highlike

GUTO NÓBREGA

Breathing
File Festival
Breathing is a work of art based on a hybrid creature made of a living organism and an artificial system. The creature responds to its environment through movement, light and the noise of its mechanical parts. Breathing is the best way to interact with the creature.
This work is the result of an investigation of plants as sensitive agents for the creation of art. The intention was to explore new forms of artistic experience through the dialogue of natural and artificial processes. Breathing is a pre-requisite for life, and is the path that links the observer to the creature.Breathing is a small step towards new art forms in which subtle processes of organic and non-organic life may reveal invisible patterns that interconnect us.Breathing is a work of art driven by biological impulse. Its beauty is neither found isolated on the plant nor in the robotic system itself. It emerges at the very moment in which the observer approaches the creature and their energies are exchanged through the whole system. It is in that moment of joy and fascination, in which we find ourselves in a very strange dialogue, that a life metaphor is created.Breathing is the celebration of that moment.

Diébédo Francis Kéré

Installation from Brightly Colored Thread for First U.S

“Conceptually, the installation takes inspiration from the contrasting city plan geometries of the African village and the American city. Overlaying the organic+plan of Gando with the rigid grid of Philadelphia, Kéré shows that despite the two cities’ obvious differences, underneath you can find many similarities in how the societies use architecture to provide a gradient of social spaces ranging from the individual and private to the collective and public” Patrick Lynch

Alisa Andrasek

This research used stigmergy behaviour, another example of agency-based systems, which could be programmed to be highly adaptive to local data. What is most intriguing and attractive in this case, is contrasting organic aesthetics emerging from algorithms like stigmergy, with its plant like formations, and the hyper-rationalisation and genericity of voxelised geometry. Different resolutions were introduced in the facade panels, by using an octree algorithm. The result is a building skin that from afar looks like a plant, but in close up has almost Minecraft-like aesthetics coming from a multi-resolution voxel field. Organic stigmergy (stígma + ergon) partly plays a role in the distribution of data through the facade field, rather than generating geometry. It leaves its imprint in the density of geometry

Iris van Herpen

Earthrise
With our planet positioned at the forefront of the global agenda more than ever before, ‘Earthrise’ explores the splendour of this blue body we call home by circling towards the amalgamated awareness to maintain the grandeur of the turning sphere we traverse along. In parallel to Van Herpen’s drive towards an interconnected approach to fashion, the 19 look collection narrates the circular processes that usher change in our sentient world by weaving a symbiotic thread between artisanal tailoring and organic craftsmanship, derived from the perception of our world as one living and breathing organism.

Sabrina Ratté

FLORALIA I
Inspired by the writings of Donna J. Haraway, Ursula K. Le Guin, and Greg Egan, the work plunges us into a speculative future, where samples of then extinct plant species are preserved and displayed in a virtual archive room. Through editing and visual strategies, this archive room is sporadically transformed under the effect of interference caused by the memory emanating from the listed plants, revealing traces of a past that continues to haunt the place. Floralia is a simulation of ecosystems born from the fusion of technology and organic matter, where past and future coexist in a perpetual tension of the present.

numen / for use

tape sao paulo
file sao paulo 2016
Constant wrapping of pillars with a transparent adhesive tape results in a complex, amorphous surface through the process reminiscent of growing of organic forms. One line evolves into surface that forms an organic shape of extraordinary strength. The entrance of the audience inside the volume transforms the sculpture into architecture. It was practically “found” through the act of chaotic wrapping, where a one-dimensional line (“tape”) slowly turned into two-dimensional plane, which then finally curved into volume.

OLI SORENSON

Video pistoletto
“O projeto Vídeo Pistoletto me permitiu revisitar as performances de Michelangelo Pistoletto, fundador do movimento Arte Povera, quebrando não espelhos, mas telas de cristal líquido (LCD), usando um martelo e um cinzel. Aqui, os cristais se espalham dos pixels discretos da TV, embora permaneçam parcialmente sensíveis ao sinal de vídeo, para gerar composições orgânicas entre os fragmentos de vidro. Fiel aos princípios da Arte Povera, trabalho com um material tecnológico destinado ao empobrecimento, acompanhando os efeitos da obsolescência planejada. Uma vez danificados, estes são transformados em objetos concretos, como as ferramentas de Heidegger que só se manifestam à nossa consciência uma vez tornadas disfuncionais: as propriedades materiais dessas telas só são perceptíveis depois que eu interrompi sua função de abrir uma janela para o mundo.

AKIHISA HIRATA

Casa Tree Ness
Diseñado por Akihisa Hirata, Tree-ness House es un complejo edificio de casas y galerías construido en Tokio, Toshimaku. Un árbol está integrado orgánicamente con una combinación de partes que tienen diferentes características, como un tronco, una rama y una hoja. Al igual que con el árbol, intentamos crear una arquitectura orgánica que pudiera estar formada por una combinación jerárquica de diferentes partes como plantas / pliegues (como aberturas) / cajas de hormigón.

ANDY LOMAS

Morphogenetic Creations
Created by a mathematician, digital artist and Emmy award winning supervisor of computer generated effects – Andy Lomas, Morphogenetic Creations is a collection of works that explore the nature of complex forms that can be produced by digital simulation of growth systems. These pieces start with a simple initial form which is incrementally developed over time by adding iterative layers of complexity to the structure.The aim is to create structures emergently: exploring generic similarities between many different forms in nature rather than recreating any particular organism. In the process he is exploring universal archetypal forms that can come from growth processes rather than top-down externally engineered design.Programmed using C++ with CUDA, the series use a system of growth by deposition: small particles of matter are repeatedly deposited onto a growing structure to build incrementally over time. Rules are used to determine how new particles are created, and how they move before being deposited. Small changes to these rules can have dramatic effects on the final structure, in effect changing the environment in which the form is grown. To create these works, Andy uses the GPU as a compute device rather than as a display device. All the data is held in memory on the GPU and various kernel functions are called to do things like apply forces to the cells, make cells split, and to render the cells using ray-tracing. The simulations and rendering for each of the different animated structures within this piece take about 12 hours to run, Andy explains. By the end of the simulations there are over 50,000,000 cells in each structure.The Cellular Forms use a more biological model, representing a simplified system of cellular growth. Structures are created out of interconnected cells, with rules for the forces between cells, as well as rules for how cells accumulate internal nutrients. When the nutrient level in a cell exceeds a given threshold the cell splits into two, with both the parent and daughter cells reconnecting to their immediate neighbours. Many different complex organic structures are seen to arise from subtle variations on these rules, creating forms with strong reminiscences of plants, corals, internal organs and micro-organisms.

Nick Ervinck

Plant Mutation
The idea of mutation and manipulation has always appealed to Nick Ervinck’s imagination. In the ‘plant mutation’ series, he uses 3D experiments to explore ideas of both organic and genetically engineered life forms. Nick Ervinck created an openness that will attract the viewer to consider his work from different angles. These works have both a poetic and a critical social dimension. On the one hand, the sculptural contradictions, such as inside/outside and rough/smooth, make these works purely poetic. The visual language of these organic sculptures has a surprising impact.

Cod.Act

πTon/2
πTon/2 is a sound installation that intervenes in the continuity of the researches of Cod.Act on mechanical and sound organicity. It results from an experience on the deformation of an elastic form and its incidence on the evolution of a musical work. The object is a flexible ring closed on itself. It is set in motion by torsional engines located inside its body. πTon, by twisting and waving on itself, moves in a very natural and unpredictable way.

KANNO So / yang02

Avatars
For this installation, So Kanno + yang02 composed all kinds of differently sized objects, including a telephone, a traffic cone, a plaster figure, a car, and a plant. Cameras, microphones, monitors and microcomputers are embedded in everyday objects arranged in the exhibition space, and connected to the Internet. Visitors can experience the work by logging in to / riding each object via a web browser. Those objects exist as substitutes of – yet together with – real human beings (the visitors) in the same real environment that is subject to physical laws, rather than operating in a virtual space. Against the backdrop of the age of IoT, where all kinds of things are connected through networks, and artificial intelligence is about to mature, this work observes the new relationships that emerge when inorganic, non-autonomous objects transform into persons that act and perceive the world according to their own intentions.

The Farmhouse

Our Farmhouse runs on an organic life-cycle of by products inside the building, where one processes output is another processes input: Buildings create already a large amount of heat, which can be reused for plants like potatoes, nuts or beans to grow. A water-treatment system filters rain- and greywater, enriches it with nutrients and cycles it back to the greenhouses. The food waste can be locally collected in the buildings basement, turned into compost and reused to grow more food.Our Farmhouse is an attempt to reconnect people in the city with the process of growing our food.

Random International

Fragments

Almost two hundred identical, small mirrors are arranged in a grid to form a flat, homogenous surface. Hung against the wall, the mirrors are closely spaced and apparently static; but they possess the ability to move in harmony with one another. Approaching the artwork, the individual mirrors turn together to face the onlooker, following as he or she moves. The plane of the surface distorts into varying, three-dimensional forms — perhaps a wave, or a curve, or a circle. The reflection becomes fragmented and the apparently inanimate object becomes akin to something organic and alive

Akihisa Hirata

Tree-Ness House
Designed by Akihisa Hirata, Tree-ness House is a complex building of houses and galleries built in Tokyo, Toshimaku. One tree is organically integrated with a combination of parts having different characteristics, such as a trunk, a branch, and a leaf. As with the tree, we tried to create an organic architecture that could be formed by a hierarchical combination of different parts such as plants/pleats (as openings) / concrete boxes.

sou fujimoto architects

على فوجيموتو
후지모토에
על פוג’ימוטו
НА ФУДЗИМОТО
Albero Bianco

è stato annunciato che sou fujimoto è stato scelto per costruire la seconda follia architettonica del 21 ° secolo a montpellier, in francia. il team multidisciplinare vincitore comprende anche gli studi francesi nicolas laisné associés (NL * A) e manal rachdi oxo architects. la torre a uso misto di 17 piani ospiterà unità residenziali, uffici, una galleria d’arte, un ristorante e un bar panoramico. uno sforzo interculturale, lo schema incarna la montpellier di oggi, con un’integrazione degli stili giapponese e mediterraneo. la struttura è strategicamente posizionata tra il centro cittadino ed i quartieri di recente sviluppo di port marianne e odysseum, a metà strada tra il vecchio e il nuovo quartiere della città. chiamata “albero bianco”, o “arbre blanc”, la struttura di 10.000 metri quadrati cresce organicamente dal terreno, con una forma naturale che sembra essere stata scolpita nel tempo. i vari rami dello schema forniscono anche aree d’ombra selezionate per le proprietà adiacenti. ciascuno dei residenti del grattacielo selezionerà una planimetria preferita da un elenco di possibili layout, incoraggiando l ‘”architettura a libera scelta” con una serie di spazi modulari. a dominare lo skyline, l’edificio presenta periferie dense ma permeabili dove le divisioni tra spazio interno ed esterno sono sfumate. influenzati dalla passione della città per la vita all’aria aperta, i balconi gravitano verso l’esterno, come foglie che si aprono a ventaglio per assorbire la luce solare. una generosa dotazione di vegetazione vede giardini pensili, piante e alberi posizionati in tutte le unità residenziali, immaginati come un giardino verticale. la torre elabora strategie passive in tutto il suo design di garantire un ambiente confortevole e vivibile che si nutre delle risorse disponibili a livello locale.

MACOTO MURAYAMA

村山诚泰
inorganic flora
La hermosa serie Flora Inorgánica es creada por el artista japonés Macoto Murayama, el sendero no ha sido explorado a fondo en fotografías e ilustraciones botánicas. Eso ofrece una nueva forma en la presentación de las plantas, no más a partir de la variedad cómica de cerdos y visiones en ilustraciones botánicas.

Yung Cheng Lin

Юнг Ченг Лин
يونغ تشنغ لين

Os experimentos fotográficos do artista Cheng Yung Lin, também conhecido como 3cm, mostram a anatomia humana de um outro ângulo, utilizando elementos como: linhas, plantas, doces, entre outros, imaginando composições surreais e geométricas. Algumas das fotografias conceituais são intensas e perturbadoras, e fazem com que questionemos a relação de nossos corpos com a matéria orgânica

MACOTO MURAYAMA

村山诚泰
METAMACHINE
Sunflower

Macoto Murayama cultivates inorganic flora. First, he chooses the plant and finds the real flower, for example the exquisite Lathyrus odoratus L. Second, he dissects the flower cutting the petal and ovary with scalpel and observes it with magnifying glass. Third, he makes sketches and photographs the parts of dissected flower.

ART+COM

Mobility
The installation spans a corridor of 7-metres width. On the left wall one hundred prosthetic hands arranged in a matrix revolve around their own vertical axis, the movements being controlled by motors. The mirrors they hold reflect the beam of a strong light across the space and onto the opposite wall. What initially seems like an asynchronous, chaotic pattern of movement soon reveals itself as a complex, computational choreography: at first the hundred light spots move around a central point, akin to the celestial dynamics of the planets or the flight pattern of a swarm of insects and creating the impression of a three-dimensional space. Then suddenly this organic oscillation converges to form a Chinese character denoting movement and action.

HELEN CHADWICK

海伦查德威克
ヘレン·チャドウィック
헬렌 채드윅
Хелен Чедвик
Piss Flowers
What will you do if it snows this winter? Throw snowballs? Get out the sledge? Or wee in the crisp cold whiteness as art? Helen Chadwick had an eye for the organic. She took closeup photographs of moist, freshly cut meat, superimposed images of her body cells over landscapes, and invented a unique winter methodology to create her Piss Flowers. Chadwick urinated in deep snow, then made casts of the interior spaces – instant caves – melted in the snow by the warm liquid. The resulting white forms of bronze and cellulose lacquer look like alien cities from a frozen planet, or fungal eruptions beneath the surface of the arctic ice. They are unique and haunting winter wonderlands.