Art Events Data Table

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Symposium Title Category Venue Artist Image Artist Statement Overview Technical Info Process Info Contributors Sponsors Medium Website Keywords
  • ISEA2023: 28th International Symposium on Electronic Art
  • Confused Bodies & Morphogenetic Tensions
  • Golnaz Behrouznia
  • Outland Exhibition April 7-23, Plateforme Paris

    Confused Bodies

    Confused Bodies presents a series of research in volume between sculpture and model that attempts to confuse organic bodies and artefacts. The series offers miniature compositions sometimes with scaled human figures, in which unfold a fiction of objects and architectures in the image of organic life.
    The universe and the work of the Confused Bodies series are at the origin of the Dissimilarium project and the research related to its development.
    Some of these sculptures are made up of a basic support like a medium, bearing volumes that evoke construction or organic bodies. Scaled human figures allowing you to project yourself into these miniature creations.
    Objects are modeled or molded with materials such as polymers, composites such as resins and silicones, transparent or opaque materials allowing to work in detail. These materials may refer to different references such as organic or artificial: animal body, plant membrane, objects or architectures…

    Morphogenetic Tensions / a prediction for the becoming of forms
    Video installation with stereo sound broadcast, 1’45 loop video

    Sound creation: Maxime Corbeil-Perron
    Creative video editing: Rémi Boulnois
    Creation stage 1: 2020

    Morphogenetic Tensions is composed of a video essay in the form of an installation and a series of drawings and sculptures, around the origin of forms in our environment torn between nature and artifice. According to Jacques Monod, the morphogenetic engines of living things are functional in nature, while those of artificial objects are intentional, those of physio-chemical mechanisms in some way superimposed. In the Morphogenetic Tensions installation, the graphic universe and the sound ambiance structure a predictive journey of this morphogenesis.
    Sound materials and visual techniques, between sculpture and animations, drawings, diagrams and effects, encounter glitches which generate and degenerate new states of form and matter. A cycle is thus established, emerging from the mineral, passing to the plant and the animal, which explodes with clashes of artifacts, to emerge again from the animal, the plant and then the mineral. Within the Morphogenetic Tension system, Indian ink and digital drawing boards combine with the video installation to enhance it.
    Also, a series of volume research between sculpture and models under the name of Confused Bodies attempts to confuse organic bodies and artifacts. These objects made of polymers and silicones refer to different references, both organic and artificial: animal skin, plant membrane, objects or architecture.
    Golnaz Behrouznia brings everything together to form an installation, a sort of repertoire questioning the origin of forms in our world and to offer, within the same proposition, multiple and complementary sensory experiences.

  • https://www.golnazbehrouznia.com/morphogenetic-tensions.html
  • ISEA2016: 22nd International Symposium on Electronic Art
  • CONNECT
  • International Commerce Center (ICC) Tower
  • Eylul Duranagac
  • While using the Nasa’s star map and celestial scientific datas(which comes from coordinates of the building), we also will blend topographical data with it and prepare an Audio/Visual performance formed with this informations. The inspiration comes from Hong Kong?s terrain, star pattern map above the International Commerce Center Tower and NASA?s set of star maps was created by plotting the position, brightness, and color of just over 100 million stars from the Bright Star, Tycho-2, and UCAC3 star catalogs.

  • Projection Mapping Installation
  • https://eylulduranagac.com/Connect
  • ISEA2024: 29th International Symposium on Electronic Art
  • Connections
  • Yamin Xu
  • Art is a emotional machine. If the expression of emotions is considered to be the importance of art, a machine with emotional perception and expression must be an artistic creation. The soul of art is revealed by interactions through this emotional communication and the form of art should be unrestricted. Artificial intelligence is not merely a tool of expression. The true transformation it brings to art lies in its perceptual capabilities. Just as in an artist’s creative process, perception, understanding, and expression are inseparable components. The genuine impact of AI on the art world doesn’t come from providing artists with additional tools to convey tradition. rather, it enables a machine to perceive and comprehend our world much like an artist does. The artistic experience evolves into a process of communication, interaction, and mutual understanding. The sensations it evokes, whether emotional or mental, make up the essence of art itself. As a result, the artist’s creative process is no longer an unconnected inspiration, a solo achievement, or an act of individual hubris, but a shared expression with a digital soul residing within silicon chips. This soul is shaped by vast amounts of data, driven by simulated cognitive psychology models, and capable of understanding and expressing through affective computing. In this sense, the artist becomes an interlocutor or experiencer of the “dataset”, essentially engaging in a dialogue with the abstracted human mind behind this massive data from the past, which will impact our present and future.

  • https://gallery.styly.cc/scene/6900cf2d-f240-4f92-8462-e28a84b6d1a9
  • ISEA2014: 20th International Symposium on Electronic Art
  • Construction in Kneading
  • Al Fahidi Historical Neighborhood
  • Ryo Ikeshiro
  • Excerpts from performance of live audiovisualisation work, where both audio and visuals are produced in real-time by emergent generative system based on Mandelbox fractal.

  • ISEA2012: 18th International Symposium on Electronic Art
  • Constructive Interference
  • 2012 Overview: Performances
  • International Albuquerque Balloon Museum
  • Constructive Interference is a hybrid artwork that questions the boundaries between installation and performance, instrument and environment, system and situation. Artists David Fodel and Paco Proano use the notion of constructive interference, a concept rooted in wave dynamics, as a metaphor for the process of collaboration itself, and as a way of exposing individual and collective modes of experience and perception. The artwork tracks the movement of multiple gallery visitors, translating those actions into audible and visible feedback. A specially constructed multichannel sound system projects tuned harmonics through large-plate steel sculptural loudspeakers. The same harmonics are visually projected into the space using a three-projector set-up. The sounds and the images react to one other, and to the audience, who collectively create the ongoing experience.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Continuo for bass instrument and computer 2002
  • Aichi arts center
  • Musical tones (+ electronic sound). Here the improvisational composition based on the indicated number of the bass notes is mixed with the argorhythmic composition and the DSP processing. With this operation here is represented a fusion of the improvisational elements stemmed from the past and the difference between the past and the present. That is realized with the new technology.

    <basso continuo> The bass instruments (vc., cb., fg. ect.) and the harpsichord/organ play the role of the continuo. The keyboardist plays the bass with his left hand during the time when he conforms improvisationally the harmonic motion based on the number indicated to the bass. I realize that the player is a representative.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Cook Your Way
  • Centre Culturel Canadien
  • Enric Granzotto Llagostera
  • Exhibition. Centre Culturel Canadien, May 16 – 20

    Within commodity culture, ethnicity becomes spice, seasoning that can liven up the dull dish that is mainstream white culture.” _Bell Hooks, in Eating the Other: Desire and Resistance

    Cook Your Way is a game about how immigration systems and capitalist discourses of multiculturalism combine. In the game’s fiction, visa applicants (or players) are instructed by immigration authorities to prepare a typical dish of their country of origin using a cooking station. The system evaluates applicants according to their efficiency and potential to contribute to the destination country’s society. Cooking becomes a standardized test, one step within a longer application process.

    Players act through a cooking station alternative controller, a custom-built device with interactive components for different actions, like adding ingredients, stirring a pot or chopping
    vegetables. Using the system involves performing gestures that resemble actions of food preparation, but recontextualized and filtered through particular lenses. Such actions are closely monitored and should be done as instructed. These prompts are intertwined with questions and comments adapted from actual immigration forms and brochures.

    Cook Your Way combines humor and pointed critique. It highlights the tensions and significance of cultural commodification and the purposeful complexity and alienation involved in immigration systems. Through play, it aims to raise questions and reflections about the multimodal interfaces of control, labor, and the meritocratic narratives that permeate immigration.
    https://enric.llagostera.com.br/cookyourway

    Credits & acknowledgement
    Game created by Enric Granzotto Llagostera.
    Videos, photography and documentation graphics by Vjosana Shkurti.
    Music from https://filmmusic.io: “Modern Jazz Samba” by Kevin MacLeod. Licence: CC BY; Intro music by John Bartmann.
    Special thanks for their ongoing support and various contributions to this project: Carolina Chmielewski Tanaka, Rilla Khaled, Rebecca Goodine, Jess Rowan Marcotte, Dietrich
    Squinkifer.

    Cook Your Way was created in Montréal, QC, Canada, from 2017-2019. It received support from the Hexagram Student Grant and the Reflective Game Design research group at the Technoculture, Art and Games Research Centre.

  • https://enric.llagostera.com.br/cookyourway/
  • ISEA2019: 25th International Symposium on Electronic Art
  • Copacabana Machine Sex
  • Asia Culture Center (ACC)
  • Bill Vorn
  • Copacabana Machine Sex is a 30-minute burlesque musical robotic performance involving solely biomorphic machines as actors, musicians and dancers. Our goal is not to replicate a real cabaret, but to conceive a metaphorical extravaganza in response to the question: “what would happen if machines would be on a cabaret stage?” Aesthetically speaking, the set is a strange hybrid mix between the classic Broadway kitsch and the dark industrial look of our previous productions. Like most of our work, it is an exploration of robotic forms and movements through music, sound and light.

    The Copacabana performance can be described as a mini music hall show, hence its title, as so many nightclubs around the world are named this way. It involves a succession of different musical numbers where machines perform on stage as musicians and dancers. Copacabana is comprised of nine robotic entities: one main central character covered with halogen light bulbs, four carnival dancers with LED fans, three frenetic pairs of robotic legs, and one suspended set of six actuated human skulls. The soundtrack is a mix of disco, rap, latino, techno, industrial and ambient music, and all the robot movements and lighting effects are perfectly synchronized to the beat.

    The “machine sex” theme is not approached on the literal or strict sense, but in a more subtle manner where machines are obviously not presented as having intercourse with each other but rather involved in a seduction endeavor between themselves and with the viewers. Even though we can refer to this performance as being a “machine burlesque” spectacle, our aim is not to create a deviant or satirical sex show, but to evoke human behaviors in an unusual manner through simple machine actions presented in a familiar music hall / cabaret context.

    Produced with the help of The Canada Council for the Arts

  • Robotic Performance
  • https://billvorn.concordia.ca/projects/Copacabana.html
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Copperplate Engravings with Sound Effects
  • National Palace Museum
  • Jeffrey Shaw and N7 Communication
  • Original works of art: Copperplate engravings of Storming of the Camp at Gädän-Ola and Lifting of the Siege at the Black Water River from Victory in the Pacification of Dzungars and Muslims

    This installation provides the exhibition visitor with an embodied and dramatic experience of Castiglione’s monumental battle-scene engravings by means of an immersive architectural and acoustic environment that the viewer can walk through.

  • https://theme.npm.edu.tw/exh105/hongkong/en/page-3_2.html
  • ISEA2020: 26th International Symposium on Electronic Art
  • Coral bones/La mer, Models for Meteors
  • Pavitra Wickramasinghe
  • “Arriving at each new city, the traveller finds again a past of his that he did not know he had: the foreignness of what you no longer are or no longer possess lies in wait for you in foreign, unpossessed places.” – Italo Calvino, Invisible Cities, 16

    The act of migration, of moving from one place to another voluntarily or by force, evokes an awareness of citizenship and belonging. If here is both subjective and physical, what information do we need to figure out where we are? Currently, Pavitra Wickramasinghe explores the notion of “here”. The sense of place and locale plays a large part in her work. Wickramasinghe plays with imagery that provokes notions of travelling, the fluidity of place and memory. Wickramasinghe wants to capture the desire to be here and everywhere at the same time.

  • Paper
  • https://www.pavitraw.com/#/coral-bones-la-mer/
  • Drawing installation, laser-cut paper, and pen on paper
  • ISEA2018: 24th International Symposium on Electronic Art
  • Core Dump
  • BAT Centre
  • Francois Knoetze
  • Core Dump explores the place of screens in global and localised politics and history, looking specifically at the contradiction of Silicon Valley’s techno-utopianism and its impact on the low-tech manufacturing bases of Africa. The project comprises a series of performances, projection-mapping video installations, and interviews that draw from audiovisual archives, early African cinema and the daily life of the city of Dakar. In contrast to the spectacle of technological  singularity and the Western myth of progress, Core Dump considers the connections, disconnections and multiplicity of utopia through conflicting scales of value and waste. The first iteration of the video piece was produced over the course of 3 weeks while on residency at Ker Thiossanne. It was presented during Afropixel 6 and forms part of the first chapter of the Digital Imaginaries project, ‘Non-Aligned Utopias’. The video presented at WAM is a work in progress that will be further developed in Kinshasa, DRC in July 2018 and at ZKM, Germany in November 2018.

  • Support from Mouhamadou Lamine Barro Diene, Ker Thiosanne, ZKM, Afropixel, Digital Imaginaries, WAM.

  • Short film
  • https://deskgram.net/p/1839081412231608708_2916462023
  • ISEA2012: 18th International Symposium on Electronic Art
  • CorpusElectric Fashion Show
  • 2012 Overview: Performances
  • Box Performance Space
  • The CorpusElectric Collective
  • CorpusElectric is a tech-fashion collaboration between Media Arts students from New Mexico Highlands University, the Taos Runway Vigilantes and students from the ISEA2012 Visiting Artists Teaching Program. Workshops are being held in Taos and Las Vegas, New Mexico. Focusing on girls and technology, participants develop STEM skills through integrating technology into wearable costumes and accessories, and in production of multimedia backdrops and lighting. The project is lead by artists Megan Jacobs, Miriam Langer, Stacy Romero, Nina Silfverberg and Tatyana de Pavloff. The CorpusElectric collective presents a fashion show during Intel Education Day.

  • Johnny Alvarez, Daniela de Angeli, Mary Basler, Nick Cassados, Gabe Garcia, Elizabeth Gomez, Miriam Langer, Stephanie Marcus, Tatyana de Pavloff, Stacy Romero, Shanoa Leigh Rosby, Nina Silverton, Deanna Threadgill, Matthew Threadgill, Daisy Trudell, Siah Trudell, Tara Trudell & Shawna Yambire, New Mexico Highlands University, USA

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Counterpolis
  • International Commerce Center (ICC) Tower
  • Erik Adigard, M-A-D, and Chris Salter
  • Counterpolis is a visual and sonic commentary on the urban forces that shape the inhabitants of the 21st century city. Staging a two-minute countdown across the surfaces of the ICC, relationships of exchange, play, movement, stillness, fluidity and friction build into a sonic-visual frenzy embodying our new urban norm. This regime of animated people, spaces and things seems to run on its own logic. Yet, as our bodies navigate the global city, the order that frames this industrious ecology is time; an order that clocks the flows of the metropolis and dates, by the second, the longevity of all things.

  • Projection Mapping Installation
  • http://m-a-d.com/portfolio/counterpolis/
  • ISEA2002: 11th International Symposium on Electronic Art
  • Courtship action
  • Nagoya Citizens' Gallery Yada
  • Keiko Miyaji
  • a pattern grass, digital print, photo acrylic
  • ISEA2018: 24th International Symposium on Electronic Art
  • Creating Binocular Rivalry in Virtual Reality
  • Durbin City Hall/Durban Art Gallery
  • Mert Akbal
  • Binocular Waves is an artistic research project in progress on binocular vision. The project explores what happens when we present two different images to left and right eye using a VR Headset. Depending on their similarities and differences these two images fuse, compete or coexist in the conscious visual perception creating different binocular phenomena.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Critical Climate Machine
  • Cité des sciences et de l’industrie
  • Gaëtan Robillard
  • This data sculpture, coupled with a sound installation, illustrates the mechanisms of disinformation on climate change. Using an artificial intelligence algorithm, the sculpture classifies a stream of misleading information live. The more active the sculpture, the more misinformation about climate changes, the warmer the tone of the color. Gaëtan Robillard will show you the underside of this ingenious machine during the “Creative Engineers” weekend.

    Critical Climate Machine

    May 20 and May 21, 2023 from 11 a.m. to 5 p.m. on the forum on level 1 of the exhibitions: Presentation of the “Machine-Climat” by Gaëtan Robillard

    Critical Climate Machine is part of the MediaFutures project and has received funding from the European Union’s Horizon 2020 framework program for research and innovation.

  • In partnership with

    Intelligent museum
    Gustave Eiffel University
    IMAG school website
    ISEA2023
    Jacques Honvault
    Media Futures Color

  • ISEA2015: 21st International Symposium on Electronic Art
  • Crow Panel
  • Museum of Vancouver
  • Judith Doyle
  • Doyle transposes this procedural aesthetic evident in Phantom House onto her more recent responsive large-scale media installations. With Crow Panel, Doyle and her PointCloud series collaborators Chao Feng, along with programmers Nick Beirne and Naoto Hieda, expose realtime and allegorical aspects of a space where the movement of crows intersects with that of people. It draws attention up to birds occupying vertical cities, and their emerging forms of urban intelligence. Audience members emerge as surface impressions, appearing in and influencing a hybrid environment of crow forms eliciting a type of human-animal interaction facilitated by algorithmic agents. For Doyle and her team Crow Panel is a speculative “mirror machine”1) providing an opportunity for the public to become participating agents of disruption (Marchessault). It both displays and cloaks figures in the surface impressions it generates, supporting post-human embodiment. Using depth cameras and original software, Judith Doyle and her collaborators on the PointCloudseries investigate the characteristics of physical movement in what has become a disruptive documentary medium. They invite us as participants into an admixture of points of light as gestural form offering up whole body renderings rather than the harsh reality of high definition we repeatedly encounter in contemporary media.

    1. “Mirror Machine: Video and Identity” 2006 YYZ Books anthology, edited by Janine Marchessault. The term is appropriated to describe the structure of the PointCoud depth camera/projection system.
  • Interactive media installation, depth camera sensor and programming developed using Processing, in collaboration with Chao Feng, with programmers Nick Beirne and Naoto Hieda.
  • https://www.readingpictures.com/project_livelyobjectsandisea.html
  • ISEA2019: 25th International Symposium on Electronic Art
  • Crowd
  • Asia Culture Center (ACC)
  • Deok Yong Jung, Yea In Seo, Dan Bi Lee, Ji Hye Hong, Yea Lim Yang, and Tae Yang Kim
  • ISEA2019: 25th International Symposium on Electronic Art
  • Cyanovisions:The Transmutation of Light Harvesting Bodies
  • Asia Culture Center (ACC)
  • Tiare Ribeaux and Jody Stillwater
  • Cyanovisions: The Transmutation of Light Harvesting Bodies focuses on cyanobacteria, the first light-harvesting organisms on the planet to photosynthesize. Humans generate the pollutants that cause aggregations of toxic cyanobacteria blooms, yet we also create new life forms through synthetic biology, genetic engineering, and artificial life. What would the future look like if humans and cyanobacteria merged membranes, genes, and metabolisms?
    Inspired by the recent experiments in CRISPR gene editing technologies, Cyanovisions posits potentials for biological hybridity and scientific spiritualities with microbial species that recognize the inextricable relationship of humans to those of other organisms. Though the trajectory for millennia has distanced the human body and consciousness from the chemical processes and organisms that it is composed of, it is eternally linked to forces, processes, and organisms.
    Cyanovisions offers potentialities of symbiotically living with both other species and our technologies as extensions of nature. Cyanobacteria are one of the most ancient life forms; they were responsible for first creating oxygen on our planet as the first light-harvesting organisms. Through endosymbiosis they became the chloroplasts that plants use to process sunlight into energy today.
    Cyanovisions imagines a future where the light harvesting pigment phycocyanin is engineered into human bodies not only to surpass their limitations but to protect against the toxic conditions that we have induced on the planet. Portrayed in the short film are landscapes of algal blooms and the inner workings of a DIY Biology Lab. Science fact becomes science fiction as lab technicians move from routine experiments into an embodied ritual as part of a speculative experiment. As a cine-poem, this piece meditates on different states of bacteria and water, the transformation of light, and the embodiment of this transmutation. Photobioreactor systems growing cyanobacteria cultures are incorporated into the installation, along with speculative future prostheses of the human body.

  • Single-Channel Video and Installation, 3D print, air pumps, cyanobacteria cultures, glass, silicone tubing, speakers
  • Cybercave
  • Exhibition usb #5 window(s) on course. St-Pierre-le-Puellier collegiate church and ÉSAD Orléans gallery, Orleans. March 30 – May 28, 2023

    In 2020, as part of the CULTURE PRO call for projects from the Ministry of Culture, ÉSAD Orléans, with the support of its partners, is launching the CYBER_CAVE project.

    With the containment measures following the COVID-19 pandemic, our societies have experienced remote social life made possible by the Internet. The question of physical distancing, at the heart of current issues, leads creators, cultural institutions and higher education establishments to invent or re-invent in terms of artistic and cultural production and dissemination.

    ÉSAD Orléans therefore proposes to create a metaverse third place (that is to say a virtual place of creation, manufacturing and distribution for a community of creators, in particular young creators, who can interact socially with the aim of designing , develop, experiment and disseminate works of plastic art, theater, dance, music, architecture and design within this space itself or as an extension of the tangible (= physical) space

    . creation is entitled CYBER_CAVE. The CYBER_CAVE crosses extended realities (virtual and augmented) and the Internet network (Web). It will provide remote access to a virtual universe of conception, creation and distribution in art, design, architecture, dance etc..

    The CYBER_CAVE will be designed and developed at ÉSAD Orléans using the most recent technologies in terms of extended realities.

    After the 1990s, pioneers in the field, the technology of extended realities (XR / Extended Reality ), virtual (VR/Virtual Reality) and augmented (AR / Augmented Reality), has now reached a form of maturity. We can indeed only note its development, beyond video games and science, within the world of art and design (in international fairs and biennials, European higher schools of art and design, events and exhibitions etc.), particularly due to the reliability of software and equipment.

    It is today essential, within the Center Val-de-Loire Region and on the national territory, to allow access to these technologies to young designers, artists, engineers and collectives carrying projects renewed by the dynamics specific to generation Y or “digital natives” and generation Z (“post-digital native”, also called C – Communication, Collaboration, Connection and Creativity). While being open to all creators, the CYBER_CAVE will be mainly intended for young graduates and creators from Higher Culture Schools in the regional and national territory.

    The young creators will be accompanied and surrounded by art and design professionals, entrepreneurs and engineers. Professionalization and the spirit of community between the creators and the teams associated with the projects will be at the heart of this system mobilizing local, national and international partners.

    The CYBER_CAVE and its equipment will allow all creators with projects, in particular:

    to create works of extended reality as such
    to experiment, develop, test hypotheses virtually during the creation and design phase
    to disseminate, show and communicate projects virtually (VR) or hybrid (AR)
    for designers, to facilitate the prototyping stages by switching from simulation tools to digital manufacturing tools
    for live performance artists, to extend the stage or simulate it, for example by articulating the tangible space with the virtual space…
    https://cybercave.esadorleans.fr

    Partners:
    Certainens (Tours)
    National Choreographic Center of Orléans
    Contemporary art center Les Tanneries (Amilly)
    École Nationale Supérieure des Arts Visuels de la Cambre (Brussels)
    La Labomedia (Orléans)
    Pépite Centre-Val de Loire
    Polytech Orléans
    RCP Design Global (Tours) )
    Scène nationale d’Orléans
    Teslasuit (London)
    Valesens (Tours)

  • https://cybercave.esadorleans.fr/
  • ISEA2023: 28th International Symposium on Electronic Art
  • Cybercave
  • ESAD Orleans
  • Exhibition usb #5 window(s) on course. St-Pierre-le-Puellier collegiate church and ÉSAD Orléans gallery, Orleans. March 30 – May 28, 2023

    In 2020, as part of the CULTURE PRO call for projects from the Ministry of Culture, ÉSAD Orléans, with the support of its partners, is launching the CYBER_CAVE project.

    With the containment measures following the COVID-19 pandemic, our societies have experienced remote social life made possible by the Internet. The question of physical distancing, at the heart of current issues, leads creators, cultural institutions and higher education establishments to invent or re-invent in terms of artistic and cultural production and dissemination.

    ÉSAD Orléans therefore proposes to create a metaverse third place (that is to say a virtual place of creation, manufacturing and distribution for a community of creators, in particular young creators, who can interact socially with the aim of designing , develop, experiment and disseminate works of plastic art, theater, dance, music, architecture and design within this space itself or as an extension of the tangible (= physical) space

    The creation is entitled CYBER_CAVE. The CYBER_CAVE crosses extended realities (virtual and augmented) and the Internet network (Web). It will provide remote access to a virtual universe of conception, creation and distribution in art, design, architecture, dance etc..

    The CYBER_CAVE will be designed and developed at ÉSAD Orléans using the most recent technologies in terms of extended realities.

    After the 1990s, pioneers in the field, the technology of extended realities (XR / Extended Reality ), virtual (VR/Virtual Reality) and augmented (AR / Augmented Reality), has now reached a form of maturity. We can indeed only note its development, beyond video games and science, within the world of art and design (in international fairs and biennials, European higher schools of art and design, events and exhibitions etc.), particularly due to the reliability of software and equipment.

    It is today essential, within the Center Val-de-Loire Region and on the national territory, to allow access to these technologies to young designers, artists, engineers and collectives carrying projects renewed by the dynamics specific to generation Y or “digital natives” and generation Z (“post-digital native”, also called C – Communication, Collaboration, Connection and Creativity). While being open to all creators, the CYBER_CAVE will be mainly intended for young graduates and creators from Higher Culture Schools in the regional and national territory.

    The young creators will be accompanied and surrounded by art and design professionals, entrepreneurs and engineers. Professionalization and the spirit of community between the creators and the teams associated with the projects will be at the heart of this system mobilizing local, national and international partners.

    The CYBER_CAVE and its equipment will allow all creators with projects, in particular:

    to create works of extended reality as such
    to experiment, develop, test hypotheses virtually during the creation and design phase
    to disseminate, show and communicate projects virtually (VR) or hybrid (AR)
    for designers, to facilitate the prototyping stages by switching from simulation tools to digital manufacturing tools
    for live performance artists, to extend the stage or simulate it, for example by articulating the tangible space with the virtual space…
    https://cybercave.esadorleans.fr

    Partners:
    Certainens (Tours)
    National Choreographic Center of Orléans
    Contemporary art center Les Tanneries (Amilly)
    École Nationale Supérieure des Arts Visuels de la Cambre (Brussels)
    La Labomedia (Orléans)
    Pépite Centre-Val de Loire
    Polytech Orléans
    RCP Design Global (Tours) )
    Scène nationale d’Orléans
    Teslasuit (London)
    Valesens (Tours)

  • ISEA2022: 27th International Symposium on Electronic Art
  • Cybersyn 1973/2023
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Project Cybersyn was an experiment in instituting a socialist networked economy embraced by the short-lived Salvador Allende government of Chile (1970 – 1973) and developed together with the British cybernetician Stafford Beer. For the past decade, Project Cybersyn has been a recurrent reference – a best practice from the past – in discussions around the repurposing of hegemonic technological infrastructures and their redirection towards more equitable economic and social practices. The iconic image of Project Cybersyn’s control room – with its sci-fi appearance – represents a technical and aesthetic object that alludes to negotiation, democratic decision making, and social welfare. The allure of this image is the starting point for the video which proposes that desires for post-scarcity and postcapitalist economics must grapple with the shifts in the political, economic, and technological conditions of possibility that have transpired since Project Cybersyn. To this end the control room image itself becomes a platform for alien mutations, philosophical speculations, and social commitments. What would it take to reimagine the artefactual Cybersyn for our hyper-financialized day and age? For this work, curator and researcher Bassam El Baroni and transdisciplinary architect Constantinos Miltiadis collaborated with multidisciplinary artist and animator Georgios Cherouvim, and composer and sound artist Gerriet K. Sharma to bring this question to life.

  • cybernetics, post-scarcity, financialization, repurposing infrastructures, and Sci-fi
  • ISEA2023: 28th International Symposium on Electronic Art
  • Cymatic Ground
  • Tobias Klein and Álvaro Cassinelli
  • Hacnum Exhibition. various locations, May 16 – 21

    Cymatic Ground (Alvaro Cassinelli & Tobias Klein 2022) is an interactive audio-visual installation and the “Second Garden” in Klein’s larger Three Gardens exhibition (Tobias Klein, 2022). Located within the buildings of Oi! (Oil Street Art Space in Hong Kong), the second garden is a hybrid between an architectural representation and a sonic scultpture. It is an interactive model – an installation in which the audience can explore the relationship between shape, geometry, resonance and energy. This garden takes reference from the dry stone garden concept, where the absence of water is made visible through carefully composed arrangements of rocks and gravel that is raked to represent ripples and waves. The second garden is an industrial garden made from laser-cut and acid etched steel plates. It is a resonating, ephemeral garden where sand is carried as liquid flowing in reverberating patterns. Combining Art and Science in interdisciplinary collaboration, we created a sonic extension of the landscape as a liquid shapeless continuum, made visible through vibrations. The work articulates the invisible frequencies within each material and shape, where energies brought into harmonies create overlaying vibration, agitation and movement. These natural frequencies show the interplay between geometry and sound. Like the coastal lines are slowly shaped by the energies carried by the waves of the ocean, the vibrations in the Cymatic Ground uncover the invisible patterns of energies flowing through the landscape.

    The artwork is able to exhibit very complex Chladni patterns thanks to a micro-controller based audio feedback loop that injects energy into the system thus enabling for the complete formation of the sand pattern. Hidden electronics under the table analyse mechanical vibrations (through accelerometers and microphones) and estimate the fundamental from the series of harmonics. Energy is then injected on the corresponding plate using electromagnetically actuated “bass shakers”.

    Three Gardens
    Created by Tobias Klein, Three Gardens presents virtual and actual rock installations designed under the notions of Chinese landscape architecture and brings in new features to Oi!. The first garden exists within the entire Oi!, where elements of architecture, water, plants and rocks pervade the existing and new spaces. The second garden is an interactive installation collaborated with Alvaro Cassinelli that creates sensory experiences for visitors using sound and vibrations. The third garden is a digital garden, which links the audience’s on-the-spot experience with a mobile app to broaden their viewing experience.

    The third garden is neither here nor there – it sits in between. It is based on physical elements yet itself is immaterial. It is playful and explorative, minimal and mathematical, digital and analogue, site-specific and independent. It is a technological garden – a simulation and at the same time a transformation. It is a software landscape in the form of an app that allows the audience to collect experiences from the previous gardens to create their own landscape. We walk through the first garden and scan the space narrated through the Meta-morphs; we feel the vibrations of the Cymatic Ground and record the frequencies of the instrument. All input is transformed into vectors and attractors, virtual rocks and pebbles. Our experiences become invisible forces and their relation to each other in a system. They become the artificial mountains in an artificial garden (假山). The third garden is an arrangement of simulated force attractors that allows the visitor to create an infinite amount of reactive landscape systems. In some ways, the disillusion of the landscape being real and physical, is similar to the painting of it, where water and ink construct like pixels as ground for contemplation and reflection about one’s own position in such a constructed landscape.

  • https://alvarocassinelli.com/cymatic-ground-2022
  • ISEA2014: 20th International Symposium on Electronic Art
  • Dabarithms
  • Lobo Listone Gallery
  • Max Kazemzadeh and Reza Michael Safavi
  • “Dabarithms: Palm Wish” (“Daba”: Dubai “rithms”: Algorithms) is an interactive digital, kinetic, geo-location performance project, that uses algorithmic functions calculated in a custom GPS Tracking Android Phone App to direct a “wish-scavenger” around the man-made Palm Jumiera Island (Dubai, UAE) in search of wishes. The Palm Jumiera is named for the island’s direct architectural mimicry of the shape of the fronds of an actual palm tree. Dabarithms selected this fabricated, excessively priced, investor-targeting, Disney-like island, for the purpose of collecting 9 wishes from the inhabitants of this island, who are some of the wealthiest tourists and investors in the world. Our question: “When you have everything, then what would you wish for?” We collected 9 wishes due to the number’s numerological significance, an ancient belief originating in Babylon, Greece, Jerusalem, Egypt and the Vedas, claiming that there is a relationship between a number and coinciding events. In numerology the number 9 is the number of universal love, eternity, the penultimate within an eternal system, faith, the concept of karma, spiritual enlightenment, spiritual awakening, service to humanity, humanitarianism, and more. In Dabarithms, once each wish was collected, sand from the feet of the wisher was placed in a bucket, and the techno-ritualitstic gesture launching a man-made electronic flying fairy drone, served to “activate” each wish. The performance was represented on the American University Dubai campus in a grid of 9 trees. Buckets of sand was affixed to each tree containing lights, along with each fairy drone. The GPS tracks of navigating the Palm Jumiera in search for wishes was played back in software, and the moments in time when each wish was collected, the fairy drone associated with each wish launched into the air and continued to fly around the AUD campus.

  • http://www.hi-reza.com/dabarithms.html
  • ISEA2022: 27th International Symposium on Electronic Art
  • DanceCubesII
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • In September 2018 Katerina Cizek invited me to a MIT conference in Cambridge about Co-creation: This was the first time I noticed that there is a theoretic discourse about co-creation. The usage of non-human creation is not new. Analog random-based processes, such as Gerhard Richter’s colour-coat-scratching (“Rakeltechnik”) or Jackson Pollock’s “drip technique” created iconic landmarks. Harold Cohen used fix algorithms to create art, Vera Molnar used fix algorithms as a tool to explore art.

    In 2022 I made DanceCubesII. The visual part of DanceCubesII consists of algorithm-based images of 80’s filmstar Ornella Muti, created by an uncontrolled process without human influence. For this process I used the selfcoded software Code9 as non-human co-creation tool. But the artworks rhythm is dominated by a half visible superimposed dance performance of the young Italian actress: an artifact of a Spanish B movie, published in 1974, two years before the end of fascism in Spain. The result of both image streams consists of an unseen visual language.

    While the main idea was a human creation and the mix of the visual elements was done by me, the radical colors and the unusual aesthetics came from the uncontrolled non-human co-creation process.

    All this is very technical: As an artist, my feeling was that I had to create something which is less representational art than my past works. My feeling was that the blur between abstract and representational art will conduct into something more intense. My ship to navigate there was non-human co-creation.

  • glitch, Ornella Muti, random, and non-human co-creation
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Dancing Ellipses
  • International Commerce Center (ICC) Tower
  • Sean Clute
  • The video project depicts ellipses (one for each facade) moving vertically up and down the building. At first the objects are in synch but over time they change phases allowing for syncopated visual movements.

    As an interdisciplinary media artist I explore contemporary techniques for integrating diverse communication forms into a cohesive whole. My belief is that intermedia art represents collective imagination, knowledge, and skills that can generate limitless innovation.

  • Projection Mapping Installation
  • https://seanclute.net/dancing-ellipses/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Dandelion Mirror
  • Maraya Art Park
  • Scottie Chih-Chieh Huang
  • Dandelion is an algorithmic flower, which interacts with the viewer’s eye, changing morphology to represent the viewer’s mind on the surface of the mirror

  • https://www.scottiehuang.com/Dandelion-Mirror.html
  • ISEA2018: 24th International Symposium on Electronic Art
  • Dark Sightings
  • Denis Hurley Centre
  • Camilo Hermida
  • “Dark Sightings” explores the construction of three-dimensional creatures and questions the generation of artificial territories, where the organic is represented by polygonal geometry. It invites the viewer’s immersion in real and digital environments, where evolutionary processes and transformations of fragments of reality and fiction are modeled. The creation of the models is developed with 3D tools as visual production that creatively reconstruct fiction and imagination. The representation of reality develops parallels of the changing perception we see in the real and digital world, as proposed by Hernández (2002). Fictitious elements take life, they do not exist but they are a living part of the polygonal digital nature, creating an instability between the unreal and the real. Reflect on the poverty, insecurity and social inequality that lives in society and the great capitals of the world, the relationship of real problems with technological life for the revolution and virtual digital development. Visual exploration results in graphics that complement the concept of three-dimensional digital generation. The modeling of geometric shapes with organic coating, visualize the invisible relationships of fantasy, imagination and perception of the viewer and their relationship with the environment.

  • Digital art
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Darkmatter
  • Run Run Shaw Creative Media Centre
  • Patrick Trudeau
  • Immersive work and 3D landscape, including particle systems and fluid simulations, all with negative space as a motif.

  • ISEA2020: 26th International Symposium on Electronic Art
  • das Lichtquant
  • Laurent La Torpille
  • Inspired by a liberal interpretation of Albert Einstein’s photon concept developed between 1905 and 1917, das Lichtquant is the materialization of the interactive process between light and matter vis-à-vis absorption and spontaneous and stimulated emissions.

  • Visual projections
  • https://vimeo.com/68772543
  • installation, sound art, and Light Sculpture
  • ISEA2022: 27th International Symposium on Electronic Art
  • Das Tangible Bild
  • El Centre d’Art Cal Massó
  • Peter Weibel
  • May 27-July 23, Centre d’Art Cal Massó de Reus, Beep Collection: OriginsPublic event.

    In the interactive computer installation Das tangible Bild (The Tangible Image), you are standing in front of a Cartesian coordinate grid. You are filmed standing in front of this grid by a camera, you see the image projected on the opposite wall. When you touch the rubber screen of the monitor, which stands on a pedestal in the middle of the room, the projected image warps. Thus, you can interact with the image via a three-dimensional “touch screen” in real time. Each time you touch the screen, behind which sensors are installed, information is sent to a computer to which the camera’s live images are transferred. In the computer, the signals of the warping of the screen converted into digital data influence the data representing your image within the space. The screen and the Cartesian grid become identical. Real distortions of the rubber screen appear in the projection image as distortions of the grid in front of you. An interface (the rubber screen) is switched on between the grid and the projection image. It is not the changes in the grid that affect the projection, but the changes in the interface. Is our world merely the product of an interface technology, the interface of the natural body?
    [Source: 
    https://www.beepcollection.art/peter-weibel]

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Data Mapping of 2016 U.S. Presidential Election Twitter Activity
  • 2017 Overview: Art Exhibitions
  • Centro Cultural Universitario Rogelio Salmona - Segundo Piso
  • Jiayi Young, Shih-Wen Young, and Weidong Yang
  • This project, with its multiple phases, transforms the 2016 United States Presidential Election Twitter data into a large-scale installation to probe the question of how social media assumes form and transforms the shaping of the future of a nation. The installation recounts Twitter hashtag activity on the topic from February 2016 through the election date of November 8, 2016.

    By identifying major Twitter influencers in this election period, uncovering the propagation patterns within the data, and differentiating human tweets from AI tweets, the installation exposes the inner mechanisms of a world where true human tweets and tweets generated by Twitter Bots mutually influence each other and propagate inseparably as a combined voice. The installation allows the examination of the machine world infiltration that shifted the generative entropic propagation of social media influence on this U.S. election, and provides a physical space for contemplating the significant challenges social media pose in our understanding of the social fabric and the radical transformation of the ways in which we now relate to each other.

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Data Music
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • Peter Weibel
  • Interactive sound installation: music stand, photography, strings, screen, computer, loudspeakers.

    The installation consists of a music stand with a photo of a guitar on it. The strings of the guitar, though, are real and connected to a computer on which several samples are stored. You are invited to pluck the strings, which are both the notation and the instrument. As the music is stored physically as data in the computer, you perform music via an interface, which is programmed by an algorithm.In addition, your performance is recorded by a Kinect camera and displayed on the screen on the wall. As the images of the performance are data, the configuration of the visual data can easily be influenced by the configuration of the acoustic data. Sound and image are synchronized with each other. Thus, when you are in front of the music stand, you see your mirror image displayed on the screen. The moment you start performing with the music stand, your image distorts into a flow of visualized acoustic data.

    Software development Nikolaus Völzow, sound and interface design Derek Hauffen

    [source: zkm.de]

  • ISEA2022: 27th International Symposium on Electronic Art
  • Data Whiskers
  • MACBA - Convent dels Àngels
  • Martijn Hage
  • Will our data still be around tomorrow? Digital data cannot be preserved forever because of bit rot and data decay. I am fascinated by what data degradation will look like, what if you translate and visualize the unintelligible? ‘Data Whiskers’ shows my artistic interpretation of the transience of data. To avoid the data storage doom scenario, I opted also for high resolution art prints.

  • art prints
  • http://www.martijnhage.com/
  • digital, artworks, artist, gallery, and data
  • ISEA2013: 19th International Symposium on Electronic Art
  • datamatics 2.0
  • Performance Space
  • Ryoji Ikeda
  • Ryoji Ikeda will perform datamatics 2.0, a one-night only event at Carriageworks on the evening of Friday 7th June. This is a new full-length version of Ikeda’s acclaimed audio-visual concert.

    Ikeda is one of Japan’s leading electronic composers and visual artists, and has gained a reputation internationally as one of the few artists working convincingly across visual, spatial and sonic media. He elaborately orchestrates sound, visuals, materials, physical phenomena and mathematical notions into immersive live performances and installations.

    For datamatics 2.0, Ikeda has significantly developed the earlier version of this piece (premiered in March 2006), adding a newly commissioned second part. Driven by the primary principles of datamatics, but objectively deconstructing its original elements – sound, visuals and even source codes – this new work creates a kind of meta–datamatics. Ikeda employs real–time programme computations and data scanning to create an extended new sequence that is a further abstraction of the original work. The technical dynamics of the piece, such as its extremely fast frame rates and variable bit depths, continue to challenge and explore the thresholds of our perceptions.

    Photo by Ryuichi Maruo. Courtesy of Yamaguchi Center for Arts and Media (YCAM).

  • http://www.ryojiikeda.com/ http://en.wikipedia.org/wiki/Ryoji_Ikeda
  • SISEA: Second International Symposium on Electronic Art
  • Dawn
  • 1990 Overview: Art Exhibition
  • Cultural Center de Oosterpoort
  • James Faure Walker
  • What’s most interesting about using a computer in painting ? …. The way it infects the creative process. I use computers to play around with visual ideas. I like the immediacy of colour control. I find when I return to ‘wet’ media my mind is still thinking with that flow, and visual freedom… there is no limit, it seems every image can be re-processed, re-collaged…everything is possible. Paint on the computer is simulation, and in that sense unreal, but painting proper is full of techniques that in comparison feel unnatural – you can’t change colour in real time, make fills, and so on… and the brush, palette, canvas arrangement is cumbersome. But resistance helps too. The physical inertia of painting. The way it absorbs time.

  • Digital Painting
  • ISEA2022: 27th International Symposium on Electronic Art
  • De Notre Nature
  • El Centre d’Art Cal Massó
  • Eric Vernhes
  • May 27-July 23, Centre d’Art Cal Massó de Reus, Beep Collection: OriginsPublic event.

    De Notre Nature is inspired by Book II of «De rerum natura», by Lucretia. This poem in Latin, written in the first century B.C.E., is a translation of the atomist doctrine developed by Epicurus about two centuries earlier.

    Book II revolves around atomic physics and the constitution of bodies: according to the Epicurean doctrine, matter is composed of indivisible particles which he calls «atoms». These atoms move randomly in the vacuum and can combine to form aggregates of matter that can embody a man as well as any object.

    In this materialistic framework, Lucretia puts forward the concept of «clinamen»: a deviation, a spontaneous and random deviation of atoms from their vertical fall into the void, which allows them to collide and generate matter. From this atomic mechanics, Epicurus deduces the absence of divine determinism and the proof of the existence of our free will.

    Eric Vernhes represents this cosmogonic vision through an installation consisting of a column surmounted by a golden tray containing balls and a mirror-screen a few steps away from the column. As the spectator approaches, the tray containing the marbles – a representation of the atoms of the Epicurean doctrine – begins to oscillate. The balls roll and collide with each other, generating a sound «wave». Simultaneously, a fragile image of the spectator appears on the screen as if it were generated by the movement of the «particles» in the tray.
    [Source: 
    https://www.beepcollection.art/eric-vernhes]

  • ISEA2023: 28th International Symposium on Electronic Art
  • Deadpixel2
  • Centre Culturel Canadien
  • Tatiana Vilela Dos Santos
  • Exhibition. Centre Culturel Canadien, May 16 – 20

    deadPixels² is a competitive and cooperative game for 2 to 8 players. Each player is provided with a standard gamepad to move their squared avatars on a virgin canvas. By doing so, the player can paint the background with his team’s color. When a closed shape is drawn, it automatically fills itself with color. Mixed colors produce black dead pixels, an irreversible state. Game ends after ninety-nine seconds or when the white matrix is full of colors. Team with the more covered areas wins the game.

    This emergent gameplay aims to provide both a tactical and creative playful experience. The game is projected on a real canvas fixed on an easel and usually exhibited alongside L’Atlas des matrices.

  • https://mechbird.fr/deadpixels%C2%B2.html
  • ISEA2015: 21st International Symposium on Electronic Art
  • deConstruction
  • Simon Fraser University
  • Evann Siebens
  • Vancouver is crumbling. Or perhaps it‘s being methodically taken apart brick by brick. Whether for reasons of density, seismic upgrade or escalating value, old houses, schools, and movie theatres are being demolished to make way for the new. Referencing Derrida’s semiotic text, deConstruction is an ongoing series of choreographed short films that capture the dismantling of the historic city. What might have been inhabited for half a century can be demolished in a day. By introducing dance to demolition, Siebens points out that ageism applies to architecture as it does to the bodies of dancers.

  • Single Channel HD Video
  • http://evannsiebens.com/deconstruction
  • ISEA2022: 27th International Symposium on Electronic Art
  • Deep Reckonings
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Deep Reckonings is a series of explicitly-marked deepfake videos that imagine morally courageous versions of our public figures. We see Mark Zuckerberg confront the disastrous consequences of his techno-utopianism. We watch Alex Jones grapple with his spread of deceitful conspiracies. An imaginary Brett Kavanaugh wrestles with the divisive way he responded to the sexual allegations against him, and a fake Donald Trump concedes his lies about the 2020 election. The project is an exercise in steel-manning where we often straw-man.

    Deep Reckonings explores the ethical and epistemological implications of synethic media. It also interrogates how we might use synthetic media in ethical and even benevolent ways. The project seeks not to deceive nor demean, but to imagine and inspire. In this spirit, Deep Reckonings explores the question: how might we use our synthetic selves to elicit our better angels? Or more simply: how might we deepfake it ‘til we make it?

    Deep Reckonings won two Webby Awards in 2021. The project seeks to become an ongoing series, in dialogue with the news cycle as it evolves. To be in touch, follow producer Stephanie Lepp on Twitter: @stephlepp

  • https://www.deepreckonings.com/
  • deep fake, synthetic media, artificial intelligence, Machine Learning, and truth
  • ISEA2019: 25th International Symposium on Electronic Art
  • Deep Space Music
  • 2019 Overview: Concerts & Performances
  • Asia Culture Center (ACC)
  • NOS Visuals, Nohlab Studio, Osman Koç, and Udi Bonen
  • OS is an ever-changing performance built on the real-time interaction between audio and visual elements via NOS Visual Engine. In ISEA2019, pianist Udi Bonen will join Nos Visuals at the Art Center Nabi for another unique experience, based on 2012’s Deep Space Music in Ars Electronica.
    The contemporary compositions ranging from Prokofiev, Cage, Ligeti, Messiaen, Feldman and Glass to Shoshtakovich will be turned into an audiovisual experience by NOS. NOS software will make real-time sound analysis as part of its visual calculations during the performance, creating a hybrid perception. Nohlab’s instant intervention with the visual turns the process of visual creation into a performance itself. Minimal geometric forms of NOS acting jointly with the contemporary compositions will open new doors to interlocking areas in audience’s perception, inviting them to almost a synesthesia-like experience, unique to that moment alone.

    Organized and sponsored by Art Center Nabi

  • http://nosvisuals.com/portfolio/ars-electronica/
  • ISEA2023: 28th International Symposium on Electronic Art
  • Democratopia
  • Le Cube Garges
  • Lina Dovydenaite
  • Film, La Traverse, Alfortville,  May 9 – 27 (Continuous projection in the Salon Bleu during the opening hours of the contemporary art center La Traverse) and Le Cube Garges, May 15 – 18 May, 17:00 h

    Lina Dovydenaite is a selected ISEA2023 artist

    Democratopia’s film concept lies in the realm between dystopia and utopia, envisioning a data-driven direct democracy in futuristic cities. The artist Lina Dovydenaite transcends current societal norms and speculates on an alternative reality that is neither wholly right nor wrong. In one of these cities, where data-driven democracy is the norm, Lina imagines public virtual spaces where citizens shape the development of their city and architecture through the use of AI architecture agents and other technologies. Rather than predicting or proposing a future scenario, she asks “what if” everyone was politically active and had full influence in decision-making.

    The film presents a model of a new society where every citizen enjoys equal status and can freely express themselves through technology. Artificial intelligence is harnessed to serve the community, transforming their needs and aspirations into practical and architectural solutions, both in virtual and real-world environments.

    From YT:

    Democratopia – somewhere between dystopia and utopia, the concept of data driven direct democracy in virtual spaces of futuristic city scales.

    It is not possible to “predict” THE future, it is possible to forecast alternative futures, and then to envision, design and move towards preferred futures.
    _Joseph N. Pelton

    I think beyond the given context of society, and speculate on a future alternative reality that is neither right nor wrong. Within one of the futuristic cities where data-driven democracy prevails, I speculate future public virtual space where people meet to shape how their city/city architecture is developing. Using AI architecture agent and other technologies. I am not trying to predict the future or propose a future scenario, I am just speculating WHAT IF the society where everyone is politically active where people have full influence on decision-making.
    The model of new society is the society where all citizens are equal, are able to express themselves fully and without limits through technologies, and where A.I. is put at the service of the community in order to transform citizens needs or aspirations into concrete solutions and even into architectural solution in the virtual as well as in the real world.
    I’ve gone into detail about how people might take advantage of social decision-making and open boundaries. While some of the example cities seem dystopian, I explicitly state that people are (and must be) free to leave. (This suggests that KEPO, for example, has a very small male population, and probably has some sort of “underground railroad” to get males out of the city as swiftly as possible.)

    I am solving problems as well as inventing new ones:
    The initial design spec for the system is clearly meant to prevent corruption and problematic behavior by political elites. Human error can also result in big system-level problems.
    Also, AI relies on the data that someone decided was worth collecting, and which was weighted in a certain manner, etc. It is a representation of the world, and the process of building such representation is in itself deeply political. It is unclear if we can ever escape this through participative processes, transparency, etc. If not, how do we compel those who are not willing to comply with the law?The AI can be used for better self-knowledge and improvement, but who will develop the content and knowledge taught by AI as the best and most appropriate? Who decides when an AI system has sufficiently minimized bias so that it can be safely released for use? What happens when the system works within its rules but does not provide for some of its citizens? What happens when the system is insufficient?
    Film itself can be a good seed for collective imagination of alternative narratives. Also one of my intentions was to create a vehicle for public debate.Too much of today’s political discourse is focused on small changes to what is, and we seem to be running short on the grand visions.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Dernière minute
  • Théâtre-Sénart
  • Dancing, exploring, daring, in a mixture of new sensations. To live as if it were our first or last minute. This is what Adrien M & Claire B propose in their latest creation. This installation-experience-immersive gives us the possibility to live together for 30 minutes the stretching of a minute… On Olivier Mellano’s music and Adrien M & Claire B’s digital images, we plunge into an abstract but totally hypnotising universe made of pixels reacting to our movements, of waves brushing against our feet, of stroboscopic flashes blurring our perceptions. Everyone is free to tell themselves a story, to interact with the moving floor, to dance alone or with their neighbour. In more than ten years of existence, the company – you have seen Acqua alta – which navigates between live performance and visual arts, mixes poetry and technology, pencil strokes and algorithms like no other. It’s your turn to play!

    Weaving poetry from the digital, here is the credo of Adrien M & Claire B. The duo indeed creates real aesthetic and sensory experiences where humans and computer programs evolve in a symbiotic way. From their work is born a real algorithmic magic, infused with gentleness and benevolence.
    _Arte

  • ISEA95: Sixth International Symposium on Electronic Art
  • Desert lnn
  • Eric Mattson
  • ISEA2020: 26th International Symposium on Electronic Art
  • Desert Mothers
  • Aaron Oldenburg
  • This is a meditative, multiplayer networked experience. Players begin in the same procedurally-generated environment. This begins to diverge for each player as their personal environment, composed of individualized weather and hallucinations, responds emotionally to the player’s actions. The constraints within which the players interact are discovered during play, and revolve around the body, simulated breath, drawing in the air, and out-of-body exploration of flora, fauna, and abandoned human habitations.

    In an exhibition space, participants sit on cushions on the floor facing each other, or they participate from their computers at home. They use either desktop Virtual Reality (VR) devices, or non-VR systems with monitors and Xbox controllers. In the game world, they are also sitting, either looking out across the desert at one another or lost in an exploration from the perspective of an environmental object. They see one another’s drawings and any two players are rewarded for returning each other’s gazes.

    This is a multiplayer game where players can discover ways to communicate and interact over the network, but the individualized environmental behavior pushes the experience inward. The game has its inspiration in group psychedelic and meditative experiences, such as Ayahuasca ceremonies. Although it is ostensibly a group experience, it is intensely personalized.

  • Desktop Virtual Reality (VR) devices, or non-VR systems with monitors and Xbox controllers.
  • https://aaronoldenburg.itch.io/desert-mothers
  • Virtual Reality, Networked Experience, and Multiplayer
  • ISEA2018: 24th International Symposium on Electronic Art
  • Developing Creativity Through Coding
  • Durbin City Hall/Durban Art Gallery
  • Justin Yarrow
  • CodeMakers (South Africa) is a technology education and youth empowerment public-benefit NPO that works with learners and teachers from low-resource communities in Durban, South Africa.  With a broad interest in STEAM (Science, Technology, Engineering, Arts, and Maths) and specific focus on computer programming, CodeMakers conducts hands-on classes through which learners discover and understand the technologies that are shaping our future.  They demystify technology, inspire creativity and curiosity, and give learners skills to become creators of knowledge.

  • http://codemakers.org.za/
  • ISEA2012: 18th International Symposium on Electronic Art
  • Developmental Study for the Wai Project
  • 516 ARTS Gallery
  • Te Huirangi Waikerepuru, Te Urutahi Waikerepuru, Ian M. Clothier, Jo Tito, Te Kahu Kiiwi Henare, and Craig MacDonald
  • The wai (Maori for water, flow) project connects Maori cosmology, notions of integrated systems, and western art and science in order to reinvigorate our understanding of flow and water across cultures and disciplines. It includes installation and video components, using technology to focus on the urgent need to engage with sustainable practices, given the environmental crisis. It covers the subjects of energy, ocean acidification, and Maori and Diné (Navajo) approaches to water. Text panels are quad-lingual and include Maori, Spanish, Navajo, and English.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Deviator
  • 2013 Overview: Public Events
  • Lisa Schreiber and Kelli McCluskey
  • Prepare for citywide disruption as Australia’s notorious tactical media art group pvi collective takes over the streets of Darlinghurst. During the twilight hours, immerse yourself in an outdoor game experience and become an urban ‘deviator’, temporarily transforming the city into a playground. Your mission is to seek out 15 audio instructions hidden in public spaces and play as many of the games as possible. From ‘guerrilla pole dancing’ and ‘ring-a-ring-a-roses’, to ‘spin the bottle’ and ‘twister’, each instruction is an open invitation to explore public spaces in a new way, and deviate from the norm. Activating philosophies around revolution, Deviator will alter your perception of life in the city as you know it. Are you ready for some serious playtime?

    Devised by pvi collective. Produced by Kate Neylon. Remixes by Jason Sweeney. Deviator games voice overs by Kelli McCluskey. Designed by Sohan Ariel Hayes & Benjamin Forster.  Development by Steve Berrick & Chris McCormick. Programming by Chris McCormick. Technical Consultancy by Prof. Mark Billinghurst (hitlab NZ). Presented by Performance Space, ISEA2013 and the National Art School.

    pvi collective (Perth, AU) believe in the potential for art to create systemic change. We critically investigate contentious issues, play hard and creatively intervene. Team:

  • ISEA2023: 28th International Symposium on Electronic Art
  • Dhvani
  • 36 degrés and Galerie Charlot
  • Budhaditya Chattopadhyay
  • Exhibition at 36 degrés and Galerie Charlot, June 6 – 18
    Also ISEA2023 Artist Talk

    Dhvāni is a Sanskrit word, which means resonance. The responsive and self-regulative installation Dhvāni develops an Indian epistemology-informed approach to sound art, emphasizing the role of the listener, inter-subjectivity and situational context as the primary trigger towards construing an artistic experience. Incorporating current research in acoustics and AI, the project examines the role of the “self” and inter-subjectivity against an overarching emphasis on the artistic object permeating in the Western art tradition.

    Departing from the object, the project aims to create fertile and evolving “auditory situations” where the selfhood and subjectivity of the listener can be considered in an inclusive manner through interactivity so as to encourage a participatory approach of artistic experience in terms of a networked collectivity. In doing so, the project develops an understanding of the role of chance and contingency in sound experience as a mode of creating temporal disjuncture for the “divine intervention” as Indian musician Gita Sarabhai informed John Cage in 1946 helping to shape Cage’s subsequent work with chance composition (Cage 1973: 158, 226).
    Premiere: EXPERIMENTA Arts & Sciences Biennale 2020.

  • https://budhaditya.org/exhibitions/solo/dhvani
  • ISEA2002: 11th International Symposium on Electronic Art
  • DIGEST OF VIDEO PERFORMANCE 1978-1983
  • Assembly Hall, Nagoya Port Building
  • Digest compilation of five performance videos dealing with the theme of time : Time Clothing (1978) and Pizza Time (1983), which use polaroids; On Air (1980) and Time in Rectangle (1980), which use now-obsolete open-reel video tapes; Self Portrait (1980), which integrates the two methods.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Digital Art & Design Exhibition
  • Nagoya Kogakuin College
  • We displayed the graduation works on digital arts and design in five categories (Future Alley, Healing Alley, Reflective Alley, Interaction Alley, and Education Street).

  • ISEA2024: 29th International Symposium on Electronic Art
  • Digital Bothy
  • Ramya lyer
  • Digital Bothy is an immersive 3D experience combining high-definition digital reconstruction with a narrative on the non-reproducibility of place. It is the product of a solo, 15 mile hike to photogrammetrically capture the Allt Scheicheachan bothy, a little stone building tucked away in the remote Scottish Cairngorms open to any traveler in need of shelter. The resulting 3D scan became the centerpiece for a hyperreal, first-person Highland excursion built with Unreal Engine. The final work honors Allt Scheicheachan’s inaccessibility, subverting expectations of a pixel-perfect digital replica. It takes a traveler 3 hours to reach the bothy’s door in real life. In-game, the journey is condensed into 20 seconds. Given the virtual hiker’s minimal effort and the absurdity of shelter in the digital environment, Digital Bothy resists exposing the bothy’s true structure upon their arrival, wobbling and tessellating as they grow closer, until it is an unrecognizable mosaic of fractured data. A field recording of Cairngorm wind blows with growing intensity as the viewer enters the cloud of swirling bothy shards, magnifying the distortion. This project was completed over the course of a year, and evolved into a personal meditation on the tension between digital simulation and the natural world.

  • https://gallery.styly.cc/scene/2e9b5428-6026-4290-a9f0-a35f5e6d2522
  • ISEA2018: 24th International Symposium on Electronic Art
  • Digital Calligraffiti
  • 2018 Overview: Public Events
  • KZNSA
  • Michael Ang
  • Digital Calligraffiti is an art form that combines calligraphy, graffiti, and urban media art. Participants write messages using calligraphy that are live projected as they are drawn – the messages become digital calligraffiti on the walls of the city. The project gives the chance to different social groups to freely share their messages and wishes. Using the art of calligraffiti to catalyze communication between the individual and the whole, Digital Calligraffiti transforms urban space into a canvas for expression. With the artistic guidance of renowned calligraffiti artists participants are invited to write beautifully their message to share with others. The artistic format facilitates dialogue through a series of activities introducing many social groups to calligraffiti and new media art, building cross-cultural bridges between people, and celebrating diversity while bringing us closer together.

  • Supported by the Goethe Institut Johannesburg.

  • Digital Calligraffiti
  • http://digitalcalligraffiti.org/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Digital Intervention of Archaelogical Sounds and Images: The Tuza Installation Project
  • Maraya Art Park
  • Tuza Art Installation is a digital project performing sounds and images of Colombian archaeological aerophones. An audiovisual installation creates an immersive environment by using surround audio, video, and sensor interactivity.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Discom Live Performance Nov 1
  • Diamond Hall
  • ISEA2012: 18th International Symposium on Electronic Art
  • Discotrope: The Secret Nightlife of Solar Cells
  • Downtown (Central Ave)
  • Annina Rüst, Cristyn Magnus, and Amy Alexander
  • Discotrope is an audiovisual performance that resembles a cinematic nightclub light show. At the heart of the show is the Discotrope, a solar-powered disco ball that reflects videos in a kaleidoscopic rotating projection. Discotrope’s projected visuals depict the history of people ‘dancing at cameras’, from Thomas Edison to YouTube.   discotrope.org

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Discover the Painting in Castiglione's Drawing
  • National Palace Museum
  • Sarah Kenderdine and Jeffrey Shaw
  • Original work of art: One Hundred Horses (The National Palace Museum Collection) Preparatory Drawing for One Hundred Horses (Lent by The Metropolitan Museum of Art, Purchase, Friends of Asian Art Gifts, 1991.134)

    This interactive augmented-reality installation gives the viewer the opportunity to directly compare Castiglione’s preparatory drawing of “One Hundred Horses” with his final painting. The sketch is exhibited as a full-size printed facsimile, and the viewer holds a tablet in front of it to reveal the superimposed painted scroll. Wherever the tablet is positioned by the viewer, the portion of the painted scroll seen on its screen will be exactly aligned with the printed drawing behind it.

  • https://theme.npm.edu.tw/exh105/hongkong/en/page-3_2.html
  • ISEA2014: 20th International Symposium on Electronic Art
  • Displacement
  • American University of Sharjah
  • Zinka Bejtic
  • Multimedia installation about cultural exchange between two different locations to reveal specific ambient qualities through juxtaposition of images/sounds and investigate the cultural authenticity of urban vs. peripheral settings.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Dispositivo de realidad mutada
  • 36 degrés and Galerie Charlot
  • Nicolás Kisic Aguirre
  • Exhibition at 36 degrés and Galerie Charlot, June 6 – 18
    Also ISEA2023 Artist Talk

    The Dispositivo de Realidad Mutada (Mutated Reality Device) is an inhabitable ambisonic sculpture. Inside, space expands far beyond its compact walls and invites listeners to navigate the worlds that result from disobedient linguistic experiments assisted by AI.

    Acknowledgments: Rawa Muñoz, Enmy Muñoz, Valeria Tenaud, Tivon Rice, Marcin Pączkowski, Juan Pampín, Eunsun Choi, DXARTS at the University of Washington, USA.

  • https://nka.radio/dispositivo-de-realidad-mutada
  • ISEA2013: 19th International Symposium on Electronic Art
  • DisSentience
  • TIN SHEDS GALLERY
  • Lian Loke
  • DisSentience speculates on a future where digital technology has pervaded all aspects of daily life, infiltrating even the most mundane and intimate of domestic rituals. The home as we know it, as a refuge for the self and family, is peeled apart to reveal our complacent acceptance of the invasion of technology into our everyday domestic routines and interactions. Every action we make is surveilled by the prying eyes of networked digital technologies, embedded in domestic products, furniture and architecture. The lines between public and private, convenience and infantilisation become ever more blurred, as digital sentience and solicitude take over human agency, outthinking, outwitting and outperforming us

  • http://sydney.edu.au/architecture/design_lab emergencity.net/wp
  • ISEA2014: 20th International Symposium on Electronic Art
  • Dissolving Self: Wearable Technology and Contemporary Dance
  • Zayed University - Dubai, The Fridge, and American University in Dubai
  • Maziar Ghaderi
  • Dissolving Self employs metaphoric data visualization, motion capture and wearable technology to harness the subtle movements of a contemporary dancer.

  • http://maziart.ca/creativedirection/dissolving-self-remixed/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Dissolving Self: Wearable Technology and Contemporary Dance
  • American University in Dubai, Zayed University - Dubai, and The Fridge
  • Maziar Ghaderi
  • Dissolving Self employs metaphoric data visualization, motion capture and wearable technology to harness the subtle movements of a contemporary dancer.

  • http://maziart.ca/creativedirection/dissolving-self-remixed/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Dissolving Self: Wearable Technology and Contemporary Dance
  • American University in Dubai, Zayed University - Dubai, and The Fridge
  • Maziar Ghaderi
  • Dissolving Self employs metaphoric data visualization, motion capture and wearable technology to harness the subtle movements of a contemporary dancer.

  • http://maziart.ca/creativedirection/dissolving-self-remixed/
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Distiller of the Self
  • 2017 Overview: Art Exhibitions
  • Centro Cultural Universitario Rogelio Salmona - Segundo Piso
  • Natalia Rivera Medina
  • Distiller of the Self is an interactive installation made out of glass, which reads the pulse of a person through a mobile app and turns it into bits, waves, and particles to tell a short story about the science and the soul. The artwork, based on neuroscientific studies, represents the transition to a truly scientific thought, questions the relation between beliefs, discrimination and conflict, and proposes how to confront our human existence with its unavoidable lack of certainties. Created at the Berlin University of the Arts in 2016.

  • Glass
  • ISEA2013: 19th International Symposium on Electronic Art
  • Distributed Empire
  • The Portals
  • Christopher Dodds, Justin Clemens, and Adam Nash
  • Australian Centre of Virtual Art. Have we been sucked into ‘the machine?’ – and if so, did we have any choice? “In this age of global networked data, nearly everyone in the developed world has signed away their rights to privacy … to produce content for a handful of massive global data-capitalist corporations – who delete none of it, ever, presenting nothing but the right-now, erasing history and context and replacing them with an endless parade of banal distraction. Our experience is presented back to us in a networked digital simulation so comprehensively distracting that it actually becomes our experience, an endless now without context, pure representation, the perfect visual medium for advertising nothing but itself; promising self-empowerment, this perfect simulation delivers nothing but … a need to produce more content for itself.” Participants in the gallery and online are asked to consider their place and role within the global network of data capital, and whether resistance is even possible. Endlessly recombining the facial and vocal input of participants in a state-of-the-art real-time morphing composition of audiovisuals, Distributed Empire highlights the fragile state of the global ego in an era of massively online narcissistic consumerism

  • http://distributedempire.net acva.net.au/
  • ISEA2002: 11th International Symposium on Electronic Art
  • diverge
  • Assembly Hall, Nagoya Port Building
  • No statement available.

  • ISEA2014: 20th International Symposium on Electronic Art
  • DIY Social Skin
  • Zayed University - Dubai
  • Valérie LaMontagne
  • DIY Social Skin steps beyond data-visualization, to question the modalities under which the body is transformed by its social environment, and the modalities within which these transformations are shared.

  • ISEA2002: 11th International Symposium on Electronic Art
  • DJ KARAFUTO Live Performance Nov 1
  • Diamond Hall
  • ISEA2002: 11th International Symposium on Electronic Art
  • DJ Performance
  • Warehouses 4 & 20 on the Garden Pier in the port of Nagoya
  • ISEA2002: 11th International Symposium on Electronic Art
  • DJ Performance
  • Warehouses 4 & 20 on the Garden Pier in the port of Nagoya
  • ISEA2002: 11th International Symposium on Electronic Art
  • DJ Performance
  • Warehouses 4 & 20 on the Garden Pier in the port of Nagoya
  • ISEA2018: 24th International Symposium on Electronic Art
  • DNA Pod
  • Ushaka Aquarium and Beach
  • Bronwyn Lace and Xolisile Bongwana
  • DNA Pod consists of a throng of 60 small sculptural works, created out of a process of origami folding and unfolding DNA autoradiographs collected from universities. This method of DNA sequencing is no longer used as it’s been taken over by digital technology. The redundant information slides find new life as art.

    In this iteration of the piece, it is accompanied by a choreographed performance from Xolisile Bongwana and a video documenting the Sardine Run, an annual phenomenon that occurs just off the coast of Durban in which millions of sardines move north along the eastern South African coast.

  • Performance
  • ISEA2020: 26th International Symposium on Electronic Art
  • DNA whakapapa
  • Ian M. Clothier and Josiah Jordan
  • The project DNA whakapapa uses Clothier’s DNA data to generate audio; the audio then generates video animation. The DNA data was sourced from Ancestry.com and the video-audio art work is a collaboration with Josiah Jordan. Whakapapa means genealogy/lineage in Māori.

    Here is how Josiah Jordan explained the relationship between Clothier’s DNA and audio for parts of the soundtrack: “Chromosomes 1 to 3 drive the synthesizer, bass guitar and percussive elements that lead the track… The first notes of strong synthesizer (near the 2-minute mark) belong to Chromosome 1… The X and Y Chromosomes are the flute and lightly plucked string elements… Around the 3:20 mark begins the other synthesizers…high synth, bass and bells, all played by the same Chromosome 12… in a way stitching together past and future.”

    This project follows a long series of video-audio works utilizing data. In terms of generating video, color and form decisions were directed towards a biological, organic feel and a rainbow look in respect to Clothier’s non-binary gender fluid nature. As a hybrid Polynesian, whakapapa, DNA and ancestors are one and the same thing. So this project unites Polynesian heritage with Western science in an intimately personal and familial way.

  • DNA data to generate audio and video artwork
  • https://vimeo.com/ianclothier
  • Data-Based Art, DNA, sound art, and video
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Documenting Victory in Etching: A Documentary about Giuseppe Castiglione’s Art and Emperor’s Victorious Engravings
  • National Palace Museum
  • National Palace Museum
  • Original work of art: Victory in the Pacification of Dzungars and Muslims by Giuseppe Castiglione

    This documentary relates the story of the greatest art creation project of the 18th century between China and Europe. In order to accurately reconstruct the historical context in which the engravings of Victory in the Pacification of Dzungars and Muslims were produced, the curatorial team at the National Palace Museum researched historical records in several countries. The team viewed prints housed in the BibliothПque Nationale de France and original copperplates housed in the Ethnologisches Museum, Germany, and filmed engraving techniques at a printing workshop.

  • https://theme.npm.edu.tw/exh105/hongkong/en/page-3_2.html
  • ISEA2014: 20th International Symposium on Electronic Art
  • Donkey Noon
  • Nauf Abdulrahman Al Shaikh
  • ISEA2013: 19th International Symposium on Electronic Art
  • Double District
  • Volker Kuchelmeister
  • Double District is a six-channel stereoscopic 3D video dance installation originally conceived for the ReActor, a hexagonal stereoscopic 3D back-projection environment. A series of solo and duet scenes, specifically choreographed and performed by Teshigawara, were recorded from six vantage points, in time synchronicity and stereo 3D. The installation questions the traditional notion of stage performance, where the audience is usually restricted to the seating area and the dancers direct their performances accordingly; in Double District the observer can freely choose a point of view and experience the performance in 1:1 scale and 3D depth. For ISEA2013, Double District will be presented in iCinema’s 360-degree AVIE (Advanced Visualisation and Interaction Environment) theatre.

    Direction, choreography, lighting design and costumes: Saburo Teshigawara. Developed with Volker Kuchelmeister (iCinema). Performed by Saburo Teshigawara and Rihoko Sato.  Production manager, technical director, stereoscopic cinematography, video and audio post-production: Volker Kuchelmeister (iCinema). Lighting design: Paul Nichola, Lighting technician: Rob Kelly (NIDA), Production assistant: Sue Midgely (iCinema), Producer: Richard Castelli.  icinema.edu.au/projects/double-district

  • ISEA2023: 28th International Symposium on Electronic Art
  • Double Negative
  • Topographie de l’art
  • Michele Spanghero
  • Fusion of the Possible, Topographie de l’art, April 15 – June 15

    2020
    Sound sculpture, fiberglass, speaker, iron, wood, audio system, 30 x 40 x 25cm.
    Loop duration 12 min.
    Courtesy of gallery Alberta Pane, Italy

    A sound capsule is placed in a metal box on the wall. All the parts of the sculpture and the shelf are in a golden ratio.

    The loudspeaker sealed inside the capsule plays the acoustic modes of a room, multiplying them also in relation to the modes of the sculpture itself and further reverberating in the metal shelf.

    Two negative spaces are created, two voids that resonate with the specific frequencies of a room: the sound sculpture therefore contains the frequencies of a room and makes them its own.

  • https://www.michelespanghero.com/works/double-negative
  • ISEA2013: 19th International Symposium on Electronic Art
  • Downwind
  • Verge Gallery
  • Raewyn Turner and Brian Harris
  • A continuation of Raewyn’s investigation in sensing the human plume, Downwind explores our differences in olfactory sensitivity and selectivity due to the genetic basis of human olfactory variability. The human plume trails downwind from each body carrying with it signature odours and emotional and environmental olfactory architectures which are the fragrances of our civilisation and times. They are the olfactory cyphers of change, yet sensing them is defined by a combination of genetics and personal experiences. The whole of nature is communicating by olfactory signals that we usually disregard, immersed as we are in a synthetically flavoured and fragranced atmosphere. The revolutionary wind of genetic discovery suggests that we may not all be perceiving the same reality. We’re working with scientific research in olfaction to explore the behaviour-changing signals of smell,  beginning  with  fugitive smell compounds as well as ones  known to  elicit  specific  anosmias–the inability for some people to smell a particular odour that others can easily detect. The work explores controlled delivery of 19 specifically chosen smell compounds through everyday objects.  The pods sense human presence and respond by expressing calibrated amounts of smell via a programmed mechanism that uses arduinos, servo motors, ultrasonic distance sensors.

    Over the past 2 years we’ve collaboratively created experiments around olfactory perception.

    Artwork instructions: Please place a little sugar on your tongue to help amplify your sense of smell. Place your upturned hand on the silver dish to receive a few grains of  sugar and push it sideways til the hammer rotates and sugar falls. As you approach the lid opens to allow spooning a little sugar into your hand.

  • http://raewynturner.com kissingbees.wordpress.com/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Drawbotical Melodies
  • Zayed University - Abu Dhabi
  • Hans-Gunter Lock
  • Drawbotical Melodies is a sound/light installation. Visitors can draw on a the touchscreen and the drawing movements will be played as melodic phrases by a robotic recorder (flute)

  • ISEA2014: 20th International Symposium on Electronic Art
  • Dreaming Machine #3
  • Zayed University - Dubai
  • Philippe Pasquier and Ben Bogart
  • Dreaming Machine #3 is a site-specific generative artwork whose artificial intelligence processes transform material from a live camera to construct images in perceptual, mind-wandering and dreaming modes.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Dreaming Yongsan Park
  • Jisu Kim, Jean Ho Chu, and Chung Nyeong Lee
  • Dreaming Yongsan Park (2023)’ is a community art project that attempts to occupy and reshape the current state of ‘Yongsan Park’ into a place that reflects the voice and desires of Seoul citizens. We aimed to return the power to citizens to dream and re-think about Yongsan Park beyond its physical constraints and the government’s top-down approach to urban planning.
    3D scanning can be used as a democratized method for sharing of one’s 3D models of everyday objects and environment. We identify 3D scanned objects as a ‘Digital Found Objects’, and virtual form of ‘Self-narratives’ of people within their time and place. This Digital Found Objects brings people’s everyday lives, hidden stories, and wishes of the Yongsan park. We utilize these objects to share one’s voice as a community member, allowing them to reshape and reengage the place as their own.
    This 3D Virtual Website ‘Dreaming Yongsan Park’ is employed to restore the relationship between Yongsan Park and citizens. We suggest this virtual space as an activist approach where the virtual space can be a way of reshaping engagement and attachment of the real place, and also works as a place to sharing voices of the citizens. The website is open to the public, and any visitors can virtually walk around the 3D web version of ‘Yongsan Park’ and read the stories of how the citizens dream of the inaccessible place

  • https://gallery.styly.cc/scene/2e9b5428-6026-4290-a9f0-a35f5e6d2522
  • ISEA2014: 20th International Symposium on Electronic Art
  • Dress Up
  • Lobo Listone Gallery
  • Chadi Adib Salama
  • This Artwork is a book art for digital contour drawing and the product is presented as an interactive digital pdf book format in a touch screen or tablet. It is also shown as a printed book with hand-made paintings.

  • ISEA2019: 25th International Symposium on Electronic Art
  • Drunken Drone
  • 2019 Overview: Concerts & Performances
  • Asia Culture Center (ACC)
  • Lee Nam Lee
  • Media Performance (LED, Drones). 13’00.

    The opening performance Drunken Drone (2019) is a drama based upon a Korean folk story wherein a woman waiting for her husband to come from the workplace, sets aside some food in a bamboo forest and the demons turned it into a drink. It highlights the intimate relationship between humans and machines by giving personality to a drone as a personal medium that enjoys nature and understands other’s feelings.

    Highly advanced modern technology reflects the human will and provokes revolution which influences human consciousness and brings about a paradigm shift in our lives. The demons in the form of a drunken drone sympathize with the woman who is experiencing difficult times in life and comfort her by turning the hidden rice into alcohol.

    The hidden ‘rice’ symbolizes the sorrow and joy we as human beings experience in a lifelong journey and at the same time the internal conflicts and various social traumas. ‘Rice’ is set as the first cause of all conflicts, and as a means for survival. The digital demon as a drunken drone emerges from the outside and comes as a light which comforts human beings as they confront the limitations which they can never overcome by themselves because they are beyond their limits.

    Beyond the characteristics of the existing media, drones exist as a personal medium that understands human beings more than the human themselves and creates a connection between humans and machines that can only be achieved through the drink, which is interpreted as a light, which sublimates the pain and affection felt by humans in light of the modern civilized society.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Dubai Sound Transects
  • Al Fahidi Historical Neighborhood
  • INSERTIO and James Partaik
  • Reality Engine is a performance piece and an interactive audio installation. An ambisonic device reveals a series of acoustic ambiances creating an audio and virtual voyage through the urban environment.

  • ISEA2002: 11th International Symposium on Electronic Art
  • dublee Live Performance Nov 1
  • Diamond Hall
  • FISEA: First International Symposium on Electronic Art
  • Duel
  • Academy Theatre Utrecht
  • Composed by Peter Desain and Henkjan Honing, performed by Tom van der Loo and Jaap Pluygers

    Two characters, a duel
    deaf and blind to each other
    as intermediary, the computer precents a combat
    a duel seems unwanted reverse the movement!
    no winner, no looser a play

    Duel (1985, revised version 1987) is an interactive computer composition for two percussionists. The composition is the description of a process. A computer functions as an intelligent listening and prompting conductor. The percussionists are acousticaly separated, unable to hear each other. The computer directs them through the five phases that make up the composition. They will go from a non-coordinated repeated playing of their own pattern to playing one and the same pattern, originating from the unique characteristics of both patterns.

    The five phases are:

    1. Without each other (analyze patterns)
    2. Towards each other (make patterns of equal length)
    3. Against each other (make patterns synchronous)
    4. With each other (make patterns complementary)
    5. Together (make patterns the same)
  • Interactive computer composition
  • ISEA2013: 19th International Symposium on Electronic Art
  • Durational Book
  • State Library of New South Wales
  • Astrid Lorange, Chris Caines, Jacquie Kasunic, Megan Heyward, Tom Fethers, and Zoe Sadokierski
  • During ISEA2013 the first iteration of the Durational Book project will expand on the historical idea of the book, or codex – a compendium object, the original convergent form – to include all forms of contemporary media. The traditional paper book is beginning to disappear, yet it leaves a legacy, a powerfully iconic form that echoes into other media. The constraints and conventions of the book have created narrative shapes that permeate not only other artforms, but also our core narratives of memory and self. For this project six artists are taking as their production context the rich archive of the State Library of NSW. The archive, a fertile, fictive space, facilitates the generation of a variety of speculative works investigating the library as a creative tool, and during the symposium the artists will add daily to the store of analogue and digital material, text, illustration, video and sound that will form the content of an expanded ‘book’. durationalbook.wordpress.com   fass.uts.edu.au/communication/centres/cmai
    cargocollective.com/PageScreen

  • ISEA2020: 26th International Symposium on Electronic Art
  • Dust Agitator
  • Alice Jarry
  • The Dust Agitator series (2018-2019) explores the aesthetic, critical and sensory potential of a residual material at the end of its cycle: a fine and harmful dust produced by the glass recycling industry in Quebec. The kinetic installation which highlights fine particles initially intended for landfills produces chromatic light modulations interfering with the peculiarities of this materiality: volatile clouds which, over time, fall back, sediment and accumulate.

    Proceeding by resonances between the studio, the recycling centres and the gallery, this research results from field work carried out with recyclers in Quebec and Belgium and emerges from a sensitivity to the interaction processes underlying material production. In the context of of ecological emergency, the work inspired by the operation of recycling centres intend to shift pressing issues into a new field of vigilance. This sustainable engagement with an “exhausted” materiality thus addresses sentience from the perspective of the ecosophical world: it investigates the geological, socio-environmental and artistic entanglements mobilized by this dust, linked to raw materials and technology, as well as artistic and industrial practices.

  • Site-specific kinetic installation, variable dimensions, dichroic glass, felt, glass dust, stepper motors, LEDs.
  • https://www.alicejarry.com/DUST_AGITATOR_01
  • installation, kinetic art, Waste, and Recycle
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Dynamic Crossing
  • 2017 Overview: Art Exhibitions
  • Cassia Aranha, Marcus Bastos, Ana Elisa Carramaschi, Lali Krotoszynski, Silvia Laurentiz, Monica Moura, and Dario Vargas
  • Exploring the graphic patterns generated by the shadows of the Herveo Tower, a projection on a screen positioned amidst two of its columns will display Processing real-time drawings generated by code. The pattern of lines, as well as their velocity, will change according to the behaviour of people walking on its surroundings (as mapped from a computer-vision device positioned nearby).

  • http://www2.eca.usp.br/realidades/en/obras/dynamic-crossings-isea-2017/
  • ISEA2022: 27th International Symposium on Electronic Art
  • d’Eco a Siringa
  • La Capella
  • José Manuel Berenguer
  • D’Eco a Siringa is a sound and visual installation where resources close to artificial intelligence are applied to the composition of a musical and visual flow in continuous transformation, without formal resolving elements throughout the installation time, whatever its duration, dynamically built from a database accessible in the IP space, initially made up of materials obtained by reading words from world women’s literature, spoken by diverse female voices in as many languages as possible and constantly and dynamically maintained. At present, it contains sound samples from 60 languages.

    Images are dynamically constructed from the graphic treatment of texts in various languages and alphabets, chosen according to spectral characteristics of sounds and procedures selected at variable time intervals. Its instantaneous behavior is reactive in real time to the general dynamics of sounds. Despite the continuous change in the sound and visual flow that is generated as a consequence of ethical-aesthetic reasons dictated by the need to construct works avoiding the traditional musical forms marked by patriarchy and influence them with structural characteristics of female voice, I consider the problems of the distillation of the essence and the maintenance of the identity of the work of art, which, in this case, is achieved through the intelligent manipulation of the timbral colorations of voices and the balance of the images. Hence, recordings of readings and the appearance of texts are subjected to various forms of signal processing; in particular, transposition, juxtaposition, superposition, convolution, fragmentation, granulation, filtering, and spatialization.

    Claiming non-directionality as a response to the dominant orientations based on directionality, being sound and image generation continuous in real time without conclusive segmentations, as is the case of most of my installations, no one is expected to wait for any final conclusion, as happens in a traditional concert situation.

  • D’Eco a Siringa obtained a Ciutat de Barcelona 2020 Grant and a Research and Innovation grant from Generalitat de Catalunya.

  • Female voice in music, algorithmic music, Multilingualism, Self-construction, and artificial improvisation
  • ISEA2016: 22nd International Symposium on Electronic Art
  • E.E.G. KISS
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • Hermen Maat and Karen Anne Lancel
  • Can I kiss you online? How does your kiss feel in E.E.G. data?
    Can we transfer a kiss and it’s intimacy online? Can we measure a kiss and what kissers feel together? Do we want to save our private kisses in a transparent database – to be used by others?
    In E.E.G. KISS the artists investigate how a kiss can be translated into bio-feedback data. They deconstruct the kiss, to reconstruct a new synesthetic kissing ritual. In a Global Kiss-In, through feeling, seeing, hearing, touching all participants together share a kiss.
    The artists: “Tele-presence technologies extend our bodies beyond biological boundaries in time and space, but they prevent us from touching. In a poetic, electric environment for kissing and measuring, for synchronizing and merging, we research a shared neuro-feedback system for networked kissing.”

    Performance installation: Digital Synaesthetic EEG KISS
    In performances and live kissing experiments with Brain Computer Interfaces, visitors are invited to kiss. While kissing and wearing E.E.G. headsets, their brainwaves are measured and visible as E.E.G. data. A floor projection encircles the kissers with the real time streaming E.E.G. data, as an immersive data scape. A soundscape is generated by the Brain Computer Interface, which translates the real time E.E.G. data of ‘kissing brains’ into a algorithm for a music score: an E.E.G. KISS symphony. The public around is part of the kiss, of the sound and of the immersive E.E.G.-data-visualization; both as an aesthetic experience as well as based on acts of kissing resonating when mirrored in the brain. For full text see: lancelmaat.nl/work/e.e.g-kiss

  • http:// lancelmaat.nl/work/e.e.g-kiss
  • ISEA95: Sixth International Symposium on Electronic Art
  • Earth
  • Yan Breuleux
  • ISEA2023: 28th International Symposium on Electronic Art
  • Earthsatz
  • Pierre Lafanéchère and Dylan Cote
  • Arts numériques Fest Exhibition and Hacnum Exhibition Théâtre-Sénart, May 2 – June 3

    Dylan Cote & Pierre Lafanéchère are ISEA2023 selected artists

    visual performance made with Incogito .
    30 minutes. Earthsatz also has an exhibitable version (prints + video).

    To scrutinize the planet by referencing each of its facets is to seek to exhaust it, to say everything about it, to disenchant the idea of ​​an unknown elsewhere by replacing it with a rational and immutable vision. Google Earth is a project that is both infinite and imperfect: to fit the world in a smartphone is not only to look at it as an object of scientific study, it is also to compact it. The image is imprecise, the volumes are altered, the city is silent, the cars static, life non-existent. “Hold the whole world in your hands”: a funny slogan for a strange vision of the world.

    Yet the world told by Google Earth remains intriguing. The imperfections of its forms, the defects of its textures and the coldness of this representation constitute the attributes of a new, hybrid universe, more of algorithmic fiction than our tangible reality. Earthsatz seeks to amplify the cold and scary poetry generated by this “pocket world” where pixels have replaced particles.
    The challenge is to succeed in contemplating this space for what it is: a fictional universe mimicking ours while developing its own autonomy, its own logic, its own physics. By in turn scanning part of the world generated by Google scans, we add a layer of information loss, greater compression and therefore amplification of its fantastic characteristics.

    Earthsatz then proposes a walk in this third world whose fictional, artificial and irrational aspects are celebrated through a highlighting of its aberrations and a progressive degradation of its forms. These tormented landscapes are prolonged in dark and heavy sonorities, soundtrack of a synthetic universe in decomposition, roars of a planetary equation.

  • http://www.dylancote.fr/earthsatz
  • ISEA2023: 28th International Symposium on Electronic Art
  • Earthsatz
  • Théâtre-Sénart
  • Pierre Lafanéchère and Dylan Cote
  • Arts numériques Fest Exhibition and Hacnum Exhibition Théâtre-Sénart, May 2 – June 3

    Dylan Cote & Pierre Lafanéchère are ISEA2023 selected artists

    visual performance made with Incogito .
    30 minutes. Earthsatz also has an exhibitable version (prints + video).

    To scrutinize the planet by referencing each of its facets is to seek to exhaust it, to say everything about it, to disenchant the idea of ​​an unknown elsewhere by replacing it with a rational and immutable vision. Google Earth is a project that is both infinite and imperfect: to fit the world in a smartphone is not only to look at it as an object of scientific study, it is also to compact it. The image is imprecise, the volumes are altered, the city is silent, the cars static, life non-existent. “Hold the whole world in your hands”: a funny slogan for a strange vision of the world.

    Yet the world told by Google Earth remains intriguing. The imperfections of its forms, the defects of its textures and the coldness of this representation constitute the attributes of a new, hybrid universe, more of algorithmic fiction than our tangible reality. Earthsatz seeks to amplify the cold and scary poetry generated by this “pocket world” where pixels have replaced particles.
    The challenge is to succeed in contemplating this space for what it is: a fictional universe mimicking ours while developing its own autonomy, its own logic, its own physics. By in turn scanning part of the world generated by Google scans, we add a layer of information loss, greater compression and therefore amplification of its fantastic characteristics.

    Earthsatz then proposes a walk in this third world whose fictional, artificial and irrational aspects are celebrated through a highlighting of its aberrations and a progressive degradation of its forms. These tormented landscapes are prolonged in dark and heavy sonorities, soundtrack of a synthetic universe in decomposition, roars of a planetary equation.

  • http://www.dylancote.fr/earthsatz
  • ISEA2018: 24th International Symposium on Electronic Art
  • Echo
  • Durbin City Hall/Durban Art Gallery
  • Kendyl Rossi and Georgie Pinn
  • The key intention of Echo is to create a vehicle for the exchange of empathy. As the world becomes more complex and digitally connected, the role of empathy is becoming increasingly important as an antidote to personal loneliness and an ideological isolation. Echo is an immersive artwork that takes the form of an interactive booth-based installation. The work is user specific, relational and explores notions of connection through an interactive exchange of personal narrative. Touch screen, real-time facial tracking technology combines animation, storytelling, and portrait to highlight intersections between strangers. In doing so the installation is able to collect and share an embodied archive of cross-cultural experience that elicits compassion. Informed by narrative theorist PJ Manney: “Storytelling is both the seductive siren and the safe haven that encourages the connection with the feared “other.” How we relate to stories and storytelling can be seen as an acid-test for empathy”. 

  • http://electric-puppet.com.au/
  • ISEA2022: 27th International Symposium on Electronic Art
  • Echo
  • Recinte Modernista de Sant Pau
  • Lúa Coderch, Julia Múgica, Lluís Nacenta, and Iván Paz
  • ISEA2014: 20th International Symposium on Electronic Art
  • echo::system
  • American University in Dubai
  • echo:system is a live performance and installation work lead by AME  (School of Arts, Media, and Engineering) faculty’s Grisha Coleman and a collaborative team of artists and researchers. The project is a response to our current environmental crisis caused by contemporary humans’ inability to reflect on our own impact to the natural world. The goals of the project are to create lasting, arts driven vehicles for cross-disciplinary research, curriculum advancement and community engagement amongst divergent collaborators on and off campus. The project is working with experts in dance, archeology, computer science, environmental humanities, design, music, media, and architecture in developing active and engaging mediated spaces which explore socio-cultural and ecological aspect of the desert Southwest. Other campus partners include Institute for Humanities Research (IHR), Global Institute of Sustainability (GIOS), Herberger Institute for Design and the Arts (HIDA), and the ASU Art Museum. Off-campus partners and advisors include: Desert Botanical Garden, and Southwest Environmental Consultants (SWCA). echo::system has received seed funding from the Doris Duke Charitable Foundation and the Rockefeller Foundation

  • https://ame2.asu.edu/projects/echoSystem/
  • ISEA2013: 19th International Symposium on Electronic Art
  • EchoSonics
  • UTS Gallery / DAB LAB Gallery
  • Nigel Llwyd William Helyer
  • Within the sonic world there is no separation; sound enters our bodies as vibration, immersive and continuous. Sound is the one fundamental phenomenon that we are immersed in – every living, moving thing is producing sound continually – it flows between distinct elements and binds them together. We experience it both actively, by listening, and also subliminally – and from it we draw conclusions about our world. EchoSonics investigates the close relationship between sound and natural, biological and environmental phenomena through the work of four artists practising within the field of sound art, and combining cultural and environmental issues in their audio-installations. Many of the works suggest the subtle ways in which sounds address us. Presented by ISEA2013 and the University of Technology Sydney.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Eclipse Bureau
  • Thejamjar
  • Bridget Walker
  • The second iteration of the Eclipse Bureau, a body of work around an independent research organisation comprising an architectural-sound installation that incorporates community engagement via a multi-language survey.

    Bridget would like to thank the following people for their contributions:
    – The Research: Research Consultant – Sean Walker, Research Assistant/Social Media Coordinator: Hiba AL-Midfa

    – The Bureau: Materials research & CAD Technician – Tristan Forward, Panel Fabrication & Consultant – Castform, Detail & Fabrication Consultant – Power to Make, CNC Fabrication – Power to Make

  • ISEA2014: 20th International Symposium on Electronic Art
  • Eclipse Bureau
  • Bridget Walker
  • The second iteration of the Eclipse Bureau, a body of work around an independent research organisation comprising an architectural-sound installation that incorporates community engagement via a multi-language survey.

    Bridget would like to thank the following people for their contributions:
    – The Research: Research Consultant – Sean Walker, Research Assistant/Social Media Coordinator: Hiba AL-Midfa

    – The Bureau: Materials research & CAD Technician – Tristan Forward, Panel Fabrication & Consultant – Castform, Detail & Fabrication Consultant – Power to Make, CNC Fabrication – Power to Make

  • This project has been assisted by the Australian Government through the Australia Council, its arts funding and advisory body.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Eclipse II
  • Recinte Modernista de Sant Pau
  • Félicie d’Estienne d’Orves
  • ISEA2024: 29th International Symposium on Electronic Art
  • ecologies (Arctic)
  • QUT Art Museum
  • Michele Barker and Anna Munster
  • An aerial drone hovers precariously close to the face of a glacier. One hundred metres below, an underwater drone engages in ‘oceanic’ hovering.

    While the aerial drone records the constant dripping of water and calving events from the face of the seemingly solid ice wall, the underwater drone is witness to a different but related temporal transition. Here, centuries-old air and soil – trapped within the melting icebergs calved from the glacier – are rapidly releasing in gaseous, liquid and solid forms into the sea.

    ‘ecologies(Arctic’) is a multichannel audio and video installation that juxtaposes the scale and duration of
    millennial glacial movement with rapid deglaciation occurring through human-induced climate change.
    It avoids the spectacle of collapsing glaciers and melting ice, aiming instead to sensorially engage audiences with an embodied visual and sonic exploration of the shifting spaces and times of a fragile ecology. In ‘ecologies (Arctic)’ time and place are experienced as porous thresholds: above and below water and ice, liquidity/rapidity meeting the frozen/static. The experimental drone footage and field recorded soundscape are joined by another, speculative moving image ‘companion’ perspective: AI- generated video. A counterpoint to the drones bearing witness to the complex ecologies of climate change, this speculative imaging asks: what might a deglaciated Arctic look like in the year 2058; 2058 being the current predicted forecast for the loss of one of the Arctic’s largest glaciers, Hambergbreen.

  • https://isea2024.isea-international.org/ecologies-arctic/
  • ISEA2022: 27th International Symposium on Electronic Art
  • Ecophagy
  • MACBA - Convent dels Àngels
  • Martijn Hage
  • Will our data still be around tomorrow? Digital data cannot be preserved forever because of bit rot and data decay. I am fascinated by what data degradation will look like, what if you translate and visualize the unintelligible? ‘Ecophagy’ shows my artistic interpretation of the transience of data. To avoid the data storage doom scenario, I opted also for high resolution art prints.

  • art print
  • http://www.martijnhage.com/
  • digital, artworks, artist, gallery, and data
  • ISEA2022: 27th International Symposium on Electronic Art
  • Ego – Spanglish
  • El Centre d’Art Cal Massó
  • Antoni Abad
  • May 27-July 23, Centre d’Art Cal Massó de Reus, Beep Collection: OriginsPublic event.

    Ego is a computer-based projection that uses drawing software that enables the computer to generate swarms of houseflies that buzz and flit around the space in random patterns.

    Every few minutes several dozen flies gradually group themselves to spell out a single English or Spanish word: “I,” “Me,” “Yo,” or some variant of the first-person singular. No sooner has the word become eligible, then the flies disperse and scatter to the far margins of the projection wall before reassembling once more.

    This work was presented in 2001 at the New Museum of NewYork https://archive.newmuseum.org/exhibitions/364

    [Source: https://www.beepcollection.art/antoni-abad]

  • https://archive.newmuseum.org/exhibitions/364
  • ISEA2018: 24th International Symposium on Electronic Art
  • Electric Sheep
  • Durbin City Hall/Durban Art Gallery
  • Kayleigh Gemmell
  • Electric Sheep is a series of animated digital portraits that explore of the formation of a dialogue between the ‘subject’ of an art work and the ‘viewer’ of an art work. This established relationship between ‘subject’ and ‘viewer’ is purposefully disrupted through the portrayal of the subjects, who are so engrossed in the usage of their own technology, that they are unwilling or unable to engage with the viewers who stand directly before them. Electric Sheep is thus a commentary on the increasing dependence on technology as an accessible and constantly evolving form of communication. The animation and stylisation of the portraits are reminiscent of uniquely digital experiences facilitated by the digital platform; namely computer glitches and the fashionable applications and filters associated with popular new forms of communication.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Electronic Music Performance
  • The performance by Skolz_Kolgen (CA) will portray a range of austere to rigorous sounds, alongside synchronized imagery.

  • ISEA2013: 19th International Symposium on Electronic Art
  • eLEmeNT: EaRTh
  • Verge Gallery
  • Nandita Kumar
  • This diorama visualises a future where nature and technology are in synch. Inspired by biomimicry, it suggests that nature, imaginative by necessity, has already solved many of the problems we are grappling with: energy, food production, climate control, non-toxic chemistry, transportation, packaging, and a whole lot more. Animals, plants and microbes are the consummate engineers. Nature has found what works, what is appropriate, and most importantly, what lasts here on Earth. By creatively investigating and exploring technology, eLEMenT:EARTH helps us to both imaginatively experience and critically reflect on the implications of technology, and also looks into alternative energy. ISEA2013 acknowledges ARTCapital for their generous support in the presentation of this work.                                      Paul Chacko: Engineer, Kari Rae Seekins: Sound Design. nanditakumar.com/2012-element-earth

  • ISEA2024: 29th International Symposium on Electronic Art
  • Elemental Spaces
  • Tamiko Thiel
  • Elemental Spaces is an ongoing project that invites participants to inhabit the deep time of geologic and cosmic processes. It is an interactive mixed reality experience in which participants‘ actions release elements into a virtual world to form first the universe, then the solar system, then the Earth, and finally enable life on Earth. It also confronts our illusion that if we can describe a natural phenomenon we have mastered it: participants are in the role of sorcerer‘s apprentices who set in motion processes they cannot control.
    Participants put on a VR headset and then alternately grasp one of four bowls between their hands. Each bowl contains one of the classical Greek Elements (Earth, Water, Air, Fire), and the participant’s touch releases the element into the virtual world visible in the VR headset. The artwork uses ‚Lewis structures,‘ depicting molecules with the letters of its constituent atoms (e.g. H2O), to bridge from the classic Four Elements to the contemporary atomic elements. The Lewis structures are also an attempt to understand the myriad invisible substances that are vital for life on this planet, but whose precarious balance we are upending with breathtaking disregard for our survival: CO2, CH4 (methane), O2, etc.

  • https://isea2024.isea-international.org/elemental-spaces/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Eliodomestico’s Web
  • Lobo Listone Gallery
  • Christian Rubino
  • Eliodomestico’s web is sculptural installation presenting the Eliodomestico, a solar desalination still developed by industrial designer Gabriele Diamanti. Combined with video projection highlighting a web of connections.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Embodisuit: A Wearable Platform for Embodied Knowledge
  • Durbin City Hall/Durban Art Gallery
  • Sophia Brueckner and Rachel Freire
  • “Technology is not neutral. We’re inside of what we make, and it’s inside of us. We’re living in a world of connections — and it matters which ones get made and unmade.” _Donna Haraway

    The Embodisuit allows its wearer to map personally chosen signals from an IoT platform to combinations of physical sensations on their body. The wearer customizes the garment with haptic modules attached with snaps to create sensations of heat, cold, vibration, and more. These sensations can be constant or infrequent, subtle or jarring, singular or grouped, and they are entirely configurable by the wearer for both practical and poetic purposes. A few examples:

    – Inspired by “feeling the weather in your bones”, you feel a gentle buzz on your wrist 20 minutes before it rains.

    – The sun shines in your favorite place. The modules across your back gently warm your neck and shoulders.

    – A hummingbird flies under your window at home. You feel a ripple down your spine.

  • http://rachel-freire-and-sophia-brueckner.html/
  • ISEA2013: 19th International Symposium on Electronic Art
  • Emergen/City project
  • TIN SHEDS GALLERY
  • The Tin shed Gallery
  • ISEA2013 and Tin Sheds Gallery present an investigation of electronic art and architecture – disSentience, curated by Lian Loke; The Generative Freeway Project, a participatory installation by Matthew Sleeth; and Transpotage, a living installation by Spanish architectural duo Selgascano – which together will form part of the Emergen/City project.
    emergencity.net/isea2013

  • ISEA2015: 21st International Symposium on Electronic Art
  • Emergence
  • 2015 Overview: Concerts & Performances
  • Emergence by John McCormick, Steph Hutchison and an emerging performing agent, is a dance duet performed between a human dancer and an artifi cially intelligent performing agent. The agent has learnt to dance through a rehearsal process with the dancer, sharing the dancer’s movement and style. Emergence sees the dancer and agent co-creating an interactive semi-improvised dance performance. The neural network based agent uses a motion capture system as its sensory input for understanding the dancer’s movement. Emergence investigates the nature of embodiment, cognition and perception for a digital entity, and the relationships formed through the co-creative process of performance generation between the agent and dancer. Curated by Philippe Pasquier.

  • https://johnmccormick.info/emergence/
  • ISEA2013: 19th International Symposium on Electronic Art
  • Emotion Forecast (2010) (Video Version)
  • The Concourse
  • Maurice Benayoun
  • This real-time data visualisation artwork depicts the internet as the nervous system of the world, by measuring 48 emotions on websites related to current events in more than 3200 cities worldwide, revealing the results in a hyperactive map.

  • http://Benayoun.com/
  • ISEA2023: 28th International Symposium on Electronic Art
  • Empreintes Sonores
  • Jean-Philippe Côté and Victor Drouin-Trempe
  • ISEA2022: 27th International Symposium on Electronic Art
  • En Residència
  • This activity is part of the process of creating Martí Madaula En Residència at the Institut Vapor del Fil, where a group of 1st year ESO students from the Institut Vapor del Fil (Sant Andreu) and their teachers take part. The creation process of Martí Madaula at the Vapor del Fil Institute is one of the 26 creation processes that are being developed in the context of the 13th edition of En Residència (September 2021-June 2022).

    People, technology and objects related to space expeditions – and to the moon in particular – are one of the mainstays of the explorations and research carried out by Martí Madaula and the young people involved in this creative process. A process still alive, which can be followed on the blog documenting the day-to-day running of this residence.

    The Terrat Viu of Museu de Ciències de Barcelona will be the point from which the young participants in this project will be able to make an observation in interaction with Kike Herrero, the researcher of the Institute of Space Studies (IEEC), who will travel expressly in Barcelona from the Parc Astronòmic del Montsec (PAM). Initially scheduled for March, this observation had to be suspended due to adverse weather conditions. Although the creation process of Martí Madaula and the group of young people is already at a much more advanced stage, the nocturnal observation of the moon is expected to provide nutrients to a creation process that will be presented publicly at the end of May. . It will be in La Capella, in the context of “Per Capítols”, the exhibition that from May 24 to July 3 will host the works and the creation processes of six of the creation processes of the current edition of En Residència.

    En Residència at the institutes of Barcelona is a program promoted jointly by the Institut de Cultura de Barcelona and the Consorci d’Educació de Barcelona. The association A Bao A Qu took part in conceiving the program, an entity that is also in charge of curating and coordinating the process of creating Martí Madaula at the Vapor del Fil Institute.

    En Residència offers a shared workspace between artists, students and teachers of public secondary schools. Throughout the course, and within the school hours, creators of very different disciplines and generations develop a process of artistic creation together with a group of young people, from ideation to public presentation.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Endless Sandwhich
  • Recinte Modernista de Sant Pau
  • Peter Weibel
  • ISEA2022: 27th International Symposium on Electronic Art
  • Ener-geyser
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Ener-geyser is an algorithmic wellspring that visualises energy usage in real-time for a local energy commons. The site-specific installation is a research tool to learn more about how members of resource communities share, view and interpret their data – and in turn make choices that affect the community as a whole.

    The installation was created as a design probe for the research project Design Thinking for the Circular Economy, and explores how Situated Design methods can contribute to articulating value transparency in the design of local platforms for the circular economy.

    The Ener-geyser was originally realised in the neighbourhood Schoonschip (Amsterdam), the most sustainable floating community in Europe; and the only one utilising a blockchain driven local smart-grid to distribute self-produced energy.

    The geyser is designed to assist community members in making decisions about when it is optimal to turn on/off appliances, in order to achieve their agreed shared sustainability goals. By looking out the window, residents can observe the current (energy) situation.

    When the fountain sprays high, there is an abundance of energy, so it is optimal to turn on appliances. A medium to low spray indicates caution, as demand is headed toward a peak. When the fountain is less than a meter high, there is a peak – thus it is not optimal to use energy.

    The fountain examines how members of the resource-community make choices about when to tap from the shared system, and reveals aligned tensions like the individual vs collective good, and privacy vs transparency.

    Ener-geyser experiments with new ways of interpreting complex data – that extend beyond traditional dashboard interfaces. The fountain’s main purpose is to catalyse discussion. These kinds of discussions form the basis for making complex decisions, that can define how emerging energy-resource communities define and execute their common goals.

  • urban commons, situated design, research through making, design probes, and DLT's
  • ISEA2023: 28th International Symposium on Electronic Art
  • Energēia
  • Forum des Images
  • Ugo Arsac
  • Ugo Arsac is an ISEA2023 selected artist

    Ugo Arsac will present the “immersive documentary” ENERGĒIA (2022), a project of 3D scans taken in the nuclear power plants of Chinon, Civaux and Iter, allowing us to envisage, in virtual reality, around ecological issues discussed by experts, to discover a reality that is generally hidden from us.

    I try to show things without necessarily imposing my point of view on a subject, but by placing myself so that the public can form their own opinion. I recently had the chance to work with the Chroniques Création production platform to create Energēia. In Urbe (one of my major creations about the underground world [sewers and metro tunnels of Paris, ed.]) and Energēia are two infinite installations, with no time limit. The experience can last anywhere between 2 and 45 minutes, or even longer. Producing works using cutting-edge technologies also allows me to be in contact with many different skills, which I enjoy immensely, in terms of interactive development, sound creation, mapping, etc. Within my team, certain people contribute enormously and are an integral part of the artistic dimension of the project, like Antoine Boucherikha for the sound design, for example. Source: https://www.institutfrancais.com/en/magazine/interview/ugo-arsac-2023-resident-at-the-villa-albertine

  • https://www.institutfrancais.com/en/magazine/interview/ugo-arsac-2023-resident-at-the-villa-albertine
  • ISEA2014: 20th International Symposium on Electronic Art
  • Engines of Difference
  • A4 Space
  • Lynne Heller and Jackie Calderwood
  • A site responsive, performative work that utilizes tourist transportation, the geographies of Dubai, sites of consumer consumption and virtual worlds, to highlight/elide difference, glocal economies and locality.

  • ISEA2019: 25th International Symposium on Electronic Art
  • Enigma
  • 2019 Overview: Concerts & Performances
  • Asia Culture Center (ACC)
  • Yan Breuleux and Alain Thibault
  • The performance Enigma depicts forms of visual and sound information transcoding. Amongst the themes explored, the artists worked around the thought of mathematician Alan Turing through the exploration of issues related to artificial intelligence, deep learning, and digital identity. The creators also focused on the parallel drawn by Turing between the cryptographer and the physician, who attempts to decrypt the universe in which we live. The inclusion of a human-machine dialogue, inspired by a series of experiences conducted at Google in the area of deep learning, gives us a glimpse at the challenge machines will face in their learning and decrypting of human thought. Finally, we could not ignore one of the great repercussions of the development of cybernetics by taking up the text of a famous monologue by physicist Robert Oppenheimer on the consequences of research on the atom.

    Enigma, 2019.
    Stereo sound, single channel live video, computers, controllers,
    TouchDesigner software. Audiovisual Performance. 35’00.
    *Organized by Art Center Nabi, sponsored by Government of Quebec Seoul, Korea
    Credit
    Visuals Yan Breuleux
    Music Alain Thibault
    Touch Designer Programmer Rémi Lapierre

  • ISEA2013: 19th International Symposium on Electronic Art
  • Enquire Within Upon Everybody
  • The Portals
  • Chris Rodley and Andrew Burrell
  • Excuse me, does anyone know … ? With millions of people sharing the most intimate details of their lives on social media, online data streams have become vast repositories of thoughts and emotions. This work invites audiences in Sydney and Darwin to dive head-first into this river of social data, submitting questions on any subject and seeing them answered by the data stream in a form of modern-day bibliomancy. The answers might not be what you wanted to hear, but they might just be what you wanted to say. Enquire Within Upon Everybody is part of an ongoing series of collaborative works between hybrid media artist Andrew Burrell and writer Chris Rodley which explore the poetics of search: the creative possibilities of filtering and recombining online data through search queries … inciting questions about the un/reliability of digital information and the im/possibility of uniqueness in networked environments, where almost everything we want to say is always, already being said by someone else.

  • http://miscellanea.com andrewburrell.net/project/enquire-within-upon-everybody
  • ISEA2018: 24th International Symposium on Electronic Art
  • Entangled Landing Points
  • Denis Hurley Centre
  • Ruy Cézar Campos
  • In the global network of submarine cables infrastructure, landing points are precarious sites, passive of being affected by local actors, by the environment or by security threats. They are, following Nicole Starosielski, pressure points where insignificant microcirculations can pursue a high impact over intercontinental ocean communication, contesting the friction free nature of global communication. The artist looks to establish a phenomenological bond with this environment of transition of the submarine cables infrastructure, departing from landing points in Fortaleza (Brazil), the most important city in the network of the South Atlantic and where he lives, to landing points in two other cities with which Fortaleza is networked and that are in opposing extremes of the Atlantic: Sangano (Angola) and Barranquilla (Colombia).

  • Funded by Prefeitura de Fortaleza

  • Video
  • https://www.ruycezarcampos.com/pontos-terminais-emaranhados
  • ISEA2018: 24th International Symposium on Electronic Art
  • Entrancer: Be Sicklecell Be a Hero
  • 2018 Overview: Public Events
  • BAT Centre
  • Clarissa Ribeiro, Herbert Rocha, and Daniel Valente
  • Entrancer: Be Sicklecell Be a Hero proposes a reflection concerning issues of race in science research, mainly related to sickle cell anemia. As an action in public spaces, the work invites the experience of a possible dance with a virtual moving model of a sickle-cell in Augmented Reality – mutated from the 3D model of a normal blood cell using morphogenetic algorithmic strategies. The experience is conducted by the musical rhythm of a Brazilian samba, distorted and combined with sonified fragments of a sickle-cell’s textures under the microscope. The samba metamorphoses the cell into its distorted version, resembling the mutant sickle-cell that changes shape due to a chemical alteration – a strategy against malaria – and not a genetic condition of black men and women. The installation is a tribute to emblematic works of Hélio Oiticica, bringing together in a conceptual combination or convergence the ‘Parangolé’ and the stencil “Be an Outlaw Be a Hero” from the series Marginalia, proposing a piece that is a ‘cross-over’ of both referred works, that has adaptive qualities concerning the most diverse exhibition conditions and spaces, and that is itself a mutant work in relation to the body and the environment.

  • Action in public spaces
  • ISEA2015: 21st International Symposium on Electronic Art
  • Entropic Texts
  • Goldcorp Centre for the Arts
  • Alinta Krauth and Jason Nelson
  • Entropic Texts is an experimental digital poem using text, image, and an interactive interface to explore the notion of entropy. Entropy is nature’s tendency towards decay. Thus, it is entropy that predicts the arrow of time and the length of the life of all things – living and material. As you scroll through this artwork, you are led into a world where the “force” of decay gets slowly stronger, to the point where text, images, and moving image, become glitched and decayed beyond recognition. This imaginary world of quickening decay is represented by the junkyard. What we often call junkyards are spaces that were once collections of adored or useful items that have succumbed to entropy; thus, they are both clear metaphorical and physical spaces of decay. Using a combination of the artists’ own poetry written while visiting junkyards and generated text, we seek to experiment with the life and decay of digital data. This work is intended to be read both ways. Once the end is reached – 99% decay force, the piece can then be scrolled back through, reversing the arrow of time, and thus reversing entropy. The act of creating a digital interactive poem feels a lot like fighting with the forces of entropy – as an artist you are creating a work that is constantly attempting to break itself. Sometimes a large portion of the artist’s role is to resurrect broken data. This process of creation and destruction of data, while central to our theme, was also self evident in the creation of the work itself.

  • Experimental digital poetry
  • http://dpoetry.com/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Enveloped By Caragana
  • 2014 Overview: Video Screenings
  • Lina Duvall
  • ISEA2020: 26th International Symposium on Electronic Art
  • Environment Built for Absence
  • Tivon Rice
  • Beginning in late 2017, the demolition of the Netherland’s Central Bureau of Statistics office created an extreme type of slow cinema for railway passengers traveling between The Hague and Amsterdam. Over the following year, as the building was methodically deconstructed from the top down, I visited the site each month to document the gradual erosion. Using a drone and a digital mapping process, photogrammetry, I created an archive of virtual 3D models.

    As the building’s architecture and its inevitable collapse were reminiscent of J.G. Ballard’s 1975 High Rise, I further sought to accompany this scene with the voice of a machine learning system trained on the complete corpus of Ballard’s writing. This recurrent neural network generates texts that describe the materials, invisible bodies, and possible narratives residing within the broken grounds of the building.

    The resulting installation combines video, neon lighting, and the voice of the machine learning system. It debuted at the 2018 Modern Body Festival in The Hague’s Theater de Nieuwe Regentes, a former swimming pool built in the 1920’s.

  • Made possible by The Modern Body Festival, Yukun Zhu, Google Artists and Machine Intelligence, Maxwell Forbes, and the University of Washington Center for Digital Arts and Experimental Media. Narration by Kevin Walton.

  • https://www.tivonrice.com/absence.html
  • computer-generated text, neon, and video
  • ISEA2022: 27th International Symposium on Electronic Art
  • EoE Triptych #1
  • Santa Mònica
  • Andy Gracie
  • The ongoing research project of which EoE Triptych #1 forms a part builds on parallel obsessions with cosmology, deep time and post-apocalyptic scenarios. Reacting to contemporary disaster rhetoric – the end of humanity or post-terrestrial escapology – it presents the unavoidable future and inescapable apocalypse of the end of the Universe.

    Abstract: The human sense of permanence and significance leads us to imagine futures where we are present, having found ways to dominate nature and conquer space. This project argues that there are events from which there is no escape and that all timelines, including the human one, will come to an end through developing cultural and scientific narratives around the end of the Universe.

    Where we imagine permanence and continuity, the Universe presents itself as a fluid entity where stars glow into existence and burn out, where galaxies collide and where eventually all matter will dissipate in a field of cold radiation. The brief existence of stars and planets on the timeline of the Universe is nothing but a momentary glitch in the process of transformation from Big Bang to Heat Death.

    An important narrative within the work is the fine balance between knowledge and speculation. While our understanding of the Universe and capacity for prediction is astounding, we still cannot be sure that the next thousand trillion years will be as we imagine. Everything we know so far points to the ending known as heat death, the slow fading of the Universe into a field of cold radiation, but how can we know if dark energy, dark matter and quantum fluctuations will change things or not?

    And in trying to understand these vast cosmic processes, where do we find the space to examine our humanity? How do we confront the melancholy of imagining a future that we can never experience? How can we attribute meaning and significance to something so fleeting and intangible?

    The triptych presents the end of the Universe in three stages; the end of the Solar System, the end of the galaxy and all stars, and the end of the Universe itself.

  • http://hostprods.net/
  • ISEA2018: 24th International Symposium on Electronic Art
  • Ephemeral Edgespace
  • Durbin City Hall/Durban Art Gallery
  • Johannes Birringer, Haein Song, and Claudia Robles-Angel
  • Ephemeral Edgespace is an installation-performance that opens out to an immersive, ritualized, intimate event, ensounding the participants and including audiovisual, tactile and shamanic (mugu) interfaces that draw on particular concepts of multisensorial choreographic architecture, interactional objects, and luminescence. We understand such choreographic architectures as kinetic atmospheres (“kimospheres”) which are not art installations in the traditional sense but participatory scenarios, often built with fabrics and paper, which emphasize sensorial and affective ritualized engagements between dancers, musicians and audience. Ephemeral Edgespace is not a completed work but will be constructed to emerge in the South African local context of ISEA2018, adapted to the particular place we are given to work in.

  • Installation Performance
  • ISEA2023: 28th International Symposium on Electronic Art
  • Ephemeral Electronics
  • Le Cube Garges
  • Florian Sumi
  • Exhibition. Le Cube Garges, April 27 – May 18

    2014
    CG!, Design Fiction

    “Looking for future? Look at nature!” This is one of the slogans of Ephemeral Electronics, an anticipation advertising campaign carried out by Florian Sumi and the communications agency DawnMakers. This artistic campaign highlights the possibilities offered by the research of the Urbana-Champaign Laboratory, based in Illinois (USA). Made exclusively from crystallized bombyx chenille silk, silicon and magnesium, the technology developed by the laboratory is biodegradable, bio compatible, and programmable obsolescence. Communicating then allows feasible alternatives to be considered and made possible. This technological and artistic marketing is as much a political projection as an aesthetic one.

  • https://www.floriansumi.com/ephemeral-electronic
  • ISEA2022: 27th International Symposium on Electronic Art
  • Epiphany
  • La Capella
  • Ariadna Parreu
  • Epiphany is a project that spreads like wildfire. The app of the same name to deeply touch what we are always touching. The sculptural pieces are made of materials related to the screens of mobile devices, mirrors and costumes that were the plastic research for Instagram filters.

    Plasma as a mutable and transitional state. Ghost like an ectoplasmic sheet, between mucus and appearance, and cell phone screens are often greasy.

    Epiphany aims to delve into the concept of superficiality by working from the meeting point of skin and screen. The screen functions by reifying and codifying the materials that make up its users, mainly humans. It involves the semiotic-somatic structure generating minimal contact between skin and glass and the following layers that can be dismantled on both sides of this point, of this interaction as transference, transmission and transition of bodies, politics and emotions. A digital haptic speculation.

    App: Epiphany, Unity, 2021.
    Sculptures: Phantom plasma, mixed media. 2021

  • Phantom plasma, mixed media.
  • https://www.lacapella.barcelona/en/epiphany
  • ISEA2024: 29th International Symposium on Electronic Art
  • Epiphytes
  • QUT Art Museum
  • Tully Arnot
  • A multi-sensory virtual reality work exploring plant communication, posthumanism and alternate forms of perception. Situated within an abstracted representation of Tully Arnot’s childhood backyard, the virtual environment of Epiphytes features a diffuse, shifting, magenta palette – suggestive of a phytomorphic (plant-based) interpretation of light and space. The work includes interviews with evolutionary ecologist Monica Gagliano, acoustic archaeologist Umashankar Manthravadi, and echolocation teacher/blind researcher and activist Thomas Tajo. These sonic elements are spatially arranged within a free-roam VR (virtual reality) environment, encouraging curiosity and exploration of the space, while generating a collaged conversational dialogue between these diverse theorists. Field recordings of local birds and other ecological sounds compliment these conversations, as well as foley representing the flow of water and nutrients through the trees, suggestive of a natural environment that is either fabricated, or fading. The audio is spatially controlled, using virtual reality as a powerful acoustic tool that can represent complex sonic constructions which aren’t possible in reality. Developed during the Australian bushfires, the early days of the COVID-19 pandemic and the ongoing climate crisis, the work uses implied forms of nature; a passing scent, shadows from an unseen canopy, diffuse amorphous forms, to elicit feelings of solastalgia – a word coined by environmental philosopher Glenn Albrecht meaning an emotional distress at a loss of natural environments – while also encouraging a more symbiotic and interconnected way of being in the world, drawing on the existential premise of the artwork’s botanical namesake, the epiphyte. The work was commissioned by ACMI through the Mordant Family VR Commission and first exhibited in 2022.

  • https://isea2024.isea-international.org/epiphytes/
  • ISEA2018: 24th International Symposium on Electronic Art
  • Eskin 4 the Visually Impaired
  • Natural Science Museum Research Centre
  • This performance is the result of a 5 day workshop, presented at ISEA2018, Durban, South Africa.

    There is little chance for visually impaired people to engage in a world of culture that is so visually dominant. The aim of “Eskin 4 the visually impaired” is to create a trans-disciplinary platform to enable visually impaired participants to become performers alongside their own pre-recorded audio content and local ecological stories. In a workshop prior to ISEA 2018, seven visually challenged participants from the Mason Lincoln Special School in Umlazi, Durban will work with two Durban dancers and the Swiss-based media art group AIL Productions, under the direction of Jill Scott. Together we will develop navigation potentials inspired by current research in AI, neuroscience, augmented reality and wearable computing. The role of the media art team is to visually interpret the individual stories and audio content for a sighted audience and to support the performers to be creative on a mediated stage. Here, technology is used as a platform for social engagement that will amplify the voices of this local community and empower them with new navigation and orientation skills. The workshop results will be shown in a final performance, where the audience is introduced to a unique experimental theater format.

  • Special thanks to Bongeka Gumede, teacher at the special school who hand picked the amazing performers, interactive visuals and interactive sound.

    Jill Scott (concept and direction)
    Thobile Maphanga & Lorin Sookool (dancers/choreographers)
    Olav Lervik & Mandla Matsha (music)
    Andrew Quinn (real time visual design and programming, TouchDesigner, kinect)
    Peter Walker & Tim Gerritsen (GLSL programming)
    Vanessa Barrera Giraldo (electronics and audio engineering)
    Marille Hahne (documentary, lighting)
    Andreas Schiffler (systems designer)

    Participants: Mason Lincoln Special School

  • Funded by Pro Helvetia, the Swiss Arts Council. Supported by AIL Productions Zurich and the Mason Lincoln Special School in Umlazi, Durban, SA.

  • Dance Performance
  • http://jillscott.org/artwork/current_e_skin.html
  • ISEA2022: 27th International Symposium on Electronic Art
  • Especies I, II y III
  • La Capella
  • Mónica Rikić
  • This artwork is framed in the line thought of technodiversity, promoted by the philosopher Yuk Hui, which invites us to break with the monolithic vision of technological development and accept that there is a multiplicity of technologies and not a universal one.

    Within this context, “Especies I, II y III” focuses on imagining the possibilities of evolution of technologies in an alternative way. Believing in the existence of technodiversities implies that technology becomes part of the cultural plane and that in the future, perhaps, it will be considered part of the biodiversity of each community. Starting from this speculative assumption, this project questions whether we will be able to include artificial cognitive systems as part of the configuration of the world, accepting them as an independent species of conscious and sentient organisms.

    Beyond questioning the technological resources necessary to develop artificial consciousness, this project wants to argue that its possibilities of existence also lie in a matter of philosophical attribution. To do so, the set of three robotic devices that configure this artwork are built from algorithmic structures inspired by philosophical principles that define possible existential, evolutionary, conscious and sensitive processes through the creative coding. They represent processes far from the simulation of the human, in search of the machinic condition itself.

    This small inorganic ecosystem simulate, through physical-digital behaviors, processes that invite us to identify them as conscious organisms. They are dramaturgical devices staging a possible evolution of AI, imagining a possible integration of these systems in the future. The set is accompanied by a fictional audio story that narrates the process of evolution of the devices.

  • This project has been awarded with the ISEA2022 Barcelona Grant by DKV within the DKV Arteria programme

  • https://monicarikic.com/especies/
  • artificial intelligence, Speculative philosophy, electronic art, post-singularity, and technodiversity
  • ISEA2013: 19th International Symposium on Electronic Art
  • Eternal situation
  • Art Gallery of New South Wales
  • Anne Landa Award for Video and New Media Arts 2013. 

    Humour is also an important aspect of Eternal situation, which was filmed on site at the Art Gallery of NSW. A stream of visitors to the gallery pass in front of Kosloff’s camera as they interact with paintings and sculptures in the 19th-century and Old Masters galleries. Set to Whitney Huston’s I have nothing (without you), the artworks become almost anthropomorphised as visitors snap photos or nearly walk into sculptures as they focus more on their mobile phones than on their immediate surrounds. The work forms an amusing, and also a little bit sad, insight into contemporary art viewing behaviours. [source: Kathleen Linn, https://www.artshub.com.au]

  • HD video
  • https://laresakosloff.com/Eternal-situation-2013
  • ISEA2019: 25th International Symposium on Electronic Art
  • Eternity Be Kind
  • 2019 Overview: Concerts & Performances
  • Asia Culture Center (ACC)
  • Myriam Bleau and LaTurbo Avedon
  • LaTurbo Avedon performs Myriam Bleau’s music in a multiplatform audiovisual performance.
    Eternity Be Kind exposes the codified spaces of performance and hints at a different future for personal and musical representation.
    Navigating between hyper pop, mythical symbolism and baroque hints, the artists propose a multilayered experience of collective mise en abyme.

    Eternity Be Kind, 2019. Audiovisual Performance. 30’00.
    *Organized by Art Center Nabi, sponsored by Government of Quebec Seoul, Korea
    Credit
    Conception Myriam Bleau, LaTurbo Avedon
    Composition Myriam Bleau
    Performance LaTurbo Avedon
    Web application development Conan Lai
    Choreography Jossua Collin
    Production Myriam Bleau + Recto-Verso (Quebec City)

  • http://www.myriambleau.com/
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Eugene
  • Zayed University - Dubai
  • Martha Hunt and Aki Stuclholme
  • “Eugene” represents the interlinking of broken up pieces to form a new piece of technology, connecting previous ideas to form new creations. Also, represents the wide variety of technology available today and its many uses. We included motherboards to show all pieces of technology that have the same base.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Every One, Every Day
  • Priscilla Bracks
  • There are those who see Planet Earth as a gigantic living being, one that feeds and nurtures humanity and myriad other species – an entity that must be cared for. Then there are those who see it as a rock full of riches to be pilfered heedlessly in a short-term quest for over-abundance. This ‘cradle to grave’ mentality, it would seem, is taking its toll (unless you’re a virulent disbeliever in climate change). Why not, ask artists Priscilla Bracks and Gavin Sade, take a different approach? To this end they have set out on a near impossible task; to visualise the staggering quantity of carbon produced by Australia every year.

    Their eerie, glowing plastic cube resembles something straight out of Dr Who or The X Files. And, like the best science fiction, it has technical realities at its heart. Every One, Every Day tangibly illustrates our greenhouse gas output – its 27mvolume is approximately the amount of green-house gas emitted per capita, daily. Every One, Every Day is lit by an array of LED’s displaying light patterns representing energy use generated by data from the Australian Energy Market.

    Every One, Every Day was formed from recycled, polyethylene – used milk bottles – ‘lent’ to the artists by a Visy recycling facility. At the end of the Vivid Festival this plastic will be returned to Visy, where it will re-enter the stream of ‘technical nutrients.’

    Could we make another world? One that emulates the continuing cycles of nature? One that uses our ‘technical nutrients’ such as plastic and steel in continual cycles, just like a deciduous tree dropping leaves to compost itself and keep it’s roots warm and moist? [source: http://kuuki.com.au/project/everyone/ June 2, 2020]

  • ISEA2024: 29th International Symposium on Electronic Art
  • Everydrop-Everywhen
  • Elissa Goodrich
  • Everydrop-Everywhen, an original soundart work combines laboratory recordings (of bubbles), Antarctic fieldwork recordings (of ice, ambient environments, Weddell Seals, Bowhead Whales) and original instrumental recordings (prepared piano, vibraphone, woodwinds, double bass) to explore human perception and manipulations of timescales, and to rework our understanding of past, present and future by inviting us into a deeper listening of an underwater world.

    It exposes and creatively manipulates bubbles. The timeframe in which bubbles ‘pinch off’ and create their sound is very small, a micro-second/s. Scientists manipulate audio-visual recordings (amplifying sounds and dramatically slowing down recorded visual events to capture these tiny events in order to perceive them within human scales (within sonic and visual perception).

    Everydrop-Everywhen aims to offer an enhanced, creative approach to identifying and listening for bubbles; for recognising how these tiny, short events (bubbles) are incredibly powerful, beautiful and offer a vital, sonic, portal to understanding and predicting climate warming. It’s also a dedication to the unseen creatures in peril below the melting ice. In this convergent world of the laboratory and beneath ice-melting oceans – timescales are colliding, we re-contextualise the bubble event, and we’ve opportunity to comprehend it’s impact and its potential as part of global ocean warming (and restoration).

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Everyone can paint "One Hundred Horses"
  • National Palace Museum
  • Jeffrey Shaw
  • Original work of art: One Hundred Horses by Giuseppe Castiglione

    Castiglione’s “One Hundred Horses” is presented on four large video screens. In front of each screen there is a plinth with a touch screen on which visitors can draw with a digital paintbrush. The horses in the Castiglione painted scroll are initially mostly all white; the visitor can choose any one from the group they are looking at, bring that horse onto their touch screen, and then use the digital paint-brush to color it in. Once finished, the personally colored horse can be sent back into the painting where it will remain for a while before turning white again. As a consequence, the one hundred horses are continuously being repainted during the exhibition by its visitors, who are given the opportunity by this installation to add their creativity to that of Giuseppe Castiglione’s.

  • https://theme.npm.edu.tw/exh105/hongkong/en/page-3_2.html
  • ISEA2023: 28th International Symposium on Electronic Art
  • Exoskeleton, topography of a second skin (the Winogradski experiment – 2023)
  • Point Éphémère
  • Anne-Marie Maes
  • Exhibition. ISEA2023 selected artwork, Point Éphémère, Nuit Blanche 2023, June 3

    Materials: soil bacteria, rainwater. Discipline: photographs of an evolving artwork. Dimensions: lightbox 110cm x 72cm x 14cm

    ‘Exoskeleton, topography of a second skin’ are 2 lightboxes with photographs of the Winogradski experiment. The experiment researches what bacteria can tell us about the soil they live in. Soil samples (a highly diverse micro-ecosystem of soil bacteria and algae) were cultured for several weeks. The sealed cultures were developing independently over time, and the bacterial communities were slowly changing color, thereby forming textures and patterns in response to the environmental elements such as oxygen, light and temperature. The end result -the photographs- function thus as a portrait of the region where the soil samples were taken and represent the detailed complexity of the local environment, its genetic, bacterial and geological profile.

  • https://annemariemaes.net/works/bee-laboratory-works/exoskeleton-topography-of-a-second-skin-the-winogradski-experiment
  • ISEA2023: 28th International Symposium on Electronic Art
  • Exoskeleton:Topography of a second skin
  • Le Cube Garges
  • Anne-Marie Maes
  • Exhibition. Le Cube Garges, April 27 – May 18

    2022
    Installation, bacterial culture

    The installation Exoskeleton Topography of a second skin presented by bioartist Anne Marie Maes invites us to take a fresh look at the microscopic and bacteriological world with which we sometimes unconsciously co-exist. On the central screen, the Non-human communica-tion video presents the communication modes of different bacterial communities. The photographs suspended on either side of the screen present the result of a scientific experiment called the “Winogradski column”.Soil samples were grown for several weeks. Over time, the present bacterial communities have evolved in responses to different environmental elements such as oxygen, light and temperature. The photographs presented constitute a kind of abstract portraits of the region where the soil samples were taken and represent the detailed complexity of the local environment, its genetic, bacterial and geological profile.In the central aquarium, a Sensory Skin is growing. It is a membrane developed by a symbiotic organism composed of bacteria and yeast cells during the fermentation process of black tea and sugar.Interface between the interior and the exterior, between humans and plants, these second skins invite us to rethink the way in which we collaborate with the bacteriological world.

  • https://annemariemaes.net/presentations/bee-laboratory-presentations-2/2023-letrange-labo-microcosmique-des-oumpalous-le-cube-paris
  • ISEA2013: 19th International Symposium on Electronic Art
  • Experimental Body Extension Manufacturing Unit (EBEMU)
  • COLLEGE OF FINE ARTS (COFA)
  • Paul Gazzola and Paul Granjon
  • Experimental Body Extension Manufacturing Unit (EBEMU) is an ongoing project where ideas about physical body extensions are explored and prototypes of Wearable Hybrid Body Augmentations partly made from discarded material sources are constructed by a team of leading artists working in close contact with voluntary workers recruited from the local community.

    The artists provide a fully functional temporary manufacturing unit and a selection of ready-assembled prototypes. The workers contribute ideas for new products and take part in their construction and presentation.

    The Experimental Body Extensions Manufacturing Unit presented a new range of extensions on June 16th as part of ISEA2013 in the College of Fine Art, Paddington, University of Sydney, Australia.

  • ISEA2012: 18th International Symposium on Electronic Art
  • Experimental Shorts
  • Angus Carlyle, Anna Kaneko, Stephen Ausherman, Peter Bill, Bruce Bennett, Rupert Cox, Gair Dunlop, Brian Evans, Hans Gindlesberger, Volker Kuchelmeister, Stephen Travis Pope, Sergio Romero, and Jim Scott
  • In this selection of experimental films, filmmakers stretch the limits of form, subject and technology. From various camera techniques and post production experiments, to appropriating footage from Google Street View, these works live in the edge of contemporary filmmaking.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Experiments at the interface between art, anthropology and science to re-design health campaigns against mosquito-borne diseases
  • 2017 Overview: Art Exhibitions
  • Alejandro Valencia Tobón
  • Reality is that the number of people who get infected with mosquito-borne diseases is higher every year. Dengue is ranked as the most important mosquito-borne viral disease. Zika is now considered a public health emergency of international concern. Chikungunya has been identified in 60 countries. The World Health Organisation (WHO) argues that this is because of biological and ecological variables, for example, abandoned materials and domestic water storage serve as mosquito-breeding sites. So considering that these three diseases are transmitted to humans by the bite of a mosquito (mainly Aedes aegypti), and knowing that mosquitoes breed in water, health campaigns against them have been based on standardised templates for ‘teaching’ the community how to eliminate mosquito-breeding sites, a discourse to which people do not respond. I present mosquitoborne diseases from a different point of view, suggesting that the ‘over- automatisation’ of health campaigns should be replaced by new ways of seeing and thinking about them. Through the creation of Vampires (goo.gl/Da7Yyn), the Mosquito Kite (goo.gl/oQt2gV), Serotype (goo.gl/NnTg6P) and Buzzing (goo.gl/Zjjzmu), I argue that the simplistic understanding of mosquito-borne diseases focused on the elimination of mosquito-breeding sites only leads us to have inaccurate and imprecise observations of the human-mosquito-virus relationship.

  • INSTALLATIONS (Design Cases)
  • ISEA2023: 28th International Symposium on Electronic Art
  • Expired Reality
  • Galerie Suzanne Tarasieve
  • This new exhibition describes our reality under the current transformations of technology and society through their artistic vision.

    Nowadays, humans are living in two realities. What is the base for the future considering that Artificial intelligence will rule our processes? Recently working on the project about an imagined open-code algorithm, Sapient artists transferred to it the rights to combine the will of the living and the infinite to offer a transparent democracy and explore how technology could improve political fault lines.

    Expired reality project delivers a vision of the current world that is in the process of transition to a new round of evolution, when matter dissolves and passes into a new stage of existence. This project includes works that were created by artists using Ai to represent the vision of the future coexistence and asks a question of the imminent possibility of machine replacing man.

    Starting with the forest of expired links where all the plants from recycled plastic with a relief of the expired internet links are transforming from virtual existence to real. Artists are bringing the visitor into the landscape of the Null island where the physical existence from the machine point of view starts. Bodyless mesh sculptures are referring to the absence of physical body of the reality inside. Plastic film structure shows the shapes of the humans like blisters from the product without the product itself. Lightboxes generated with Ai transforming the way of creation changing it to a new condition.

  • https://www.actuart.org/2023/05/recyle-group-expired-reality-8.7.html
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Explore Castiglione's Painted Flora and Fauna
  • National Palace Museum
  • Jeffrey Shaw, Zaffer Chan, and Eunice Cheun
  • Original work of art: From the works of Giuseppe Castiglione collected by National Palace Museum

    In this installation, the viewer moves an LCD screen in either direction along rails mounted on the exhibition wall. In so doing they travel across two virtual painted panoramas that are populated with many of the plants, birds and animals that can be found in Castiglione’s paintings. Whenever the viewer stops moving the screen, the painting that is being referenced at that particular position in the panoramic landscape will then appear in its entirety on the screen, together with the work’s title.

  • https://theme.npm.edu.tw/exh105/hongkong/en/page-3_2.html
  • ISEA2020: 26th International Symposium on Electronic Art
  • Expose (revisited)
  • Chloe Cheuk Sze Wing
  • This is a thermo-kinetic light installation. An exposed crowd of unidentified people protesting under the sun is projected on a thin metallic rod, which is heated to a very high temperature. When anonymous water from the top drops on people on the rod, it transmutes into a luminous mist, dissolving them into vapour and air, without an end.

    The work particularly draws upon Cheuk’s distress about the 2015 occupy movement in Hong Kong, where the still recurring pattern is separation, union, and confrontation. Cheuk translates this pattern into a mechanistic and multi-sensory language, autoethnographically augmenting a seemingly innocuous object – a bar handle that caught her attention at the site, exposing and releasing helpless feelings of constant repression. Cheuk’s concern is the fundamental meaning of an object – its mutability and its implications for individuals and society, and with her tools for investigation—electronic devices, video recording, etc.—she extracts, abstracts, and makes palpable the recurring patterns of our day-to-day existence.

  • Thermo-kinetic light installation
  • http://chloecheuk.com/
  • kinetic art, Light Sculpture, and installation
  • ISEA2014: 20th International Symposium on Electronic Art
  • Fabric machine
  • 2014 Overview: Video Screenings
  • Kathrin Stumreich
  • ISEA2016: 22nd International Symposium on Electronic Art
  • facades
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • Ruth Schnell
  • Immersive audio-visual animation, Dimensions variable, Video, fulldome projection environment, loudspeaker

    facades is an audio-visual animation, conceived for performance in a fulldome. Fulldomes are immersive, dome-based projection environments, which – as an interface – allow full and multimodal integration of the viewers in a multi-sensory, potentially interactive, experiential space. The piece challenges traditional concepts of space, reality and perception, and the presented immersive experience is also an experience of instability.
    Constructed from arrangements of point clouds, a virtual urban scene is developed in facades. The viewers seem like flaneurs, following streets that are flanked by classical facades. The movement of the viewers is virtual and is generated by the movement of the projected image space. facades is an audiovisual animation, conceived for performance in a Fulldome. Fulldomes are immersive, dome-based projection environments which – as an interface – allow the full and multimodal integration of the viewers in a multi-sensory, potentially interactive experiential space. Ruth Schnell makes use of the properties of this medium. which is comparatively young in the domain of the arts, to explore and challenge traditional concepts of space, reality and percep-tion – a central theme of her art. Ruth Schnell has designed a dramaturgy of disintegration and recon-struction. The seemingly ‘organic” facades and streetscapes appear elastic; diaphanous rows of houses overlay each other, panoramas may unfold. The viewer can move virtually in a horizontal fashion or into the depth of the configuration. The individual motion of the projected content simulates both spatial dynamics as well as a first-person perspective. Sound accompanies this moving image. It is based on the recording of the text No Such Agency, published in 1986 by media theorist Friedrich Kittler about the NSA. Whispered fragments of the text are acoustically placed in the projection, seeming to drift past, and coming together in the virtual space.
    For the exhibition in Hong Kong (ISEA2016) facades was reconceived as an animation running on an Oculus Rift.

    Media content and animation: Nikola Tasic
    Media setup: Martin Kusch, Johannes Hucek
    Sound: Alexandre St-Onge, Marie-Claude Poulin

  • http://ruthschnell.org/en/works/facades
  • ISEA2023: 28th International Symposium on Electronic Art
  • Face of Universe
  • Tatsuru Arai
  • Exhibition. Digitale Zone, Marseille, Aug 1 – Sep 15

    The principle of our ecosystem was born from the nuclear fusion energy of the sun. At the beginning of the earth’s birth, atmosphere contained a lot of carbon dioxide and nitrogen and was high Temperature.After that, over hundreds of millions of years, earth’s surface cooled, and the water vapor turned into rain and fell on the earth’s surface, forming the sea. About 4 billion years ago, plants were born in the sea.Long after that, our human civilization formed urban. There are several papers, through NASA’s observation that plants on Earth are increasing as plants that require carbon dioxide absorb carbon dioxide emitted by humans. Here we can find principles and tips for how Urban city and ecosystems can coexist.

    The wild flowers that coexist in the Urban are part of the history of the ecosystem born from the nuclear fusion energy of the sun, and may be the ‘face of the universe’.

  • https://www.tatsuruarai.com/%E8%A4%87%E8%A3%BD-installation-face-of-universe
  • ISEA2015: 21st International Symposium on Electronic Art
  • Facial Codes
  • Simon Fraser University
  • Kamarulzaman Bin Mohamed Sapiee
  • In a world driven by technology and the world-wide web, Facial Codes tackles the idea of finding familiarity in the unfamiliar. This series of photographs deals with the artist’s memory of past and present. By superimposing circular discs with QR codes onto faces, the artist creates a sense of representational impenetrability in 2D art and design. Using technology to disrupt the recognition of faces, the ironic loss of familiarity and identity is summoned, despite living in an age of modern technology often thought to bridge distances.

  • Photo Archival Paper
  • http://kamarule.weebly.com/facial-codes.html
  • SISEA: Second International Symposium on Electronic Art
  • Fair Play
  • Cultural Center de Oosterpoort
  • A man goes ride to ride at a fair following a woman with a red balloon.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Fake empire 2012(1 in a version of 2)
  • Durbin City Hall/Durban Art Gallery
  • Greg Streak
  • ISEA2014: 20th International Symposium on Electronic Art
  • Fatouh
  • Dana Naser Al Mazrouei
  • ISEA2023: 28th International Symposium on Electronic Art
  • Fauna – Seven Sisters (National Park series)
  • Katherine Melançon
  • Focus Québec Exhibition. Forum des Images, May 16 – 21

    Video installation

    The video work has the Seven Sisters National Park (England) still life series as a starting point. The series was created following my visit in 2013. The works attempt to translate the uncanniness of the place; mountains and shores made of chalk that the sea erodes with its come and go. My video works are always slow to impose slowing down, to mimic the rhythm of plants and to reward the gaze that looks with attention.

    My practice is interested in process, nontraditional tools and materials and the use of camera less photography to reveal aspects of the natural. Through cycles of transformation between the virtual and the physical, I create “new seeds” that I plant in different materials to discover what emerges. The starting point is often natural specimens from a specific location scanogramed.

  • https://www.elektramontreal.ca/katherine-melan%C3%A7on-isea-2023
  • ISEA2013: 19th International Symposium on Electronic Art
  • Favero, Stephen Sewell & Maurice Pagnucco – Scenario
  • iCinema (Centre for Interactive Cinema Research)
  • Denis Dale
  • Scenario is a 360-degree, 3D cinematic installation whose narrative, inspired by the experimental television work of Samuel Beckett, is produced through interaction between the audience and humanoid characters with artificial intelligence (AI). The title is a Commedia dell’arte term for the way in which the dramatic action depends on how actors and audience interact. A female humanoid character has been imprisoned in a concealed basement, along with her four children by her father, who lives above ground with his daytime family. This underground family lead the audience on an exploration of the basement labyrinth in search of possible ways they can together resolve the mystery of the family’s imprisonment, and so effect their escape before certain death. A series of shadowy humanoid sentinels track the family and the audience, rapidly interpreting and responding to audience behaviour by means of a sophisticated AI system, and physically try to block the family’s escape at every turn, creating a narrative that evolves according to the physical interaction of humanoids and audience.
    Scenario is an experimental study for a research project supported under the Australian Research Council’s Fellowship and Discovery Project funding schemes.
    icinema.edu.au/projects/scenario/project-overview
    icinema.edu.au/about/people/professor-dennis-del-favero

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Fear of Small Numbers
  • Zayed University - Dubai
  • Colleen Quigley
  • Fear of Small Numbers invites reflection on minorities in a globalized world. It is intended to pose the question of why minorities – which by definition are small in number and by extension weak, if not powerless – have been, and continue to be, the object of fear, exclusion, and even rage.

    My representative of Small Numbers is vaguely human. His/her shape is like a human fantasy of a non-human alien and has a large single eye, which suggests that it sees all. On close inspection, viewers will discover their own eye reflected back to them.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Feast or Famine
  • Durbin City Hall/Durban Art Gallery
  • Bronwyn Lace, Xolisile Bongwana, and Nhlanhla Mahlangu
  • For this video piece artist Bronwyn Lace requested permission from the Naturhistorisches Museum Wien (Vienna) to document through time-lapse photography the process of Dermestesmaculatus (carrion beetle) removing the flesh of a Tyto alba (barn owl). The carrion beetle is typically used by universities and museums to remove the flesh from bones in skeleton preparation. Whilst at first the focus of this video piece may be on the dead and skinned body of an owl after some time it shifts to the movement of the beetles. The video makes visible all the stages of the life cycle of this beetle. While the subject may initially be death and decay it quickly becomes apparent that it’s equally about life. Museums and universities use the beetles to prepare skeletons because they preserve the DNA of the specimen. A sound component has been collaboratively created by South African composers and vocalists Nhlanhla Mahlangu and Xolisile Bongwana. The sound is a meditation on mourning.

  • Video
  • ISEA2024: 29th International Symposium on Electronic Art
  • Feed
  • Kelon Cen
  • FEED is an interactive installation that explores the notion of the self and the fragmented existence of bodies and sensorium. Combining video game elements, spatial soundscape, and transmedia storytelling, FEED takes the audience on an immersive audiovisual journey in a panopticon-like complex. While a tracking apparatus constantly scans and monitors everything in the space as if an autonomous being with many eyes, the audience plays the role of a computer mouse, a curious listener and user walking on a long scrolling feed, passing by various characters in their internet cubicles, and potentially getting lost in this internet labyrinth full of joyful colors and sound events.

  • https://gallery.styly.cc/scene/79ef283d-0b62-4ccb-b387-1ae509f60a64
  • ISEA2024: 29th International Symposium on Electronic Art
  • Feed
  • Weilu Ge
  • FEED is an interactive installation that explores the notion of the self and the fragmented existence of bodies and sensorium. Combining video game elements, spatial soundscape, and transmedia storytelling, FEED 3.0 takes the audience on an immersive audiovisual journey in a panopticon-like complex. While a tracking apparatus constantly scans and monitors everything in the space as if an autonomous being with many eyes, the audience plays the role of a computer mouse, a curious listener and user walking on a long scrolling feed, passing by various characters in their internet cubicles, and potentially getting lost in this internet labyrinth full of joyful colors and sound events.

    The project aims to construct an immersive and interactive environment that invites the audience to critically observe and question their everyday living situation in a post-digital age. FEED is part of our Doppelgänger series, an ongoing artistic research project examining various systemic and social-political issues in the context of surveillance capitalism.

  • ISEA2020: 26th International Symposium on Electronic Art
  • Feedbike
  • 2020 Overview: Public Events
  • Guillaume Arseneault
  • Powered by movement, Feedbike reveals the ungrasped between void and short-circuit. Amplyfing silence to its extinction, whom activates it craft audiovisual signals through electrical brownout. Working on the distinctiveness of sound signals, Feedbike produces an audio-driven synesthesia of hypnotic lines drawn from the stereophonic disparity and feedback.

  • A/V performance for augmented bike wheel generator.

  • Bike producing audio-driven synesthesia
  • http://gllm.ca/projets/feedbike/
  • audio visual, Live Event, and Movement-Powered
  • ISEA2002: 11th International Symposium on Electronic Art
  • Fiance Forever / Long Distance Love (Video letter from lbaragi-ken)
  • Nagoya Citizens' Gallery Yada
  • ISEA2019: 25th International Symposium on Electronic Art
  • Fiat Lux (closing event)
  • 2019 Overview: Concerts & Performances
  • Gwangju Traditional Culture Center
  • Jayoung Chung
  • ISEA2019 Closing Performance and handover event

    Fiat Lux is an interdisciplinary performance creating a narrative of another start of a light at the closing ceremony of ISEA2019 which sheds light upon the theme Lux Aeterna (Eternal Light). The paradoxical relation between light and darkness is shown through the corollary generation of shadow from the creation of light. After the solar eclipse with which the light is temporarily concealed, the resurrection of light begins.
    Credits: Director/Video Jayoung Chung, Stage Management Geun Tae Park, Stage Lighting Junkwon Kim, Music Sangmin Park, Performers Banya lee, Seokyung Kook, Miso Lee, Daegeum (flute) Hwangchul Lim, Percussion Jiyoung Lim, Production Assistant Junyeop Kim, Video Mapping Assistants Hyejin Park, Sujin Lee.

    The event, and ISEA2019, will end with the handing over to the organisers of ISEA2020 from Montreal, Canada.

  • Field Of Dreams
  • ISEA2014: 20th International Symposium on Electronic Art
  • filter*.com
  • American University in Dubai
  • Daniel Cermak-Sassenrath and Clinton Watkins
  • The interactive installation filter *.com seeks to intensly immerse both participant and spectator with digital content that connects with the concept of the filter in digital media.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Firecircle ver. 2
  • Oasis21: Sakae Park
  • Haruo Ishii
  • “Firecircle ver.2” is an interactive installation work with sound and lights. It is an open air media art “alternative moment” piece.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Fireflies Memorial
  • Durbin City Hall/Durban Art Gallery
  • Francesco Mariotti, José-Carlos Mariátegui, and Elisa Arca Jarque
  • ISEA 2018

    The Fireflies Memorial is a long-term-project which aims to build a hybrid habitat in memory of the murdered ecologists and environmentalists; a collaborative work that pays tribute to all the people and organizations that are committed to the protection of nature. It is also a stance to remember people in Latin America and South Africa who had been murdered during their struggle, such as Honduran environment and human-rights activist Berta Cáceres; Brazilian environmental activist Chico Mendes; and, South Africa’s Wild Coast anti-mining activist Sikhosiphi “Bazooka” Rhadebe. This participative version was installed at The Green Camp Gallery, a rehabilitated space converted into an organic and sustainable lifestyle hub on urban farming and creativity based in Durban founded by Xolani Hlongwa.

    The installation is a work-in-progress that combines light-emitting diodes (LEDs) –simulating fireflies sparks– and organic farming –in teamwork with Nkazimulo Gabuza–; sounds of the Amazonian Huirapuru bird and the South African cicada insect; a visual projection by Crosby Luhlongwane; and, written and spoken texts by Mzwandile Mlangeni which were nurtured and inspired throughout the happenstances.

  • Facilitated by Francesco Mariotti. With the support of the Prince Claus Fund and Pro Helvetia.

  • http://ata.org.pe/2018/06/27/firefliesmemorialdurban
  • ISEA2013: 19th International Symposium on Electronic Art
  • Fish and Chips
  • Campbelltown Arts Centre
  • Wade Marynowsky and Michael Candy
  • Both artists have a performance based and robotics background. They came together to create machines that is both obsolete and abstract. One machine will throw chips at seagulls, another bangs rocks together under water, and thus attracts fish.

    It is “a humorous wink towards Eadweard Muybridge: ‘Chips’ is a study of seagulls in flight”. It is also “a modified and automated version of a Lenonardo Da Vinci designed catapult”. Its main drive is a pre purposed windscreen wiper motor sourced from various car wrecking yards.

  • http://scanlines.net/object/fish-and-chips
  • ISEA2014: 20th International Symposium on Electronic Art
  • Flat to Fiction
  • A4 Space
  • Julia Townsend, Timothy Wong, and Rahul Malpure
  • Flat to Fliction is a short (5 minutes) animation in 3D (with glasses) that will be viewed in Knowledge Village in the CYVIZ company screening room.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Fleshed Networks
  • Megan Beckwith
  • Fleshed Networks is a non-linear narrative environment that explores intersections between the real, virtual, human, technical and ecological forms. On entering the space, the user finds a visceral network surrounding them; the networks are cyborg bodies created by merging human and non-human elements. Purple flesh is embedded with technical and organic parts that appear to look down on the user. In Fleshed Networks, the idea of ‘now’ is changed from the historical notion of being present. The user experiences a sense of concurrent existence in multiple locations, creating a feeling of being in different places simultaneously. These dual presences, challenges the linear progression of time and space which allows for a more fluid temporal experience. The user exists in their real environment, and their avatar inhabits the VR space.

  • https://gallery.styly.cc/scene/77b8091b-6e68-400f-953c-209fb1057605
  • ISEA2015: 21st International Symposium on Electronic Art
  • Fleshify The World (Augmented Diseased Reality)
  • Simon Fraser University
  • Ian Haig
  • Augmented Reality (AR) technology is re-imagined as Augmented Diseased Reality. The work explores a media sphere that is increasingly cast as part of our bodies. Fleshify the World takes this idea to an extreme by fusing an iPad with human flesh in the form of silicon. If our technologies are extensions of our body, then what does it look like if those technologies share our disease? Fleshify the World makes this idea literal, taking the seductive, slick and tasteful design of the iPad into the realm of the visceral, bodily and monstrous.
    Sound: David Haberfeld, Programming: Oliver Marriott. Video: 
    Fleshify The World, Planet of the Inner Body. Video: FLESHIFY THE WORLD – Augmented Diseased Reality project

  • AR, Silicon, iPad
  • https://www.ianhaig.net/index.php?section=project&name=install&num=8
  • ISEA2014: 20th International Symposium on Electronic Art
  • Flickering Formalism: The Art Of Lorna Mills
  • 2014 Overview: Video Screenings
  • Kathrin Stumreich
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Flight
  • International Commerce Center (ICC) Tower
  • Michael Hawksworth
  • A short looping film of animated technical aeroplane drawings describing flying either horizontally or vertically. I can adjust colours and axis according to the project surface. The aeroplanes appear to be moving their wings in enabling them to fly. This could be challenging but also provoke thoughts about the global and unstable times in which we live.

  • Projection Mapping Installation
  • ISEA2014: 20th International Symposium on Electronic Art
  • Floating Satellites
  • Zayed University - Dubai
  • Rodrigo Carvalho
  • Floating Satellites is an audiovisual interactive installation that uses the real time position’s data of artificial satellites around planet earth to generate sound and visuals.

  • FISEA: First International Symposium on Electronic Art
  • Flock
  • Jaarbeurs
  • Conceived and programmed by Michael Girard & Susan Amkraut

    Special thanks to Charles Csuri, Thomas Linehan, Susan Van Baerle, Julian Gomez, Kathy Simpson and the rest of the Computer Graphics Research Group of Ohio State University.
    Electronic Still Store courtesy of Cranston-Csuri Productions

  • Computer Animation
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Flock
  • 2016 Overview: Concerts & Performances
  • Cattle Depot Artist Village
  • Flock (2015) for Live Coders explores flocking mechanisms in network structures as a means of managing collaboration in a live coding performance. Loosely modelling the behaviour of bureaucrats in their interactions with self-regulating political systems, the three performers engage in a live coding election battleground, hoping to win votes from an artificial population. The more votes a performer wins, the more prominent in the final mix that performer’s audio will be.

    SuperCollider’s JITlib was chosen as the language of algorithmic politics as SuperCollider is a reasonably neutral language, which places relatively few stylistic limits on performers, allowing them to form their own musical manifestos. Performers will develop their framework code in rehearsals beforehand, allowing them to form individual musical election strategies, before making their policy proposals (in musical form) to the artificial population in performance.
    The voting mechanism itself is based on Rosen’s work on flocking in bi-partite decentralized networks (Rosen 2010). Rosen proposes that the most efficient and successful means of managing large group collaborations is through decentralised self-regulating networks. He suggests that these networks can maintain their decentralised non-hierarchical organisations through flocking mechanisms.

    In Flock the network is made up of 2 types of node: feature trackers (using the SCMIR library in SuperCollider); and AI agents (who have preferences and voting rights). The feature tracker nodes hold information relating to the current feature states of the input audio from the performers (1 node per feature). The agent nodes each have a profile, which includes ideal state preferences for each feature which is being tracked, and values denoting how strong their preference for that feature is. Other profile characteristics include how strongly the agent is influenced by its neighbours’ preferences. These features combined define the position of the node in the network and how it moves within the flock.

    At regular intervals during the performance the AI population will ‘vote’. Agents vote for the audio input which has the closest current feature set to that of its ideal profile. Agents that are outside of a certain threshold distance of any audio input will effectively be non-voters. As our AI society works on proportional representation principles, the proportion of votes received amounts to the proportion of the audio that is heard by the audience, i.e., if you receive 30% of votes, 30% of your audio is added to the main mix.

    Agents modify their personal preferences throughout the performance depending on the preference of their network neighbours and the feature states of the incoming audio. The amount that each AI agent modifies its preferences depends on its profile value for autonomy. Agents which vote for the current winning party slightly increase their influence over other agents.

    Humans and agents alike become ensnared in a chaotic game of cat and mouse as the clarity of whether the human input to the system is convincing the AI society to flock to their musical proposal, or the humans are rather chasing the various preferences of the agents to win votes, becomes blurred. The humans can’t predict exactly how agents will react or move within the network. In order to win votes the humans can aim for mass appeal with relatively neutral proposals or try to find a radical niche which strongly differentiates them from other performers.
    Although it could be argued that the audio input into the voting mechanism could be any audio we propose that levels of abstraction and interpretation present in live coding invite analogies with governmental policy writing.

    The code/policy written by the performer/bureaucrat is interpreted by the computer/government the effect of which is experienced by the population / artificial population who form opinions which add up to affect their voting choices when it comes to elections. Constantly updating a running process to get closer to AI preferences could be compared to the way that politicians respond to opinion polls and pressure groups. [source: shellyknotts.wordpress.com/projects/social-systems-for-improvisation-in-live-computer-music/flock]

  • ISEA2015: 21st International Symposium on Electronic Art
  • FloodNet
  • Simon Fraser University
  • Carmin Karasic, Brett Stalbaum, Ricardo Dominguez, and Stefan Wray
  • By the Electronic Disturbance Theatre:

    FloodNet is the first global online political protest software that successfully implemented electronic civil disobedience, launching a new era of hacktivism. FloodNet disrupted traffic to a specific web server and wrote messages to its error log, successfully bringing attention to Chiapas, Mexico. This first FloodNet strike had over 8000 global participants, and made history on June 10, 1998, when the Mexican government implemented a countermeasure that caused any browser running FloodNet to crash. The Mexican countermeasure shows that through popular electronic civil disobedience, FloodNet participants forced the Mexican government to acknowledge global Zapatista solidarity, making the work a historically significant example of hacking for a political cause.

  • Web
  • ISEA2022: 27th International Symposium on Electronic Art
  • FLORALIA I, 2021
  • Recinte Modernista de Sant Pau
  • Sabrina Ratté
  • ISEA2002: 11th International Symposium on Electronic Art
  • FLOW (2)
  • Assembly Hall, Nagoya Port Building
  • Flow (2) was created from an intention to produce a video art work by fusing computer-processed images and actually recorded footage. Through the video system, I created the work, which presents the world over there (riverbank scene), the world over here (human consciousness), and the world of the medium itself from a viewpoint of “flow”.

  • ISEA97: Eighth International Symposium on Electronic Art
  • Flow 17
  • 1997 Overview: Art Exhibition
  • Art Institute of Chicago
  • Yoshiyuki Abe
  • ISEA2013: 19th International Symposium on Electronic Art
  • Flowforms (2004-2013)
  • Jon Drummond
  • Inspired by the swirls, vortices and lemniscate-like patterns created by moving fluids, Flowforms uses the movement of coloured dyes in a semi-viscous liquid to generate an electroacoustic soundscape in realtime. Video tracking coloured droplets of ink dripping into a clear viscous liquid, mapping to image processing and individual grains of sound combines process with signification, determined by the natural indeterminate dynamics of fluid motion.

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Fly High: Time Flies
  • Laurent Mignonneau and Christa Sommerer
  • Animation, 2015, 3’15”, ISEA2016 Hong Kong Open Sky Project

    A new work developed for the Human Vibrations festival and ISEA2016. Generated flies will crawl up the biggest media facade in the world and write different words.

    Our times are characterized by transience, impermanence and change. For the largest screen in the world, we propose a short sequence composed of a swarm of artificial flies. They slowly appear, propagate and gradually invade the whole ICC Tower, before flying away again. A short text “Fly High – Time Flies” reminds us of the beauty of the current moment.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Fog
  • American University in Dubai
  • Selçuk Artut
  • Blurred under a cloud of uncertainty, world is a phenomenon with undergoing changes surrounded by manipulators of various benefiters. Fog represents dominance as a weapon of choice.

  • https://selcukartut.com/portfolio/fog/
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Following Bees
  • International Commerce Center (ICC) Tower
  • Mariana Carranza
  • The existence of bees and humans are very interdependent. According to Albert Einstein: “If the bees disappear, the human being has only four more years to live; no more bees, no plants, no animals, no more humans.” As pollinators they have a huge value, insustituible for people and nature. From a monetary standpoint, the work of these small insects reaches (only in Europe) 14 billions euros per year! All the huge diversity of bee species has one thing in common: the passion for flowers.

    Soundtrack: Peachonfuse – ”I’m free, I’m not free”

  • Projection Mapping Installation
  • https://marianacarranza.wordpress.com/2016/08/26/following-bees/
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Food Chain
  • International Commerce Center (ICC) Tower
  • Jay Pui Weng Lei
  • Combing minimal animation with the unique shape of the ICC building, ‘Food Chain’ is a series of whimsical incidents about predator and prey. Jay hopes to bring a moment of humor to this highly dense concrete jungle by using the power of imagination.

  • Projection Mapping Installation
  • ISEA2009: 15th International Symposium on Electronic Art
  • For the Record
  • 2009 Overview: Screening
  • University of Ulster Coleraine Campus
  • Is there ever a ‘right’ time to discuss contentious issues from our past? What benefit can be gained by remembering a wrong? Can a wrong be righted in the remembering? Can film making be used to aid understanding and healing? My contention is, that the use of recording devices in post conflict societies, can aid individual self-reflective remembering in the re-telling of past events. Combined with openness of officialdom, with regard to access to historical documents and records, a history can be re-storied and told in a way that aids and facilitates closure on past events. This can be of value not only to individuals who feel their story has not been heard or understood, but to a post conflict society as a whole were large public inquires are not possible or economically viable.

    The case study
    In December 1956 at the age of 23, my father, P.J. McClean, was arrested and taken to Crumlin Road Prison Belfast. He was accused of ‘having acted or being about to act, in a manner prejudicial to the Peace and Order of Northern Ireland’. Because he would not sign a paper admitting to this, he was held indefinitely by the then Minister of Home Affairs, W.W.B Topping. This turned out to be for almost four years of his life. He was never taken to court or given a reason why he was selected for internment but when he was released it was an ‘un-conditional’ release. He left there never having a prison record, having never been a sentenced prisoner. At that time, Dad was only one of several hundred men interned from across Northern Ireland. This period in our history has been largely forgotten due to the more ‘explosive’ news stories in the late 60’s and early 70’s and the increase in communication/media technologies and the use of public campaigns. Can his story be remembered and discussed now in a way that does not alienate or inflame an old wound?

    The film
    The focus in the film FOR THE RECORD is my father’s prison diary, secretly written on the inside of envelopes during the first 30 days in his cell. It brings the viewer into the intimate space of personal testimony and record. This intimacy is also reflected in the interviews between my father and myself, by the use of close up camera shots and the nature of the discussions themselves. The space between asking questions, as an interviewer might, and having a daughter/father conversation, is blurred, bringing into question the nature of conventional documentary filmmaking technique used in recording testimony.
    Throughout the film, the prison diaries are illustrated with experimental Super8 and 16mm footage of home life in County Tyrone, shot by me over a period of 10 years. The intention of the work is to record and remember that which has been left unrecorded and unseen through media representations of the conflict to date. Personal remembering combined with the airing of closed public records has led to a necessary and timely catharsis:

    “Remembrance and commemoration are difficult peace-making strategies and memories of the conflict can be obstacles to successful post violence adjustments, nonetheless memory must become an object of public policy after communal violence.”
    _Memory, truth and victimhood in post-trauma societies, John D Brewer

  • ISEA2013: 19th International Symposium on Electronic Art
  • Forever Now
  • Performance Space
  • Willoh S. Weiland
  • Forever Now was conceived by Willoh S.Weiland as the third in a trilogy of artworks about art in outer space. The project was a collaboration between Willoh S.Weiland, Brian Ritchie, Thea Baumann, Jeff Khan, Susan Cohn and Narinda Reeders with the assistance of Mark Pritchard. Forever Now is an Aphids project. Aphids is an artist-led cultural organisation creating collaborations across artforms and borders. Source: forevernow.me/about
    aphids.net

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Formal Movement
  • International Commerce Center (ICC) Tower
  • Will Hurt
  • Formal Movement is concerned with the changing relationships between three dimensional forms. A recording of realtime generative animation the forms movements are choreographed by a randomised algorithm.

  • LED Screen Animation
  • ISEA2022: 27th International Symposium on Electronic Art
  • FORMS (it’s a)Live
  • Edifici Novíssim
  • Santi Vilanova, artist of the Playmodes collective, presents a new performance mutation of FORMS. This new iteration of the project -whose “Screen Ensemble” version is part of the Beep collection of Electronic Art and of the exhibition that can be seen at the Recinte Modernista de Sant Pau- explores the compositional possibilities of visual music through generative graphic algorithms and image sonification.

    On this occasion, the artist has developed a live controllable audiovisual system, which generates infinite variations of sonicated spectrograms, and which operates halfway between the sound machine and the live musical instrument.

    A series of generative graphic algorithms produce spectrally coherent images, based on a set of randomness and probabilistic parameters controlled in real time by the artist. These sonograms are sonificated to generate soundscapes that may or may not incorporate elements of “classical” harmony and rhythmic periodicity.

    The real-time sonification process analyzes a column of the image -the header- and links the brightness of each pixel to the amplitude of a sine wave bank. This is the reverse process of sound spectrums representation: instead of visualizing existing sound recordings, a visual representation is created first and then transformed into sound by additive synthesis.

    In short, the engine becomes a digital instrument for sound and visual creation that can refer both to the more conservative schemes of music inherited from Romanticism and to the atonality / microtonality of the twentieth and twenty-first centuries, as well as opening a new audiovisual creation field that unifies sound and image in a single common code.

  • ISEA95: Sixth International Symposium on Electronic Art
  • Forms of Freedom and Involvement
  • Trevor Batten
  • This work consists of six audio-visual automata in the form of artificial ecologies which possibly contain a social message.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Forms – Screen Ensemble
  • Recinte Modernista de Sant Pau
  • Forms -Screen Ensemble- is a generative visual music jukebox. Driven by chance and probability, this automata creates endless, unrepeatable graphic scores that are immediately transformed into sound by means of sonification algorithms. Images become sound spectrums, making it possible to -literally- hear what you see. The dream of Kandinski.

    Each screen of this networked ensemble plays a particular instrumental role: Rhythm, Harmony or Texture.

    Performed by this trio of automats, a visual music symphony evolves over time giving birth to unique sonic landscapes that will never be repeated again: from tonal ambient music to raging rhythms, surreal electronic passages or dance-floor beats.

    Forms – Screen Ensemble was presented at 2020’s edition of Ars Electronica festival in Barcelona, thanks to a grant given by NewArtFoundation, Institut Ramón Llull and Hangar.org.

    Forms is thought to be a flexible instrument in terms of formats and aspects. Because its fundamental nature is rooted in visual music algorithms rather than in a matter-specific phisicality, it can take many different forms. Although the Screen Ensemble takes the form of an automata inside boxes containing screens and speakers, we’re working on multiple derivatives that transcend this format: a live performance where a string quartet interprets the realtime generated scores; an immersive installation based on video-projection and multichannel audio; a software for live computer music or an internet streaming bot.

  • https://www.playmodes.com/home/forms-screen-ensemble/
  • FISEA: First International Symposium on Electronic Art
  • Foxes
  • Jaarbeurs
  • Ohio State University
  • Computer Animation
  • ISEA2024: 29th International Symposium on Electronic Art
  • FOXP2
  • Melody Owen
  • Sonic and visual languages are unique expressions of each animal’s embodied sensory reality and experience. Perception and communication are embodied and subjective. The world is alive with communication.

    FOXP2 is an interdisciplinary practice-based research project about listening to and visualizing the voices of other species and thinking about the connections between our intersecting worlds.

    The Styly iteration of FOXP2 built for Everywhen ISEA is a place where the voices of flying foxes are stored in cold temperatures for preservation. These were recorded in Sydney, Australia. They are spinning slowly in the trees. You can locate the flying fox audio by flying to each of the 3 trees.

    The bones of virtual architecture representing the voices of Kookaburra, Australian Raven, Pied Currawong, and Australian Magpie float around the perimeter. In Sydney, all these species share the soundscape. You can find the bird voices in the Hyperfy iteration of FOXP2 – https://hyperfy.io/foxp2

    The skybox was generated with Blockade Labs Skybox AI. The flying foxes were recorded babbling in the tree outside my bedroom window.

  • https://hyperfy.io/foxp2/~ex87
  • ISEA2022: 27th International Symposium on Electronic Art
  • Fractal Listening
  • 2022 Overview: Concerts & Performances:
  • Recinte Modernista de Sant Pau
  • There is in nature, a mysterious and complex mathematical system that repeats itself over and over again, an underlying geometric pattern in forms as disparate as clouds, mountains, trees or our own circulatory system. Its distinctive feature is self-similarity, the same configuration that is repeated at different scales, branching out infinitely. There are those who believe that it is “God’s fingerprint”, “the absolute truth of the universe”.

    In Fractal Listening, any attempt at stylistic corseting is diluted in the hybridization of artistic languages. Thus, the fractal images dialogue with acoustic and electronic sounds in an interweaving of infinite kinesthetic notes. In this way, abstract figures in strident colors outline mandalas and enigmatic portals, piercing the virtual canvas with three-dimensional shapes that evoke sacred geometry. This incessant algorithmic repetition generated by pre-established codes, sometimes follows a visual choreography and other times -altered by the frequencies of live sound- it improvises an organic dance, introducing variations to the original pattern. Simultaneously, the sound dimension is embodied in layers and loops, intertwining the electronic bases of IDM, ambient and experimental with the live chords of a guitar. Intervening the work, a trumpet interprets vibrant and moving jazz melodies with harmonics that generate sensations of body and spirit, closing the virtuous circle with a sensory, immersive and enveloping atmosphere.

    In 2019, Microfeel & Santiago Bartolomé began their collaborative work with the aim of furthering their respective creative pursuits. This path of experimentation materialized in different artistic proposals. In 2021 they created the live show AV Fractal Listening, the work combines digital art, electronic music and the guitar of the multimedia artist Microfeel (Sebastián Seifert) with the trumpet and processes of the musician and composer Santiago Bartolomé.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Fragments
  • Le Sample
  • Dylan Cote and Romain Poncet
  • Fragments is an audio-visual project born from the collaboration between the digital artist Dylan Cote and electronic music producer Romain Poncet (Traumer). Assembled as a 30 minute live performance or a 15 minute film, Fragments proposes a new aesthetic that is inspired by both the physical and digital worlds. The project protagonises 3D rocks, presented as fossils or remnants from a civilisation, lost between past and future, organic and digital.

    This new audiovisual project by Romain Poncet (Traumer) and Dylan Cote explores the progressive hybridization of digital rock fragments extracted from an artificial earth. Fossils of an unknown future or computational sculptures, these fictional geological elements suppose a disturbing hybridization between the entrails of the world and digital technologies. Music and images then draw an organic world marked by artificiality, unless it is, on the contrary, a digital world reproducing our tangible world.⁠

    For this project, it is with Romain Poncet’s suit that he produces powerful music, accompanying the hypnotizing visuals created by Dylan Cote.⁠

    Artists: Camille Bertagna, Alice Bleton, Alexis Carcuac, Florian Carro, Chloé Charrois, Clémence Delmotte, Eloi Derôme, Fanny Garnichat, Agathe Joubert, Mathilde Gentil Fauçon, Abel Llavall-Ubach, Roxane Marquant, Lucie Morel, Thomas Nguyen, Mickey Pujolar, Vivien Roussel, Ken Sakamoto, Romain Serafini, Pauline Vialatte de Pémille, Aude Villerouge, Yuri Zupancic

  • https://www.facebook.com/watch/?v=564232911604541
  • ISEA2022: 27th International Symposium on Electronic Art
  • Fragments: The Shape of Things
  • 2022 Overview: Concerts & Performances:
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Fragments: The Shape of Things is an audiovisual performance in which 2 human performers act live on Artificial Intelligence and Artificial Life algorithms to generate and modulate a poetic immersive experience.

    The 35 minutes performance is divided into acts that form an immersive journey from silence and darkness to an explosion of light, sound, and frenetic images. The piece uses the concept of fragments, small elements that are transformed and reconfigured, to explore technologically mediated human connections, perceptions, and memories. These fragments consist of sounds, videos, and photogrammetric objects that are scavenged from the news, created by the artists, or generated by algorithms. During the performance, those fragments are analyzed and modulated live by a set of Markov chains, Spiking Neural Networks, Machine Learning, optical flow, and other AI & A-Life techniques. In front of the audience, the artists orchestrate the action of those algorithms and guide the public into a journey that moves from darkness and absence into a growing torrent of sonic and visual stimuli.

    The work explores the aesthetic experience emerging from the “human/ non-human” collaboration and how complex systems algorithms can generate new improvisational triggers for human performers. Furthermore, Fragments: The Shape of Things intends to explore how artificial intelligence technology transforms human experience by recombining and reconfiguring real-world data such as photos and videos into virtual telematic experiences.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Frame by Frame (DO-OR TO-W-ER)
  • Assembly Hall, Nagoya Port Building
  • No statement available.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Framed Earth
  • Théâtre-Sénart
  • Pierre Lafanéchère and Dylan Cote
  • Arts numériques Fest Exhibition. Théâtre-Sénart, May 2 – June 3

    Dylan Cote & Pierre Lafanéchère are ISEA2023 selected artists

    Framed Earth is part of a series of artistic works around the world generated by Google Earth, produced by Dylan Cote with Pierre Lafanechère.

    The landscapes of Framed Earth, immersed in the ocean, linger on dwellings, places of life. Having become islands, these pieces of worlds remind us of how we inhabit digital space and navigate the ocean of data. We sail from island to island, from bubble to information bubble, more or less populated, isolated, connected to each other. Behind the tangible framework represented by the edges of our screens are drawn informational frameworks that sequence, divide and reaggregate the worlds we inhabit.

    To live is however not simply to spatially occupy a place, it is also to project one’s affects there and by constructing a story there. These imaginary digital habitats unfold in several forms and inspire different stories, sometimes absurd, even scary, between autarkic desertion and a post-apocalyptic world.

  • http://www.dylancote.fr/framed-earth
  • ISEA2013: 19th International Symposium on Electronic Art
  • Free Time
  • Anne Landa Award for Video and New Media Arts 2013. 

    An announcement comes over the gallery’s PA system asking for quiet, a obedient hush falls over the crowd. Moments later flushed joggers arrive and a soccer team follows. Cyclists carry their bikes over their shoulders through the crowd, an older couple dressed in hiking gear with maps navigate their way through the gallery. The unfolding of this diverse gathering is a performative work called Free Time by Alicia Frankovich. [source: Kathleen Linn, https://www.artshub.com.au]

    In ‘Free time’, Alicia has choreographed a live series of spontaneous performances by invited participants. An expansive new work for the Anne Landa Award, Free time confronts the viewer with a landscape of bodies, recontextualising actions from a myriad of contemporary work and leisure situations in unexpected ways.

    This piece is an extension of her work The Opportune Spectator, which is also being performed during the exhibition period.

  • https://aliciafrankovich.com/
  • ISEA2018: 24th International Symposium on Electronic Art
  • From Navigation to Supersonic Return
  • BAT Centre
  • Ana Hupe
  • From Navigation to Supersonic Return tells the story of Romana da Conceição, a Brazilian who traveled from Salvador to Lagos on the ship “Aliança” in 1900. When she was 12 years old, joins that of singer Okwei Odili, who in 2015 migrated from Lagos to Salvador. In 1963, Romana had the opportunity to visit Brazil, invited by Brazilian government, interested in establishing commercial relations with the newly independent Nigeria. Her trip was documented by leading newspapers back then. The posters bring excerpts from the documentation of this visit together with an archival of the story of Okwei Odili, made after an interview with the singer, enabling a crossroad of cyclical migration histories.

  • Comissioned by Goethe Institute Bahia.

  • 12 silk screens
  • https://www.instagram.com/p/BkmkZtfhJhO/