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Ronald van der Meijs

Odoshi Cloud Sequence
A symbiosis between nature and culture is created against the backdrop of the Japanese garden in the pond of the Amstelpark. This artwork explores new possibilities to generate sound and composition that are controlled by slow, unpredictable and unexpected elements of nature which are highly respected in Japanese culture. The diversity of natural sounds gives the work an almost meditative character, while the dependance on natural factors evoke a tension between longing and acceptance. This sound installation engages, as a natural sequencer, in a dialogue with the water, sun wind and clouds. It refers to Japanese garden culture by using the principle of the Japanese bamboo water tumbler.

Squarepusher

Nervelevers
if “Nervelevers” is anything to go by, Squarepusher’s upcoming album, Be Up A Hello, will be the closest thing we’ve had to vintage Squarepusher in years. This will be welcome news for many fans. Much like the best of Squarepusher’s catalogue, there’s a brilliant live quality to “Nervelevers.” His music often doesn’t sound like a single producer staring into a computer, but more like an incredibly tight jazz band, totally in sync. The track might not feature his virtuosic bass playing, but you can picture him slapping his bass guitar during its frantic acid line. You’re pulled through a chaotic wormhole, with only a brief respite when the glitched jungle drums break down to an almost hip-hop stagger. It’s fast, unpredictable, and most importantly, fun. Only a handful of artists can make music this complex feel like such a good time.

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.

JACQUES LESEC & CHRIS MARTIN

INDUSTRIAL CREEPER

On the site we envision a antagonistic dialogue between the seemingly biologic units and its abiotic architectural foundation. The units find a home intertwined amongst the predictable regularity of the steel configuration remeniscent of a deteriorating and outdated technological era whose remnants can be found scattered across downtown Los Angeles. These old industrial artifacts, derived from sheer function, act as an all too familiar platform by which the occupant interacts with this new synthetic ecological system. Throughout the site, we see the units stretched and twisted in an extraodinary demonstration of elasticity. In this way, the building lingers in a constant state of mediation between the past and the future; succombing to the complex configuration of the aggressive industrial creeper.

Alexandre Burton

Impacts
If you’ve never seen a Tesla coil in person, it’s a remarkable experience. Purple plasma flashes in unpredictable, wide-reaching bolts. The sound cracks with more fearsomeness than a whip. The air fills with the sterile acridity of ozone. The effect is equal parts frightening and beautiful; this machinery can use enough voltage to carbonize your flesh right down to the bone, yet some self-destructive impulse tells you to look closer. Alexandre Burton plays with this very impulse in his installation, Impacts. The exhibition features several Tesla coils that hang from the ceiling. They fire, not against a cage or predictable grounding surface, but a delicate pane of glass, so the viewer can appreciate the plasma filaments like a framed piece of art or a caged lion.

Sam Twidale & Marija Avramovic

After Party

(AI) infinite simulations

‘After Party’ is an animation about two young girls, Ada and Milica. They find themselves in a strange space where an adult party is happening. With every new simulation their personalities evolve in unpredictable ways: between Childhood and Adolescence, Refined and Savage. Our digital work consists of creating artificial environments in the form of real-time animation using our own custom software, where artificial intelligence characters interact with each other as well as with the virtual world that surrounds them. These pieces are usually inspired by stories or myths found in different cultures.

FILE SAO PAULO 2019

Troika

Reality is not Always Probable
‘Reality is not Always Probable’ is constructed from tens of thousands of colourful dice and is generated, line by line, by manually emulating the rules of a simple computer binary program. Its title references a quote by Jorge Luis Borges and men’s disquiet towards a lack of controllable or predictable events and the belief that complete knowledge is impossible.

MIT Media Lab

Hybrid living materials (HLMs)
A method for printing 3D objects that can control living organisms in predictable ways has been developed by an interdisciplinary team of researchers at MIT and elsewhere. The technique may lead to 3D printing of biomedical tools, such as customized braces, that incorporate living cells to produce therapeutic compunds such as painkillers or topical treatments, the researchers say.

Isabel Nolan

A fixture for a solar storm
The startling objects of Isabel Nolan’s art take wildly unpredictable forms, — but they are at the same time the fully consistent outcomes of a singular, searching artistic sensibility. Nolan’s works evolve out of almost scholarly processes of investigation — intensive enquiries into cosmological and botanical phenomena, perhaps, or analytical scrutiny of literary and historical texts. These contrasting means of representing reality (and of comprehending its infinitely various components) provide divergent points of departure for Nolan as she attempts to somehow account for the enduring strangeness of the world, even in its most intimately familiar forms.

matthias koenig

The Sun never sets
His work is defined in sculptures, installations, drawings and music, but most of the time it‘s a symbiosis of these elements. His artistic practice is based on the creation of compositions with a specific acoustic and physical interaction, where form and sound coexist. The playful, unpredictable aspects of this interaction has his main interest. The specific qualities of music like tone, dynamics, rhythm, timbre and its swiftly immateriality create the poetic counterpart of the physical and visual.

TRACY FEATHERSTONE

Wearable Structure: Yellow Pod
Tracy Featherstone is an Associate Professor of Art at Miami University. A SFA Scholarship and Teaching grand allowed Featherstone to travel to Ghana, West Africa in order to initiate a body of sculptural work dealing with the theme of personal environment. The language of home such as furniture, textiles, and construction is used to express the awkward, fragile, and tenuous hold on stability and structure in her work. The sculptures, wearable or free-standing, are frenzied attempts to create order from an ultimately unpredictable surrounding.

William Forsythe

ויליאם פורסיית
ウィリアム·フォーサイス
威廉‧科西
윌리엄 포사이드
УИЛЬЯМ ФОРСАЙТ
Swinging Pendulum

Suspended from automated grids, more than 400 pendulums are activated to initiate a sweeping 15 part counterpoint of tempi, spacial juxtaposition and gradients of centrifugal force which offers the spectator a constantly morphing labyrinth of significant complexity. The spectators
are free to attempt a navigation this statistically unpredictable environment, but are requested to avoid coming in contact with any of the swinging pendulums. This task, which automatically initiates and alerts the spectators innate predictive faculties, produces a lively choreography of manifold and intricate avoidance strategies.

CHRYSSA VARNA

Industrial Improvisation

The project investigates how kinetic design and industrial robotics can embody the complexity of movement found in contemporary dance. Using structured improvisational techniques, a combination of pre-choreographed and improvised performances have been designed to form a gestural dialog between a dancer and two robotic performers. The result is an emerging set of movements that construct an unpredictable and evolving choreography.

REFIK ANADOL

Temporary Immersive Environment Experiments

Temporary Immersive Environment Experiments’ is a research on audio/visual installations by using the state called immersion which is the state of consciousness where an immersant’s awareness of physical self is transformed by being surrounded in an engrossing environment; often artificial, creating a perception of presence in a non-physical world.
In this particular edition, the poetics of light bending is explored. Inspired by Issac Newton’s experiments with light, this installation bends laser light in unpredictable angles to create a architectural light + sound scape. ‘Liminality’ is chosen as a concept in this project,a radical effort to deconstruct the framework of this illusory space and transgress the normal boundaries of the viewing experience to set out to transform the conventional flat cinema projection screen into a three dimensional kinetic and architectonic space of visualisation.

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ALEXANDRA DEMENTIEVA

Drama House
File Festival
“Drama house” is a house when the simple ring at the doorbell can have unpredictable consequences; event, one is stranger then another and in the same time all, what happens with habitants belongs to everyday life. Sometimes these circumstances are a little bit exaggerated. Spectator stands in front of low fence with a door-gate. There are 8 doorbells on it. The act of ringing provokes an action in an apartment window. Based on chance and the choices that viewers make, the project explores the contemporary trends in the construction of a narrative and the interplay between diverse informative sub-layers effected through the impact of digital, non-linear media. It also questions the very process of story telling and at the same time considers the way of audience reading. It investigates the differences of individual and collective perception. In other words, the sequence and choices that each viewer selects reflect his own perspectives and behavioral patterns, thus makes the viewer much more than an active participant. By interacting with the installation the viewer is engaged in the creative process: re-telling the ever-changing story through the utilization of the primary capability of the digitization: reshaping the information. Therefore, each participant walks away with a unique, slightly different vision, each shaped according to his own choices and directions. Interactive media and the digital environment of the DH and its narrative function through a recognizable metaphor that makes access to the information meaningful: a house as a conceptual society model and an apartment as a private space. This reference transforms the objects and stories in the project into the metaphors and reminds us of the art cultural function: as a site of memory of the social collective imagination and as a site of representation and power.