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Iwai Toshio and Nishibori Ty

Tenori-On
Media artist Toshio Iwai and and Yu Nishibori of the Music and Human Interface Group, Yamaha Center for Advanced Sound Technology, have collaborated to design a new digital musical instrument for the 21st+century, TENORI-ON. A 16×16 matrix of LED switches allows everyone to play music intuitively, creating a “visible music” interface. It consists of a hand-held screen with a grid of LED switches, any of which can be activated in a number of ways to create an evolving musical soundscape. The LED switches are held within a magnesium frame, which has two built-in speakers located on the top of frame, as well as a dial and buttons that control the type of sound and beats per minute produced.

PO TING LEE AND MAARTJE DIJKSTRA

Po-Ting LEE is a Taipei-born new media artist. He has an almost incurable condition of Thalassemia and this is the main context for his creations. LEE studied sculpture in the Taipei National University of The Art. His works then were chiefly kinetic/installation and as well as sound works. LEE is currently studying at the Graduate Institute of Arts and Technology in Taipei National University of the Arts. In his work, he attempts to combine kinetic installations and sound.

Tom Van Sant

ladder kite
Tom’s spectacular kites, produced in the mid-1970s, remain astonishing. His trampoline train has fostered newer renditions, and his large centipede and Concorde delta were both larger-than-life. Tom is known to both the science and art communities, combining state of the art technology and media to create world famous sculptures of both large and small scale.

ENESS

Modern Guru
Modern Guru is a translucent ovoid with four huge digital eyes, floating above a ceremonial ring of LEDs. From his mouth flows a ream of absurdist messages, and in a statement about the true nature of lived experience, a new message is delivered when visitors take a photo of Modern Guru – a missive produced only for those who seek to photograph life rather than live the moment. This immersive new media art installation uses the intersection of art and technology to explore modern paths to happiness through unique interactions with characters along a mystical journey of discovery. Visitors are asked to commit to the path – a tight and winding trail with subtle points of connection along the way – a glowing landscape of oversized, whimsical mountains that chant incantations and blink innocently from digital eyes.
Having communed with the Guru, visitors then weave their way back through this warped and strange world full of illusions and delusions, perceptions and deceptions, all the while bathing in luminescent light; embracing big, gentle forms; and following their own path up the pink tongue staircase to meet the one who oversees the whole fantastic dominion, the Sun God.

QUBIT AI: Seph Li

Everything Before, Everything After

FILE 2024 | Installations
International Electronic Language Festival
Seph Li – Everything Before, Everything After – China and UK

A digital installation features a winding river in the style of Chinese painting, symbolizing time and transition. Touch screens allow visitors to paint over it, altering its course unpredictably. The river embodies history and the future, with each trace contributing to its eternal flow through space and time. Recorded interactions ensure its perpetual existence.

Bio

Born in Beijing in 1988, Seph Li has a mixed background in technology and design, and his keen interest in interactive artworks led him to the field of media arts. Seph studied computer science and entertainment design at Tsinghua University and continued his master’s study in design/media arts at UCLA. Seph currently resides in London, United Kingdom; he creates interactive artworks as well as technical experiments with other production studios.

QUBIT AI: Hassan Ragab

Audio Responsive Treehouse

FILE 2024 | Architectural Synthetics
International Electronic Language Festival
Hassan Ragab – Audio Responsive Treehouse – United States

This work, created using generative artificial intelligence tools, is part of a broader exploration into discovering architectural forms through the intersection of different media. Potential shapes are generated based on the rhythms and timbres of the Shockone vs. Shockone song Run. The Bloody Beetroots. Factors such as camera movement and dynamics between the interior and exterior of the treehouse contribute to the creative process.

Bio

Hassan Ragab is an interdisciplinary media artist, architect and designer whose work focuses on the synergy between art, architecture, technology and humanity. He uses generative artificial intelligence to create a new visual language, and his work is exhibited globally. Additionally, Hassan writes about the integration of new media into art and design and has been recognized in numerous publications and news outlets.

QUBIT AI: Robert Seidel

HYSTERESIS

FILE 2024 | Aesthetic Synthetics
International Electronic Language Festival
Robert Seidel – HYSTERESIS – Germany

HYSTERESIS intimately weaves a transformative fabric between Robert Seidel’s projections of abstract drawings and queer performer Tsuki’s vigorous choreography. Using machine learning to mediate these delayed re-presentations, the film intentionally corrupts AI strategies to reveal a frenetic, delicate and extravagant visual language that portrays hysteria and hysteresis in this historical moment.

Bio

Robert Seidel is interested in exploring abstract beauty through cinematic techniques and insights from science and technology. His projections, installations and award-winning experimental films have been presented at numerous international festivals, art venues and museums, highlighting his innovative approach to visual art.

Credits

Film: Robert Seidel
Music: Oval
Performer: Tsuki
Graphics: Bureau Now
5.1 Mixing: David Kamp
Support: Miriam Eichner, Carolin Israel, Falk Müller, Paul Seidel
Financing: German Federal Film Board

QUBIT AI: Leilanni Todd

Floating

FILE 2024 | Aesthetic Synthetics
International Electronic Language Festival
Leilanni Todd – Floating – United States

Floating explores the concept of surrendering and freeing oneself by allowing oneself to float, symbolizing overcoming adversity and mastering self-confidence. Inspired by her grandmother’s journey to overcome her fear of water through swimming, the work uses water and sea creatures as symbols of resilience and transformation. The personal narrative behind the work adds depth to its exploration of overcoming fears and discovering inner strength.

Bio

Leilanni Todd is an award-winning creative director with extensive experience in advertising, fashion and new media. Originally from Toronto and now based in New York, she harmoniously integrates art, technology and culture into her work. Through her FLOAM WORLD platform, Leilanni creates surreal narratives, reimagines traditional norms in fashion and advertising, and addresses complex human issues with humor and creativity.

Ziyang Wu

Event Modeling
AI Fossil
The work began with the collection and collation of various news and social events that have occurred or are happening based on social media algorithms, and utilized dreamfields3D to generate 3D models using the titles of news/events as the seeding words/sentences. In the era of AI technology blowout (but also in its “baby-like” era), the work records all kinds of human information as “AI fossils” through AI text to 3D model generation technology. In the future “abandoned factory” scene that is mixed with reality and virtual, it is full of different experiences between humans and AI on the same event. Human information is presented as some realistic fragments, some historical fossils, a pile of metal carvings, or a pile of inferior plastic toys.

Shaun Hu

META ISLANDS
Shaun Hu is een nieuwe mediakunstenaar gevestigd in New York City. Zijn kunstwerken zijn nauw geïntegreerd met technologie en onderzoeken de relatie tussen mens, natuur en samenleving in het tijdperk van digitale technologie vanuit een uniek perspectief.

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Shaun Hu is a new media artist based in New York City. His artworks are closely integrated with technology and explore the relationship between humans, nature and society in the age of digital technology from a unique perspective.

bohyun yoon

БОХЬЮН ЮН
윤보현
To Reverse Yourself

FILE FESTIVAL

My work poses the question: how does reality becomes exquisitely animated by certain social control systems such as politics, mass media, technology, science, and etc. It is my artistic goal to reveal how human beings are fragile and delicate in these social environments. By living in Korea, Japan and the U.S, I have first-hand experience in diverse social systems and have come to view my life experiences as raw material for my research. With my research in mind, my art utilizes the body as the tool for an intensive investigation of the public and private; examining the relationship between how people understand their body and how this understanding represents themselves in the greater context.
Currently, I am curious about human perception developing parallel with the ever-evolving progression of technological world. Thus, I question technology’s relationship to reality and illusion; asking what is reality? My work takes advantage of illusion to explore and answer this question, and often my artistic materials consist of the body and mirrors. I use mirrors for integrating reality and illusion.

Hybe

Light Tree: Interactive Dan Flavin
HYBE’s Light Tree: Interactive Dan Flavin re-illuminates the minimalist fluorescent light tubes of Dan Flavin from the 1960s, through digital technology. Experimenting with light and its effect, Flavin explored artistic meaning in relationships between light, situation, and environment. The readymade fluorescent light fixtures he used created space divided and adjusted by light and composition, offering a newly structured space with light. HYBE’s work expands the logic of Flavin by reinforcing the physical property of light through interactive media. It presents an escape from traditional lighting, as light and color changes when touched by viewers. Lighting here is divided into front and back, and colors are programmed to maintain complementary colors. The front lighting constantly interacts with colors on a back wall through visual contrast and mixture. A random change and diffusion of light with the involvement of viewers provokes tension extending and segmenting space, turning space into a forum for emotional perceptual experience.

hyungjoong kim

Data.Nature.Anagenesis_2

I am working for audio-visual arts, performance, media installation, computational visual design and sound. Probably this is why I am considered to be a media artist whatever but in fact, I judge myself as a media addict. By using the materials, I love to make creations with a concept of ‘(beauty+despair)/2’ of our future, which has no boundaries between nature, technology and human being.

Vvzela Kook

gods and Pilgrims

New media artist Vvzela Kook works in various audiovisual media,including performance, theatre, computer graphics and drawing to explore contemporary performing arts such as the possibility that dance and computer-generated arts could co-exist. Kook’s video works combine technology with her artistic practice to reproduce and convert urban cityscapes into an integrated virtual experience. The condensed textures in her works connect with multiple sensual levels in our perception and reintroduce the unexplored potential of video as a medium

Jiabao Li

TransVision
Through three perceptual machines, TransVision questions the habitual ways in which we interpret and understand the visual world intervened by digital media, and how technology mediates the way we perceive reality. We have observed an increase in allergies and intolerances in modern society. Hypersensitivities are emerging not only medically but also mentally. Digital media reinforce people’s tendency to overreact through the viral spread of information and amplification of opinions, making us hypersensitive to our sociopolitical environment. By creating an artificial allergy to the color red, this machine manifests the nonsensical hypersensitivity created by digital media. In nocebo mode, red expands, which is similar to social medias amplification effect; in placebo mode, red shrinks, like our filtered communication landscape where we can unfollow people with different opinions.

NOHlab x buşra tunç

OCULUS
OCULUS: A Spatial Experience Based on the Interaction of Architecture and Media Arts
An audio-visual performance based on a selection of HAS Architects works interpreted by NOHlab and Buşra Tunç
A selection of HAS Architects’ projects is presented in a performance that blends digital technology with spatial design, forming a synthesis between the past and the present within the magical atmosphere of the historical Single- Dome Hall of the Imperial Arsenal.
Taking the Single-Dome Hall as the focal point, the exhibition uses contemporary interpretations to alternate between old and new, whole and fragment, real and virtual, balanced and unbalanced states. Notions of time and space become blurred and the exhibition surrounds the visitors, offering them an unusual spatial experience.

NILS VÖLKER

Two Hundred and Seventy
Through the combination of an everyday material with precise technology the mixed media installation fills the whole columned hall from the 19th century with its fluid movement and peculiar sound. Concavely arranged and floating above the spectators heads the form of the artwork seems to pass the skylight like the sun’s rays. Subdivided into nine columns, the nearly 70 square metres large piece of art follows a site-specific choreography determined by a program. Its moving surface is made from 270 white garbage bags, being inflated and deflated. In this way shapes and the boundaries of the installation itself start to dissolve. “Two Hundred and Seventy“ is the first installation with an undisguised view behind the scenes and onto the origin of the wavelike and organic movement: 1080 fans, lots of cables and 45 circuit boards

Dragan Ilic

A3 K3
A3 K3 is a unique interactive experience. Artworks are created by machine technology and audience participation. Dragan Ilić uses g.tec’s brain-computer interface (BCI) system where he controls a hi-tech robot with his brain. The artist and the audience draw and paint on a vertical and a horizontal canvas with the assistance of the robot. The robotic arm is fitted with DI drawing devices that clamp, hold and manipulate various artistic media. They can then create attractive, large-format artworks. Ilić thus provides a context in which people will be able to enhance and augment their abilities in making art.

Nelo Akamatsu

Chijikinkutsu
“Chijikinkutsu” is a coinage, specially created for the title of this work by mingling two Japanese words: “Chijiki” and “Suikinkutsu”.”Chijiki” means geomagnetism: terrestrial magnetic properties that cannot be sensed by the human body but that exists everywhere on earth. Since long before the Age of Discovery, people have traveled with navigation using compasses employing geomagnetism. In recent years, various devises that utilize geomagnetism have even been incorporated into smartphones[…] “Suikinkutsu” is a sound installation for a Japanese traditional garden, invented in the Edo period. The sounds of water drops falling into an earthenware pot buried under a stone wash basin resonate through hollow bamboo utensils. The concept of the work “Chijikinkutsu” does not derive from experimentalism of science and technology on which media arts rely, nor from architectural theory of western music upon which some sound arts lay their foundation. While utilizing the action of geomagnetism normally treated as a subject of science, this sound installation expands the subtle sounds of “Suikinkutsu” in the context of Japanese perspective on Nature.

Viktoria Modesta

prototype
Viktoria Modesta is bionic artist, multimedia performance artist, creative director, DJ and a supporter of future innovations. Her work explores modern identity through performance, fashion, avant garde visuals, technology and science.

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”.

Kim Asendorf

Mountain Tour 2
Kim Asendorf is a conceptual artist working with digital media incorporating Internet culture and technology. His work ranges from online projects and performances to visual art and installations. He is widely know for the invention of Pixel Sorting, an image altering algorithm he made Open Source, the creation of file formats as work of art or The First Animated GIF Send Into Deep Space.

SARA SCHNADT

NETWORK
Sara Schnadt explores technology in her work both as subject and media. Her installations and performances use found objects, interactivity, projection, spatial illusions, and movement derived from common gestures. Much of her work involves representations or data that translate large quantities of socially resonant information into poetic forms, including data visualization. Schnadt often performs within accompanying sculptural environments, or sites works within functioning everyday spaces, attempting to articulate the personal within virtual and technological innovation.

Eyal Gever

Break Wall Sim
Eyal Gever is an artist who combines technology and art to create sculptures based off of 3D software technology that he uses to produce animations and 3D renderings to compliment his work. Gever has over 18 years experience implementing his ideas into 3D software technologies and server/web-based products, primarily in the area of interactive real time multimedia communication software as well as 3D creation and animation.

PAOLA GAETANO-ADI

Desiring Machine: and/or the female reincarnation of Sisyphus
Née en Argentine, Paula Gaetano Adi est artiste et chercheure dans les domaines de la sculpture, de la performance, et des installations interactives et robotiques. Elle utilise le corps humain et non humain comme point de départ de ses recherches, et s’intéresse aux effets discursifs et aux impacts affectifs des technosciences sur la subjectivité humaine et dans l’art. Ses œuvres ont été présentées sur la scène internationale à Beijing, Berlin, Madrid, Moscou, Stockholm, São Paulo, New York, Poznan et Buenos Aires, entre autres. Elle a reçu de nombreux prix et bourses, tels que le premier prix à la compétition VIDA 9.0 sur l’art et la vie artificielle, organisée par la Fundación Telefónica, et le premier prix LIMbØ du Musée d’art moderne de Buenos Aires, la bourse Fergus Memorial en 2009 et 2010 de même que la bourse accordée à un artiste ibéro-américain dans le cadre de la compétition VIDA 14.0. À l’heure actuelle, Paula Gaetano Adi est professeure adjointe dans le programme de Studio Art du College of Visual Arts and Design de l’Université de North Texas, où elle coordonne le secteur réservé aux nouveaux médias. À cette université, elle s’est également jointe au groupe Initiative for Advanced Research in Technology and the Arts (iARTA).

doris chase

Circles II
Doris Chase has achieved international stature as a pioneer in the field of video art since she moved from Seattle to New York City in 1972. An artist of remarkable and continuous creativity, Chase now divides her time between her video headquarters in New York and a Seattle studio where she works on new projects in painting and sculpture.Beginning as an innovative painter and sculptor in Seattle in the 1950s, Chase created sculpture that was meant to be touched and manipulated by the viewer. Chase then developed large-scale kinetic sculptures in collaboration with choreographers, and her art was set in motion by dancers. In New York, her majors contribution to the evolution of artists’ video has been her work in videodance. On videotape, dancers and sculpture evolve into luminous abstract forms which represent some of the most sophisticated employments of video technology by an artist of the 1970s. In the 1980s, Chase began working in the nascent genre of video theater. In these productions, she uses the imtimacy of the video screen to achieve a new synthesis of visual and dramatic art. Her video theatre compositions present multicultural and social commentary, utilizing scripts by writers such as Lee Breuer, Thulani Davis, and Jessica Hagedorn in the “Concepts” series. Collaborating with actresses Geralding Page, Ann Jackson, Roberta Wallach, Joan Plowright, and Luise Riner in the “By Herself” series, she focuses on the viewpoints and experiences of older women. Today, coming full circle, Doris Chase in Seattle is exploring a renewed interest in painting and sculpture as well as in the modernist aesthetic she never really ceased pursuing, even during her most adventuresome multimedia years.

Peter Weibel

Петер Вайбель
Mechanik der Organismen

Peter Weibel followed his artistic thoughts using a wide variety of materials, shapes and techniques. In the mid-1980s, he explored the possibilities of the computer assisting in video processing. In the early 1990s he created an interactive installation based on reality, again showing the relationship between the media and the construction of reality.
In his opinions and articles, Weibel comments on contemporary art, media history and theory, film, video art and philosophy. As a theorist and tutor, he defends an art form that includes in its history, the history of technology and the history of science.

KRZYSZTOF WODICZKO

Dis-Armor Project

Dis-Armor is the newest in a series of psychocultural prosthetic equipment designed to meet the communicative need of the alienated, traumatized, and silenced residents of today’s cities. It connects contemporary research in two fields: wearable communi- cation technology and prosthetics. In doing so, it counters the dichotomy of the present explosion in communication technology and rampant cultural miscommunication. Dis-Armor offers an opportunity for indirect, mediated communication by allowing its users to speak through their backs. LCD screens, worn on the back, display live images of the wearer’s eyes transmitted from cameras installed in the helmet covering the face. A speaker positioned below the LCD screens amplifies the user’s voice. Attached to the helmet is a rearview mirror, alternatively, a rearview video camera, monitor, microphone, and headphone. These permit the user to see the face and hear the words of the spectator/interlocutor standing behind. Wireless video equipment installed in the helmet further allows two users to work in tandem, showing each other the other’s eyes and broadcasting to each the other’s voice.

JEREMY BAILEY

ДЖЕРЕМИ БЭЙЛИ
제레미 베일리
ג’רמי ביילי
ジェレミー·ベイリー
Important Portraits

Powered by humor and computer vision, his work wryly critiques the uneasy relationship between technology and the body while playfully engaging the protocols of digital media.

RYOICHI KUROKAWA

黒川良一
Syn
2011 –
Audiovisual Concert
Diptych | 2.1ch sound
Duration: 30’00” – 45’00”
The Japanese artist Ryoichi Kurokawa has been a pioneer in audiovisual art in the past fifteen years, working with multiple media that bring together sound and image in a totally new language. Currently based in Berlin, Kurokawa continues to explore the symbiosis between technology and nature, order and chaos.Kurokawa stands as out as a new international reference in the field of digital art, a creator of trends and a pioneer in new aesthetics in artistic work.