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Rafael Lozano-Hemmer

Saturation Sampler
Rafael Lozano-Hemmer’s work Saturation Sampler, uses AI computer vision to track onlookers and extract the most saturated color palettes from their bodies and clothes, creating a gridded composition from the footage where viewers catch glimpses of their reflections in the pixelated field. With the widest color gamut available and an unparalleled 160-degree viewing angle, Luma Canvas delivers a unique viewing experience unlike any other. The direct emissive nature of the display’s LEDs creates a visceral and material encounter with Lozano-Hemmer’s interactive work, meaningfully situating his digital work within the physical realm.

YANN MARUSSICH

Baño Roto
Un baño está lleno de vidrios rotos. El antebrazo de un hombre es visible en la superficie del magma cristalino y agudo. El hombre está atrapado dentro de su baño de fragmentos de vidrio y no puede salir sin lesionarse. ¿Por qué salir? Es imposible para la audiencia comprender realmente que está empapado dentro de unas 1300 libras de materia sólida, y que el tiempo está pasando. ¿Es esta la paradoja de contemplar a un hombre en peligro?

EPFL

Rohrwerk
El nombre de la palabra alemana para “tubos” (Rohre), el Rohrwerk realmente se presenta como un órgano futurista. Consta de siete nuevos “cuernos de retroalimentación” de diferentes tamaños, así como un “multitrombón” y otros instrumentos hechos a medida. Las tuberías suspendidas sobre el suelo con una grúa se agrupan y se estrechan en un punto. Desde la distancia, la instalación da la impresión de un lápiz invertido altísimo.

The Mill and Kojima Productions

WALL
WALL是由英国Barbican组织的展览Virtual Realms: Videogames transformed六个互动装置中的一个。展览挑选了六个游戏,并且以游戏的概念为原型制作互动装置作品。WALL是由英国的The Mill工作室和日本的小岛制作组合作,以游戏《死亡搁浅》作为原型制作的装置。本工作室在项目中和The Mill合作,担任视觉设计和开发工作。沿袭《死亡搁浅》中的时空分裂,跨空间和跨时间的合作为核心概念,WALL使用两个巨大的投影玻璃墙将空间分隔为两部分。一面是代表宇宙大尺度的粒子空间,一面则是代表生物小尺度的细胞层。一侧的观众不能够直接和对面的观众互动,但是他们的身型将会被传感器捕捉并且在另一面以粉色的异世界粒子或者小型的细胞显示出来。观众则可以直接通过触摸和自己一侧的元素进行互动。装置的名字虽然叫WALL(墙),但是却在物理上隔开观众的同时通过数字手段将观众重新连接,以装置艺术的形式再现了《死亡搁浅》的核心概念。装置由基于Cinder的特制引擎制作。

Jakob Kudsk Steensen

Liminal Lands
Liminal Lands is an environmental multiplayer experience shared by four people at the same time. Each person transforms into the basic elements controlling life across the landscape: Algae, salt, water and mud. As they embark on a communal ritual experience, people morph and change throughout their journey, exploring each new world from a changed perspective of the landscape. Visitors move across different scales and global weather conditions, shedding their human perspective as they are pulled into six different realms inspired by the macro-landscape.

ARTECHOUSE NYC

Celestial
Drawing on Pantone Color of the Year 2020 Classic Blue’s inspirational qualities, “Celestial” takes visitors on a journey beyond the skies. This technology-powered, multi-sensory installation transcends space and time— pushing the limits of our imagination and opening up a new realm of possibilities. Submerge yourself in the sights, sounds and sensations of Classic Blue.

marnix de nijs

PIVOT POINT – ICHIHARA
‘Pivot Point – Ichihara’ is an interactive site-specific installation. Standing on a controller pod you navigate over and through a 3D terrain where gravity seems to have disappeared, you gradually become tele-present in a parallel projected space by exploring a mediated version of the venue, it’s direct surroundings and the Ichihara region. A cinematic journey to a fascinating point cloud realm, precise in details but simultaneously abstract and dreamlike.The kidney shaped interface is covered with capacitive sensors and mounted on a pole, touching this interface right, left, up or down aims the virtual camera accordingly. When you release the navigation pole the virtual camera automatically starts spiralling back to the initial starting point your journey and temporary centre of the universe, the Asohbara Art House.

ALEKSANDR SOKUROV

ألكسندر سوكوروف
亚历山大·索科洛夫
Александр Сокуров
FAUST
“Faust” è, a tutti gli effetti, una summa del cinema sokuroviano, ritroviamo le inquadrature magnifiche di “Arca russa”, i colori di “Moloch”, l’immagine lavorata di “Taurus”. Ma, probabilmente, è anche il suo superamento sfruttando il digitale, i diversi formati, un uso ossessivo della luce e dei colori per creare un’opera d’arte estetizzante e unica, straniante, d’impatto. Nonostante il fetore, che lo spettatore realmente percepisce, dei corpi sventrati, gli olezzi emanati da un Mefistofele caustico e fedele servitore – il cosiddetto “povero diavolo” – , Sokurov non concede allo spettatore di immedesimarsi nel Dottor Faust perché, nonostante sia un film dove la scrittura è in primo piano, è piuttosto un’esperienza visiva estrema, fisica e disturbante. Cosa va cercando Faust in giro per la città, nel suo perpetuo rincorrere un sapere che gli è ancora oscuro? Cerca denaro, cibo, corpi, ancorato ad una materialità che non gli consente di conoscere l’Anima, di toccarla con mano. Ha bisogno di vendere l’anima al diavolo firmando col sangue una lettera talmente sgrammaticata da far terminare l’inchiostro per le numerose correzioni che apporta. Non sa che gli aspetta la solitudine eterna e che a nulla vale tumulare il suo diavolo custode.

cinema full (in italiano)

Roser Lopez Espinosa

Lowland
“Lowland es una miniatura esculpida con precisión de relojería. Una danza milimétrica, sugerente e hipnótica. // Al final de este extenuante duelo físico, los dos intérpretes, jadeantes, parecen convencidos de que realmente han volado. Nosotros también.”

Jeremy Shaw

Degenerative Imaging (Early Dementia)

This Transition Will Never End, 2008 – ongoing,
Single channel video, silent, currently 19’23”
.
Jeremy Shaw works in a variety of media to explore altered states and the cultural and scientific practices that aspire to map transcendental experience. Often combining and amplifying strategies from the realms of conceptual art, ethnographic film, music video, mystical and scientific research, Shaw proposes a post-documentary space in which disparate ideals, belief-systems and narration are put into crisis.

Ai-Da

“Poem for an artificial intelligence”

the sun is a beautiful thing

in silence is drawn

between the trees

only the beginning of light

this realm of rain

grey sky and cloud

it’s quite and peaceful

safe allowed

And, arguably, worse:

I am a coal-truck

by a broken heart

I have no sound

the sound of my heart

I am not

Maria Guta and Adrian Ganea

Cyberia

Performance & live computer generated simulation

A postmodern fairytale, Cyberia takes place somewhere in a cold distant East, stretching between and endless imaginary realm and a vast physical space. It is a westwards journey towards a promised future with no arrival and no return. There is no here or there, only a twilight zone between a departure point and a simulated destination. Between digital video projections and a physical setting, using the mechanics of a video-game engine with a motion capture suit, Cyberia is the simulation of an endless pre-climax state where a performer and a CG avatar dance as one to the rhythms of an imaginary West. In a world oversaturated by digital data –mysticism and paranormal are as popular as ever. Emerging technologies are increasingly incorporated in a form of postmodern spiritualism, as Arthur C. Clarke points out: “Any sufficiently advanced technology is indistinguishable from magic.

Olivier Ratsi

Frame Perspective
Measuring 30m x 30m x 2.4m and featuring LED lights and 8 audio channels, Frame Perspective transforms a cavernous space at the Maison de la Région. On specific dates throughout the Constellations festival Ratsi has prepared a light programme in the space, accompanied by a sound composition played by Thomas Vaquié (see the festival programme for more details). Frame Perspective continues Ratsi’s interrogation of reality through the creation of exploratory and peripheral spaces. The installation’s repeating forms create new dimensions in the Maison de la Région, interrupting the lines of the architecture. Meanwhile the composition of interacting lights and sounds disrupts the sonic and visual textures of the space and resonates with the visitor on uncharted frequencies. The effect is to immerse the visitor into a fluctuating environment which connects digital technologies with physical spaces and raises questions about how reality is constructed and experienced in digital, physical and other realms.

Troika

Thixotropes
They’re called Thixotropes. Compositions comprised of eight illuminated mechanized structures create choreographies of lighting effects that alternate form warm to cold light. Designed by London based design firm Troika, these suspended systems merge technology with art and explore the realm in which rational observations intersect with the metaphysical and surreal. Each of the structures is shaped as a composition of intersecting angular and geometric forms, made of thin tensed banding lined with rows of LED’s. The constructions continuously revolve around their own axis thereby materializing the path of the light and dissolving the spinning structures into compositions of aerial cones, spheres and ribbons of warm and cold light while giving life and shape to an immaterial construct.

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

 

EMILIJA ŠKARNULYTĖ

Mirror Matter
In the neutrino observatory rendered in Mirror Matter, slow panning movement gives a sense of the immensity of the nearly 13,000 photo-multipliers that inhabit this strange vessel – their ‘eyes’ engineered to watch light. Another frame depicts the Hadron Collider at CERN; its architecture envisioned through lidar scans, producing a dynamic, transparent imprint in three dimensions. Described as a vision that flows through the body, it is imagined by Škarnulytė as alien archaeological vision’ with the ability to see through, and as the experience of sight farthest from the human realm. Through simultaneous perspectives, the constant surveying motion that weaves a continues thread through each video narrative, and the immersion generated by the reflective black ceiling, the viewer is imparted with this panoptical mode of perception.

MONOCOLOR

Latent Space
In Latent Space fine lines weave virtual spaces around the viewers. The architecture that manifests is highly fragile — the space grows, shrinks, collapses. The acoustic dimension is also deeply spatial — slowly morphing soundscapes float around the dome, enveloping the observers in sound and image. The omnipresence of the virtual realm is transposed into the physical space of the dome to unmask the often proclaimed boundlessness of digital space. The work tests and investigates the spatial effects of the dome, which serves as a metaphor for the virtual net that always surrounds us.

Pedro Lopes, Robert Kovacs, Alexandra Ion, David Lindlbauer and Patrick Baudisch

Ad Infinitum
Ad infinitum is a parasitical entity which lives off human energy. It lives untethered and off the grid. This parasite reverses the dominant role that mankind has with respect to technologies: the parasite shifts humans from “users” to “used”. Ad infinitum co-exists in our world by parasitically attaching electrodes onto the human visitors and harvesting their kinetic energy by electrically persuading them to move their muscles. The only way a visitor can be freed is by seducing another visitor to sit on the opposite chair and take their place. Being trapped in the parasite’s cuffs means getting our muscles electrically stimulated in order to perform a cranking motion as to feed it our kinetic energy. This reminds us that, in the cusp of artificially thinking machines, we are no longer just “users”; the shock we feel in our muscles, the involuntary gesture, acknowledges our intricate relationship to uncanny technological realm around us.

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.”

olafur eliasson

オラファー·エリアソン
اولافور الياسون
奥拉维尔·埃利亚松
אולאפור אליאסון
ОЛАФУР ЭЛИАССОН
The unspeakable openness of things
The title of the exhibition, The unspeakable openness of things, is a phrase that philosopher Timothy Morton uses when describing art and it resonates strongly with the artist. Eliasson describes how “Art exists both in and beyond the realm of language. Before the form of an artwork emerges, there’s a not-quite-graspable feeling that flows into the artistic process – and that remains in the finished work as something that cannot be fully expressed. At the same time, the artwork is fundamentally open to visitors. It is ready to listen to them, and able to host their questions and experiences.”

manuel rossner

surprisingly this rather works
“Surprisingly This Rather Works” is a spatial intervention at ST. AGNES / KÖNIG GALERIE and at the same time a virtual extension of its exterior. The entire gallery is transformed into a gaming environment inspired by the 1990s game show “American Gladiators” and so-called gyms that are used for cutting-edge research in artificial intelligence by companies such as Open AI in San Francisco.
The visitor turns into an avatar and interacts with objects that are part of a parcours. These objects broaden the perspective on what painting and sculpture can be in the digital realm.

frank verkade

Paradise

serpent mouthpiece

Paradise is the term used to describe a place or state of timeless harmony and beauty. Whether connected to religion or not, the term Paradise echoes Utopian realms of humanity living at one with nature, sharing their tope with every exotic and fantastical creature imaginable.

Yihan LI

Since the emergence of time as a concept, the circle has been a graphic representation that registers and measures the passing of seconds, minutes, hours, and even decades. . . . The torus may be seen as a three-dimensional form utilized to represent time as it travels through a cyclic loop. The geometric shape of the torus speaks of duration, of looped time, and of transformations along and in time. In this project, Boolean operations between varying tori in multiple dimensions indicate the interaction between durations—possibly time in addition to time, or interactions diluted by time—that reveal a new architectural realm featuring free curves which direct visitors’ movements inside flowing spaces. People will lose the perception of direction or time and find themselves worshipping in open and serene volumes.

Iris van Herpen

Transmotion
The term transmotion not only depicts the process of change from one state, form, style or place to another, it is also the visionary perceptions of the seasons and the visual scenes of motion in art and literature. In parallel to Iris van Herpen’s drive to visualise the invisible, her quest to question reality and urge to explore the realms of impossibility, the project aims to narrate the process that ushers change, to materialise an unconscious state of meditation.

Victoria Vesna

BODIES INC
Bodies INC 2.0 is dedicated to creating ways to PROTECT YOUR THIRD EYE! Our proprietary body parts, textures and sounds are embedded with deeper meaning and energy – we give you the power you need to function successfully in the spiritual and material realms. Once you become (in)INCorated into our magical system, you will have an opportunity to apply the secret techniques and empowerments. Become a member and a door to collective emergent systems will open for you to function in multiverses now hidden from view!

MARIANNE FAITHFULL

THERE IS A GHOST
BOB WILSON

Os retratos em vídeo tomaram forma em 2007, após mais de dois anos de trabalho de Wilson com a VOOM HD Networks […] Eles são repetidos em rotação contínua para não ter um começo e um fim, criando uma obra de arte em quadros. O resultado final no monitor é semelhante ao de uma fotografia. Os “retratos”, que duram de 30 segundos a 20 minutos, parecem imóveis, mas os personagens realmente realizam pequenas ações – um movimento simples, um piscar de olhos, um toque no pé – que ampliam o potencial narrativo do retrato tradicional, aproximando-o da história cinematográfica, sem perder a aura de fixidez icônica que caracteriza o retrato pictórico de todos os tempos.

Yihan LI

Architectural Timepiece
Since the emergence of time as a concept, the circle has been a graphic representation that registers and measures the passing of seconds, minutes, hours, and even decades. . . . The torus may be seen as a three-dimensional form utilized to represent time as it travels through a cyclic loop. The geometric shape of the torus speaks of duration, of looped time, and of transformations along and in time. In this project, Boolean operations between varying tori in multiple dimensions indicate the interaction between durations — possibly time in addition to time, or interactions diluted by time — that reveal a new architectural realm featuring free curves which direct visitors’ movements inside flowing spaces. People will lose the perception of direction or time and find themselves worshipping in open and serene volumes.

SANJAY PURI ARCHITECTS

bombay arts society
sanjay puri architects have designed ‘bombay arts society’ as a mixed-use building on a 1,300 square meter plot. half the complex’s programs is composed of office spaces, while the other half caters to visual and performance arts displays and creative studio space. three lower levels encased in an undulating concrete form house galleries and their allied functions, the seamless transitions between vertical and horizontal surfaces continuing inside the building as well as on the exterior. thus, patrons tour the museum, moving fluidly through an occupiable sculpture. slightly detached from the public realm below, a four-storey volume contains the arts society’s administrative offices.

KHALIL CHISHTEE

Халиль Чишти
Pursuit

El artista pakistaní Khalil Chishtee ha encontrado en las bolsas de plástico, de esas que llevamos en los supermercados o usamos para tirar la basura, la materia prima idónea para modelar sus increíbles esculturas antropomorfas, muchas de las cuales resultan realmente espeluznantes a la vista y dan la impresión de ser especies de momias o de cadáveres en descomposición, erguidos o colgados de la pared. El escultor asegura que “El arte no siempre tiene que ser bonito”.

Joon Y. Moon

Augmented Shadow
File Festival

Augmented Shadow is a design experiment producing an artificial shadow effect through the use of tangible objects, blocks, on a displayable tabletop interface. Its goal is to offer a new type of user-experience. The project plays on the fact that shadows present distorted silhouettes depending on the light. Augmented Shadows take the distortion effect into the realm of fantasy. Shadows display below the objects according to the physics of the real world. However, the shadows themselves transform the objects into houses, occupied by shadow creatures. By moving the blocks around the table the user sets off series of reactions within this new fantasy ecosystem. In this installation, the shadows exist both in a real and a virtual environment simultaneously. It thus brings augmented reality to the tabletop by way of a tangible interface. The shadow is an interface metaphor connecting the virtual world and users. Second, the unexpected user experience results from manipulating the users’ visual perceptions, expectations, and imagination to inspire re-perception and new understanding. Therefore, users can play with the shadows lying on the boundary between the real, virtual, and fantasy. Augmented Shadow utilizes this unique interface metaphor for interactive storytelling. Maximizing the magical amusement of AR, it is embedding an ecosystem where imaginary objects and organic beings co-exist while each of them influences on each other’s life-cycle, even though it is not in use by users. Light and shadow play critical roles in this world’s functions causing chain reactions between virtual people, trees, birds, and houses. A set of tangible blocks allows users to participate in the ecosystem. Users can influence on the system by playing with the blocks or observe the changes of the shadows as if kids were playing with an ant farm.