JORG NIEHAGE

Samplingplong
File Festival

Randomly selected, acoustically usable finds (electronic junk, relays, plastic toys,compressed air valves, pneumatically operated components) are combined with cables and tubes. Via a device controlled by computer, they are turned into interactive instruments. An improvised ensemble evolves, from which – per mouse-over and mouse-click -short miniature compositions of dense rhythmic clicks, hisses, whirs, hums and crackles can be elicited. A tapestry of sound bursts forth from the floral-like web of cables and tubes. The installation can be used by the projected mouse-cursor: rolling over the improvised instruments causes small sound events. Activating the installation by rolling over its parts enables the user to play spontaneous improvisations. Clicking these objects starts short programs of loop-like compositions. Small “techno-compositions en miniature”, rhythmic patterns of analog (or real) sounds; a physical low-tech simulation of electronic, digital music, perhaps an ironic comment on interactivity.

Foam Studio

KVADRAT Exploration
R&D for Danish textile company Kvadrat that predominantly revolves around the idea of coating fragments of furniture with fabric rather than falling back on the more commonly seen real world simulation of fabrics. Employing a fluid, almost water-like approach to motion we see abstract furniture fragments emerging from the fabric; its amorphous forms continually re-configuring itself for a graphic, textural delight.

Ian Cheng

BOB

Cheng’s work explores mutation, the history of human consciousness and our capacity as a species to relate to change. Drawing on principles of video game design, improvisation and cognitive science, Cheng develops live simulations – virtual ecosystems of infinite duration, populated with agents who are programmed with behavioural drives but left to self-evolve without authorial intent, following the unforgiving causality found in nature.

Photo: Andrea Rossetti

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

David O’Reilly

Everything
FILE GAMES 2017
Everything is an interactive experience where everything you see is a thing you can be, from animals to planets to galaxies and beyond. Travel between outer and inner space, and explore a vast, interconnected universe of things without enforced goals, scores, or tasks to complete. Everything is a procedural, AI-driven simulation of the systems of nature, seen from the points of view of everything in the Universe.

Sam Twidale & Marija Avramovic

Sunshowers
(AI) infinite simulations
‘Sunshowers’ is the third in our series of real-time animation artworks. It is inspired by the opening chapter of Akira Kurosawa’s film Dreams which follows a young boy as he explores a forest and stumbles across a fox wedding (Kitsune no Yomeiri). Our piece explores ideas of animism and techno-animism by assigning life in the form of artificial intelligence to all of the objects, both natural and man-made, within the virtual world. The piece unfolds in real time with the characters themselves deciding which paths they will follow.

FILE FESTIVAL SP 2019

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.

Paula Perissinotto

As We May Feel
file festival

“As We May Feel” A parody of the 1945 text “As We May Think”, by Vannevar Bush What enduring benefits did science and technology bring to human beings? First of all, science and technology have extended the humans’ control on their material environment, helping them to perfect their food, their clothes, their dwelling, and gave them more security, allowing to live above the level of mere subsistence. Later on, they have permitted a wider knowledge of the biological processes that occur within our bodies, allowing the control of a more healthy and lasting life, always promising an enhancement of mental health. Finally, they contribute to the effectiveness of our communication. We have therefore a reason to live beyond survival — abundant health and efficient communication. And how do we deal with our existential feelings and conflicts? We don’t have time for our feelings, we can no longer ruminate them. We bury them in secret wishes without bigger consequences. Should we care more for our feelings? Negligence has been our way of cleaning our lives of sentimental values. When we cannot sweep them, we zip them and eventually access them to solve conflicts and/or to organize our thoughts. This project offers the access, through a click, to a central that points to a series of paths toward “As we may feel”. The content of this simulation of a phone center has as its aim to create an encyclopedia of existential feelings and conflicts that represent human life in contemporary society. Welcome to our call center!