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UVA UNITED VISUAL ARTISTS

Present Shock
Present Shock confronts the viewer with a barrage of statistical clocks representing real-time information about the world—from life-changing global events to the banal trivia of everyday existence—highlighting how the speed and volume of data in the Information Age present new challenges to our limited cognitive apparatus. Many of the statistics presented occur at timescales and spatial horizons that similarly defy our perception or comprehension. Disturbing the inertia of the here and now, they reveal the fluctuating state of dynamic transformation that characterizes life on earth.

UVA UNITED VISUAL ARTISTS

Harmonics
Harmonics challenges our perception of light and sound unfolding at great speed, an illusion of time blending. As the two kinetic sculptures speed up, rotating beams of light blend to form volumes of colour, while multiple discrete sounds become a major chord. Unable to process extremely fast information, our brain reads sequential sensory inputs as a single event in time. A disconnected reality perceived as a continuum, a harmonious whole.
VIDEO

Pfadfinderei Studio

Monolith
Monolith is a noncommissioned experimental work, playing with irregular pixel patterns. What happens when a screen has a nonuniform arrangement of pixels? How does this influence our perception of images and how much visual information do we even need to cross the border from abstract to figurative? Dealing with these questions, we have created a video sculpture, that aesthetically melts screen and content. In a play between natural beauty and technical disruption, images of classical busts transform cyclically into abstract gradients and turn again into perceptible images.

JAMES CLAR

ДЖЕЙМС КЛАР
freefall

James Clar creates work that is a fusion of technology, popular culture, and visual information. His work explores the limitations of various communication mediums and it’s effect on the individual and society. Clar is a great artist, particularly for his attention to precision, and his experimental approach, which allows his concepts and executions to continuously stretch the boundaries of his studio practice.

LOUIE RIGANO

CLOCK

About-Time is a clock that challenges our power of perception and intuition. Featuring a constantly changing composition, through both color and form, it invites us to view the idea of time from a fresh perspective. Three translucent circles, which possess a logical visual hierarchy (the largest circle tells the hour, the smallest tells the second), pivot atop a larger white circle. The locations of the circles’ outer most points refer to the time. Traditional clocks, utilizing written numbers, rely on reading the information. This clock relies solely on visual information in the form of varying colors and shapes. Time is manifested into a new and purely visual language

Antoine Catala

Emobot
Catala’s work investigate emotions and empathy in our technological information-driven society. His computer generated Emobot appears at once familiar and strange as it utters simple statement about its feelings. The visually mesmerizing figure might serve as an avatar onto which we relate to the expression of strong feelings when they are delivered digitally-an increasing prevalent cultural phenomena. Listening to a not-quite human presence express its vulnerability may have less impact in us than hearing a real person communicate similar emotions. Nevertheless, the deliberate and repetitive manner in which Emobot articulates powerful sentiments affords us ample opportunity to reflect on the existential quality of their meaning.

FUSE

FRAGILE
Fragile is an audio-visual installation that aims to investigate the relationship between stressful human experience and the transformations that occur in our brain. Recent scientific research has shown that neurons belonging to different areas of our brain are affected by stress. In particular stress causes changes in neuron circuitry, impacting their plasticity, the ability to change through growth and reorganization.
Our process exploits the scientific data provided by the Society for Neuroscience and elaborates this information trying to show the effect of external interactions on our nervous system and ultimately on our relationship with the outside world. In order to achieve this we developed an artwork composed of different digital representations following one another, branching into 5 screen projections.

E/B OFFICE

Filament-Geist
Filament Mind ist eine durch Menscheninformationen gesteuerte Installation von E/B Office, die die kollektiven Kuriositäten und Fragen der Besucher der Teton County Library in Wyoming durch eine dynamische und interaktive Raumskulptur visualisieren soll.

Robert Henke

Destructive observation field
The installation behaves like a living organism, it creates expanding and contracting forms that have a semi-organic appearance. During the course of the exhibition the deformations of the plate add up resulting in a more and more complex surface structure. The visible shapes will get more detailed and fragmented. The density of the stored information on the black plate increases. The characteristic visual appearance of the installation is the result of interference patterns, waves amplifying and canceling each other out in space, leaving complex traces of light and darkness.

Maki Namekawa

Pianographique
Pianographique is a series of collaborations of real time visual artist Cori O’Lan and Maki Namekawa. The visualisations are not videos that are more or less synchronous to the music and it is also not the musician’s playing to prefabricated material, they are jointly created together in the moment of the performance. As with most of Cori O’Lan’s visualizations, all graphic elements are derived directly from the acoustic material, i.e. the sound of the music. For this purpose, the piano is picked up with microphones and these signals are then transformed by the computer into a multitude of information about frequency, pitch, volume, dynamics, etc… This information, in turn, is used to control the graphics computer, create graphical elements or modify them in many ways. Since these processes take place in real time, there is a direct and expressive connection between the music and visual interpretation. The visualization is actually not “created” by the computer but much more by the music itself – the computer is rather the instrument, the brush operated, played by the music.

MAKI NAMEKAWA

Pianographique
Pianographique ist eine Reihe von Kollaborationen der visuellen Echtzeitkünstler Cori O’Lan und Maki Namekawa. Die Visualisierungen sind keine Videos, die mehr oder weniger synchron zur Musik sind, und es ist auch nicht das Spiel des Musikers mit vorgefertigtem Material, sie werden im Moment der Aufführung gemeinsam erstellt. Wie bei den meisten Visualisierungen von Cori O’Lan werden alle grafischen Elemente direkt vom akustischen Material abgeleitet, d. H. Vom Klang der Musik. Zu diesem Zweck wird das Klavier mit Mikrofonen aufgenommen und diese Signale werden dann vom Computer in eine Vielzahl von Informationen über Frequenz, Tonhöhe, Lautstärke, Dynamik usw. umgewandelt. Diese Informationen werden wiederum zur Steuerung des Grafikcomputers verwendet. Erstellen Sie grafische Elemente oder ändern Sie sie auf vielfältige Weise. Da diese Prozesse in Echtzeit stattfinden, besteht eine direkte und ausdrucksstarke Verbindung zwischen Musik und visueller Interpretation. Die Visualisierung wird eigentlich nicht vom Computer „erstellt“, sondern viel mehr von der Musik selbst – der Computer ist eher das Instrument, der Pinsel, der von der Musik gespielt wird.

THOMSON AND CRAIGHEAD

톰슨 & 크레이그 헤드
Belief
Belief is made from information found entirely on the worldwide web. In fifteen minutes, this two-screen installation presents a series of fragmented broadcasts about belief, all sourced from the video sharing community YouTube. A compass floor projection interacts with the montage showing where each clip originated in relation to the geographical location of the artwork. With a little help from Google Earth viewers are placed at the centre point of this cinematic data visualisation.

Quadrature

Orbits
“The aesthetics of man-made objects in space, their appearance and especially their orbits are transformed into a minimal audiovisual performance, showing the poetic dance satellites and their trash perform while revolving around us. Seemingly chaotic paths mutate to amazing patterns of an almost organic nature—all of it due to pure physical necessity. When we started working with global satellite data, their information was based on a website maintained by the US Air Force. Yet after some time, based on information from the Union of Concerned Scientists, we discovered that some objects were missing. Fortunately the data on classified satellites is generated by enthusiastic amateur astronomers observing the night skies.” Quadrature

Michael Hansmeyer

Subdivided Cube 4
At best, a computational approach enables architecture to be embedded with an extraordinary degree of information. Structure and surface can exhibit a hyper-resolution, with seemingly endless distinct formations. The processes can generate highly specific local conditions, while ensuring an overall coherency and continuity. As such, the resulting architecture does not lend itself to a visual reductionism. Rather, the procedures can devise truly surprising topographies and topologies, offering a thousand unique perspectives. Computational architecture can defy classification, it can evoke curiosity and elicit individual interpretations. The projects presented here forecast an exuberant architecture in which the exceptional supersedes the standard.

Constanza Silva

Silverfish Stream
file festival

The sound generated by the friction of the metallic robots against the floor, like that created by the contact between man and machine, is registered, altered and played in real time by the spheres, each with its own tonality, and amplified in the room. What is generated is a stream of multisensory information (visual, auditive, tactile), natural environment for mechanic creatures.

Maotik

Erratic Weather
Despite some world leaders skepticism, climate change is a reality and the world isn’t just warming, in some parts of the planet the weather is becoming more erratic. During the last years, our generation has started to observe the effects and consequences of this shift, witnessing violent and unexpected climate phenomenons. Erratic Weather is a digital art project aiming to represent changing atmospheric conditions into an immersive multimedia experience. During the performance, the system uses various source of weather information retrieved from an online database and processed on real time to generate a visual and a surround sound composition. During 30 minutes the audience will experience the life cycle of swirling phenomenons such typhoon, hurricane and tropical cyclone , demonstrating the devastating power of the nature and the emergency to preserve it.

So Kanno

Asemic Languages
Characters are a means of visual communication and recording a language. Civilizations throughout the world have created various characters, which convey their culture and history. This project focuses purely on the form of the characters rather than their meaning. The characters have been learned by artificial intelligence (AI) not for their meaning but for their shape and patterns. AI has created and drawn lines that look like characters but do not have any meaning. By learning handwriting with one writer in each language, artificial intelligence collected information on the shapes of each character system, as well the idiosyncrasies of each writer, of a AI, to possess a plotter.

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.

Where Dogs Run

Smell of faces
This unique, ever-changing pattern is visualized in a facial composite. This is how it works: when a person approaches the analyzer, sniffing tubes “sniff him, then gas analyzers process the information, which then passes to a computer program that translate air composition data into data concerning the shape and position of facial features (the components of a facial composite). As a result, a person sees a face of their smell that is conditional, in no way related to their actual physical appearance.

Patrick Monte & Brian Questa

Anomy, for U.S.and Mexican News
Anomy, for U.S.and Mexican News uses news media RSS feeds in real time in combination with data sanitization and sound synthesis algorithms in order to create visual displacement and generate a non-linear musical score. Through immersion, adjacency, perpetuity, uncertainty, and content in real time, it offers a contemplative experience with mass media, censorship, and language in contemporary society. Information containing the letter “e” in news briefs from eleven different sources in English and Spanish will be redacted—each triggering a musical note. Inspired by lipogrammatic literature and concrete poetry, this piece uses the lipogram to call attention to subjectivity and control in mainstream news media. The result is both a rhythmically diverse sound piece and a visual document that continuously evolves along with the flow of information published by Mexican and American news outlets.

Marc Lee

10.000 Moving Cities
file festival

Visitors can select any city or place, using a digital interface. About the chosen place, the Internet is searched in real time for latest text, image, video and sound informations. Four projectors and eight audio speakers project the results into the space. Visitors are able to walk through the model and experience the information in 3D. Attracted and inspired by images, sound, text and videos, visitors explore the places and perceive fragments of the immense amount of data. Additionally audio and visuals constantly change, they are never the same, always in movement as the place as itself. Just as all cities over the world are different, so different and alive appear the projections and sounds.

Timo Toots

Memopol
Memopol-3 is an installation that visualizes visitor’s information field. It’s an Orwellian dystopia which is built on the technology of today. The tools of surveillance economy are abused to create a personal physical surveillance experience. Physical and virtual identities are quantified and processed into a stream of data. After the phases of data collection the visitor experiences a transcendent reflection of oneself that combines the past and the future, physical and immaterial into an audio-visual ceremony.

Mansai Nomura

MANSAI: Kaitai-Shinsho No.30 Special Edition “5W1H”
5W refers to the five interrogatives; “When, Where, Who, What and Why”, while 1H refers to the interrogative “How”. In this work, Manabe attempts to encode humans’ attitudes to these six enquiry words in an effort to explore the primitive roots of interpersonal expression, and illuminate the fundamental sources of human behavior. By converting such factors into numerical information, while drawing also on analog thinking, the piece is a search for further understanding human nature.
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Planned by Mansai Nomura
Visual Design/Technical Direction:Daito Manabe+Motoi Ishibashi+Rhizomatiks Research
Music: Daito Manabe + Hopebox
Cast: Mansai Nomura, Yuichi Otsuki, Mansaku no kai

Helene Nymann

MOL
MOL (2018) takes up the ancient technique of memorizing information by placing symbols and signs along a mental path through an imagined house from room to room. Interested in the way technology affects both our sense of and need for memory, Nymann attempts to capture her own active and associative thinking by reconstructing her path through her abandoned childhood home. In the work, she visualizes her past experiences through the placement of anchor objects—which, according to the ancient Greco-Roman method of loci, shape the way we perceive the external world—suggesting that in our increasing reliance on technology to memorize for us, we allow others to form our view of the world.

REJANE CANTONI & LEONARDO CRESCENTI

FALA
File Festival
It is an autonomous and interactive talking machine, designed to establish automatic communication and synchronization between humans and machines, and between machines and machines. At installation, a microphone interfaces with a “chorus” of forty cell phones. All devices are in a listening state to capture voices and other sounds The autonomous talking machine analyzes the information and establishes equivalence with its memory. If so, the machine generates an audiovisual result with a semantic meaning similar to the sound captured, that is, it speaks and displays on the screens a word identical or similar to the word heard. Speakers and visualization of words on the screens of cell phones allow a “dialogue”, and for humans, to listen and see the machine conversation.

FIELD

System Aesthetics
The works in this series are part of an extensive research project by FIELD, exploring the most relevant machine learning algorithms in code-based illustrations […] We have started a deeper exploration of the less accessible information that is out there, such as scientific papers and open source code publications, to develop an understanding of these algorithms’ inner workings, and translate it into visual metaphors that can contribute to a public debate.

WOW inc

Neuro Surge
Measuring about 9 meters in height, the work pierces through the atrium of the ‘shiseido’ ginza building from the first to the second floor and creates an unprecedented display of light with the use of new advanced fibers. WOW inc. attached 150 fibers with a .9 millimeter diameter to a laser module. The laser module transmits light through the fibers, which can be controlled by touch. The interactive work visualizes the complex transmission of sensory nerves and information into a dynamic light show.

Jorinder Voigt

Jorinde Voigt is a contemporary German artist. Known for her coded drawing installations which resemble algorithms or sound waves, Voigt’s background in music and philosophical studies established her ongoing interest in probing scientific mapping processes. Throughout an inventive and playful drawing practice, her work visualizes thoughts and infinite spaces while examining the way in which information is represented visually.

SPIROS HADJIDJANOS

Network Time

“Network Time consists of several wifi routers set up in an exhibition space to be freely accessed by any mobile internet device. Attached to each router is a slender fiber optic cable, aligned to absorb and magnify the incessant flicker of its traffic LED. The visualized data exchange creates a space viewers can interact with not only physically, but also informationally.” Gregor Quack

Daan Roosegaarde

SPACE WASTE LAB PERFORMANCE is a unique large-scale outdoor artwork of LEDs and real-time tracking information to visualise space waste above your head on an altitude of 200 to 20.000 kilometers. A real piece of space waste is part of the outside exhibition. Special designed software and camera technology developed in the last year enables the SPACE WASTE LAB PERFORMANCE to be exhibited international, in compliance with strict safety and aviation regulations.

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.

Hussein Chalayan

フセイン·チャラヤン
ЧАЛАЯН
후세인 샬 라얀
Intel connected accessories

Designer Hussein Chalayan partnered with Intel to bring wearable tech to his spring/summer 2017 fashion week show. Five models walked the runway alongside visual projections that showed their stress levels on the walls. All of it was made possible by vital information sent through the wearable tech they sported on the runway.

Daniel Schulze / bitsbeauty

for those who see

In research of digital information the installation ‘for those who see’ shows the beauty of the unseen. The impulse of sound creates a vortex air ring‚ invisible, as the sound itself. Only fog is demonstrating this aesthetic phenomenon. Individually released to the air, our visual perception connects the single rings to patterns, surfaces or bodies, before they slowly dissolving. These could be viewed as a whole picture or an individual fragment – inviting one to contemplate and wonder.