus is on quantum optics, with an emphasis on quantum foundations, quantum images and quantum information. Additionally, she is involved in interdisciplinary creative projects and promoting inclusion and diversity in science.

Credits

Gabriela Barreto Lemos
Vienna Center for Quantum Science and Technology
Institut für Quantenoptik und Quanteninformation
Group of Anton Zeilinger

SASHA FROLOVA

САША ФРОЛОВА
AQUAAEROBIKA
Aquaaerobika is a project synthesizing art-performance and electronic music. Electro-pop, 8bit, disco-house music and futuristic inflatable costumes from latex are mixed in a vivid spectacular pop-art show. Dancers in avant-garde Bauhaus-style costumes with huge inflatable decorations and objects look rather like a live sculptures and turn the whole show in one moving sculpture. Aquaaerobika’s author is Moscow based artist – Sasha Frolova.

Kino

MIT Media Lab, Stanford University
This work explores a dynamic future where the accessories we wear are no longer static, but are instead mobile, living objects on the body. Engineered with the functionality of 18 robotics, this “living” jewelry roams on unmodified clothing, changing location and reconfiguring appearance according to social context and enabling multitude presentations of self. With the addition of sensor devices, they transition into active devices which can react to environmental conditions. They can also be paired with existing mobile devices to become personalized on-body assistants to help complete tasks. Attached to garments, they generate shape-changing clothing and kinetic pattern designs–creating a new, dynamic fashion.
It is our vision that in the future, these robots will be miniaturized to the extent that they can be seamlessly integrated into existing practices of body ornamentation. With the addition of kinetic capabilities, traditionally static jewelry and accessories will start displaying life-like qualities, learning, shifting, and reconfiguring to the needs and preferences of the wearer, also assisting in fluid presentation of self. We envision a new class of future wearables that possess hybrid qualities of the living and the crafted, creating a new on-body ecology for human-wearable symbiosis.

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.

RAFFAELLO D’ ANDREA AND MAX DEAN

The Robotic Chair
The Robotic Chair is a generic-looking wooden chair with the capacity to fall apart and put itself back together. With shuddering force, the chair collapses to the floor. With persistence and determination, it proceeds to seek out its parts and upright itself. Powered by MICROMO coreless dc motors, The Robotic Chair is distinguished in the world of objects for its capacity to elicit empathy, compassion and hope.

Sam Twidale & Marija Avramovic

Sunshowers
(AI) infinite simulations
FILE FESTIVAL SP 2019
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‘Sunshowers’ is the third in our series of real-time animation artworks. It is inspired by the opening chapter of Akira Kurosawa’s film Dreams which follows a young boy as he explores a forest and stumbles across a fox wedding (Kitsune no Yomeiri). Our piece explores ideas of animism and techno-animism by assigning life in the form of artificial intelligence to all of the objects, both natural and man-made, within the virtual world. The piece unfolds in real time with the characters themselves deciding which paths they will follow.

Glosopeda

Glosopeda
Barbara Lanzarote, Rachel Lamot, Kim Rosario
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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.

Stan Douglas

Doppelgänger
When one spacecraft embarks on its journey, another is launched at the same time in a parallel reality. Alice, a solitary astronaut, is teleported to a distant planet, and so is her double. When Alice and her ship return, she assumes her mission has failed and she has somehow returned home; but she has, in fact, arrived at a world where everything is the reverse of what she once knew. Doppelgänger presents a nuanced and layered parable that powerfully addresses the slippery notion of objective truth, and the position of the ‘other’ in contemporary society.

Dark Matter

Inverse
INVERSE combines 169 moving black spherical objects into a seemingly living entity. Monochromatic, sometimes threatening in its appearance, the ensemble presents in silhouette against the bright background.

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.

THE CAMPANA BROTHERS

وكامبانا الاخوة
坎帕纳兄弟
האחים קמפנה
カンパーナ兄弟
БРАТЬЕВ КАМПАНА
Campanas/Woods

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FERNANDO CAMPANA
HOMAGE
R.I.P
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Inspired by Brazilian street life and carnival culture, brothers FERNANDO AND HUMBERTO CAMPANA combine found objects – such as scrap wood and scrap fabric – with advanced technologies to create a vibrant, energetic and definitely Brazilian approach to design.
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Die Brüder FERNANDO UND HUMBERTO CAMPANA lassen sich vom brasilianischen Straßenleben und der Karnevalskultur inspirieren und kombinieren gefundene Objekte – wie Holzreste und Stoffreste – mit fortschrittlichen Technologien, um einen lebendigen, energischen und definitiv brasilianischen Designansatz zu schaffen.
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Inspirados na vida de rua brasileira e na cultura carnavalesca, os irmãos FERNANDO E HUMBERTO CAMPANA combinam objetos encontrados – como sucata de madeira e sucata de tecido – com tecnologias avançadas para criar uma abordagem vibrante, energética e definitivamente brasileira ao design.

MASAKI FUJIHATA

beyond pages

The data projector loads images of a leather bound tome onto a tablet which a light pen activates, animating the objects named in it – stone, apple, door, light, writing. The soundscore immaculately emulates the motion of each against paper, save for the syllabic glyphs of Japanese script, for which a voice pronounces the selected syllable. Stone and apple roll and drag across the page, light illuminates a paper-shaded desklamp; door opens a video door in front of where you read, a naked infant romping, lifesize and laughing, in.

MARTIN KALTENBRUNNER

reactable
file festival

The ReacTable is a collaborative electronic music instrument with a tabletop tangible multi-touch interface. Several simultaneous performers share complete control over the instrument by moving and rotating physical objects on a luminous round table surface. By moving and relating these objects, representing components of a classic modular synthesizer, users can create complex and dynamic sonic topologies, with generators, filters and modulators, in a kind of tangible modular synthesizer or graspable flow-controlled programming language.

TOSHIO IWAI

Piano
Iwai’s Piano — As Image Media (1995), a later sound work, is related to these early interactive experiments. Here the user, seated at the piano, triggers a flow of images that depress the piano’s keys; a consequence of this action releases yet another flight of images. The resulting interactive installation synthesizes two different aesthetics: sounds (simple melodies), images and a mechanical object (the piano) with digital media. A projected score and computer-generated imagery transform the piano into image media, hence the work’s name. Sound is the triumphant component in these works, for it activates and shapes the visual work. But the visual aspect of Iwai’s installations is lovely. His interactive systems appeal to the creative impulses of adults and children alike with their celebration of animation, computer potential, and the joy of sound.07

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

Urs Fischer

CHAOS #501
Introducing CHAOS, 501 original works in the form of unique digital sculptures. Each NFT in CHAOS consists of two unique objects (an array of familiar objects to people today) that have been 3D scanned. They are set on a colliding course in motion and orbit. The sculptures, operating as an archeology of the present, are intended to manifest in any format that is capable of displaying, playing or showing a 3D sculpture in motion. The culmination of the project is CHAOS #501, a single entity NFT uniting all one-thousand objects represented in #1-#500.

Nix Liu Xin

Three Supermarkets
Three Supermarkets is an infinite loop film with a shopping cart riding across multiple coexisting fictional supermarkets. As the first episode of the Phygital Supermarket Trilogy, this film explores the hybrid compositing of the emerging physical and digital media and techniques. The production process of this film uses industrial-grade six-axis Staubli robot arm as shooting equipment, green screen shooting, volumetric video capture, photogrammetry, Cinema 4D Mograph, Redshift shading & rendering, 2D/3D compositing, and other custom build techniques and workflows. Familiar but neglected objects, such as apples and snack bags, were scanned as either static models or animated model sequences from the physical world to the digital space.

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.

Lyota Yagi

Sound Sphere
An installation consisting of cassette tape wound around a spherical object and a device to play its sound. There is no beginning or end to the tape; rather, a small motor randomly moves the sphere as it sits atop the player, producing noise. The work varies in scale from installation to installation. Varying sizes of globes are covered with a length of time that is proportional to their surface area. When linear time is wound around a sphere, it is deprived of the relationship between place and time, and thus also loses its meaning (or in other words, causes meaning to arise).

JF Malouin

Les trois Grâces

file festival
“Les Trois Grâces” is a presence and corporeality simulation in virtual reality. Exposing the underlying power struggle implied within touch, this piece explores the trespassing  of bodily frontiers and territoriality. As a sculpture, its object is not matter, but our relationship to the other.
It offers a troubling experience of intimate proportions.

Yves Netzhammer

The exterior view of the figure and “point of view shot” are synchronised onto two projection surfaces. If a protagonist leans his head it shifts the observer’s view correspondingly. Observer, figure and object all interact. Netzhammer is not only a master of the erotic of touch, his images awaken unease: they show decay and perishability as well as regularity in the flow of life, which the subject cannot escape, much as expansion and transcendence are desired.

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A visão externa da figura e o “ponto de vista” são sincronizados em duas superfícies de projeção. Se um protagonista inclina a cabeça, ele muda a visão do observador de forma correspondente. Observador, figura e objeto interagem. Netzhammer não é apenas um mestre do erótico do tato, suas imagens despertam desconforto: mostram decadência e perecibilidade, assim como regularidade no fluxo da vida, da qual o sujeito não pode escapar, por mais que se deseje expansão e transcendência.

Ke Jyun Wu

Clairvoyance
“Clairvoyance means the ability to perceive objects and matters beyond ordinary senses. We named this work as Clairvoyance because it perfectly describes the curiosity people have about the future. This grand artwork tells the story of how curiosity intrigues imaginations and improves technology, both of which urge people to move on.” Ke Jyun Wu

Gary Hill

Cutting Corners Creates More Sides
A spoken text …rummages through piles of surplus; boxed accouterments and that unaccounted for miscellanea… and the uneasiness of language itself as it grapples with the whereabouts of the necessary words. The narrative debris morphs through manifolds of optical glass with each utterance marking points along the way. On a long, black tableaux two cameras with little or no depth of field, sentence by sentence cut through a mysterious world of a seemingly inconsequential lineup of objects, tools, parts, bits and the unidentifiable forgotten –whatever might have been close at hand becomes enfolded in a richly colored crystalline doppelgänger image. For each sentence and “drilling” through the objects, the cameras’ parallaxes have been adjusted for a different cross section—the point where momentarily a continuous horizontal view is possible only to then quickly deconstruct as quickly as it formed. The object/installation itself is a self-contained self-reflexive mobile surface complete with positional projectors and screens and a narrow black “runway” of sorts reflecting the initial process of recording.

Rafaël Rozendaal

Fear of Choice
Rafaël Rozendaal is a Dutch-Brazilian artist. He has been making websites-as-art-objects since 2001. He has shown in The Whitney Museum, Stedelijk Museum, Centre Pompidou, and Times Square.

Friendred

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

Ian Cheng

“Entropy Wrangler,” Ian Cheng’s 2013 exhibition at Off Vendome in Dusseldorf, was an excellent introduction to the logic behind this artist’s practice. The centerpiece was a large projection in the gallery’s basement described as “a live computer simulation that changes and evolves, forever.” Like all of Cheng’s simulations, it was programmed with motion capture techniques that register the physical movements of performers that are then translated onto digital bodies. These bodies coexist as individual entities subject to the laws and dynamics of a causal, virtual world: avatars of people and common objects, like hammers and basketball players, rendered in basic three-dimensional form and caught in the zero gravity of the digital screen

MARCELO MOSCHETA

Universalis Cosmographia
Sinds het begin van zijn artistieke carrière in 2000 heeft hij werken en tentoonstellingen gemaakt die voortkomen uit reizen naar afgelegen plaatsen, waar hij objecten uit de natuur verzamelt en deze reproduceert door middel van tekenen en fotografie, installaties en objecten creërend. Recent is zijn interesse gericht op het onderzoeken van grenzen en opgelegde grenzen aan territoria en ook de relatie tussen rivieren en het landschap dat hun loop volgt.

VINCENT LEROY

Rode Rimpelingen
De Franse kunstenaar Vincent Leroy (Vincent leroy) realiseerde een dynamisch werk voor Remy Martin genaamd “Red Ripple”. Het kunstwerk bestaat uit een aluminium frame met daarin een spiegel met een diameter van 1,10 die beweegt door de werking van een elektromotor. Het werk weerspiegelt de traagheid en ontbinding van bewegingen door delicate bewegingen. De cirkelvormige spiegel is met een laser in tien concentrische ringen gesneden, waardoor de reflectie in een complexe en contemplatieve kleur tussen de voor- en achterkant van het object is gesneden.

ScanLAB

Replica
We begin with a tour of a virtual 3D model of the London house-cum-museum built by 19th-century architect Sir John Soane. The journey traverses the five floors of the museum’s meticulously restored rooms, each filled with original and duplicate fragments of antiquity. Sir John Soane (1753-1837) was one of the foremost British architects of the Regency era, a Professor of Architecture at the Royal Academy, and a dedicated collector of paintings, sculpture, architectural fragments and models, books, drawings and furniture. Soane was awarded the Royal Academy’s prestigious Gold Medal for Architecture, as a result receiving a bursary (funded by King George III) to undertake a Grand Tour of Europe. His travels to the ruins of Ancient Rome, Paestum and Pompeii would inspire his lifelong interest in Classical art and architecture. As an enthusiastic collector, later in life he began to repurpose his home at Lincoln’s Inn Fields as a Museum for students of architecture. With a collection containing thousands of objects ranging from Ancient Egyptian antiquities and Roman sculpture to models of contemporary buildings, Soane’s house had become a Museum by the time of his death.

Alicja Kwade

WeltenLinie
In WeltenLinie, 2020 van Alicja Kwade is niets wat het lijkt. Dit werk evolueert als een ervaring in plaats van een statische installatie en komt tot leven door de beweging van de kijker. Door het gebruik van dubbelzijdige spiegels en zorgvuldig geplaatste, gepaarde objecten, creëert Kwade’s installatie de illusie van plotselinge en verrassende materiële transformaties. Naarmate bezoekers zich binnen de staalconstructie bewegen, verandert de manier waarop objecten in de ruimte worden begrepen drastisch, afhankelijk van het perspectief. Kwade’s werk verkent concepten van ruimte, tijd, wetenschap en filosofie. In haar praktijk die zich uitstrekt over een breed scala aan media, bevraagt ​​ze de structuren van de werkelijkheid en reflecteert ze op perceptuele gewoonten in het dagelijks leven.

UJOO LIMHEEYOUNG

Machine Tree
Machine with Tree is a kinetic sculpture combining dead trees with metal machinery. It is designed to use the object’s center of gravity to achieve a movement where the tree appears to float in midair. In Machine with Tree, a dead tree is placed at the end of a long, sharp rod on the machine. The tree slowly moves back and forth with the machine’s movements, as though floating in midair. Through its creation of artificial, bizarre movements controlled by machinery, it illustrates a melancholy contemplation of the strange and contradictory things woven together by our reality.

Hiroshi Ishiguro Lab and Dr Dylan Glass

Erica
ERICA EST DÉVELOPPÉ POUR UNE PLATEFORME DE RECHERCHE POUR LE ROBOT CONVERSATIONNEL AUTONOME QUI PEUT COMMUNIQUER AVEC LES PERSONNES DE DIVERSES FAÇONS TELLES QUE LA VOIX, LES GESTES CORPORELS, LES EXPRESSIONS FACIALES, LE CONTACT VISUEL ET LE TOUCHER. L’APPARENCE D’ERICA EST FAITE EN CG CONÇU POUR AVOIR LES CARACTÉRISTIQUES QUE LES BEAUX VISAGES ONT. LA VOIX EST GÉNÉRÉE PAR LA TECHNOLOGIE TEXTE-PAROLE DE LA PLUS HAUTE QUALITÉ. LES ACTIONNEURS PNEUMATIQUES DÉPLACENT SON CORPS DOUCEMENT AVEC UN PETIT BRUIT SEULEMENT. L’OBJECTIF DE L’ÉTUDE EST DE CRÉER DES ANDRODES CONVERSATIONNELS AUTONOMES QUI PEUVENT INTERAGIR NATURELLEMENT AVEC LES GENS ET S’IMPLIQUER SOCIALEMENT DANS LA VIE QUOTIDIENNE.

INT studio

Fotomat
“Fotomat” is een interactieve installatie geprogrammeerd voor de grafische ontwerpstudio NORM (Dimitri Bruni, Manuel Krebs, Ludovic Varone). Het object werkt als een fotohokje volgens de regels van het Archief U.768: het produceert foto’s van 24 x 32 pixels in zwart-wit die worden afgedrukt door een thermische printer. Zo kunnen bezoekers hun gedrukte portret mee naar huis nemen als aandenken aan hun tentoonstellingsbezoek.

Kutin | Kindlinger

ROTOЯ
The Rotor is equipped with a four channel speakersystem and a 360° camera. The artists control the speed of it’s rotation which directly influences the projected video-images as well as the sound-characteristics and the perception of the object itself. Acceleration & deceleration become main parameters, which enables the artists to compose an otherworldly piece that seems to follow it’s own logic. A strange communication between audio, video, object and light establishes itself and seduces the audience. There is the hypnotic movement of the sculpture while inevitable auditory and visual feedback is used as a central aesthetic element: The rotating speakers are amplified by static microphones, provoking complex feedback loops and patterns, that trigger psychoacoustic sensations.

Liam Young

In the robot skies
In the Robot Skies is the world’s first narrative shot entirely through autonomous drones. In collaboration with the Embedded and Artificially intelligent Vision Lab in Belgium the film has evolved in the context of their experiments with specially developed camera drones each programmed with their own cinematic rules and behaviours. The film explores the drone as a cultural object, not just as a new instrument of visual story telling but also as the catalyst for a new collection of urban sub cultures. In the way the New York subway car of the 80’s gave birth to a youth culture of wild style graffiti and hip hop the age of ubiquitous drones as smart city infrastructure will create a new network of surveillance activists and drone hackers. From the eyes of the drones we see two teenagers each held by police order within the digital confines of their own council estate tower block in London. A network of drones survey the council estates, as a roving flock off cctv cameras and our two characters are kept apart by this autonomous aerial infrastructure.

TROIKA

ダークマター
「トロイカの形而上学的に奇妙なぶら下がっている彫刻ダークマター(2014)、立っている場所に応じて円、正方形、または六角形のように見える大きな黒いオブジェクトは、(オールドウォルバーのビデオのように)主観的な視点と客観的な真実。
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Dark Matter, a large black object that looks like a circle, a square or a hexagon depending on where you’re standing, probes (like Olde Wolber’s video) a very contemporary disturbance about the irreconcilability of subjective point-of-view and objective truth.

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Un grand objet noir qui ressemble à un cercle, un carré ou un hexagone selon l’endroit où vous vous trouvez, sonde (comme la vidéo d’Olde Wolber) une perturbation très contemporaine sur l’inconcilabilité du point de vue subjectif et de la vérité objective.

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.

Yves Netzhammer

Vororte der Körper

Yves Netzhammer uses emblematic language for the visualisation of his between worlds. His digital worlds are peopled by a recurring stock of objects and figures both animal and human. Object and subject worlds touch and penetrate each other, merge or split away.Life appears to be in a constant flow: phases of construction alternate with those of decay.