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.

Shaun Hu

Internet of Everything: All Connections
‘Internet of Everything: All Connections’ is a piece of work that connects human, animals, plants, bacteria, environment, compound and equipment using the Internet. It consists of seven parts. One part affects the other by sequence. It doesn’t have a starting point or an ending point in this connection – because they are an interlocking loop structure. The weak bio-electricity of the human body is passed to the bacteria, Proteus. The bacteria starts to vibrate due to the electrical stimulation. Its motion is captured by the microscope and input to Max in real time. Data arising from the change in value in the bacteria movement controls the next part.

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.

ecoLogicStudio

BioBombola
The Coral
Home Algae Garden
In June 2020 ecoLogicStudio has devised BioBombola, a pioneering project that invites individuals, families and communities to cultivate a domestic algae garden – a sustainable source of vegetable proteins. BioBombola absorbs carbon dioxide and oxygenates homes more effectively than common domestic plants while fostering a fulfilling daily interaction with nature. Each BioBombola is composed of a single customized photobioreactor, a one metre tall lab grade glass container, filled with 15 litres of living photosynthetic Spirulina strain and culture medium with nutrients.

SUNG ROK CHOI

Great Chain of Being
FILE FESTIVAL
The great chain of being, an ancient philosophical concept, attempted to explain the structures and relationships of the world as a form of hierarchy or set of strata. This philosophical idea is here expressed in the form of the entities that constitute the contemporary world. The philosophers of the past believed that the structure of the world had at its top a god, and that beneath there were angels, animals, plants, and elements. But this conception of the world, as a result of the changes in civilization and culture, resulted in the elements that constitute the world undergoing a transition and sustaining an unforeseen hierarchy. The works of art depict the contemporary structure in the form of robots, machines, people, animals, and virtual or digital entities. Within virtual systems, these entities undergo a process of creation, arrangement, use, disposal and recycling, through which they emerge and disappear. The work depicts the stories emerging from these processes, against the background of a systemically designed landscape akin to a factory.
video

Studio Roosegaarde

Grow
Daan Roosegaarde’s latest artwork GROW is an homage to the beauty of agriculture. In the world film premiere GROW appears as a luminous dreamscape of red and blue waves of light over an enormous field. GROW is inspired by scientific light recipes which improve plants’ growth and resilience. Most of the time we hardly notice the huge areas of the Earth which are literally feeding us. GROW highlights the importance of innovation in the agriculture system: How can cutting-edge light design help plants to grow more sustainably? How can we make the farmer the hero?

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.

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.

Azuma Makoto

Encapsulated environmental system: Paludarium YASUTOSHI
This machine is fully equipped with a mist machine as if wrapping plants in a fog from both sides and drip feed-water system which can be activated depending on the situation in order to maintain the condition of a plant and control inside temperature and humidity. Also the cylindrical shape can fully capture the natural light by 365°angles from glasses, and it can correspond to plant growth by having the series’ largest scale of height. Fans on the ceiling play a role of wind, and a plant can listen music from the waterproofed speakers. The machine takes in essential elements – rain, wind, light and sound – by artificial means and completes a small world where its ecological cycle is condensed. It enables us to admire the beauty of the plants by not being affected by external environment.

Marshmallow Laser Feast

Distortions in Spacetime
In a giant star’s final moments, atoms compress to a point where density becomes infinite, time stretches to a stop and the gravitational field is so strong that not even light can escape: a black hole. But the force that creates this dark shadow also spews out a supernova explosion of matter that can eventually coalesce to form planets, plants and people. In Distortions in Spacetime, visitors will see themselves reflected in this matter and will begin to understand the cosmic connection between black holes, dying stars and our very existence.

 

Isabella Münnich

Immersed Garden
Immersed Garden is in its true sense a sunken world. Floating bodiless in an underwater garden, natural sounds guide you through an immersive surrounding, somewhere between calming and irritating, natural and artificial. It is a playful exploration of the individual conception of safety and confusion and a personal approach to aesthetic references to habits of introspection and retreat in digital environments. It was created by fusing different digital processes like photogrammetry of selected natural places around Karlsruhe and field recordings in a local natural reserve. Underwater videos hybridize with 3D scans of trees and plants while invisible frogs are croaking and humming birds are buzzing by synthetic flowers. The artistic aim was to explore the personal perception of calming and irritating, playing with the concept of immaterialness and attentiveness. The artwork creates aesthetic references to philosophical and scientific theories of introspection and identity.

Wolfgang Buttress

The Hive  Kew Gardens

“The proposal involves the idea of ​​’temporary’ in an interesting way. It uses the temporary aspect of the installation to carefully engage with the purpose and short and long-term needs of the land,” said the judges. Originally designed for the Expo 2015 from Milan, The Hive was transferred to Kew Gardens, in central London, for two years, where it was part of an event space. Designed to give visitors a glimpse into the life of working bees, the pavilion was built with 169,300 individual aluminum components equipped with hundreds of LED lights. As the meadow surrounding the structure grows, several species of plants begin to flourish, bringing with them the sounds of real bees that enhance the multi-sensory experience of the pavilion.The aesthetic and symbolic installation represents its namesake, with the aim of showing visitors the importance of protecting the honeybee.

Hito Steyerl

Power Plants
Hito Steyerl’s series of projects at the Serpentine Galleries is positioned around ideas of ‘power’. Beginning from the premise that ‘power is the necessary condition for any digital technology’, the artist considers the multiple meanings of the word, including electrical currents, the ecological powers of plants or natural elements, and the complex networks of authority that shape our environments. She addresses the notion of power through three interrelated research strands and projects: Actual Realityos, a collectively-produced digital tool; Power Walks, a series of guided walks and a tour that draws upon conversations with campaigners, community groups and organizations in the local area surrounding the Serpentine, and finally this exhibition, Power Plants, which features new video installations created using artificial intelligence trained to predict the future.

Christa Sommerer and Laurent Mignonneau

The Interactive Plant Growing
Interactive Plant Growing is an installation that deals with the principle of the growth of virtual plant organisms and their change and modification in real time in 3D virtual space. These modifications of pre-defined “artificially living plant organisms” are mainly based on the principle of development and evolution in time. The artificial growing of program-based plants expresses the desire to discover the principle of life as defined by the transformations and morphogenesis of certain organisms. Interactive Plant Growing connects the real-time growing of virtual plants in the 3D space of the computer to real living plants, which can be touched or approached by human viewers.

Euglena

Watage
An interactive installation using naturally-generated power rather than man-made sources like electricity. Dandelion fluff (watage in Japanese) soaked in water to form drop-like shapes, untreated fluff, and so on serve as modules, bonded with liquid paste to be reconstructed. The fluff sways in response to viewers’ breath or movement, even in the absence of breeze, immaculately revalidating the viewer’s own existence by making their influence on surroundings visible without use of technology. Using its surrounding environment to send off its seeds, the dandelion has achieved a lightness and form in its fluff specialized to the purpose and sprouts up each year no matter how the world may change. Having been drawn into the quietly-paced world of plants, the artist looked to dandelion fluff for a new form of expression able to hold its own against showy, rapidly evolving technological expression.

Rasa Smite & Raitis Smits

Swamp Radio
Swamp Radio gets beyond our anthropocenic reality, and maintains connections between the humans and other species. By artistic interventions and transmitting interfaces, the Swamp Radio is turned into a social media megaphone for invisible and inaudible actors of nature. The artists are installing microbial fuel cells, environmental monitoring sensors and transmitting devices to transform the swamps into dynamic power plants and the 21st century multi-voiced broadcast media.

Helene Steiner

Project Florence
Plants synthesize a very large amount of information via electrical and chemical signals and deliberately make changes to themselves, their neighbors and the land nearby for their benefit. This signals caused by cell depolarization through ions fluxes such as K + , Ca2 + , H + , Na + , and Cl alert the whole plant for localized stimuli, such as biotic and abiotic stress and are one of the most universal properties of living organisms. In project Florence we take advantage of the sensibility of plants to different light frequencies and use it to trigger a plant response through manipulation and compare the similarities between plants and natural language processes.

Wang & Söderström

Growth
Wang & Söderström is a Copenhagen based transdisciplinary duo composed of Swedish designer Anny Wang and architect Tim Söderström. The bridging of the physical and digital realms is a major theme in their practice and they are constantly trying to challenge the boundaries between them. Fluctuating between art and design, Wang & Söderström wants to throw out pre-existing conventions regarding the digital and put emphasis on the emotional and tactile side of materials, objects and textures to give the digital a more human-relatable quality and create more meaningful connections. “By 3D scanning elements from nature, like tree trunks, leaves and plants and mixing it with surrealistic materials and behaviors, we wanted to let them continue to grow in a digital environment.”

PixelJunk Eden

Q-Games
FILE FESTIVAL GAMES

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 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.

Heather Dewey-Hagborg & Phillip Andrew Lewis

Spirit Molecule
Spirit Molecule II, engages local community members as DNA donors to be memorialized in a site-specific commission for the Broad Museum at Michigan State University, created in collaboration with University scientist Dr. Bjoern Hamberger. The work consists of a large mound of moss growing in the gallery, with four embedded cylinders containing genetic memorial plants. In this iteration we embed both human DNA and a gene for the scent of patchouli into lab-strain moss Physcomitrella patens.

Karlheinz Stockhausen

SONNTAG aus LICHT

Sonntag aus Licht takes as its subject our solar system and the relationships of all the planets that orbit the sun. In this opera, the earth and life on it is represented as the result of the union of light and water. These two elements are presented in the first scene, and the rest of the opera celebrates the evolution of life, of plants, animals, humans, and above all this the planets, moons, and heavenly constellations. The opera has a pronounced ritualistic and meditative character, with very little that can be described as dramatic action.

NICK KNIGHT

ニックナイト
НИК НАЙТ
ניק נייט
닉 나이트
Nick Knight is one of the most sought after fashion and editorial photographers in the world today. His first photographs however were focused on an entirely different field. In the 1970s, he took a documentary approach in recording the Skinhead movement popular among youths at that time. He also has a keen interest in pressed flowers and plants

AZUMA MAKOTO

あずままこと
אזאמה מקוטו
아즈마 마코토
Адзума Макото
Water and Bonsai

In his continued forays into experimental botany that blur the lines between art and science, artist Makoto Azuma (previously) has reimagined the bonsai tree, one of the oldest Japanese artforms. This latest work titled Water and Bonsai, began with a dead branch from a juniper tree which was carefully attached to java moss meant to simulate the form of leaves. The entire piece was then submerged into a modified hydroponic environment similar to some of his earlier aquatic plantscapes replete with LEDs, a filtration system, and C02 emissions that encourage photosynthesis.
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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.

Christine Ödlund

The Admiral’s Garden
Christine Ödlund’s work explores the borders of our knowledge of the world around us, connecting such themes as the chemical communication of plants, synaesthesia and theosophy. She works in a variety of media, including drawing, sculpture, video, watercolour and sound works.
Stress Call of the Stinging Nettle: When a plant reacts to a butterfly larvae feeding on its leaves, it releases chemical substances, or compounds. The characteristics of these compounds have been analyzed in collaboration with the Ecological Chemistry Research Group at the Royal Institute of Technology in Stockholm, and then transposed into amplitude and intensity of sinus tones, recorded at EMS (Electroacoustic Music in Sweden), Stockholm. Thus these beautiful graphic score and soundtrack by Swedish artist Christine Ödlund are direct transpositions of “the plant’s life, struggle and death”.

Ronan & Erwan Bouroullec

17 Screens
The 17 Screens collection of partitions is the result of a year of research and development by the pair, and brings together traditional craft methods with technology such as 3D printing. The duo worked with French ceramic craftsmen, as well as tile brand Rombina and glass specialist Glas Italia. The pieces are based on line drawings by Ronan and Erwan Bouroullec, and partly inspired by Ronan’s visits to Bretagne to observe natural shapes and formations – including trees, mildew, and plants.

ART+COM Studios

Neo-Natur
In Neo-Natur, tech­nol­ogy and na­ture meet. Its gen­er­a­tive de­sign is based on a math­e­mat­i­cal prin­ci­ple known as Danzer tiling, which de­scribes the ape­ri­odic struc­ture of qua­sicrys­tals. In qua­sicrys­tals, the golden ratio of na­ture, the math­e­mat­i­cal con­stant tau, oc­curs re­peat­edly. Tau and the cir­cle con­stant pi are both used in defin­ing the golden ratio, which ap­pears over and over again in nat­ural struc­tures such as plants. It also de­fines the flo­ral pat­tern of Neo-Natur.

RUUD VAN EMPEL

루드 반 엠펠
Рууд ван Эмпель

Van Empel’s working method is a complex one. He photographs 4 or 5 professional models in his studio, and takes many series of detailed photos of leaves, flowers, plants and animals. Having gathered hundreds of pictures in a database, he selects those images with which he can achieve the best results. The models are mixed in the Photoshop program, clothes are photographed separately on a tailor’s dummy. In this way he creates new images of mainly children, black or white, set in a paradisaical environment.

AZUMA MAKOTO

あずままこと
אזאמה מקוטו
아즈마 마코토
Адзума Макото
Makoto is not your average, vase-based gypsophila arranger – he’s worked with Dior, Helmut Lang, Hermès and even Lego. One large-scale work is called Green Dog House. Another is Botanical Ashtray. ‘I’m focused on elevating the value of flowers and plants by expressing their unique forms. I convert the beauty of nature into artwork.’

CERN

Globe of Science and Innovation
History of the universe
Did you know that the matter in your body is billions of years old?

According to most astrophysicists, all the matter found in the universe today — including the matter in people, plants, animals, the earth, stars, and galaxies — was created at the very first moment of time, thought to be about 13 billion years ago.
The universe began, scientists believe, with every speck of its energy jammed into a very tiny point. This extremely dense point exploded with unimaginable force, creating matter and propelling it outward to make the billions of galaxies of our vast universe. Astrophysicists dubbed this titanic explosion the Big Bang.
The Big Bang was like no explosion you might witness on earth today. For instance, a hydrogen bomb explosion, whose center registers approximately 100 million degrees Celsius, moves through the air at about 300 meters per second. In contrast, cosmologists believe the Big Bang flung energy in all directions at the speed of light (300,000,000 meters per second, a million times faster than the H-bomb) and estimate that the temperature of the entire universe was 1000 trillion degrees Celsius at just a tiny fraction of a second after the explosion. Even the cores of the hottest stars in today’s universe are much cooler than that.
There’s another important quality of the Big Bang that makes it unique. While an explosion of a man-made bomb expands through air, the Big Bang did not expand through anything. That’s because there was no space to expand through at the beginning of time. Rather, physicists believe the Big Bang created and stretched space itself, expanding the universe.

LIVIN Studio

Fungi Mutarium
Fungi Mutarium is a prototype that grows edible fungal biomass as a novel food product. Fungi is cultivated on specifically designed agar shapes that the designers called “FU”. Agar is a seaweed based gelatin substitute and acts, mixed with starch and sugar, as a nutrient base for the fungi. The “FUs” are filled with plastics. The fungi is then inserted, it digests the plastic and overgrows the whole substrate. The shape of the “FU” is designed so that it holds the plastic and to offer the fungi a lot of surface to grow on.
Its shape has been developed inspired by mushrooms and other plants in nature. The user should be reminded of harvesting mushrooms in the forest when harvesting the “FUs”.
video

NICK KNIGHT

ニックナイト
НИК НАЙТ
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Nick Knight is one of the most sought after fashion and editorial photographers in the world today. His first photographs however were focused on an entirely different field. In the 1970s, he took a documentary approach in recording the Skinhead movement popular among youths at that time. He also has a keen interest in pressed flowers and plants

Studio Nucleo

CARBONIFEROUS table

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.

BAUMGARTNER+URIU

Animated Apertures

instead of windows, mouths with green “hair” that sway in the wind. This is the Animated Apertures Housing Tower, a project of the American architecture firm B + U. The fun building appears to have been attacked by carnivorous plants. The residential building will be built in Lima, Peru. Architects Herwig Baumgartner and Scott Uriu, known for the use of new materials, explain that they wanted to “show that architecture can exist between nature and technology”. Therefore, the designs and colors that imitate plants, in a building that looks more like a living organism. The “hairs” of the windows will be made of a special silicone and will move with the wind, giving the impression of being tentacles. The project is also innovative in its structure, because instead of several small windows, it proposes few and large openings. Thus, professionals avoided a regular facade. The building will have 20 floors and 90 car spaces in an underground car park. The coverage will also have a garden and swimming pool for residents.

NICK KNIGHT

ニックナイト
НИК НАЙТ
ניק נייט
닉 나이트
Nick Knight is one of the most sought after fashion and editorial photographers in the world today. His first photographs however were focused on an entirely different field. In the 1970s, he took a documentary approach in recording the Skinhead movement popular among youths at that time. He also has a keen interest in pressed flowers and plants

GILBERTO ESPARZA

Nomadic Plants
Vegetation and microorganisms live in symbiosis inside the body of the Nomadic Plants robot. Whenever its bacteria require nourishment, the self-sufficient robot will move towards a contaminated river and ‘drink’ water from it. Through a process of microbial fuel cell, the elements contained in the water are decomposed and turned into energy that can feed the brain circuits of the robot. The surplus is then used to create life, enabling plants to complete their own life cycle. As Gilberto wrote in our email conversation, “The nomadic plant is a portray of our own species. It also deals with the alienated transformation of this new hybrid species that fights for its survival in a deteriorated environment.”

SPLITTERWERK

bio intelligence quotient house
Dubbed the Bio Intelligent Quotient (BIQ) House, the approximately €5 million building was designed by Splitterwerk Architects and funded by the Internationale Bauausstellung (IBA), a long-running exhibition series showcasing cutting edge techniques and architectural concepts, for this year’s International Building Exhibition – 2013.
A total of 129 algae culturing tanks are affixed to the East and West sides of the building via an automated external scaffolding structure that constantly turns the tanks towards the sun. The plant cultures are fed through an integrated tubing system, CO2 is pumped in as well. According to Arup’s Europe Research Leader, Jan Wurm, who collaborated with Splitterwerk on the project:The algae flourish and multiply in a regular cycle until they can be harvested. They are then separated from the rest of the algae and transferred as a thick pulp to the technical room of the BIQ. The little plants are then fermented in an external biogas plant, so that they can be used again to generate biogas. Algae are particularly well suited for this, as they produce up to five times as much biomass per hectare as terrestrial plants and contain many oils that can be used for energy.Not only do these tanks provide shade for every level of the building during the summer and biogas for heating during the winter, the facade itself collects excess heat not being used by the algae, like a solar thermal system. That heat can then either be used immediately or stored in 80-meter-deep, borine-filled borehole heat exchangers located under the structure. Total fossil fuels used in this process: zero.

STELARC

drawing with robot arm
“With gene mapping, gender reassignment, prosthetic limbs and neural implants, what a body is and how a body operates becomes problematic. We generate Fractal Flesh and Phantom Flesh, extended operational systems and virtual task environments. Meat and metal mesh into unexpected and alternate anatomical architectures that perform remotely beyond the boundaries of the skin and beyond the local space it inhabits. The monstrous is no longer the alien other. We inhabit an age of Circulating Flesh. Organs are extracted from one body and inserted into other bodies. Limbs that are amputated from a dead body can be reattached and reanimated on a living body. A face from a donor stitched to the skull of the recipient becomes a Third Face. A skin cell from an impotent male can be recoded into a sperm cell. And more interestingly a skin cell from a female body might be recoded into a sperm cell. Turbine hearts circulate blood without pulsing. In the near future you might rest you head on your loved one’s chest. They are warm to the touch, they are breathing, they are certainly alive. But they will have no heartbeat. A cadaver can be preserved forever through plastination whilst simultaneously a comatose body can be sustained indefinitely on a life-support system. Dead bodies need not decompose, near-dead bodies need not die. Most people will no longer die biological deaths. They will die when their life-support systems are switched off. The dead, the near-dead, the not-yet-born and the partially living exist simultaneously. And cryongenically preserved bodies await reanimation at some imagined future. We live in an age of the Cadaver, the Comatose and the Chimera. Liminal spaces proliferate. Engineering organs, stem-cell growing them or by bio-printing will result in an abundence of organs. An excess of organs. Of organs awaiting bodies. Of Organs Without Bodies.” STELARC