FRAC centre
EN 2006, le Frac Centre d’Orléans lance un grand concours international d’architecture pour imaginer et construire le bâtiment qui devrait héberger ses expositions temporaires dont Archilab et sa collection permanente d’art et d’architecture, l’une des plus importantes au monde en ce qui concerne l’architecture contemporaine. Le concours comportait cette particularité d’associer une équipe d’architectes à un artiste, une première. Au terme de ce concours, la paire Jakob MacFarlane + Electronic Shadow est lauréate avec son projet de Turbulences et sa peau lumineuse interactive intégrée à l’architecture.
Sept ans plus tard, le bâtiment est sorti de terre et s’ouvre enfin au public.
L’oeuvre intégrée au bâtiment en dessine les contours par la lumière et évolue au gré des informations qu’elle collecte sur les réseaux, conditions climatiques, saisons, vitesse du vent, autant de paramètres qui influencent le comportement de la peau de lumière.
사라 오펜하이머
D-33
NYC-based artist Sarah Oppenheimer‘s work blurs the line between sculpture and architecture. Her amazing installations usually involve moving walls, slanting floors, and creating apertures—sometimes symmetric, sometimes asymmetric, and often with mirrors—that would mesmerize (and confuse) the most resistant of gallery/museum guests.
PANGOLIN DRESS
The Pangolin Scales Project demonstrates a 1.024 channel BCI (Brain-Computer Interface) that is able to extract information from the human brain with an unprecedented resolution. The extracted information is used to control the Pangolin Scale Dress interactively into 64 outputs.The dress is also inspired by the pangolin, cute, harmless animals sometimes known as scaly anteaters. They have large, protective keratin scales covering their skin (they are the only known mammals with this feature) and live in hollow trees or burrows.As such, Pangolins and considered an endangered species and some have theorized that the recent coronavirus may have emerged from the consumption of pangolin meat.Wipprecht’s main challenge in the project’s development was to not overload the dress with additional weight. She teamed up 3D printing experts Shapeways and Igor Knezevic in order to create an ‘exo-skeleton’ like dress-frame (3mm) that was light enough to be worn but sturdy enough to hold all the mechanics in place
beautiful monster
User Generated Server Destruction
The visitors of the website www.ugsd.net can trigger six hammers and drop them onto a server that is located in the exhibition. This server hosts exactly the same website www.ugsd.net, which also shows a video stream to follow what’s happening with the piece. The installation ends when the server is destroyed and thus can not host the website any more. It is then presented as an object along with the documentation of the process.
Take Out – Chopsticks Mirror
“Take Out – Chopsticks Mirror” verwandelt ein vertrautes Essgeschirr in ein Porträtelement. Obwohl das Kunstwerk von Natur aus mechanisch ist, versucht es, ein Porträt des Betrachters zu reflektieren, indem es die Fluidität seiner Bewegung widerspiegelt. Das resultierende Porträt ist ein interaktives Bild, das Rozin untersucht durch den Zwang eindimensionaler linearer Objekte. Dieses Stück fungiert als Experiment mit Interaktion jenseits der Reflexion und lädt zu Reaktionen des Stücks selbst (Gesten der Freundlichkeit, Erschrockenheit, Zurückhaltung) sowie generativer Routinen ein 480 Essstäbchen Drumming sind in Zusammenarbeit mit der Komponistin Tamar Muskal arrangiert.
Major Tom
De projecten van de Belgische Edith Dekyndt focussen op de ruimte, het ervaren van de betekenis en inhoud hiervan en de bijzonderheden van de ruimte zelf. Ze is gefascineerd door efemere en ongrijpbare fenomenen. Ze gebruikt vaak materialen en middelen uit het dagelijkse leven (muziek, papier, neons, teksten,…) om erg poëtisch objecten, performances of installaties te creëren. Edith Dekyndts werk verkent de limieten van de relatie tussen kunst, wetenschap en zoekt de grenzen op van onze fysieke werkelijkheid.
Silvia Beccaria de Turim, escultora, designer têxtil e formada em filosofia diz trabalhar com as mãos e a mente em simbiose, dando uma nova interpretação às golas que estavam na moda nos anos 1500 e 1600, usando a técnica da tecelagem manual com o maior respeito. As suas golas, jóias contemporâneas, são para ser usadas como arte vestível, concebidas e idealizadas no seu tear […]
spherical glass solar energy generator concept
Rawlemonの太陽エネルギー設計者は、太陽光(および月光)を最大10,000回集中させることができる球形の太陽追跡ガラスグローブを作成しました。同社は、そのß.toricsシステムは従来の2軸太陽光発電設計よりも35%効率的であり、完全に回転する耐候性の球体は月明かりから電気を集めることさえできると主張しています。
ß.toricsシステムは、バルセロナを拠点とするドイツの建築家AndréBroesselによって発明されました。彼は、建物の壁に埋め込んで、窓とエネルギー発生器の両方として機能できるソーラーシステムを作成しようとしました。しかし、このプロジェクトは、太陽光効率の機能だけでなく、月のエネルギーを生成するように設計されています。
球体は、拡散した月光を安定したエネルギー源に集中させることができます。未来的なß.toricsシステムは、そのすっきりとした美しいデザインで大きな注目を集めています。 (太陽光発電の大きな可能性にもかかわらず、私たちはあまり多くの美しい太陽光発電技術を見たことがありません)。建築家がこれらのエネルギー生成オーブを代替エネルギーアジェンダや将来の建物の設計にどのように組み込むかを楽しみにしています。
Metabolism _ Invisible Cities
Pierre-Jean Giloux’s first monograph, the publication extends the eponymous video tetralogy inspired by the Japanese utopian architectural movement: Metabolism (1960-70).
The films of the Invisible Cities cycle are portraits of Japanese cities, superimposing filmed and photographed images of everyday, social and urban reality, with virtual images.
The book explores the links in Pierre Jean Giloux’s work that connect four Japanese cities with a rich architectural past (Tokyo, Yokohama, Osaka, Kyoto). This jorney through Japan’s Megapolis traces the history of Japan and ends with the reconstruction of pavilions for the Osaka 70 Universal Exhibition and a virtual proposal for a smart city on the waters of Lake Biwa.
The metabolist utopia to which reference is constantly made in the work of Pierre Jean Giloux played a decisive role in the constitution of post-war Japanese cultural identity and had a notable influence on many contemporary architects.
Synapse
Synapse is a 3D-printed helmet which moves and illuminates according to brain activity[…] The main intention of this project is to explore the possibilities of multi-material 3D printing in order to produce a shape-changing structure around the body as a second skin. Additionally, the project seeks to explore direct control of the movement with neural commands from the brain so that we can effectively control the environment around us through our thoughts. The environment therefore becomes an extension of our bodies. This project aims to play with the intimacy of our bodies and the environment to the point that the distinction between them becomes blurred, as both have ‘become’ a single entity. The helmet motion is controlled by the Eletroencephalography (EEG) of the brain. A Neurosky’s EEG chip and Mindflex headset have been modified and redesigned in order to create a seamless blend between technology and design.
Neither fish nor flesh
via highlike submit
via highlike submit
solstis act
منير فاطمي
Evolution or Death
Fatmi inverts spectacular representations of identity by rendering them mundane and within reach of a subject that may scramble any conclusive narrative. Fatmi’s work counters strategies of interpellation that identifies a subject with an ideology prior to that subject’s ability to place their identity in or beyond a particular ideology. Fatmi parodies the various interpellations of colonialism and capitalism that seek to define others according to symbolic narratives. In Evolution or Death, 2004, (fig. 4) two Anglo-European looking subjects imitate suicide bombers with books and papers taped around their abdomens. One holds open a trenchcoat and another holds up a book that looks like a detonator attached to wires. Fatmi reverses the situation. These are not the suicide-bombers from Arab and Muslim countries. Instead, they appear to be of European descent in a European street or modern room in casual clothing.
于爾根·邁爾
يورغن ماير
위르겐 마이어
יורגן מאייר
ユルゲン・マイヤー
Юрген Майер
RAPPORT Structures spatiales expérimentales
MAYER H. Architects travaille sur les interfaces entre l’architecture, la conception de la communication et les nouvelles technologies. L’utilisation de médias interactifs et de matériaux réactifs joue un rôle central dans la production de l’espace. En équipes coopératives, des installations au design urbain en passant par les concours internationaux, une recherche spatiale multidisciplinaire sur la relation entre le corps, la nature et la technologie est développée et mise en œuvre