highlike

Masaki Fujihata

Voices of Aliveness
This project, upon the initiative of l’Ecole des Beaux-Arts de Nantes, has been conceived as a meta-monument where are gathered video sequences recorded by a camera with GPS. People are screaming while biking in a 500 m circle in the countryside. The traces of this route can be visualized thanks to lines that form a sort of tower in the virtual space, where it can go on indefinitely. On these lines, in an order that looks more like a music score than a succession of shootings, mobile video screens simultaneously display the image of the performances.

SEBASTIAN STUMPF

In photographs and video installations, Sebastian Stumpf tests the boundaries of his environment and oversteps them seemingly effortlessly. His selfdramatizations call into question the relationship between body and space. Short video sequences document physical actions that Stumpf executes. These performances do not take place live in the exhibition space but are projected as already-completed works at the exact site where they were originally staged: video work and projection space thus overlap and merge.

QUBIT AI: Verbo Pluriel (aka volt46) & XWave

Squid

FILE 2024 | Interator – Sound Synthetics
International Electronic Language Festival
Verbo Pluriel (aka volt46) & XWave – Calamar – United States and France

The Calamar music video is comprised of AI-generated clips that are sequenced and synchronized to create a hypnotic, ever-changing landscape.

Bio

Verbo Pluriel is an electronic music producer who has been active in the NFT scene since 2020 under the name volt46. X-Wave is also an NFT producer that trains its own AI models to generate collections. Although they never met in person, their participation in the web 3.0 art collective Based Ghouls led to their collaboration.

Credits

Music: Calamar (Kraken Mix) by Verbo Pluriel
Music Video: volt46
AI Video Generation: XWave

Nix Liu Xin

Three Supermarkets
Three Supermarkets is an infinite loop film with a shopping cart riding across multiple coexisting fictional supermarkets. As the first episode of the Phygital Supermarket Trilogy, this film explores the hybrid compositing of the emerging physical and digital media and techniques. The production process of this film uses industrial-grade six-axis Staubli robot arm as shooting equipment, green screen shooting, volumetric video capture, photogrammetry, Cinema 4D Mograph, Redshift shading & rendering, 2D/3D compositing, and other custom build techniques and workflows. Familiar but neglected objects, such as apples and snack bags, were scanned as either static models or animated model sequences from the physical world to the digital space.

Jason Bruges Studio

The Constant Gardeners
S’inspirant d’un jardin zen japonais traditionnel, quatre bras de robots industriels sont disposés autour d’une vaste toile de gravier avant de se réveiller et de commencer à ratisser la surface. Dans une série de performances quotidiennes, ces « jardiniers » travaillent ensemble pour créer des illustrations uniques et évolutives représentant les mouvements des athlètes. Générées par une série d’algorithmes sur mesure, qui analysent des séquences vidéo d’événements olympiques et paralympiques, certaines illustrations représentent un mouvement qui se déroule dans le temps tandis que d’autres mettent en lumière un moment sportif spectaculaire. Une méditation sur la tradition, l’artisanat et les rôles de la technologie, The Constant Gardeners offre aux visiteurs un espace paisible pour une introspection tranquille. L’œuvre explore un nouveau récit autour de la robotique, montrant que cette technologie est une force capable de créativité artistique et d’action expérimentale, qui joue un rôle déterminant dans notre cheminement vers un avenir plus heureux et plus sain.

JOHN GERRARD

Drapeau occidental
Des traînées de fumée forment un drapeau noir en constante évolution dans cette séquence vidéo créée par l’artiste irlandais John Gerrard pour mettre en évidence la menace posée par l’augmentation des niveaux de dioxyde de carbone dans l’atmosphère terrestre.

GOLAN LEVIN AND ZACHARY LIEBERMAN

Reface [Portrait Sequencer]

Reface [Portrait Sequencer] by Golan Levin and Zachary Lieberman (2007) is a surreal video mash-up that composes endless combinations of its visitors’ faces. Based on the Victorian “Exquisite Corpse” parlor game, the Reface installation records and dynamically remixes brief video slices of its viewers’ mouths, eyes and brows. Reface uses face-tracking techniques to allow automatic alignment and segmentation of its participants’ faces. As a result, visitors to the project can move around freely in front of the display without worrying about lining up their face for the system’s camera. The video clips recorded by the project are “edited” by the participants’ own eye blinks. Blinking also triggers the display to advance to the next set of face combinations. Through interactions with an image wholly constructed from its own history of being viewed, Reface makes possible a new form of inventive play with one’s own appearance and identity. The resulting kinetic portraiture blends the personalities and genetic traits of its visitors to create a “generative group portrait” of the people in the project’s locale.

Steven Holl Architects

Ecology and Planning Museums

Entering on the ground level to the ecology museum reveals a projection next to the restaurant and retail areas. an elevator takes guests to the top level where their descent through the three ecologies – earth to cosmos, earth to man, earth to earth – begins, connected through a series of ramps.
the earth to earth exhibit on the bottom floor features a plane that turns clockwise, moving slowly down towards the ocean ecology space appropriately situated under the reflecting pond of the exterior plaza. the earth to earth section contains four outdoor green terraces as temporary exhibit spaces that change with the seasons.The shared public square also marks the entrance to the planning museum where visitors are greeted by a large model of the eco-city and another temporary display area. a multimedia system makes the next sequence of program, the theory and practice zones, come to life with dynamic informative videos, images, and sounds, all located on the second level. mechanical escalators transport guests to the third floor where one-way display is turned into an interactive relationship with the viewer. this is accompanied by a 3D cinema and a restaurant with views out towards the sea. on the top storey one can find the green architecture, landscape and water resources exhibits as well as access to the vegetative roof-scape offering offering unmatched views.

ELIZABETH MCALPINE

’98m

Le travail d’Elizabeth McAlpine est souvent lié à la question du temps et à l’expérience du regard. Dans « The Height of the Campanile », l’artiste a calculé la durée de son film en fonction de la hauteur de son sujet, le Campanile, de sorte qu’au final la longueur de la pellicule soit équivalente à celle de la tour. De même, le temps nécessaire pour visionner le film et le rythme du travelling effectué par la caméra correspondent. Ainsi, tandis que nombre des oeuvres de McAlpine sont basées sur le montage, la répétition et la fragmentation, « 98m » se présente comme un simple plan-séquence.
L’image, au grain apparent, est projetée au mur à la taille d’une carte postale, pendant que le film forme une boucle au sein d’une structure en verre pensée par l’artiste. La taille de la projection rappelle que Venise est devenue une destination touristique incontournable. L’utilisation du Super 8 est une évocation de la pratique amateur – précédant l’invention de la vidéo, du touriste fixant le souvenir de ses vacances pour le projeter une fois rentré à la maison. Si ce support procure à l’oeuvre un caractère daté, la boucle continue et hypnotique formée par la pellicule suggère au contraire une certaine intemporalité, semblable à celle que peut ressentir le touriste qui découvre San Marco.

KLAUS OBERMAIER, CHRIS HARING

Vivisector

o what extent does the quality of movement of the virtual world influence real sequences of human movement? Will the real world of the 21st century assume via nanotechnology attributes of the virtual world? Are there still significant differences between a body that is made of synthetic material and warmed artificially and the deep glow of trillions of living cells? VIVISECTOR is an examination of the different speeds of people/nature and technology/information society and of their acceleration; an experiment to overcome the space-time continuum in the real world. It breaks the linearity of movement and in doing so shows the absurdity of momentum. Based on the video-technological concept of the moving body-projection that made D.A.V.E. an international hit, VIVISECTOR now goes one step further: the exclusive concentration on video light and video projection produces a new stage aesthetic in which light, body, video and acoustic space form an unprecedented unity.

MARCIO AMBROSIO

Oups!
Oups!
FILE SAO PAULO 2007
Capturing and tracking camera, animated image integration and projection
Created in 2007. Oups! was born from the wish to mix new technologies and classic animation in a playful and artistic way. Each animated sequence has a script and the visitor interacts and transforms himself into an actor of this story.
When the visitor enters in a defined space, a camera records his image and projects it on a screen in front (like a mirror) in real size and time. The visitor sees himself integrated to an animation setting that follow his movements. He founds himself immersed in a creative universe of images and sounds. The animation sequences that feed this universe are stored in a video library, new animations may be added to enrich the project. Oups! universe is playful and naive, accessible to all publics and ages.
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