JOURNEY is a 4 min. immersive audiovisual experience, telling the story of photons, primary elements of light, from the moment they approach the eye until the brain reconstructs them into perceivable forms. Our journey begins with the formation of photons in blank space, the colored photons approach the eye and we find ourselves in the capillary structure of Iris, the first layer of the eye. Next stop for the light particles is the Lens, which has a more crystalline form. We find ourselves in a refractive and fractalized environment. With an accelerating pace, we move towards a structure of many capillaries, aka optic nerves, gradually becoming thinner and eventually transmitting light particles towards neurons.

Maxim Zhestkov

Supernova is an experimental 4K art film directed and designed by Maxim Zhestkov and made in Zhestkov. Studio Everything around and inside us was conceived in a huge explosion of a star billions of years ago… and, probably, recycled from other matrices myriad times. In this eternal carousel of matter, particles gather, form complicated structures and then burst into all directions fusing atoms together and producing new elements and points of view, new colours and patterns of perception.

Patricia Olynyk

Oculus is a large-scale, collaborative light sculpture that depicts a colossal abstracted drosophila eye, replete with compound faceted surfaces. It both recalls the circular opening at the apex of a cupola and alludes to a surveillance device or drone hovering in mid-air. Oculus is inspired in part by a series of scanning electron micrographs produced in a transgenic lab while researching human and non-human sensoria. The work evokes affective encounters with scale such as viewing miniature particles through the lens of a microscope or wandering through monumental physical environments. As each viewer’s reflection plays across the sculpture’s undulating surface, the apprehension of the self affects both individual and collective behavior in unexpected ways. This affective dynamic plays on the precariousness of our coexistence with other lifeforms in the world, one that is always contingent upon viewers’ bodies and the variability of the environment around them. The act of gazing at Oculus also puts into play the reciprocal condition of both seeing and being seen.

Andrea Polli

Particle Falls

Particle Falls is a large-scale, real-time visualization of air-quality data.On a background of falling blue light, spots of bright, fiery color emerge and crackle, representing the presence of fine particulate matter, as detected by a nearby air monitor. Fewer bright spots over the falls mean fewer particles in the air.Particle Falls draws our attention to the invisible particles that surround us and that may affect our health. While the visible smog that plagued many U.S. urban centers decades ago has been mitigated by technology and regulatory measures, microscopic threats to our air continue to exist and often go unnoticed. Particle Falls is one way we can learn more about the quality of air around us.


Installation touches on the themes of selfie-culture, and the fear of permanently losing the digital records of our lives due to technical failures, impermanence of data storage, or simply because of the obsolescence of the old digital file formats. Even with such compulsive overproduction of the images of ourselves we might end up with nothing but the blank memories of our past. Even the data on ourselves will eventually fade away… The installation consist of the display that prompts you to take a selfie on your phone, which it renders in digital particles on its large 1×1 meter screen. Then a moment later, your face scatters and falls apart and the real black gravel starts to fall at the bottom of the screen in perfect synchrony with the digital simulation. Gradually a dark mound builds up at the foot of the construction.

daan roosegaarde


Dubbed “the northern light of the Netherlands” by Studio Roosegaarde, the Waterlicht installation is designed to create the impression of a “virtual flood”.The waving lines of light spread across 1.6 hectares bear a resemblance to the northern lights – the natural phenomenon created when charged particles enter the Earth’s atmosphere – when viewed from underneath.



Ouchhh will take inspiration from the notes that exist in the universe while micro-strings vibrate (Subatomic Particles) in real time and define the melodies created by the notes as “Matter” and symphonies of these melodies as “Universe”. With dastrio, Ouchhh will take 11 dimensions in abstract directions in super grade gravity theory and move them beyond space in real time. The dimensions captured intuitively in living space will constantly change and turn into reality.

Bernhard Metz – Violin
Manuel Von Der Nahmer – Violoncello
Suyang Kim – Piano

Ryoji Ikeda

micro | macro
micro | macro transforms Hall E in the MuseumsQuartier into an oversized world of moving images and sounds. In his immersive installation, multimedia artist Ryoji Ikeda creates a field of imagination between quantum physics, empirical experimentation and human perception. In collaboration with nuclear scientists at CERN, Ikeda has translated complex physical theories into a sensory experience. The Planck scale is used by scientists to denote extremely small lengths or time intervals. Concepts like space and time lose their meaning beyond this scale, and contemporary physics has to rely on speculative theories. And on art. Visitors to micro | macro enter a world of data, particles, light and sound that makes the extremes of the universe perceptible to the eye and ear. In the micro world we penetrate the smallest dimensions of the unrepresentable, while in the macro world we take off into cosmic expanses that allow us to experience the infinite space beyond the observable universe. In this maelstrom of data, an acoustic and visual firework bridges the gap between theoretical understanding and sensual perception.

Maya Alam

Interference Fit Canyon
“by Maya Alam uses an entropic drawing process to capture the coalescence of solid and fluid states of matter within a single object. The drawing is comprised of contours that delineate a cube with hard edges that appear to be soft from particular vantage points and soft edges that appear to be hard from others. These contours are mapped back onto the cube geometry in a transitional process whereby the legibility of the cube becomes progressively more inscrutable. The drawing process parallels the effects created by the presence of a cubic object within the L.A. River that disrupts the flow of water and accentuates the presence of detritus. A process of continual erosion acts differentially on the object over time, transforming its appearance and performance in relation to water flow”. Marcelyn Gow

Nicolas Bernier

frequencies (light quanta)

The project is part of an ongoing process entitled «frequencies», exploring basic sound and light dichotomic systems. Here, frequencies (light quanta) stems from a fascination towards science, light, and granular synthesis allowing to create clouds/grains of sounds. The conceptual focus lies in the quantum — the smallest measurable value of energy —, on the smallness of matter. The whole project is based on the possible conceptual relationships between basic quantum physics principles applied to the audio-visual creative process: particles, probabilities, wave/particle duality and discontinuity. Metaphorically structured around these notions, the audio-visual composition stems from 100 sound and light micro-sequences that develop themselves, generating an ever expending but yet disruptive form in time and space. With the use of randomness, the vectorial graphics are always creating new ways to look at the visual, physically superimposing pattern images.

studio Melt

TURBULENCE is an ongoing series of immersive experiences created for large-scale, high-resolution media environments that embosom the viewer in digital flow of particles.It’s a set of visual experiments on particles simulated in different virtual environments.

Joanie Lemercier

“Constellations” is an audio visual installation. Light is projected on invisible water particles to form shapes and intangible structures in the air. It’s an abstract journey through geometric structures formed by the universe.

PixelJunk Eden


In “PixelJunk Eden”, players, swing from abstract plant shapes to move about the garden, attacking the six-sided pollen carriers in order to gather the small pollen particles that can turn dormant seeds into activated seeds. The new seeds can be used to create new plants and gain further mobility in the garden.swing from abstract plant shapes to move about the garden, attacking the six-sided pollen carriers in order to gather the small pollen particles that can turn dormant seeds into activated seeds. The new seeds can be used to create new plants and gain further mobility in the garden.


The Cascade Project explores matter by capturing the pattern of muons: i.e. electrically charged subatomic particles. It does so through an installation comprised of three live elements: a muon detector; a complex assemblage of pumps; and an arrangement of tubes through which fluid flows. When muons are detected, a light and connected pumps are activated, triggering the movement of an uncanny, viscous fluid through the sculptural system.

Martin Hesselmeier and Andreas Muxel

The weight of light
Light, as we usually interpret it, is an element without mass and gravity. For “the weight of light” a physics engine simulates the kinetic forces of a moving object. This mass is projected on a wave shaped structure in virtual space. The moving object is represented as a light particle in physical space. Gravity, mass, density and friction affect velocity and acceleration of these light particles. As the particles movement is based on a simulation, it does not have to adhere to the physical realities we know from everyday life. Therefore the installation goes beyond expected behaviour. Thus the matter of light traverses a reinterpretation of our known reality.


Эрнесто Клар
Convergenze parallele

Convergenze parallele is an audiovisual installation in which airborne dust particles passing through a beam of light are tracked, visualized, and sonified in realtime by a custom software system. The installation reacts to air movements in the exhibition space, allowing the viewer to see and hear the amplified movement of dust particles. “Convergenze parallele” explores the poetic potential of revealing and transforming the imperceptible. The custom software uses a video camera to capture the activity of dust articles passing through the beam of light. It then analyzes the video signal to track the location of individual dust particles, and reveals each particle’s trajectory in the image-processed projection. The physical particles draw traces of their otherwise invisible motion on the digital screen. At random intervals, the software artificially saturates the system by briefly activating the fan-a cloud of dust fills the beam of light and creates dense and stunning patterns of particle trajectories and sound.

File Festival


versuch unter kreisen

This is the artistic result of a residency spent at CERN, where particles circulate on rings at great speed. The four lamps that are suspended from the ceiling also describe circles, but at varying speeds. Starting from there, every imaginable choreography is possible as well as every interpretation. The lamps describe figures that imperceptible transitions trigger one to the other. According to the artist, it’s only a question of mathematics here, though one asks oneself which one of the four incandescent lamps directs the others. And just as quick as they come into alignment as though linked by invisible ties, there is one that seems to accelerate while another can’t manage to keep up with the group. You can watch them for hours on end, hypnotised by the aesthetic beauty of physical laws. The artist, Julius von Bismarck, when receiving his prize admitted to having learned a lot at the CERN. It is likely that the scientists were also marked by his presence.

Maxim Zhestkov

Elements is an experimental art film by Maxim Zhestkov about nature, physics, art and love. More than 2 billion elements / particles governed by tensions and forces of nature were used to tell stories and show emotions through the motion of collective behavior.
The film is a trial to explore the idea that everything around us and inside us is made from simple elements / blocks which can be arranged in complex relationships and become compound structures. We could project this idea into emotions, behaviours, thought processes, relationships, life, planets and the universe.

The Man from the 9 Dimensions

The Man from the 9 Dimensions

Based on the latest scientific data and hypotheses, Takashi Shimizu, the pioneer of horror movies, visualizes the world as theoretical physicists see it in order to create a new kind of science movie. The world’s first 3D full-dome movie on the “Theory of Everything”; the ultimate goal of physics to describe all natural phenomena by a single, consistent theory. Physics is in crisis. Our understandings of the microscopic world of elementary particles and of the macroscopic world of the universe are in contradiction. Scientists are striving to resolve the contradictions and construct the Theory of Everything. Be ready to be surprised by the new world of vibrating strings and hidden dimensions predicted by the most promising hypothesis, the Superstring Theory.

Scientific Advisor: Hirosi Ooguri

Director: Takashi Shimizu

Ryoji Ikeda

이케다 료지
Ryoji Ikeda’s new trilogy data-verse, commissioned by Audemars Piguet, is an audiovisual symphonic suite that attempts to encompass the tiniest (elementary particles) to the greatest (Universe) scale in Nature.Data-verse is the ultimate chapter of Ikeda’s audiovisual series that first began in 2000, which focuses on his own data-driven research and aesthetics.Through his mathematical composition and aesthetics, massive scientific data set will be processed, transcribed, converted, transformed, de/re/meta-constructed and orchestrated to visualize and sonify the different dimensions that co-exist in our world between the visible and the invisible.


The Source
The Source, an eight storey high kinetic sculpture, is the new symbol for the London Stock Exchange. Every morning, millions of viewers around the world will watch the installation come to life, signifying the opening of the London Markets.
“The Source is formed from a grid of cables arranged in a square, 162 cables in all, reaching eight stories to the glass roof. Nine spheres are mounted on each cable and are free to move independently up and down its length. In essence the spheres act like animated pixels, able to model any shape in three dimensions a fluid, dynamic, three dimensional television.Visitors to the atrium are greeted by this motion: its particles rising and falling, generating an infinite range of figurative and abstract shapes that rise, dissolve and reform at different heights in the atrium. The shape of the sun rising on a new day of trade, the names and positions of currently traded stocks, the DNA helix at the center of life formed by the work, and floating in the 32m void of the atrium.”

Eyal Gever

Waterfall Sculpture created using fluids simulation (particle based simulations. These particles are influenced in a multitude of ways by point-based nodes, known as daemons, which can simulate gravity, fluids, water surfaces flow and collision.

Sou Fujimoto Architects

على فوجيموتو
על פוג’ימוטו
Souk Mirage

The Souk Mirage, or “Particles of Light”, master plan is composed of modular structural system of arches that range in size according to program. Originally “inspired by the harmonious silhouette of traditional Bedouin tents,” the arches’ purpose is to provide a simple system of organization whose “unique and timeless architectural expression” provides the framework for an intricate retail, office and cultural center shaped around public plazas and atriums.

team lab

Universe of Water Particles
Universe of Water Particles is a waterfall created in a computer-simulated environment. A virtual rock is first sculpted and computer-generated water consisting of hundreds of thousands of water particles is then poured onto it. The computer calculates the movement of these particles to produce an accurate waterfall simulation that flows in accordance to physical laws. Next, 0.1 percent of the particles are selected and lines are drawn in relation to them. The sinuousness of the lines depends on the overall interaction among the water particles and forms the magnificent cascade seen on screen.

Yong Sun Jang

dark matter

A number of striking sculptures from the first solo exhibition of Korean artist Jang Yong Sun entitled Particles of Dark Matter. Sun welds thousands of steel rings to form these amoeba-like structures that despite having the appearance of being precariously fragile must be extremely heavy.

Susanna Hertrich

Jacobson’s Fabulous Olfactometer
Created by Susanna Hertrich, Jacobson’s Fabulous Olfactometer (JFO) is a sensorial prosthesis that mimics mammalian ‘flehmen’ when air pollution levels are high. The prosthetic is designed around a new human sense modeled after a mammalian sense organ called the vomeronasal or “Jacobson’s” organ. This olfactory sense organ enables certain animals to sense odourless chemicals. When a mammal senses chemicals, it lifts its upper lip to expose this organ. This behaviour is called ‘flehmen’ (wikipedia).Two air chemical sensors located at the top part of the prosthetic register small particles (smoke) and CO2 levels. This data is fed into an Arduino board. When air pollution levels are registered as ‘high’, two stepper motors on either side of the head set exaggerated bone gears in motion and the wearer’s lip is slowly pulled upwards. Thus, JFO enables its wearer to ‘sense’ airborne chemicals and modifies his/her face similar to mammalian flehmen.Sensing and data processing is achieved using an Arduino with a Smoke detector (fine particles) & a Co2 sensor. The device also includes Adafruit stepper motor shield, two stepper motors and a custom designed gears carved from camel bone.

Studio Nucleo


Carboniferous is a table that cuts through space, definite and strong.Its many layers of black surface together create a shape, a crystallization of a quick movement, crushing, leading the eye towards the future.The honeycomb cardboard, covered with fiber glass and resin is finished off with layers of carbon fiber.The carbon fiber composes and traces the design, the movement into its unique strength.
In Carboniferous you get the feeling that the top surface does not necessarily represent the ideal landing platform.On another perspective the landing surface generates the powerful and matherical base.
Carboniferous is flowing and exploding, like an aggressive wind with a clear direction.As the earth below, coal is extracted into a new form, the result of sediment build-up of plants,
and also the secrecy and conspiracy of the Carbonari, from underground and from the depth of their hiding places,which emerges a few decades later into the tricolore (the three colours of the Italian flag).
Coal, a dense network of plant remains, and Italy, a mix of cultures and different latitudes.Italian amalgam of different origins, Italy particle edges, Italy multiform, Italy tangle of angles,Italy blunt, concave and convex, Italy Alpine wedge, Italy coal.Sediment of a combustion that melted and transfigured particles.


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.


Tesla coils each fitted with a glass pane and suspended from the ceiling of the exhibition space make up the components of this “live” sculptural installation. The presence of the visitor before each sculptural device activates an audio and visual experience. The visitor’s proximity to the works engages arcs of electricity of variable intensities as well as a rhythmic articulation, generated by the impact of the electrical arc on the glass pane.As a symbolic and sonic source, the Tesla coil’s ability to throw electric arcs has been employed by a wide spectrum of artists. With this new work, Alexandre Burton proposes the use of plasma (loosely defined as an electrically neutral medium of positive and negative particles) as matter and medium itself, circumscribed by a defined frame and articulated through unique programming. In this way, IMPACTS serves as a reminder of the danger and muscle of this marvel while capturing its sublime beauty and rhythmic potential.


particles at ycam

In this “illumination installation”, blinking lights floating in midair create a fantastic afterimage.

A giant rail construction with an organically spiral-shaped spatial structure is put up in the exhibition space. Rolling on that rail are countless balls with built-in full-color LEDs and communication devices. From terminals set up inside the venue, visitors can send commands to the balls to control the timing and coloration of their blinking, and thereby draw three-dimensional afterimage in the air. Through the fusion of a minutely designed rail construction and communication control technology, an unprecedented form of spatial expression was realized in the form of a flexible “light structure“.


Tamar Regev
dancing particles