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Irina Dzhus

DZHUS SS21
Now that sustainable consumption is a more relevant topic than ever, DZHUS has created a collection inspired by the variety of packaging, to draw attention to the importance of recycling. The SS21 designs interpret the visual and structural peculiarities of boxes, packets and wraps of all kinds. Multi-purpose use of clothing has always been crucial to DZHUS, as a revolutionary method to minimise customers’ shopping and diversify their wardrobe at the same time. All pieces from the spring/summer line are transformers, and most garments can be modified into bags in a swift and playful manner.

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.
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Daniel Widrig

‘SnP’, 2018, recycled plastic, injection moulded

“Widrig’s art breaks down the boundaries between disciplines; borrowing tools traditionally associated with one industry and using them in other fields, in often unanticipated and exciting ways. Widrig uses computer simulation processes and advanced technologies adopted from the special effects business to create sculptural 3D-printed craftwork—digital designs materialize into intricate sculptures in glass or recycled plastic and furniture pieces with impeccable undulated thin surfaces,” Devid Gualandris

Marco Barotti

PALOURDES
Dans la nature, les palourdes sont des détecteurs de polluants ; ils servent de minuscules systèmes de filtration. Clams est une collection de sculptures sonores cinétiques qui convertissent les données des capteurs de qualité de l’eau en sons et en mouvements. Chaque « palourde » est fabriquée à partir de déchets plastiques recyclés et contient un haut-parleur. Le paysage sonore microtonal en constante évolution confère à chaque coque une action d’ouverture et de fermeture subtile et réaliste. Les lectures en temps réel d’un capteur de pureté de l’eau standard placé dans la rivière, le lac ou la mer des villes où l’œuvre d’art est présentée, constituent la base de la musique, qui est générée par un processus en constante évolution basé sur les niveaux de qualité de l’eau sur temps. Les palourdes invitent le public à établir des liens entre l’art médiatique, la sonification des données et la durabilité environnementale.

Moritz Simon

Glitch Robot
The Installation consists of several robotic actors. When the actors make contact with their instruments, they produce a sonic impression of an omnipresent texture of modern life: electronic music. The music robots used in this performance consists of recycled and 3D-printed parts such as harddisks, relays, tongues, motors and solenoids. Glitch Robot connects mechanical, visible movements to audible sound by using small sound-producing robots. Thus, the installation highlights the origin of the sound in a way no conventional medium of electronic music production is able to. Typically, electronic music eliminates the haptic aspect of sound-generation, creating a void in understanding of how sound, and thus music, is mechanically created.

SNARKITECTURE

The Beach
The Beach is an interactive installation that reimagines the familiar natural and cultural elements of a day at the beach, to create an unexpected and memorable experience for people of all ages. Visitors ascend a ramp before entering an all-white enclosure, where the floor descends towards the highlight of the experience – an ocean of over one million recyclable, antimicrobial plastic balls. A pier extends out into the sea’, allowing people to stand in the center of the space and watch others, while an island invites exploration and discovery. Visual cues such as deck chairs, lifeguard chairs, umbrellas, and signage recall elements of the typical beach-going experience.

Maxim Zhestkov

Supernova
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.

CLIVE VAN HEERDEN AND JACK MAMA

Skin Sucka

A project conceived with Clive van Heerden, Jack Mama (Philips Design Probes) and Bart Hess, Skinsucka explores a vision of our nano technology future whereby bio technology and robotics come together to question our attitudes of a synthetic future. Skinsucka reveals a future where microbal robots live in our shared spaces and autonomously they will undertake menial tasks such as cleaning our homes by eating the dirt. ‘Skinsuckas’ clean the skin, removing the vestiges of make up and providing the remedies to combat the excesses of the night before They swarm over the body extruding metabolized household dirt, dressing the body in a daily ritual of real time, customized manufacture – yesterday’s discarded clothing ready for recycling.” Clive and Jack’s work has consistently brought very diverse skills together in new innovation processes. In the late 1990’s they took designers and other creative skills into Philips Research labs in the Redhill, London and New York and created a specialist studio in London to develop the skills, materials and technologies for a host of Wearable Electronic business propositions in the areas of electronic apparel, conductive textiles, physical gaming, medical monitoring and entertainment.

Tezi Gabunia

Breaking News: Flooding of the Louvre
Natural disaster increasingly linked to a climate change has arrived to the museum of Louvre, which responds to the flooding of Paris in 2018. The artwork also respresents the issue of cultural leftover. Recycling is the main value of the process. By destruction of model that was a part of previous project Put Your Head into Gallery, the leftovers are reconstructed and new meanings and possibilities are created. The flooding of the Louvre Museum speaks about news culture and our fluctuating perception of disasters as it is seen through media. The scale of the disaster is often difficult to assess from news coverage. In the work “Breaking News” flood goes slowly into the room of the Louvre, letting the viewer to gradually watch the destruction of interior. it brings the viewer shochinkly close to what has not happened but easily could have, viewer sees the before and after effect in a highly visualized manner, which is as convincing and threatening, as fake.

Duran Lantink

Hologram Collection

Duran Lantink est un designer néerlandais basé à Amsterdam. L’objectif de Lantink est de produire des collections à la fois durables, éthiques et innovantes, ayant travaillé avec diverses communautés telles que la communauté des sans-abri à Amsterdam et les travailleuses du sexe au Cap. Lantink est connu pour son engagement dans l’recyclage dans la mode, en utilisant des vêtements de luxe jetés pour produire ses collections.

Ai-Spacefactory

Marsha
Marsha is a AI SpaceFactory’s NASA-award-winning design and prototype for a 3D printed Mars habitat. The prototype was printed nearly autonomously in 2019 within a 30-hour construction window. “Our 3D print technology uses a recyclable biopolymer composite which outperformed concrete in NASA’s strength, durability, and crush testing. ASTM lab tested and certified to be two to three times stronger than concrete in compression, our space-grade material is also five times more durable than concrete in freeze-thaw conditions.” Ai-Spacefactory

Mathieu Merlet Briand

Google red marble

Digital native et issu d’une famille d’agriculteur, Mathieu s’intéresse à l’influence des technologies sur la perception de notre réalité contemporaine. Il s’interroge sur la matérialité d’internet et ses représentations. Il cherche à traduire l’expérience du web surfer, l’imagination de l’internaute face à ce flux infini d’informations.
Dans ses projets se dégagent de façon récurrente des questions environnementales. Inspiré par la lecture de l’essai philosophique d’Ariel Kyrou « Google God » de 2010, il interroge cette image presque divine associés aux géants du web.
Il utilise comme médium les big datas. Via ses algorithmes qu’il développe, par des processus de recyclage et des analogies à la nature, il façonne des flux de données afin d’en créer des matérialisations tangibles. Abstractions, reliques, cristallisations ou fragment du World Wide Web, son travail protéiforme se matérialise principalement en sculptures et installations multimédia.
Influencé autant par l’histoire de l’abstraction, les artistes du Land Art, que par les Nouveaux Réalistes, ses créations sont associées au Culture Digital, au mouvement Post-Digital ou Post-Internet Art.

 

LORENZO DURANTINI

Tower no5 vhs tapes
It’s not hard to recognize that technology trends come and go, but what happens to all of those out of date products that the world no longer uses? Unfortunately a lot of the merchandise takes up landfill space, but there are a select few that step up to the recycling plate with ideas to repurpose the old products. Lorenzo Durantini’s creative vision for the large plastic rectangle VHS units we were all once googley eyed over, has taken to recreating them into powerful art sculptures.

KAARINA KAIKKONEN

Каарины Кайкконен
Forget Me Not

Kaarina Kaikkonen (born 1952) is known for installations that are modest and monumental at the same time – the scale is lofty, but the materials down to earth. Most often she uses recycled materials, such as clothes or paper. The meaning of a piece can arise from the great number and anonymity of the clothes’ former owners, such as in her jacket installations, or from the personal memories and emotions of the people who have used the objects. On the other hand, the jackets, shirts and ties she uses are connected to Kaikkonen’s deceased father, yet their sheer number steers associations towards crowds.

STEPHEN SHAHEEN

Стивена Шахина
스티븐 샤힌
斯蒂芬·沙欣
ستيفن شاهين
eve

Stephen Shaheen is a Brooklyn-based artist whose work explores the porous borders between art, design and architecture. His work spans both manual and digital processes, and employs materials as diverse as repurposed found objects, marble, and recycled denim fiber.

CLEMENS BEHR

Né à Koblenz (Allemagne) en 1985, Clemens Behr parcourt le monde pour y déposer d’étranges monuments de carton, de papier et d’objets recyclés. Formé en graphisme et éduqué au graffiti, il s’inspire de l’origami comme, dans une certaine mesure, du cubisme pour composer des sculptures géométriques et éphémères. Ces constructions précaires finissent par s’approprier l’espace, intérieur comme extérieur, où Behr les installe au point de l’habiter ou de l’inviter dans une forme de dialogue tridimensionnel.

Yin Xiuzhen

Инь Сючжэн
尹秀珍
Nowhere to Land

Her artworks have since been shown extensively in various international exhibitions. Best known for her works that incorporate second-hand objects, Yin uses her artwork to explore modern issues of globalization and homogenization. By utilizing recycled materials such as sculptural documents of memory, she seeks to personalize objects and allude to the lives of specific individuals, which are often neglected in the drive toward excessive urbanization, rapid modern development and the growing global economy.

CARLOS NO

Pillar
Portuguese artist carlos nogueira‘s series of sculptural works ‘villa bidão’ (braggart city) draw attention to societal issues such as poverty and deprivation, particularly the lives of billions of people without access to housing or drinking water. The improvised dwellings made from makeshift and recycled materials lack a stable framework and basic sanitation, recall the idea of a shanty town as a place unsuitable for habitation. through their metaphorical undertones — huge barrels evocative of a heavy burden and worn materials personifying neglect, the objects present subjects of scarcity and exclusion through visual artworks.

Mark Lawrence Stafford

via highlike submit
“While marketing drives demand and justifies the over-production of consumer electronics, I create sculptural landscapes and video installations from the circuit boards left behind in the wake of obsolescence. The majority of this material would be in landfills or contaminating our ecosystem from the recycling of precious metals and other natural resources.”

ART ORIENTE OBJET MARION LAVAL-JEANTET AND BENOIT MANGIN

Felinanthropy

Die ökologischen Anliegen von art oriente objet führten zu Kunst, die offenbar eng mit einer Handwerkstradition verbunden ist, in der Recycling und Wiederverwendung wichtig sind. Ihre Verwendung von recycelten Materialien verleiht ihrer Kunst einen Aspekt des meisterhaften Bastelns. Tatsächlich erstrecken sich ihre Vorstellungen von Recycling auch auf bereits etablierte Ideen, die sie von Beginn ihrer Zusammenarbeit an als bereitwillig definiert haben. Ihre Arbeit in Bezug auf Biotechnologie hat ihnen einen Platz in der BioArt-Bewegung eingebracht (Jens Hauser, Le Lieu Unique, 2004) und sie werden oft zu den Künstlern an der Grenze zwischen Kunst und Wissenschaft gezählt. Darüber hinaus können sie als Künstler des sozialen Beobachters oder als Künstler des Anthropologen betrachtet werden, die das Experimentieren mit Systemen fördern, die sie formal analysieren. Darüber hinaus ist Marion Laval-Jeantet als professionelle Praktikerin für Ethnologie und Psychologie mit diesen Problemen konfrontiert. Ihre Vorgehensweise besteht darin, Lebenserfahrungen aus einem direkten Eintauchen in ein Erfahrungsfeld zu gewinnen, auf dem sie die Schaffung einer übertragbaren Vision und eines aktiven Objekts aufbauen.