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.”

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

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.

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.

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.

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.

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.

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.

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.

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.

Ann Veronica Janssens

Hot Pink Turquoise
Janssens’ works range wide, but they can all be described as sculptures that use the space as a stage for sensory activity. The simple white architecture of Louisiana’s South Wing becomes a resonating surface for Janssens’ both fragile and dizzying art – fragile because the works and their components are very simple while their effect elevates them above the material. Janssens herself often uses the word fluid to describe the effect of her works – even for example when they consist of a 6.5 metre long iron girder polished at the top so the room is reflected and it is hard to fix your gaze on the object. Janssens seeks no control of either works or viewers, for as the Dutch theorist Mieke Bal has said, Janssens’ artworks are at one and the same time object and event. Many of the works in the exhibition can evoke the sensation of standing at the threshold of something. They stress transitions and transformations between on the one hand a material level – evoked by glass, colour, liquids and not least light – and on the other hand a dynamic experience of time and space.

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.

MARCIUS GALAN

diagonal section
With a recognisably minimal aesthetic, Galan employs abstract geometry to delineate the political and social implications of his chosen environments, deconstructing the codes of objects established through everyday use.

Driessens & Verstappen

Breed
Breed (1995-2007) is a computer program that uses artificial evolution to grow very detailed sculptures. The purpose of each growth is to generate by cell division from a single cell a detailed form that can be materialised. On the basis of selection and mutation a code is gradually developed that best fulfils this “fitness” criterion and thus yields a workable form. The designs were initially made in plywood. Currently the objects can be made in nylon and in stainless steel by using 3D printing techniques. This automates the whole process from design to execution: the industrial production of unique artefacts.
Computers are powerful machines to harness artificial evolution to create visual images. To achieve this we need to design genetic algorithms and evolutionary programs. Evolutionary programs allow artefacts to be “bred”, rather than designing them by hand. Through a process of mutation and selection, each new generation is increasingly well adapted to the desired “fitness” criteria. Breed is an example of such software that uses Artificial Evolution to generate detailed sculptures. The algorithm that we designed is based on two different processes: cell-division and genetic evolution.

CHRISTIAN BOLTANSKI

基督教波尔坦斯基
בולטנסקי
クリスチャン·ボルタンスキー
Кристиан Болтански

Homage

R.I.P 1944-2021

Preoccupied with collective memory, mortality, and the passage of time, Christian Boltanski creates paintings, sculptures, films, and mixed-media installations that approach these themes in a range of styles, symbolic to direct. Boltanski often makes metaphorical use of found objects, as in No Man’s Land (2010), an enormous pile of discarded jackets set to the soundtrack of thousands of human heartbeats, suggesting the anonymity, randomness, and inevitability of death. In Monuments (1985), electrical bulbs cast a seemingly bittersweet light on pictures of child holocaust victims. Describing his interest in personal histories, Boltanski has said, “What drives me as an artist is that I think everyone is unique, yet everyone disappears so quickly. […] We hate to see the dead, yet we love them, we appreciate them.”

FleuryFontaine

Ange
Ange is the result of discussions between two artists and a “hikikomori”. This term imported from Japan, which has no equivalent in France, is used to describe young people, sometimes even teenagers, choosing not to leave their room or their apartment for months or even years. Ael is one of them, recluse in a shed in his parents garden for 13 years, somewhere in the south of France. The artistic duo fleuryfontaine has maintained a relationship with him using internet. They used the video game as a medium to try to reconstruct the world of this hikikomori and to engage a dialogue during game sessions where Ael evolves in the environments created by the artist. His room, his objects, the parental home, his neighborhood, this film reveals the fragmented portrait of a man hiding from the world.

ALEXANDER PONOMAREV

База

Объект «База» реализован во время работы художника по приглашению Министерства культуры Франции в ателье Кольдера в городе Саше. Девятиметровая горизонтальная труба, заполненная водой, образует тоннель для движения черной подводной лодки, которая, двигаясь по принципу троллейбуса, улавливается в крайних точках специальным устройством. Приподнимаясь над водой, на пропеллерах лодка поворачивается в обратную сторону и подобно хамелеону изменяет свою окраску, превращаясь в разноцветную и красивую. После погружения в воду лодка опять чернеет и стремительно продолжает движение

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Base

Object “Base” was realized during the artist’s work at the invitation of the Ministry of Culture of France in the atelier Colder in the city of Sachet. A nine-meter horizontal pipe, filled with water, forms a tunnel for the movement of a black submarine, which, moving according to the principle of a trolleybus, is caught at the extreme points by a special device. Rising above the water, on the propellers, the boat turns in the opposite direction and, like a chameleon, changes its color, turning into a multi-colored and beautiful one. After immersion in the water, the boat turns black again and continues to move rapidly

FR-EE Fernando Romero Enterprise

فرناندو روميرو
费尔南多·罗梅罗
フェルナンド·ロメロ
페르난도 로메로
Soumaya Museum

Museum buildings tend to be conceived either for maximum functionality – acting as neutral containers for art – or as iconic structures that represent a city at a particular historic moment. The Museo Soumaya was designed as both: a sculptural building that is unique and contemporary, yet one able to house a collection of international paintings, sculptures, and decorative objects dating from the fourteenth century to the present.The exterior of the building is an amorphous shape perceived differently from every angle, reflecting the diversity of the collection inside. The building’s distinctive façade is made of hexagonal aluminum modules facilitating its preservation and durability. The shell is constructed with steel columns of different diameters, each with its own geometry and shape, creating non-linear circulation paths for the visitor. The building encompasses 20,000 square meters of exhibition space divided among five floors, as well as an auditorium, café, offices, gift shop, and multipurpose lobby. The top floor is the largest space in the museum, with its roof suspended from a cantilever that allows in natural daylight.

Olivier Ratsi – Antivj

Onion Skin
Principalement basé sur l’expérience de la réalité et les représentations de la perception de l’espace, Olivier Ratsi considère la réalité objective, le temps, l’espace et la matière comme des notions d’information intangibles.
Son travail consiste à concevoir des processus de discontinuité avec ces notions afin de pouvoir partager avec le spectateur un autre point de vue.
Par le biais de ce processus, Ratsi crée une cassure dans cette réalité objective, altérant notre perception du réel.
Toutefois cette cassure significative et perturbante est assez modérée afin de ne pas priver le spectateur de sa capacité subjective de reconstruction/reconstitution de la réalité, via son expérience et sa propre culture. Le processus de création basé sur la déconstruction des repères spatio-temporels et les dispositifs utilisant la technique de l’anamorphose, développée au cours de ses recherches, jouent principalement le rôle de déclencheurs d’émotions, qui n’ont pas seulement pour but de montrer ce que peuvent être les choses autrement, mais plutôt de questionner leurs références.

Steve Messam

Apollo
Victor Pasmore’s ‘Apollo’ Pavilion sits at the heart of the Sunny Blunts estate in Peterlee[…] Four large orange forms intersect the pavilion at right angles to the main orientation and appear to slice through the pavilion. The blocks are drawn from the geometry of the pavilion and a nod to the remote object planes of Victor Pasmore’s work. The inflatable textiles blocks create a juxtaposition between the angular grey concrete of the pavilion and the soft, rounded, colourful forms of the installation. The intervention is deliberately bold with a strong visual aesthetic to temporarily transform the pavilion. The piece is also, on the surface, playful, tactile and accessible – encouraging the audience to look at the pavilion with fresh eyes.

Jeppe Hein

Path of silence
Inspired by the remarkable topography of the landscape of the Kistefos Sculpture Park, the stepped slope and terraces beside the Industry Museum, where the power and energy of water is directly visible and gives the site a special quality, a free form is adapted to the shape of this landscape, thus creating a dialogue between the place and the object. The sculpture is defined by an extensive mirror labyrinth that encloses three spaces of silence: A contemplative space, where an enclosure of high mirror steles promotes an upward glance to the sky, a natural space, where a tree inside the sculpture links the inside with the outside and an active space where walls of water appear and disappear, thus offering ever-changing perspectives of the surroundings.

RICCARDO BLUMER

Mur
Riccardo Blumer Atelier a travaillé avec une équipe d’étudiants pour créer cette machine exposée à la Biennale d’architecture de Venise, qui est programmée pour construire et réparer un mur à bulles de 11 mètres de long. L’installation robotique, appelée Wall, est conçue pour mettre en évidence les limites des limites physiques. Il est programmé pour remplir un seul objectif: maintenir une structure complète en forme de mur composée de onze segments en forme de bulles aussi longtemps que possible.

Thom Kubli & Prof. Hiroshi Ishii

Orbiting
Orbiting features floating, machine-generated sculptures. The 3-D-printed objects — made from an ultra-light material — are injected with helium and released into the air as they become buoyant. As the ascending sculptures rise toward the ceiling, they enter the flow of a thermal stream and begin their gentle orbit. While floating, these ethereal objects participate in a continuously changing series of celestial movements.

Dorian Gaudin

The coffee cup spring
The monotone repetition of the movement created by the conveyor belt recalls the pace and the landscape of animation or video games. As an extension of the conveyor, several geometric and orthogonal motifs evoking a Tetris composition are slotted together and suggest the shapes of a table, a chair or stairs. The objects are exposed on thin metal structures with fringed ends, and seem to peel off from their construction, as if they were undressing and exchanging skins, depriving themselves of sculptural depth and allowing only the surface to emerge. The technique developed by the artist to produce the sculptures inverts the usual steps of printing: first the pattern is created, then the background to which the fiberglass support is apposed. The pieces are therefore ripped off their mold, revealing their final texture, and the motif on every sculpture seems to remain the same, yet is altered by the shape of the object itself. A series of wall works using this procedure extends from the installation into the gallery space.

Thomas Depas

Princess of Parallelograms
What will happen when our imagination itself is externalized in machines? Artificial intelligence constructs its own world-truth that is beyond our sensory perception. Generative Adversarial Networks (GANs) use algorithms to synthesize and generate images in a completely new way. These images have almost uncanny aesthetic characteristics, seeming to emerge from an ocean of data, a kind of pixel soup. Rather as if we were observing the emergence of artificial thought.” The machine learns to understand the “essence” of a thing, be it an animal, the face of a celebrity or a body of text. It is then able to generate new images of this thing, including faces of celebrities who do not exist, mutant animals, or new texts. Eventually, AI will be capable of instantaneously and dynamically emulating all representations. The era of the optical machine and the capture of reality will then be at an end, supplanted by the era of machines that generate their own reality.

Doug Aitken

Mirage Gstaad
“Mirage Gstaad by Doug Aitken uses the frequency of light to reflect the sublime Alpine landscape as part of a continually changing encounter in which land and sky, subject and object, inside and outside are in constant flux. Standing in contrast to the surrounding chalet’s the ranch-style structure suggests a latter-day architectural version of Manifest Destiny, the westward migration that began in Europe and finally settled in California. With every available surface clad in mirror it both absorbs and reflects the landscape around in such ways that the exterior will seemingly disappear just as the interior draws the viewer into a never-ending kaleidoscope of light and reflection.

Nicolas Bernier

Structures infinies
Between the finite and the infinite, these mirror structures are reflecting the outside world until they are set in motion to unveil a moving and infinite interior. Hidden inside are superimposed diagrams reinterpreting certain theories or hypotheses related to our apprehension of the world. Between transcendental geometry, higher dimensions, finite and infinite, these structures arise as objects of reflection on what one understands, what one believes to understand and what one does not understand. The structure is thus referring to the finite physical structure that is encapsulating the infinity of intellectual structures created by the humankind.

Pangenerator

The shimmering pulse
The installation consists of 451 independent modules arranged in a form of hexagon – each module reacts to light it receives by spinning iridescent disc that spreads out thanks to centrifugal force, creating a unique kinetic “physical pixel”. That field of shimmering pixels is combined with light projection mapped onto the installation surface to visualize real-time data of the traffic in the Shenzhen area – the hexagon is divided into sections corresponding the 9 city districts. As a result the public can observe and interact with the object that represents the pulse of life of the city in an artful and unexpected way.

Vincent Leroy

Molinoptere
The distinguishing feature of the Lanzarote Island, one of the Canary Islands, is its old windmills, or molinos. The island has limited natural sources of energy — it has no running streams and no woodland. What it does have, however, is ample wind, and for centuries Lanzarote has used wind power both to grind grain and to pump water. The island still has several remaining mills, but many of them are now in ruins. To give a second life to these abandoned structures, French artist Vincent Leroy develops a concept project titled “Molinoptere” that proposes to turn them into both art objects and wind turbines.

KOKI TANAKA

田中功起
Everything is Everything

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

Herman Kolgen

Eotone
With EOTONE, Kolgen and Letellier reflect on distance and weather, by staging something intangible yet powerful: the wind. Four sound and sculptural diffusers, containing elements of both the weather vane and the fog horn, make up this monumental installation that renders in movement and sound the direction and force of the wind blowing simultaneously on two continents: in Montreal and Quebec City on one side of the Atlantic, in Rennes and Nantes on the other. The wind data recorded in each city is transmitted live to the diffusers, controlling the orientation of each of the structures and orchestrating the combined chords that make up the harmonic whole perceived at the heart of the installation. By transforming weather data into sound, EOTONE offers a subtle artistic vision of the Internet of objects.

Liam Young & John Cale

Loop 60 Hz: Transmissions from the Drone Orchestra
A flock of autonomous DJI copters are programmed as aerial dancers and are mounted with specially engineered wireless speakers to broadcast the instruments of the band. Other copters are dressed in elaborate costumes to disguise their form and reflect light across the audience below. Against a score of original compositions and selected tracks from Cale’s seminal career this collaboration with Young imagines the possibilities of the drones as emerging cultural objects. If these technologies are no longer unseen objects overhead, or propelled along classified flight paths but brought into close and intimate relations with us then how might we see them differently. When their transmission fades, when the drones lose their signal and without their protocols for terror and surveillance, do they drop from the sky, do they fall in love or do the drones drift endlessly, forever on loop.

Jonna Kina

Arr. for a Scene

“The sonic force of cinema’s most famous murder scene is investigated.Two foley artists recreate Hitchcock’s shower sequence, deconstructing the associations of aural signifiers, and the synesthetic power of sound. Jonna Kina contextualize this uncanny phenomenon — the “trans-sensory” quality of sound – within both Kina’s oeuvre, as well as other historical and contemporary works inside and outside the realm of art. In Arr. for a Scene (2017), Kina explores the structures and forms of cinematic sound – transforming an iconic image — the horrific shower scene in Alfred Hitchcock’s Psycho (1960) – into the sonic frequencies of quirky, seemingly innocent, domestic objects.” Melissa Ragona

 

Marcos Mauro

Pasionaria

Pasionaria represents the consequences of our current way of life, as conceived by choreographer Marcos Morau. A future where human beings would have lost their vitality through individualism and transhumanism. The gloomy universe of the spectacle thus seems sanitized of all affect, all passion, and consequently, humanity. All that remains is the labor force that is tirelessly busy vacuuming or handling packages of products. Ringing phones, doors or other objects constantly capture the attention of the protagonists who have become puppets. Manipulated by outside forces, instead of being driven by their deep desires, the humans of this dystopia merge into simple working robots.

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 miniaturized 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.

Antoni Rayzhekov and Katharina Köller

Somaphony

<somaphony> is composed of autogenous electronic objects that respond to stimuli and biofeedback wearable controllers. As it is connected with heart pulse, muscle tense, and movement of performers, real-time audiovisual visual composition is possible. The artist explores interdependence between digital equipment and performers that express behavior and cybernetic(artificial brain) relationship through this project.

Quadrature

Orbits
“The aesthetics of man-made objects in space, their appearance and especially their orbits are transformed into a minimal audiovisual performance, showing the poetic dance satellites and their trash perform while revolving around us. Seemingly chaotic paths mutate to amazing patterns of an almost organic nature—all of it due to pure physical necessity. When we started working with global satellite data, their information was based on a website maintained by the US Air Force. Yet after some time, based on information from the Union of Concerned Scientists, we discovered that some objects were missing. Fortunately the data on classified satellites is generated by enthusiastic amateur astronomers observing the night skies.” Quadrature

Peppercorn

Upload not complete
The work magnifies the process of virtual and real fusion, which is the process of uploading human consciousness to digital space. When the visual perception has been lost, can people still recognize the body through the touch and sound of wind, sound and vibration everywhere? Experiencers use non-visual senses, experience media art, and cooperate with the Taiwanese Non-Visual Aesthetic Education Association to create a digital space where the computer can fully understand the location of the experiencer in the space, allowing the experiencer to listen, move, touch objects, feel the vibration and come to know the space.

Will Van Dusen and Brenden Bjerke

T4T LAB
RADICAL RAUMPLAN
The real but withdrawn qualities of the raumplan of the Muller House can be understood as the unknown excess of the object. This is the space of the architectural project that exists beyond the limits of human cognition. Although this space is finite, it is vast and abundant. Any attempt to enter into this space must be somehow framed. As a metaphor, or a vehicle to frame the unknown excess, we take in part the idea of viewing, which is epistemologically important to the raumplan. Using this framework, our project attempts to go beyond our cognitive limitations and enter into the unknown space of the architectural project. From here, we can extract new spatial phenomena that can be notated into the known layer, to be understood by the architectural audience. For us, this means using a series of metaphors to frame our exploration of the unknown and attempt to extract new phenomena that engage the raumplan independent of its relationship to a human subject. This allows us to operate in a jective framework, allowing for an understanding of the object autonomously.

Jonathan Pepe

EXO-BIOTE
The Exo-biote project aims to invent a typology of possible forms and movements by diverting “soft robotics” technologies. The installation features moving sculpture-objects. These hybrid objects swell with air and seem to be alive, to breathe. These components are part of a whole, they belong to the same body, one whose humours and pulsing organs we can observe. A spasmodic choreography leads the viewer on an inner journey, into the meanders of one of those absurd reasoning processes that logicians calls “apagogies” by proposing hypothetical prostheses for the consumer market. It is as if the objects presented here were commodities, objects ready to use, mass-produced surrogate organs.

Ramy Fischler & Cyril Teste

Exformation, an interactive installation inspired by the concept of “exformation,” was developed for a composition by Jesper Nordin performed by the Diotima string quartet and combines musical, luminous and colorimetric scores. Around the musicians, positioned on a technically equipped stage, three aluminium-edged cubes with LEDs mounted on circular rails move and angle their light in keeping with an algorithmic programme based on analysis of the spectrum, timbre and intensity of the music. This sensitive object becomes a total composition, a poetic, digital entity responding to the work played at its centre.

geoffrey mann

Cross-fire cutlery detail
The focus of the Past, Present & Future Craft practice commission was to examine the intangible characteristic of the spoken word and investigate the unseen affect of sound upon its inhabited environment.The project centralizes around the context of a domestic argument. In this case the event samples an audio excerpt from the 1999 Sam Mendes Film ‘American Beauty’. The slow building dialogue between the three central characters family dinner climaxes with a sound clash of emotions. The cross-fire of the argument traverses the dinning table but where previously the inanimate everyday objects such as plates, cutlery, teapot etc were unable to express their character, the intensity of the conversation deforms their once static existence into objects of unseen familiarity.The presented sound artifacts each encapsulate a momentary emotion of the argument.

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

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.

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.

Roger Hiorns

罗杰·海恩斯
A retrospective view of the pathway

His work revolves around the contemporary problem of understanding the meaning and significance of the world. It uses objects and behaviors that are opposed to the more conditioned and appropriate approaches of its predecessors and contemporaries. Hiorns has worked with Naked Youths, antidepressants, jet engines, buried airliners, steroids, sexual activity, and crystallization. In order to identify dominant objects and behaviors in the Western world, she asserts the need for an awareness in harmony with the world’s process, a necessary awareness for progress in improving this disappointing time for the development of human potential.

LETHA WILSON

Wall in Blue Ash Tree

“I think that nature as a subject is often seen as something outdated or cliché in contemporary art and especially in nature photos. But I think there is still a lot of scope to play and push the boundaries, “Letha Wilson said. She thus dust off the subject through installations, videos and photo-sculptures and breathe new life into the gallery.
Using photography as a material in its own right, she shakes up conventions and does not hesitate to manipulate her photographs and associate them with other elements such as wood, paint, light or more recently, concrete, giving them a new dimension. One way for her to suggest that the viewer question the desire to be elsewhere and the representation of nature. Letha plays on the fragile balance that exists between the beauty of her images and their sculptural strength and thus creates relationships between nature, objects, exhibition space and wild landscapes. »Géraldyne Masson.

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.

Teamlab

The Infinite Crystal Universe
Pointillism uses an accumulation of distinct dots of color to create a picture. Here, light points are used to create three-dimensional objects. The light sculpture extends infinitely in all directions. People use their smartphones to select elements to throw The Infinite Crystal Universe. These elements are reborn in three dimensions, creating the artwork. The presence of people and their location within the work affect these three-dimensional elements, which in turn influence and are influenced by other elements in the space. This artwork is forever evolving, changing from moment to moment due to the people in the space.

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.

Markus Kayser

Solar Sinter
In this experiment sunlight and sand are used as raw energy and material to produce glass objects using a 3D printing process, that combines natural energy and material with high-tech production technology. Solar-sintering aims to raise questions about the future of manufacturing and triggers dreams of the full utilization of the production potential of the world’s most efficient energy resource – the sun. Whilst not providing definitive answers, this experiment aims to provide a point of departure for fresh thinking.

Pablo Valbuena

Array [wave]
Wave depicts a sculptural volume unfolding over time – the Shape of Light seized in perpetual movement. It uses ephemeral and intangible materials – light and sound – and can be traversed by the observer, immersing them into the shapes cast by the undulating light columns. The work creates a malleable experience of scale: it shifts between object and environment depending on the observer’s position inside, outside, or at the boundary of the installation.

Takuya Matsunobu and Yasuaki Kakehi

Coworo
Coworo is an installation with a shape changing liquid that loses its texture under a spotlight and looks almost solid. After a while, bubbles appear on the surface and disappear again, as if it were breathing. The waves gradually change their size, position, and frequency and develop into physical, continual, kinetic, three-dimensional animations that extend beyond the discrete 2D pixel pattern. Through the hybrid combination of the digitally programmed machine and the organic properties of the physical material, the object creates a constant flux of ephemeral shapes and patterns.

Índice

Jonattas Poltronieri, Luis Mello, Pedro Venetucci & Rofli Sanches
Phantom Limb

Just like the original box, the installation is a rectangular unit where the user inserts his arm and is urged to move it in different ways. The similarity with the original object disappears as, instead of having a mirror to provide the image that motivates the interaction, there is a screen that mediates the user’s view and the place where his arm actually is. The displayed image of the user’s arm can be reversed, distorted and coloured, among several modifications to simulate in a rich way the strangeness of not having control over a member, and to question whether what is seen is an accurate portrayal of the real body. Although deep and subjective, the topic addressed in this experience is easy and accessible in its interaction, offering various sensory feedbacks to the user. Through it, it is proposed that we experience and reflect upon the disconnection between thought and body, intention and action, sensation and reality.

 

FILE SAO PAULO 2015

Projet EVA

The Object of the Internet
L’Objet de l’Internet est une installation jouant le rôle d’un mausolée destiné à la Fin du web, Grâce à des procédés optiques et cinétiques placés dans une boîte fermée où le visiteur insère sa tête, le visage humain est décomposé en une multitudes de fragments. Les visiteurs deviennent les sujets d’une fiction dystopique post-humaine où, sur les réseaux sociaux, ne demeureraient sous la forme d’une résonance que les traces de quelques égo-portraits encore artificiellement animés. Ces derniers, condamnés au statut de solipsismes stériles, s’agiteraient dans le vide sidéral de la fin d’Internet.