Art Events Data Table

« First ‹ Previous 1 2 3 4 5 13 19 Next › Last »
Symposium Title Category Venue Artist Image Artist Statement Overview Technical Info Process Info Contributors Sponsors Medium Website Keywords
  • ISEA2015: 21st International Symposium on Electronic Art
  • I Sit Inside You Crying
  • Simon Fraser University
  • Justin Harvey
  • I Sit Inside You Crying transforms images from a domestic environment into three-dimensional glitch artifacts. Images of a house in Sydney are refracted and simplified until they become abstract structures. The work explores how we make meaning in a contemporary mediascape awash with imaging platforms and their inherent glitches.

  • HD Video
  • ISEA2022: 27th International Symposium on Electronic Art
  • i:M:mobile
  • MACBA - Convent dels Àngels
  • Lawrence Bird
  • Digital archiving strives to compensate for the rapid decay or obsolescence of digital platforms, material substrates, and displays on which these works depend. Digital materials seem to have a shorter half-life than even the unstable materials used in the early eras of film-making. This condition raises key ontological and epistemological questions: What is the essence of a work? What is permanence? What is solid? How must we rethink these notions when our works are inherently fluid — when they even melt into air?

    This project engages with these problems by replaying an early work of cinema on a broken contemporary device. The project consists of eight sequences from Fritz Lang’s 1931 film “M”. The series begins with “Index”, a sequence shot in Berlin’s police archives, where a fingerprint provides the first clue in the hunt for a killer. Through subsequent sequences “The Hand”, “The Hunt”, “The Cell”, “Protokoll”, “The Stairs”, “Before the Judge”, and “Cower”, the film offers a meditation on the tension between our attempts to capture, protect, preserve and place before the law on the one hand – and on the other, to escape, to elude logos.

    These sequences were filmed from a malfunctioning computer monitor; the malfunction superimposed successive frames of the footage, blurring or dissolving anything which moves. The malfunctioning screen thus renders two distinct architectures: that of the moving body, fluid; and that of its spatial and material frame, super-solid.

    “M”, like most of Lang’s films, is known for its use of architecture. The project translates Lang’s use of architecture, which intentionally located that medium in relation to the medium of film, into a new dissolving or reworking of architectures provoked by contemporary conditions of media, existing somewhere between digital and analogue materialities.

  • Video
  • media decay, materiality, Film, architecture, and half-life
  • ISEA2022: 27th International Symposium on Electronic Art
  • ICE IS WATER IS ICE IS
  • 2022 Overview: Concerts & Performances:
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • In considering various questions embodying the possible, we find resonance. “How to fight climate crisis and global warming?” Performance of this work serves as a time-based contemplation. It provides a space to consider how to slow, stabilize, or even reverse the effects of human behavior on climate conditions and the consequences. As the work represents shifting states of water and the language we use to name natural phenomena, we are asked to consider the interdependence of our actions to the conditions of nature as nature ourselves.
    How might we relate with nature in order to transform our world so as to support continuance of its inhabitability? In relation to the witnessed realities of climate change, foregrounding “the possible unfinished real in front of us” as distinct from fostering ingrained doubt or disbelief, the work encourages the perception of current environmental challenges through rigorously focused consciousness, awareness, and iconography. Put more directly: if we don’t change we will perish; if we don’t pay attention, we’re doomed!

    Considering our current circumstances,the possibleoffers an opportunity to cultivate an understanding of data-driven scientific approaches only if we sensitize ourselves to the consequences. Forced human migration, plant and animal displacement, extinction, and cultural collapse are realities we face. Data and persuasive writing may inspire intellectual engagement and artistic production, or else, at the other end of the spectrum, bring into question what many (most?) witness and experience to be normative.

    The creation and performance of this work foregrounds both aesthetic and lived observation with an openness to experiential understanding. It attempts to untether us from strictly data-driven arguments, from stubborn political and contrarian opining, from self-defeating impossibility thinking, to a positive possible we can embrace.

  • ISEA2020: 26th International Symposium on Electronic Art
  • Ice-Time
  • Clea T. Waite
  • Polar ice is the most visible yet inaccessible indicator of climate change. The effects of climate change visible in Greenland are a prelude, a four-dimensional window into deep time. The “Ice-Time” cine-installation is a poetic response to the accelerating changes we are observing in Earth’s ecosystem, investigating environmental deep time using polar ice as a unique window onto ecosophic issues of climate change. The immersive, multi-projection video and audio mediascape acts as an architecture of spatiotemporal experience, engaging the body and memory in a somatic montage – in the decoding of a tangible, spatial poem.

    Glaciers are crystal tesseracts that contained the time axis of earth’s climatological history. “Ice-Time” occupies a hexagonal architecture echoing the structure of both water crystals and tesseract shadows in three-space. The ambisonic audio occupies the space as a sonic matrix of possibilities – a glacier-like, fluid landscape that changes with the listener’s attention, position, and trajectory. Through a vivid, material presence of image, sound, data, and time, the immersive installation establishes an embodied, dynamic interaction of form and content. The “Ice-Time” mediascape allows the beholder a sentient, intrinsic experience of the environmental implications of polar ice and the essential role ice plays in anthropogenic climate change.

  • Multi-projection video and audio
  • https://vimeo.com/cleawaite/icetimedoc
  • cine-installation, Ecosophy, and immersive installation
  • ISEA2023: 28th International Symposium on Electronic Art
  • If U Seek Amy
  • Centre Culturel Canadien
  • Raphaël Maïwen
  • Exhibition. Centre Culturel Canadien, May 16 – 20

    The work entitled If U Seek Amy is a role-playing game (RPG) that explores the duality between a pop star’s public persona and her private life, the overlap between the two, and the steps taken to keep them separate. The project also explores the fascination of a young queer person – namely the one who created this game – with this star and questions the boundary between sincerity and performance in this admiration. The two protagonists live a quest for identity each in their own way through what they project voluntarily or not, what is said about them, what they internalize from the perception of others and what they reject.

    A true tribute to Britney Spears, this game explores with a touch of humor the different ways in which she has integrated the popular consciousness, whether through memes, unusual remixes of her songs, the legends she generates or her most famous quotes. In this way, the work reveals how people reappropriate an icon to address the special and one-way bond between a celebrity and her fans.

     

  • https://rafiki.itch.io/if-u-seek-amy
  • ISEA2016: 22nd International Symposium on Electronic Art
  • If you are happy, clap your hands
  • International Commerce Center (ICC) Tower
  • Sala Wong
  • A simple gesture of hand clapping – flickering big and small on the ICC building – creates a mechanical texture of light and is accompanied by sounds of both clapping hands and electronic beats. In the age of overflowing electronic gadgets and sophisticated technologies, even a straightforward expression becomes overcomplicated. All the same, we still become enraptured in the glowing moments of the city and lights.

  • Projection Mapping Installation
  • ISEA2022: 27th International Symposium on Electronic Art
  • Ignis II, 2021
  • Recinte Modernista de Sant Pau
  • Diane Drubay
  • 14 sec towards carbon neutrality or the point of no return With this new series, Diane Drubay plays with colour-psychology to create an immersion that is both fascinating and shattering. She takes the viewer into an idealized vision of a world where interference colours cover the sky, creating a subjugating sense of calm. In this piece, seconds become years. Gradually this mesmerizing world is being transformed into a darker, but equally fascinating vision.

    14 seconds to experience the metamorphosis of utopia into dystopia. 14 years to reach carbon neutrality or the point of no return. Her speculative visions are drawn by the aesthetics of social science fiction literature and current climate science discoveries. She advocates for optimistic images interpreting shocking stories of possible futures.

  • https://dianedrubay.com/ignis
  • ISEA2022: 27th International Symposium on Electronic Art
  • Imaginary Sunset
  • Santa Mònica
  • Xuanyang Huang
  • Imaginary Sunset is an AI-generated video that investigates how technology interprets collective memory experience. The machine learning model generates a set of fictional landscape pictures using a dataset of sunset and dusk photographs taken by individuals around the globe on social media platforms in 2020. It explored how artificial intelligence is being used to interrogate between reality and fake and is supposed to recreate memories about the pandemic lockdown from a machinery perspective. The dusk landscape is a typical and commonplace photographic subject. Even so, in the midst of the worldwide pandemic, it takes on a significance that cuts over cultural and political boundaries, as though as a symbol of humanity observing the times.

  • AI-generated video
  • ISEA2014: 20th International Symposium on Electronic Art
  • Imagining CBC News World
  • Zayed University - Dubai
  • Martha Jane Ladly
  • This project utilizes visualization and sonification of portions of an enormous historical CBC Newsworld data corpus to enable an ‘on this day’ experience for viewers.

  • This project utilizes visualization and sonification of portions of an enormous historical CBC Newsworld data corpus to enable an ‘on this day’ experience for viewers.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Imatges hostes. Parasitologia de la visió i altres simbiosis
  • La Capella
  • Host imatges. Parasitology of vision and other symbiosis studies artificial vision and its nature of parasite of images. If until recently images were opaque to data extraction, artificial vision tools break down that resistance and operate today behind any image that circulates in a digital environment. We could say that images have increased its thickness; what a camera captures is no longer just an image but also the starting point of all kind of processes that adhere to it to extract their nourishment. Host imatges show these processes by laminating their operation layer by layer and leaving visible only what they extract.

    A series of video recordings of an urban environment have been processed with four artificial neural networks –devoted to different tasks: object recognition, segmentation, pose detection and depth inference– isolating the graphic output of each of them. The installation show these images running in sync. Their sum does not reconstruct the original image but only discrete aspects of it –which elements are considered important and which are not is the basis at the design of these tools–. The set of screens allows us to see each of these processes separately, as a first step to ask ourselves about their operations and uses.

    Made within the Immaterial 2021 call of Tabakalera – Medialab (Donostia)

  • ISEA2011: 17th International Symposium on Electronic Art
  • iMine
  • Baruch Gottlieb
  • iMine was created to help all of us come to terms with the dark material reality brooding behind the luminous utopianism of the digital age. Through a networked game interface, users are brought into the world of mining raw materials for electronic components.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Immaterial Display
  • Forum des Images
  • Lívia Nolasco-Rózsás
  • Exhibition, Interactive installation, Forum des images, May 18-21

    Designed as an interactive installation, Immaterial Display immerses its visitors in a multi-layered journey that expands on their own actions and is therefore always unique. The spectator is therefore not only an observer, but also an actor who delves into a digital experience of which they have full control. It grants them the ability to roam through space, select, and approach the numerous exhibited objects in two fundamentally different digital models of two past landmark exhibitions: Les Immatériaux (1985, Centre Pompidou, Paris) and Iconoclash. Beyond the Image Wars in Science, Religion, and Art (2002, ZKM).

    The exhibition models were developed by research teams at the institutions where the shows were staged at. A digital model, being an interactive presentation of exhibition concepts, is a novel approach to the exploration of exhibition histories, as well as to the themes, curatorial methods, and engagement with representation and mediation these exhibitions brought about. These models are not “digital twins”, in other words virtual copies of past assemblages of artifacts and the surrounding architecture, but rather the digital transposition of the exhibitions in an experiential manner, in line with their curatorial concept, was set as a goal.

    Generating an exhibition through an immaterial constellation on a digital display was previously explored by Jeffrey Shaw through his installation The Virtual Museum (1999), a vital reference for the current project. The Immaterial Display is comprised of a screen as display. The current installation is equipped with a “driver’s seat” – a term used by Shaw to describe a chair that comes with a hand-held controller in which an incorporated self-regulating joystick offers inclusive accessibility. In both mechanisms the system is intuitive and is able to detect front/back, left/right, up/down directions, offering a complete range of motion and visual perspective as a result.

    The Immaterial Display establishes a connection between virtual and real space, linking the featured exhibition models, and their respective institution with its own scenography and the area where it is physically located. Moreover it interconnects the two exhibitions with one another, while at the same time bridging the gap across time, space and spheres.

    Research team:
    Corina Apostol (Tallinn Art Hall)
    Philippe Bettinelli (Centre Pompidou)
    Julie Champion (Centre Pompidou)
    Adela Demetja (Tirana Art Lab)
    Lily Díaz-Kommonen (Aalto University)
    Felix Koberstein (ZKM | Karlsruhe)
    Marcella Lista (Centre Pompidou)
    Cvijeta Miljak (Aalto University)
    Lívia Nolasco-Rózsás (ZKM | Karlsruhe)

    Head of project: Lívia Nolasco-Rózsás (ZKM | Karlsruhe)
    Technical management: Thomas Schwab
    Display Design: Commonplace Studio
    User Interface development: Matthias Heckel

    On May 21, team members from Centre Pompidou, Paris and ZKM | Karlsruhe Philippe Bettinelli, Marcella Lista, Lívia Nolasco-Rózsás and Marie Vicet will join a panel as part of the symposium program to talk about the exhibition Matter. Non-Matter. Anti-Matter. Past Exhibitions as Digital Experience.

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Immersed
  • International Commerce Center (ICC) Tower
  • Jinsil Hwaryoung Seo
  • “Immersed” is a video installation specifically created for the Open Sky Project in Hong Kong. This project transforms the ICC LED Façade to a huge water tank where color inks create nice swirling patterns while they get mixed in the water. Audience may feel immersed and relaxed from the dynamic movements of water. We acknowledge immersion as a primary aesthetic phenomenon because the immersive experience is fundamental to our senses, realized through bodily interaction in its wholeness. Immersion in this project means that mind, body and environment interweave and communicate with each other through the technically mediated and illusionary space.

  • Collaborator: Annie Sungkajun

  • Projection Mapping Installation
  • ISEA2020: 26th International Symposium on Electronic Art
  • In Search of Aztlan…
  • Martín Rodríguez
  • In Search of Aztlan… is an intervention-based work that follows the artist as he explores the territory around his childhood home looking for an understanding of his Chicanx heritage and in doing so cracks a window into the US/MX border. By merging dashcam videos, along with audio recordings of radio signals, the work explores how borders, both physical and psychological, shape our individual and collective identities.

  • LED advertising truck
  • http://www.boomboomba.com/#/in-search-of-aztlan/
  • Dashcam, Radio Signals, video, and intervention-based
  • ISEA2018: 24th International Symposium on Electronic Art
  • In Silico et in Situ: Fauna Habitats in the Age of Voxels
  • Ushaka Aquarium and Beach
  • Margarita Benitez and Markus Vogl
  • In silico et in situ proposes to take the art out of the gallery and into the environment by creating site-specific installations through the use of 3D scanning and printing technology. After manipulating the source material virtually (in silico) with 3D software, the sculptures are physically manifested through the use 3D printing in a variety of materials and then placed back into either nature or the urban environment (in situ), where the source material was harvested (3D scanned) or inspired from. As the pieces become publicly accessible they allow for a playful discovery of the work. The landscape is intricately linked with the artwork, converging in the creation of contemporary voxel sculptures. In silico et in situ fauna habitats (Pollinator waters, Spider Rings and Turtle platforms) are developed via 3D printing to co-exist as sculptures and fauna habitats.

  • Film
  • http://insitu.benitezvogl.com/
  • ISEA2023: 28th International Symposium on Electronic Art
  • In the Gap
  • Galerie Michel Journiac
  • Didem Yalinay
  • This installation creates a gap in the goal-directed organization of the data world, allowing access to meta-space and offering an immersive meat-verse experience in real space.

    There is an interrelation in everything in life and every dimension. This connectedness can be observed in living and non-living beings and our memories. The project “In the Gap of Data World” with its immersive installation will make the invisible tracks of these interrelations visible.

    The research art project In the Gap was realized through workshops, in-depth interviews with mathematicians, and round tables with scientists to reveal the invisible workings of life and to develop new practices with an open relationship to today’s digitized technology, in collaboration with Seçkin Maden and Abel Korinsky.

    This project relates to the main concepts of “order and organize.” We can observe the order in life, but organizing is a goal-directed approach. Neumann implied that “order lacks end-directedness, but organization is end-directed.” The way we use technological equipment is mainly for classifying and organizing, which is an end-directed approach. If we aim to realize enhanced experiences, we need an open relationship with technology that can create generative experiences. This can lead us to discover meta-space and experience the invisible aspects of life.

    The project was aimed at opening a gap in the data world and creating new practices that integrate with the integrity of life.

  • ISEA2019: 25th International Symposium on Electronic Art
  • In the Gray
  • Asia Culture Center (ACC)
  • Roomtone
  • While humans are dreaming, the physical human body exists, but does not ‘exist’ in our perception. Human consciousness constantly moves back and forth between the boundary. During this process, we experience surreal and random senses in the virtual space called a dream, and it symbolizes an aspect of unpredictable possibilities of humanity.
    In the Gray is a Virtual Reality film that probes into the relationship between error and humanity in human dreams so that artificial intelligence can perfectly mimic mankind. The title ‘Gray’ symbolizes a variable area that cannot easily be dealt with in a world where black and white are clear-cut and that there are numerous random layers that exist between clarity and obscurity. This work depicts a conversation of artificial intelligence and a dreaming human being in the beginning, and it unravels the contemplation on ‘humanness’ that is illustrated through error and incompleteness in virtual reality.

    This artwork was created with the support of ZER01NE.

  • Virtual Reality and Video Installation, computer, Oculus Rift, projector, speaker
  • https://www.roomtone.space/inthegray
  • ISEA2014: 20th International Symposium on Electronic Art
  • In The Souq
  • Fatima Mohamed Al Hameli
  • ISEA2020: 26th International Symposium on Electronic Art
  • In the Time of Clouds
  • Sue Huang
  • In the Time of Clouds is a mixed-media installation that utilizes the networked “cloud” to explore our collective sensorial relationship to the sky. The project responds to a February 2019 Nature Geoscience article that speculates about rising carbon dioxide levels leading to a possible future without clouds. The project attempts to archive these ephemeral forms and document their influence on our collective imagination before they disappear from our atmosphere forever. Utilizing both social media discourse about clouds and live video streams from public observatory cameras, the project amalgamates linguistic and visual data, mining this data to create an atmospheric triptych of poetry, ice cream, and ceramics.

    The installation is composed of three intertwined parts: Part I (The Observatories), a series of videos that combine algorithmically generated poems and livestreams from networked observatory webcams; Part II (Terracotta Clouds), a collection of handbuilt dessert wares based on unique cloud forms culled from the videos; and Part III (Cloud Ice Cream), an ice cream whose flavor profile is derived from social media discourse speculating about the taste of clouds, a “cloud ice cream”.

  • Mixed-media installation
  • http://www.sue-huang.com/#/in-the-time-of-clouds/
  • ceramics, clouds, collective imagination, and Mixed-Media Installation
  • ISEA2014: 20th International Symposium on Electronic Art
  • in Transition
  • Al Fahidi Historical Neighborhood
  • Igor Molochevski
  • In Transition is mixed media installation based on slow motion footage captured in many different locations around the Earth.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Incertitudes
  • The project was built around the idea of uncertainty. Both garments are activated by the spectator’s voice.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Incompatible Elements: Version 02
  • The Cross Art Projects
  • Leon Cmielewski and Josephine Starrs
  • If the earth beneath our feet could speak … Incompatible Elements: version 02 re-presents the relationship between nature and culture by reconfiguring land as active rather than neutral, verbal rather than mute, and therefore able to comment directly on the impacts of climate change. Building on the long tradition of artists combining text and image to communicate ideas and concepts, poetic texts are digitally embedded into satellite images of landscapes in crisis. In each digital print and video these texts reveal themselves dynamically, growing out of the landscape in different ways, the text design and method of reveal reflecting the qualities of the landscape. The focus is the Asia-Pacific region, with texts sourced from local custodians or appropriate works of literature.

  • http://crossart.com.au josephinestarrs.com/
  • ISEA2022: 27th International Symposium on Electronic Art
  • Independent Robotic Community
  • El Centre d’Art Cal Massó
  • Ricardo Iglesias and Gerald Kogler
  • May 27-July 23, Centre d’Art Cal Massó de Reus, Beep Collection: OriginsPublic event.

    This installation is based on their concerns and studies on the search for and representation of new forms of interaction/communication between mechanical components ,robots and carbon-based representations ,humans. Our goal is to foster communication by showing how it increases the degree of socialization while developing higher levels of communication

    The installation consists of ten robots, several cameras that record their movements in space and communicate the encounters that are generated to a social network system. These encounters are shown on a projector as a graphic display of crisscrossing lines. One of the robots is also equipped with a spy camera that represents one individual’s subjective point of view versus the graphic display of social statistics.

    “Independent Robotic Community” won the 1st edition of the ARCO-BEEP Electronic Art Award

    [Source: https://www.beepcollection.art/ricardo-iglesias-gerald-kogler]

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Inevitable Death of the Universe
  • International Commerce Center (ICC) Tower
  • Harry (H2o) Hung and Rebecca (Catqu) Ko
  • The future of the universe is uncertain, but there are many theories on how it may end. The history of mankind is very short and we are just a small chapter in the timespan of the world’s journey across time and space. Against the backdrop of this eternal flow of time towards our end, it is strangely comforting to know that our own human struggles on this pale blue dot are but small and temporary in the scale of the larger scheme of things. We are but specks of dust against the repeating cycles of creation and destruction.

  • Collaborators: Hilhil Chow & Fate Lo

  • Projection Mapping Installation
  • ISEA2023: 28th International Symposium on Electronic Art
  • Inferno
  • Bill Vorn and Louis-Philippe Demers
  • Performance, Focus Québec Programme, Le Cube Garges, May 19-20

    You are invited to live this human/ machine symbiosis by participating in this extraordinary robotic performance, Inferno, at Le Cube Gagres, executive producer of ISEA2023. Inferno is a participative robotic performance, an absolutely unique show. In this 75-minute involuntary choreography for 2 x 24 participants, the latter wear an exoskeleton that allows the artists to control their movements in synchronization with the music.

    In addition to the 18 exoskeletons, electronic music and lighting, the version presented at the Focus Québec ISEA2023 is augmented, with the addition of video and robotic cameras. The result is a unique immersive experience that participants will not soon forget.

    The specificity of the performance lies in the fact that the portable robotic structures or exoskeletons created by the artists are installed on the bodies of volunteers from the audience. The participants become an active part of the performance: sometimes they are free to move, sometimes they are in a position of partial or total submission, forced by the machines to act/react in a certain way.

    Inferno takes its inspiration from the representation of the different levels of hell as described in Dante’s Inferno or the Singaporean Haw Par Villa’s Ten Courts of Hell (which is based on a Chinese Buddhist representation). In Inferno, the concept of “circles of hell” is mainly an artistic framework, a general working theme under which the different parts of the performance are grouped.

    Focus Québec is presented with the support of the Conseil des Arts et des Lettres du Québec, the Ministère de la Culture et des Communications, the Ministère des Relations internationales et de la Francophonie as part of the Year of Franco-Quebec Innovation, under the auspices of the Délégation générale du Québec à Paris.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Infodemic
  • Santa Mònica
  • Infodemic is a neural network-generated video that questions the mediated narratives created by social media influencers and celebrities about the coronavirus. The speakers featured in the video are an amalgam of celebrities, influencers, politicians, and tech moguls that have contributed to the spread of misinformation about the coronavirus by amplifying rumors, repeating narratives that are contrary to those of official health agencies, or developing technologies that amplify untrue content.

    The talking heads in Infodemic are generated using a conditional generative adversarial network (cGAN) that predicts the pixels for each frame of a video through an algorithmic process similar to those used by search engines and social media news feeds. Search and content recommendation algorithms that once promised to provide access to more information and enable the public to make well-informed decisions have actually made it more difficult to find accurate information on important and politically-charged topics. There is a disconnect between the optimistic Possibles promised by the technocratic elite and the dangers posed by a power structure that can hide behind proprietary algorithms and circumvent criticism due to a general public’s limited technological understanding.

    The cGAN in Infodemic was trained on a corpora of multiple individuals simultaneously. The result is a talking head that morphs between different speakers or becomes a glitchy Frankensteinian hybrid of different people that contributed to the current infodemic speaking the words of academics, medical experts, or journalists that are correcting false narratives or explaining how misinformation is created and spread. The plastic, evolving, and unstable speakers in the video evoke the mutation of the coronavirus, the instability of truth, and the limits of knowledge.

  • Neural Network-generated Video
  • ISEA2020: 26th International Symposium on Electronic Art
  • Infranet
  • Graham Wakefield and Haru (Hyunkyung) Ji
  • Can data form a habitat for life? “Infranet” is a generative artwork–installed in three international cities since 2018–in which a population of artificial lifeforms with evolutionary neural networks thrive upon open geospatial data of the infrastructure of the host city as their sustenance and canvas. The found data grounds an unbounded, decentralized, open-ended, and unsupervised system in which non-human beings flourish by learning, discovering, communicating, self-governing, and evolving. Born curious, they form spatial networks through which associations spread in complex contagions.

    Artificial Nature is a family of interactive artworks by Haru Ji & Graham Wakefield spanning fifty international exhibits since 2007. These installations invite humans to become part of biologically-inspired complex systems through immersive mixed reality, using computation to plunge deeply into what nature is and find our place within it.

  • Generative artwork
  • https://artificialnature.net/
  • immersive installation and Spatial Network
  • ISEA2023: 28th International Symposium on Electronic Art
  • inLAND, Come Back In Broad Day
  • Annabelle Playe, Marc Siffert, and Hugo Arcier
  • Performance, La Muse en Circuit, Alfortville, May 17

    Immersive performance with audio-reactive electronics, video and 3D
    Annabelle Playe, Marc Siffert & Hugo Arcier, are ISEA2023 selected artists

    Passages, crossings and metamorphoses weave the odyssey of InLAND | come back in broad day. These universes are explored live as a 3D video game in which we wander. This exploration is carried out on site or remotely with Discord gamer tool.

    InLAND is a hybrid project between electronic lutherie, digital art and video game “let’s play”. The performance draws as much from the tools of creating games as from its abundant visual culture, creating a porosity between the two worlds. InLAND opens the doors to a meta universe, where artists explore the notions of passages, crossings and metamorphoses…
    Annabelle Playe will be the guest of Laurent Vilarem for his program ‘Journal de la création’ (France Musique) on Sunday May 14 .

    Annabelle Playe: concept, composition, live electronics, voices
    Marc Siffert: composition, live electronics
    Hugo Arcier: video of audio-generated sythetic 3D imagery
    Estelle Bordaçarre: body work
    Halory Georger: visual design
    Dorota Kleszcz: costumes
    Perrine Cado: lighting
    Samuel Herbreteau: direction
    Production : AnA Compagnie
    Coproduction : Scènes Croisées de Lozère, Biennale NEMO, Ville de Mende

  • ISEA2023: 28th International Symposium on Electronic Art
  • Inscape
  • Sabrina Ratté
  • Focus Québec Exhibition. Forum des Images, May 16 – 21

    Inscape, 2019
    Print installation
    Inscape is a single channel video mixing 3D animation and video synthesis. By an interplay between points of views, depth of fields and textures, new details are revealed, transforming the space into abstract compositions. Inspired by the paintings of Kay Sage, Inscape depicts a psychological landscape, where perspectives are constantly shifting.
    Print installation, 115x172cm
    ​Installation is on loan from Galerie Charlot

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Inside the Paris-New Delhi Tunnel
  • Osage Gallery
  • Maurice Benayoun
  • Two years after the Tunnel Under the Atlantic was developed, the Paris – New Delhi Tunnel connected France and India, confronting historical references and languages. In 1995 and 1997, during the digging, a virtual director recorded and edited the process of humans connecting with humans, what MoBen included later under the concept of H2H interaction.

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Inside the Tunnel under the Atlantic
  • Osage Gallery
  • Maurice Benayoun
  • In 1995, when the Web was just emerging, Maurice Benayoun created a virtual underground world using images from the collection of French National Museums and the Museum of Civilizations, Quebec. The work took place simultaneously at the Pompidou Center in Paris and the Museum of Contemporary Art, Montreal – linking the two cities in the world’s first virtual Tunnel Under the Atlantic. Images from the museum collections formed “cultural obstacles” that visitors had to dig through in Paris and Montreal respectively, led by nothing other than sound and music composed by Martin Matalon in order to meet each other.
    Unlike the virtual reality technologies prior to this, which worked predominantly with predetermined, fixed virtual environments, the structure of the virtual tunnels are a formless mass of data and uninformed matter until the user makes certain decisions. The users are thus the pioneering navigators of a constellation of information points that shift based on their input. Benayoun had conceived of a society of intelligent virtual agents, each of whom facilitates the user to discover this virtual environment, while also producing artworks within this world. The team consists of:
    • The Librarian: a content manager – draws up the images from the museum collections,
    anticipating visitors’ desires.
    • The Architect: facilitates the digging into these images to form the tunnels
    • The Video Director: shoots and edits footage of the entire journey in real time
    • The Photo Reporter: captures still shots of the tunnel digging and all the “galleries” created by the participants
    • The Composer: composes music and manages the audio mixing in real time
    Each agent evolves, improving their skills and changing their topics or their resources, learning alongside the participants.
    In his 1995 review of the Tunnel Under the Atlantic published in Le Monde, Jean-Paul Fargier describes the experience of digging as, “indeed entering images. Not only in what they represent, but in their very fabric. Walking, discovering secret channels, curling up in their folds, being lost in their frames, watching them throb, and bouncing from one to the other like playing hopscotch in an infinite curve”.

    The work,Tunnel Under the Atlantic is recognized as the:
    · First intercontinental virtual reality installation;
    · First virtual reality installation with real time dynamic
    · architecture, and;
    · First virtual video director;
    · First virtual photo reporter;
    · First virtual librarian using artificial intelligence;
    · First virtual composer;
    · First real time video meeting inside a virtual reality environment;
    · First user centric content in a virtual reality environment.

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

    Chinese panoramic scroll paintings were originally designed to be laid on a table and rolled from one end to the other. As a consequence the scroll’s iconographic narrative would gradually reveal itself as it passed beneath the viewer’s gaze. To reconstitute this manner of reading the over seven-meter long “One Hundred Horses” scroll, this interactive installation lets the viewer with handles with which to unroll a full size digital facsimile of the painting across a video screen mounted in a table.

  • https://theme.npm.edu.tw/exh105/hongkong/en/page-3_2.html
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Interactive Folding Fan
  • National Palace Museum
  • Jeffrey Shaw
  • Original work of art: Folding fan with painting by Giuseppe Castiglione and calligraphy by Zhang Ruoai

    A 3D computer graphic representation of this fan is shown on a large video screen. It can be interactively folded and unfolded by the viewer by turning a knob mounted on a plynth in front of it.

  • https://theme.npm.edu.tw/exh105/hongkong/en/page-3_2.html
  • ISEA2014: 20th International Symposium on Electronic Art
  • Interactive Glowing Cube
  • Zayed University - Dubai
  • Peter Hassall, Yulius Yulius, and Omnia Amin
  • Interactive Glowing Cube is an immersion experience of Emirati life stories written through Facets Short Stories.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Intersection*ology
  • Durbin City Hall/Durban Art Gallery
  • Lori Hepner and Kendra Ross
  • Intersection*ology is an experimental stage piece and art installation-in-motion co-created and performed by artists Lori Hepner and Kendra Ross. The piece consists of lighting, image and video elements designed by Hepner in conjunction with musical compositions by Ross with their collaborative movement throughout. Working at the intersection between art, gender, race, and technology, Hepner & Ross use light, sound, movement, and image to situate memories of the feminine past and corporeality in the natural world into new, technologically mediated locations and spaces. The artists insert sonic and image-based queries at particular points in how they process women’s pasts into future technological landscapes of digital information. In doing so, Hepner & Ross explore how their physical, female selves are adapting, morphing, rejoicing and revolting to/in how they are perceived both physically and digitally, as their digital ecologies grow parallel to that of their physical ecologies in this new space.

  • Intersection*ology is supported in part by: The Heinz Endowments Small Arts Initiative; The Opportunity Fund; Penn State Greater Allegheny; & Point Park University. Intersection*ology is a sponsored project of Keyword: International, a collaborative initiative of Kelly-Strayhorn Theater and Carnegie Museum of Art. Keyword: International is supported by The Benter Foundation and The Fine Foundation.

  • Performance
  • http://lorihepner.com/intersection-ology
  • ISEA2018: 24th International Symposium on Electronic Art
  • Into the Blue; Soft and Solid
  • Ushaka Aquarium and Beach
  • Sandra Kühne
  • Focusing on the Red Sea coral reefs during her artists-in-labs residency at the Integrated Ocean Processes Research Group at the Red Sea Research Center, Sandra Kühne explored ways to showcase different themes of interaction, balance and symbiosis through her art.

  • Film
  • https://vimeo.com/285995929
  • ISEA2017: 23rd International Symposium on Electronic Art
  • InTouch Wearables: Exploring Ambient Remote Touch in Child-Parent Relationships
  • 2017 Overview: Art Exhibitions
  • Centro Cultural Universitario Rogelio Salmona - Segundo Piso
  • Jinsil Hwaryoung Seo, Annie Sungkajun, and Meghan Cook
  • InTouch Wearables is a set of wearables that consist of dresses and shoulder pieces that allow mother and child share remote touches through garments with ambient feedback. This was developed to explore how remote touches can convey emotion and help people stay connected between remote locations. This project was created based on the lead artist’s personal experience with her child. In InTouch Wearables, a parent can increase the vividness of her conversation with a child through contextualized touch, and the loved ones may enhance the affective tone of their communication using a remote touch technology. All the electronic components of the garment for sensing human touches and actuating color-changing garment are integrated on the main fabrics. If accepted, we will be available to exhibit two dresses and four shoulder pieces on mannequins and hangers. Audience will be able to touch and activate interaction between garments.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Invisible Voice
  • IESA Arts and Culture School Gallery
  • Mark Farid
  • Exhibition. ISEA2023 selected artwork. Nobody Sees Us Rewiring Our Communication Systems exhibition, IESA Arts and Culture School Gallery, May 23 -30 

    Invisible Voice is a plugin that tells you the owners, parent company, sister and affiliated companies, political leaning, revenue, employment satisfaction, legal status, controversies and news stories about the companies and individuals who own the websites you use, as you are using them.
    The plug-in is updated daily, and will display information every time information on a site is updated, or you visit a site on our list for the first time. This information can easily be accessed again, by clicking the Invisible Voice icon on your screen. Invisible Voice takes less than 10 seconds to download, two clicks to install, and NO signup is asked. Invisible Voice does NOT use any cookies. [Source: YouTube]

    Plugin: https://addons.mozilla.org/en-GB/firefox/addon/invisible-voice-reloaded/?

    Invisible Voice #1 (2017)
    a narrative about a narrative…

    There are profound consequences if the chicken comes before the egg.

    Individual knowledge, that is cultivated privately and never spread, exists purely for the individual. Only extremely rarely will it have any impact or reality on a collective of individuals. ‘The main means of mass communication’ – the media – exists to explain to the collective of individuals events which have happened, but also those which are yet to take place.

    Consumption of media has always been a somewhat solitary exercise – newspapers were not intended to be shared, more likely thrown away after having been paid for. Then, the introduction of the radio in the 1920s brought the media directly into the home, cementing the transition from an experience shared with others to a more individual, private experience. We more and more regularly consume media alone, through once analogue and now digital mediators – as such, our consumption of politics, culture, and entertainment has become an isolated experience, existing between us and the media.

    The media give us context, highlighting not only our own social classes but the functions of society in the wider world. Cultural influences, like art or film, have social influence; they teach us what is ‘cool’, how to interact with people, and even how to seduce partners. Political influences, like the news, allow us a perceived empowerment, giving the illusion of cultivating cultural and political awareness, and a sense that we have independently come to conclusions autonomously. This is a false perception. To acknowledge the authority and respect the media commands over the individual is vital.

    The responsibility of the free press is to ensure that a respect for the diversity of morals exists; to give voice to minorities and disparate cultures; and, crucially, to hold politics and politicians accountable. The press is a defender of civil liberties and a challenger of the status quo; it is vital that the press remains free. According to the RSF World Press Freedom Index), in July 2016 the UK had the 38th freest press out of 180 countries, whereas the USA had the 41st, compared to 34th and 49th respectively in 2015.

    However, in constantly challenging and pushing boundaries, the press also set the parameters and restrictions on what is culturally, socially, and morally acceptable. It chooses who and what to question, and it decides what we will be aware of. Fundamentally, it influences our decision-making, morality, and way of life by setting the limits on norms.

    ‘Life in the United Kingdom: A Journey to Citizenship’, Edition 2, 2011, is one of the required readings to claim citizenship in the UK. In it are the words of the Home Office: ‘The UK has a free press, meaning that what is written in newspapers is free from government control. Newspaper owners and editors hold strong political opinions and run campaigns to try and influence government policy and public opinion. As a result it is sometimes difficult to distinguish fact from opinion in newspaper coverage.’

    In much the same way as a text can shed and change meaning in different contexts, the imagery, phrasing and framing of shots deliberately manufactures misinterpretation. To use an extreme example to highlight this, on 17th April 2015, writing for The Sun newspaper, Katie Hopkins wrote: ‘what we need are gunships sending these boats [Syrian refugees] back to their own country.’ Five months later, on 2nd September, Katie Hopkins wrote in the same newspaper: ‘today The Sun urges David Cameron to help those in a life-and-death struggle not of their making,’ attaching an image of a Syrian child who had drowned. This image alone emphasises the power of relatable imagery – the British population were swayed in the favour of allowing 20,000 Syrian refugees asylum in Britain by 2020.

    In practice the free press distributes information with very little accountability – Rebekah Brooks was arrested and suspended as CEO of ‘News International’ as a result of the phone hacking scandal in 2011, but since 2015 she has been the CEO of ‘News UK’, which amounts to little more than the renaming of the original organisation. Meanwhile, the individual absorbs the media’s information often unquestioningly, rarely speaking about it.

    Our relationship with political media tells us what we ‘need’ to know. To paraphrase Donald Rumsfeld – there are things we know, there are things we don’t know, and there are things we don’t know we don’t know. To decide that there is information to which the individual should not be privy is to remove autonomy from not only the individual, but from the collective of individuals who determine their actions and behaviours based on the limited information provided.”

    The potential for the narrative of the reportage we are accustomed to in 2016 and 2017 to become fictionalised seems to be growing. The British people’s decision to leave the EU under false promises of £350 million a week being directed to the NHS, and Donald Trump’s progression from the media’s villainous jester to the most powerful man in the world are indicative of the real-world repercussions of the media’s spotlight. Journalists and organisations who report false and speculative headlines seem not to be held to account; ‘clickbait’ (headline grabbing stories) takes precedence and there is no acknowledgement that the media giving attention to these stories, whether in a positive or negative light, gives them credibility.

    In determining our perspective, the media decide our future, as their proleptic visions become reality. We don’t own the news, in much the same way as we don’t own our history – it becomes part of the collective record.

    http://invisible-voice.com     https://www.markfarid.com/journal#invisible-voice]

  • http://invisible-voice.com /
  • ISEA2016: 22nd International Symposium on Electronic Art
  • In_Side View
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • Jeffrey Shaw and Sarah Kenderdine
  • IN_SIDE VIEW is an installation whereby the viewer, seated in a chair, is able to explore a series of stereoscopic panoramic photos using a Samsung Gear VR head mounted display. Turning the chair rotates these panoramic scenes, which offer a conjunction of photos of Angkor Wat showing foliage amalgamated with stone, and of the interior of a Sydney hardware store after it had been ravaged by fire. The viewer controls these changes of scene using a tongue-operated switch that is held in their mouth.

    In IN_SIDE VIEW senses are senselessly conjoined, the world put back together, in side out in the circle of confusion, amongst trees / stone scaled / snake roots // eyed / tongue in cheek / switchback // past / future / present // cable / tie // wrap / around // heady / giddy / techy / tacky / vroom // memory / aromatic / terror // ruination / fervid bedlam. The wherewith-all in_side a pataphysical allegory for the multi-sensory encounter between the body and the perceptual imaginary, between nature, manufacture and ataxia.

    Software: Leith Chan
    Production: ALiVE/ACIM, School of Creative Media, City University of Hong Kong
    Photography: Volker Kuchelmeister, Jeffrey Shaw

  • http://jeffreyshawcompendium.com/portfolio/in_side-view
  • ISEA2016: 22nd International Symposium on Electronic Art
  • iPhone Life Performance
  • 2016 Overview: Concerts & Performances
  • Cattle Depot Artist Village
  • The accompanying video is the summary of my iPhone life performance at the ISEA2016 closing party at the Cattle Depot in Hong Kong. The show hk_reload is curated by Ellen Pau.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Is Afrofuturism the Next Evolution of Black African Consciousness?
  • Denis Hurley Centre
  • Jethro Settler
  • I propose that the idea of Afrofuturism can be much more than just a visual and academic field of interest, and I want to examine the extent and modes in which Afrofuturism emerges as a black consciousness movement for the upcoming and current young generation. In a context of under-development, displacement of people, the erosion and/ conflation of ethnic culture in the face of transnational corporation determined to extract material and cultural wealth from Africa, I suggest that Afrofuturism presents as a counter-narrative to Afro-pessimism. We live in an age of self-visualization, this visual composite of self affects personality, self-worth and how young African generations see themselves in relation to the rest of the world. I wish to suggest in my research that Afrofuturism has the potential to help many young Africans imagine futures not shaped by colonialism and racism. Through the development of digital art focussed on African futures, I propose on indigenous ways of knowing and being, arts, healing practices and  scientific innovation, to offer an entry point or a lens through which postcolonial futures can be imagined. Through a digital art project, I hope to spark a conversation and debates, not only about what futures are possible but also what aspects of our collective history will survive in such a future.

  • Supported by the University of KwaZulu-Natal.

  • Projection
  • ISEA2013: 19th International Symposium on Electronic Art
  • ISEA Bright Future (Archangle Assemblages)
  • Parramatta River Foreshore
  • Dr Josh Wodak
  • Cooperate to pedal a tune … participants on five custom-modified stationary bicycles generate audiovisual rhythms, actively ‘playing’ the work as an instrument. Through communal electricity generation, the work explores embodied energy, ecological sustainability and cooperation in biological organisms. Powered solely by participants’ pedalling, it also references biomimesis of bioluminescence in fireflies, as they synchronise their flashing. The title, pronounced ‘I See A Bright Future’, references the role of cooperation and negotiation in producing a future that will be dominated by how ‘brightness’ (ie. lights/energy) is produced. ISEA Bright Future is an Archangle Assemblage, commissioned by ISEA2013, produced through artist residencies at SCANZ: 3rd Nature and Parramatta Artist Studios, and supported by ISEA2013, Parramatta City Council and ARTcycle.
    Curated by the College of Fine Arts, UNSW and the City of Sydney.
    isea.arch-angle.net

    Concept, Artistic Director, Lighting Design, Sound Design, Production Manager: Josh Wodak.  Creative Producer: Carli Leimbach. Associate Producer: Greer Allen. Mechatronics Engineer, Systems Designer, Fabricator: Rohan Story. Interaction Incubator, Production Assistant: Grant Moxom. Consultant Electrical Engineer and Programmer: Andrew Hornblow

  • ISEA2014: 20th International Symposium on Electronic Art
  • ISEA SM Poster Designs
  • Noora Abdulla Al Ali
  • ISEA2014: 20th International Symposium on Electronic Art
  • It was better in real life than real life
  • Leigh-Ann Pahapill and Kai Lee Liu
  • Three-channel video projections and 60 Impression Foam sculptures.
  • https://vimeo.com/116835512
  • ISEA2022: 27th International Symposium on Electronic Art
  • It will happen here, in Barcelona (Tindrà lloc aquí, a Barcelona)
  • Santa Mònica
  • Tindrà lloc aquí a Barcelona (It will happen here in Barcelona) is an immersive experience that reframes questions of sea-level rise, migration and extinction, in which familiar places — and the memories and dreams that attend them — are transformed by rising waters; the work gives rise to acts of recognition, utterance and transformation. Viewers travel along the marshlands and industrial wastelands of our local watershed and others worldwide that are shaped by industrialization. The sounds, images and text flow like waters, following a computer-code based system that gathers materials together in ever-changing experiences. Like ocean tides, the code-driven work is always changing. Roderick Coover’s images, gathered over the past decade from journeys on and around shorelines, combine with field recordings, voices and electronic music composed by Adam Vidiksis. Nick Montfort draws from Coover’s logs to create a continually evolving, poetic text.

    The remarkable spectacle reveals forces of flow, floods and chemical contamination. Visitors plunge into the imaginaries of times present and future in a work that attempts to put into words the unspeakable threats posed to existence, time and belonging. Disruptions of language, spatial disorientation and fragmented media propel users to refigure history and give utterance to current crises. Written observations and images filmed at local industrial, post-industrial and natural sites are entered into the system to merge like images of other shores to intermingle histories, conditions and consequences as well as suggesting local differences. The music and sound design accentuate the collision of natural and industrial rhythms and the power of irrational forces, evoking imagined futures through dream-like sequences and by moving between surface and submerged realities and sentience. By compressing and distorting the scales of time that normally confound human imagination and undermine human action, the work opens possibilities for recognition, utterance, connection and action.

  • ISEA2020: 26th International Symposium on Electronic Art
  • Itówapi Čík’ala (Little Picture)
  • Suzanne Kite and Devin Ronneberg
  • Itówapi Čík’ala (Little Picture), developed by Suzanne Kite (Oglála Lakȟóta) and Devin Ronneberg (Native Hawaiian descent), interrogates the relationships between human and non-human entities and intelligences. Through Oglála Lakȟóta ontologies, even materials such as metals, rocks, and minerals can be capable of volition. By considering the ‘hearing’ and ‘listening’ capabilities of nonhuman entities, a method of engagement reliant upon mutual respect and responsibility becomes possible. As Itówapi Čík’ala (Little Picture) speaks, listeners may respond to it by bending and moving its braids, affecting the sounds.

  • Interactive installation
  • http://kitekitekitekite.com/portfolio/items/inyan-iye/
  • immersive installation, interactive, sound art, and Light Sculpture
  • ISEA2018: 24th International Symposium on Electronic Art
  • iTranshumanism
  • Durbin City Hall/Durban Art Gallery
  • Melikhaya Noqamza
  • This project continues Melikhaya Noqamza’s investigation into transhumanism, the merging of human consciousness with machines, which he sees as the future of mankind. It also comments on the symbiotic relationship of the old and the new. The new is reliant on the old physical form of a human being’s consciousness to become more than glorified remote controls. Transhumanism is the height of machinery, which is artificial intelligence combining with the height of human evolution. Steve Jobs didn’t simply create machinery: he created himself as a machine. Apple products have been based on one man’s visions for a greater part of their existence. The work drew inspiration from Nam June Paik’s TV Buddha, where he places a TV (representing modern day enlightenment) opposite a statue of a Buddha,  representative of traditional enlightenment and self-reflection.

  • ISEA2023: 28th International Symposium on Electronic Art
  • ITZAN: Travelling through Time
  • MAIF Social Club
  • Timothy Thomasson and Benjamin Keenan
  • The MAIF Social Club exhibition Le Chant des Forêts presents an additional immersive work, a journey through time, into the Mayan forests.

    The Maya are one of the oldest civilizations in America. Their history is marked by many upheavals that could be linked, at least in part, to the relationship they had with their environment. It is considered today that the Maya abandoned their cities because of a devastating drought that took place between 730 and 900.

    Itzan is an archaeological site located in northern Guatemala. Produced by digital artist Timothy Thomasson and researcher Benjamin Keenan, the artwork called ITZAN converts biological and geological data collected on site into a film that accurately represents the evolution of the population, vegetation and climate over 6,000 years.

    The work also speaks to our own times and the ever-present need for reorganization and resilience.

    For a total immersion in the forest, you can enjoy a free visit in the exhibition Le Chant des Forêts.

  • ISEA2013: 19th International Symposium on Electronic Art
  • It’s a jungle in here
  • Sydney Harbour Foreshore
  • Isobel Knowles, Van Sowerwine, and Matthew Gingold
  • What happens when an everyday encounter becomes not so everyday? This interactive installation explores the boundaries between what’s OK and what’s not in daily life. Participants become performers in a drama in which they have little control. Animated frame-by-frame using paper puppets and a diorama of a train line, the work is a stand-alone cabinet of wonders. Interact with the work and transform yourself into someone quite unexpected.

  • http://isobelandvan.com/jungle
  • ISEA2016: 22nd International Symposium on Electronic Art
  • I’m listening, heartbeating, handworking
  • Jaffa Laam Lam
  • Material: Recycled pipes, recycled Umbrella fabric,retired men Collaborators: Hong Kong Woman Workers’ Association, local metalsmith, students.

    Location: Statue Square, Central HK

    I’m listening, heartbeating, handworking Accidentally, I found the pipes from the rooftop, I felt so sorry for them. They served us for many years but we tend to neglect them under the sun and typhoon. This umbilical cord-like pipe connect treasured water to different flats, however, most of the time, we don’t know our neighbours. We don’t care what happened next door. This work is mainly constructed by recycled pipes from the city, but they are indeed connecting people and they resonate from their vibrations. [source: jaffalam.com/human-vibrations-exhibition]

  • http://jaffalam.com/human-vibrations-exhibition
  • SISEA: Second International Symposium on Electronic Art
  • Jacob Wrestling With The Angel
  • 1990 Overview: Art Exhibition
  • Cultural Center de Oosterpoort
  • Doug Back
  • Jacob Wrestling With The Angel consists of a video camera attached to a motorized camera mount, a video monitor and a number of objects arranged in a semi-circle around the camera. The motor rotates the camera similar to an airport surveillance camera. As the camera pans around the room, the motor pauses it as it points at each object. The objects are recorded on video tape along with audio tones which start and stop the motor. On play-back the camera pans around the room, stopping at each object as it did when the objects were recorded. To the viewer, it appears that the camera is “looking” at each object and displaying them on the video monitor. However, the camera is no longer on. The video monitor is showing pre-recorded images. The objects have all changed over time. Flowers which were fresh when the video was recorded now lie wilted on the floor; the monitor shows a block of ice in a pan, on the floor there is now a pan of water, etc. A position sensor attached to the motor sends information to an Apple II computer which changes this information to audio tones which are recorded on the video tape along with the video picture. On play-back the audio tones are sent back to the computer, and converted back to position information. The computer compares the position that was originally recorded, with the current position and can speed up the motor that the camera is mounted on, to synchronize the past to the present movement.

  • Video camera attached to a motorized camera mount, a video monitor and a number of objects
  • ISEA2012: 18th International Symposium on Electronic Art
  • Junkspace
  • 516 ARTS Gallery
  • Lynn Cazabon and Neal McDonald
  • Junkspace is a time- and location-sensitive video installation and corresponding iOS App that highlights two forms of waste. Earthbound (electronic waste) are the remnants of the many devices that fill our lives, transformed from objects of desire to trash through a self perpetuating cycle of obsolescence. Celestial (orbital debris) consists of the millions of pieces of junk currently circling the Earth, left behind by decades of satellite and space missions.

  • Site-specific video installation
  • ISEA2013: 19th International Symposium on Electronic Art
  • Juxtaposition
  • UNSW Art & Design, Kudos Gallery
  • Volker Kuchelmeister
  • From one extreme to another …
    By juxtaposing two radically different environments, the Tasmanian wilderness and the extreme urban development of Hong Kong, this interactive installation explores place and representation. In an apparently endless stereoscopic 3D giga-pixel panoramic montage, the two locations merge seamlessly from one into another as the observer manually turns the circular ‘screen’ to control both the viewpoint and the related soundscape.
    Supported by  COFA (College of Fine Arts), UNSW, the iCinema Centre for Interactive Cinema Research and ASPERA Australian Screen Production Education & Research Association.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Karst, 2019
  • Recinte Modernista de Sant Pau
  • Snow Yunxue Fu
  • ISEA2023: 28th International Symposium on Electronic Art
  • Khépri, sortir au jour
  • Abbaye de Maubuisson Saint-Ouen-l’Aumône
  • Félicie d’Estienne d’Orves
  • Apr 2 – Sep 3

    On the occasion of her new exhibition at the Maubuisson Abbey, Félicie d’Estienne d’Orves narrates in her own way the intersecting destinies of man and the cosmos. Most notably inspired by ancient Egyptian stories on immortality and the nocturnal journey of the solar god Ra on his boat, she invites the spectators on a poetic and metaphysical trip to the land of shadows and reborn light.

    Through mirrors and sculptures in which light plays a predominant role, the artist questions the deep fields of space and time. She questions humanity’s relation to the beyond through the cycle of matter within the universe, the birth and death of stars. Félicie d’Estienne d’Orves provides enough to make us dream as well as meditate : of which distant dreams are we the memory ?
    Text by Olivier Schefer, writer and philosopher

    Between art, astrophysics and mythology, Félicie d’Estienne d’Orves did not want to make a choice. From his many loves was born the exhibition Khépri, going out to the day, which we discover after a trip by RER C to the Abbey of Maubuisson. The art center of 95, through its spiritual past, is charged with a particular energy which gives the cosmic works of the visual artist another dimension.

    An invitation to silence, the exhibition alternates spectacular installations, luminous sculptures and colorful paintings to explore the relationship between Man and the cosmos. While the first space invites us to follow the course of the Sun from Mars, a gigantic reproduction of an ultra-photogenic eclipse announces the penumbra and reveals the masterpieces of this exhibition: three Nekromanteion which make the room of the Nuns shine. These large luminous mirrors are transformed into openings on the world which reflect each other indefinitely, revealing dark nebulae. What the scientific world has long taken for black holes actually hides the birth of stars, and it is tirelessly that we watch them come into the world and then die out, to the rhythm of a sound installation by Marc Billon.

    Nothing escapes in the end, and we poor mortals are made of the same stuff as the stars. A link highlighted in the last spaces of the exhibition which also question renewal. When a star explodes, a whole universe is created. What happens when it’s our turn to shut down?
    _Zoé Kennedylundi in Time Out Paris (17.07.2023)

  • ISEA2020: 26th International Symposium on Electronic Art
  • Khong Khro
  • Matthew Mosher
  • This artwork uses an EEG headset to provide luminescent biofeedback on a participant’s level of focus and stillness. It measures Beta waves, associated with attention, and Theta brainwaves, associated with drowsiness, and motion with an accelerometer [1,2]. This information is visualized on a custom reflected light LED display, and changes color and pattern based on a deterministic flocking algorithm, shown in the included image. Since each LED’s position is fixed, the flock does not progress through XY planer space but through RGB color space. After establishing baseline values, the participant’s Beta and Theta power influence the alignment and separation of the flock respectively. With high focus the color of the display becomes uniform and monochromatic as each LED tries to align its color with its neighbors. When distracted the colors separate as each LED tries to become unique in color.

  • LED display
  • https://mosher.art/portfolio_entry.php?art_id=119&category=recent%20work&media=&dimensions=&title=
  • Interactive Installation, Biofeedback, EEG Headset, Light Sculpture, and LED
  • SISEA: Second International Symposium on Electronic Art
  • Knick Knack
  • Cultural Center de Oosterpoort
  • Life on a shelf as a snowman trapped in a snow-globe blizzard can become wearing, especially when you’re surrounded by knickknacks from sunnier locales. When the jaded snowman finally breaks free of his glass house, his vacation plans are cut short.

  • Computer Animation
  • https://www.pixar.com/knick-knack
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Ko Rangi, Ko Papa, Ka Puta Ko Rongo
  • 2017 Overview: Art Exhibitions
  • Centro Cultural Universitario Rogelio Salmona - Segundo Piso
  • Jo Tito, Jamie Berry, and Josiah Jordan
  • The artwork seeks to create a peaceful space where we can explore the nature of our universal connection through shared genetic code. DNA is the technology of life, and the piece utilizes modern technology to express our biological code in novel, accessible ways. By transforming the raw DNA sequence data for a set of individuals into music, and sampling a single chromosome from each person to create the final composition, our individuality and collective connectedness are simultaneously celebrated. The stone circle becomes a comfortable womb in which the participants can experience and reflect on the beauty of existence and the core connection we have to each other, with the projected visuals from above making the participants themselves a central component of the artwork while they explore the space. The tactile and multi-sensory nature of the piece reveals what is otherwise abstract in a visceral and universal way that is hoped to inspire discussion and profound wonder… and above all, bring us together

  • ISEA2014: 20th International Symposium on Electronic Art
  • Koosa Boosa
  • Mariam Fahed Al Zaabi
  • ISEA2020: 26th International Symposium on Electronic Art
  • Kryophone
  • Scenocosme
  • “Kryophone“ is a sonorous and luminous interactive sculpture made of ice reacts to the electrostatic touch of bodies. Sounds and light evolve according to the intensity of contacts. At the same time the human heat will transform and model in a new way the ice sculpture.This fragile sculpture invites audience to question our relationship with the environment.The interaction with the sculpture is necessary in order to generate sound and light, but the heat of each touch will transform, influence slowly it shape. Qualities of shape, density and transparency will evolve according to the unpredictable melt generated by human heat and climatic variations. The sculpture represents an icosahedron: symbol of water, among one of the five solids of Plato. The sonorous feedbacks evoke liquid, organic, fragile and deep matter. This artwork renders visible imperceptible exchanges.

  • Ice sculpture
  • http://www.scenocosme.com/kryophone_e.htm
  • interactive art, Light Sculpture, Sound Sculpture, sound art, and Ice
  • ISEA2022: 27th International Symposium on Electronic Art
  • La forme de l’eau
  • Recinte Modernista de Sant Pau
  • Marie-France Veyrat and Jaime de los Ríos
  • The work is a fragment of a digital image extracted from an exhibition project entitled Poétique D’Un Instant that explores the infinity of a moment lived under a waterfall. Later, as a co-artist, Jaime de los Ríos joined the project, to create a macro project that redefines and expands the physical, intellectual and artistic dimensions of the work.

    This work was made by Marie-France Veyrat at the beginning of the project. It refers in particular to the evocation of different textures and dimensions that flowing water offers.

  • https://en.veyrat.org/l
  • ISEA2019: 25th International Symposium on Electronic Art
  • LamX
  • Asia Culture Center (ACC)
  • Han Lee
  • Light. Joy. Playground.
    Starry and emotionally warm lights bloom out and reach to your heart. Light, the first thing of the beginning interacts to your motions. It actively responds to you by bursting with positive energy.
    LamX is an interactive light artwork that simulates the light talking to you. Physical light bulbs with digital light waves make a mixed reality and unique environment. It is a delightful dialogue, an aesthetic scene, and a beautiful moment. When redefining the light in the artistic language, Lee was interested in how light spreads out and fills the air when it slows down. With the question “How does light interact when considered a living creature?”, LamX was given a personality which is shown through the choreography of lighting.
    When interacting with LamX, the light leads and follows the viewer wherever one goes. It is positive and waiting to play with humans. It calls and invites the viewer to the playground and shelter. Lee often brings rain into his artwork as a sample of immersive sound and dynamic reactions. Rain to him symbolizes the power of life that comes alive by its movement. Rain fills the air emotionally like a light. He borrowed it, the result making the analog emotions of light richer. He uses round and line which are 0 and 1, as primary graphic elements. The binary codes are aligned with wires, light bulbs, and ripples. LamX also has two light shows full of emotional scenes and story-telling. It is a 7min-length unique light show that performs at a certain time with motion graphics, lightings, and motivating emotional music that has been composed and performed by Lee.

  • Computer, controllers, edison light bulbs, motion sensor, projectors
  • https://hanlee.com/isea2019-lux-aterena
  • ISEA2018: 24th International Symposium on Electronic Art
  • Land and Erasure
  • BAT Centre
  • Ismail Farouk and Nicole Sarmiento
  • Interrogating intersecting modalities and technologies of power that reproduce colonial legacies in the everyday, Farouk works towards carving out spaces for playing with, looking at, discussing, speaking alongside/performing alternative and hidden archives. The way in which questions of gender, race, sexuality, class and the body/ embodied intersect with food, eating and foodways, can reveal a great deal about the ways in which colo- niality is reproduced as well as resisted, reimagined and unsettled in the present. Ismail wants to delve into these spaces of the intimate, the visceral, the eaten, the edible and practices of consumption in order to unsettle his own sensory and epistemic geographies of meaning, towards imagining alternate possibilities.

  • Documentation
  • https://www.instagram.com/p/BkkjEaBhUqN/
  • ISEA2022: 27th International Symposium on Electronic Art
  • Last Breaths
  • Recinte Modernista de Sant Pau
  • Linda Dement, Paul Brown, and Carmine Gentile
  • In 2021 Dement and Brown were awarded an ANAT Synapse Residency and CreateNSW grant to collaborate with Dr. Carmine Gentile and his Cardiovascular Regeneration Group, School of Bioengineering, University of Technology Sydney.

    Cardiovascular disease, including myocardial infarction and heart failure, is the leading cause of death worldwide. Dr Gentile’s multidisciplinary team has created a novel way to 3D bioprint heart tissues using patients’ own cells to repair heart damage and regain cardiac muscle function. Cells isolated from skin or blood are used to generate stem cells and then transformed into heart cells. Using state-of-the-art facilities, Dr Gentile has developed a new way to form ‘cardiac spheroids’–clusters of cardiac cells–which contract or beat synchronously to produce patches for damaged hearts.

    May 2021 artist George Schwarz died from cardiac failure and Linda recorded his last breaths. Audio values were retrieved to generate sequential images of 2D geometry. We imported these images into 3D Slicer (software normally used to create 3D models from MRI or CT scans)  as if we had run an MRI scan on sound rather than a body.

    We printed models first in hydrogel to discover shape, consistency, size, and then with live cardiac spheroids, on a LumenX bioprinter which uses crossbeams of light to harden light sensitive gel, printing upwards in 100 micron layers, substance emerging from liquid under violet light.

    Through this project, human cardiac failure, expelled as breath and recorded as sound, is transfigured to 3D form as terra-firma for growth of human yet inhuman life.

    This artwork responds to the research of the Cardiovascular Regeneration Group. Their work traverses terrains of life and death, bodies and technologies, human and inhuman, the strained edges of wounded hearts and the stretching extremities of bio-technical possibility.

  • http://heartproject2021.blog.anat.org.au/
  • 3D bioprint, cardiac spheroids, heart failure, and live sculpture
  • ISEA2014: 20th International Symposium on Electronic Art
  • Latitude and Longitude Project: XY Plotter
  • Stephen Cartwright
  • Every hour since 1999 Stephen Cartwright has recorded his exact latitude and longitude with a GPS to create multi-media art offering a unique perspective of a transit through life.

  • http://www.stephencartwright.com/#/latitude-and-longitude-project/
  • ISEA2022: 27th International Symposium on Electronic Art
  • Lavoro Macchinine
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Lavoro Macchinine is a collaboration between Alexis Grey Hildreth (moving image) and Ora Cogan (sound) that deconstructs the opening credits and reimagines the musical overture in the title sequence from the Italian period drama Il Gattopardo (1963).

    Lavoro Macchinine occults the film’s original static text with a mercurial, kinetic typography, built from the very glyphs it is at pains to obfuscate. Through gestation, approximation, replication, and assimilation; Lavoro Macchinine discovers its own alien properties of form and behaviour, while simultaneously exploring the boundaries of its cinematic environment.

    The living word produced by Lavoro Macchinine is propelled and propagated by a hunger for and the digestion of, Il Gatopardo‘s diegetic space. It longs to hide within it; to become part of it. The building blocks of language are hijacked: letterforms bifurcate in an imitation of manor gates, logographs elongate into fragile towers, conveyor belts composed of graphemes disseminate across the laneway, ligatures roll out of ideograms to scrutinize Roman busts, alien marginalia breach the balustrade, cedilla scrupulously scale the villa walls, extraterrestrial dingbats lodge themselves into the ruins of a world that no longer exists, ogonek laden emissaries probe the cinemascape in order to become it; to become us.

  • cinema typography, kinetic typography, experimental animation, video collage, and sound collage
  • ISEA2014: 20th International Symposium on Electronic Art
  • Law of the Tongue
  • American University of Sharjah
  • Nigel Llwyd William Helyer
  • 2010, 8 channel sound sculpture

    The Law of the Tongue ~ Symbiosis and Betrayal. For Millennia, Killer Whales (Orcinus Orca) have hunted Baleen Whales along the coasts of Australia, driving them into shallow bays from which they cannot escape. Likewise for Millennia the Yuni people of Twofold Bay near Eden (New South Wales) have formed a spiritual bond with the Orcas (Beowas to the Yuni) whom they considered to be reincarnations of their tribal ancestors and whom they sang; believing that the Orcas responded by intentionally driving Whales to strand in the Bay as a food offering to their tribal members.

    The Law of the Tongue installation operates with eight parallel audio tracks, six driving Solid Drive audio actuators that activate the skeletal vessel, and three ship’s oars, the remaining two tracks drive two large sub-woofers buried in the three metre long neoprene ‘Whale’s Tongue’. click below to listen to fragments samples from the sound library ~ naturally these are simple stereo mixes and not actual tracks from the installation but give a good idea of the sonic content which is drawn principally from sonified water quality data, whale recordings and hydrophone recordings

  • http://sonicobjects.com/index.php/projects/more/law_of_the_tongue
  • ISEA2022: 27th International Symposium on Electronic Art
  • Le monde en lui-même, 2022
  • Recinte Modernista de Sant Pau
  • Jeppe Lange
  • ISEA2023: 28th International Symposium on Electronic Art
  • Le Rayonnement du Corps Noir
  • Galerie Sator
  • Hugo Deverchère
  • Galerie Sator, May 16-20 

    On the occasion of the 28th International Symposium on Electronic Art (ISEA2023) organized by Le Cube Garges, we will present the artist’s Cosmorama video in our Marais space.

    Shot in the surroundings of an observatory (in a lava desert where the NASA recently tested Martian rovers) and in a primitive forest which gives us an overview of the state of the world 50M years ago, the film uses a near-infrared imagery process with which astronomers usually observe the deep reaches of the universe. It also makes audible the light pulsations emitted by distant stars and galaxies by transposing radio-telescopes data into sound. By disrupting our usual spatiotemporal markers, Cosmorama allows the emergence of a sensitive and collective experience of pure perception.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Le Saint Game of Anouck Hilbey
  • Anouck Hilbey
  • Performance, la Scène nationale d’Orléans

    Here is finally, the show of which you are the hero ! Inspired by the divinatory arts, video games or reality TV, this interactive show is a real story of humor around the question of healing and chance.

    Because in the great lottery of life, the year 2015 did not spare the health of the performer. Definitely marked by the healing process that she had to lead, Anouck Hilbey gave herself a mission for her return to the stage. That of giving back, to everyone, the feeling of control over the present.

    We therefore find her in the center of a minimalist white box dressed in lights, where each evening, the spectators take part in a “divinatory prophecy” shaped according to their choices or interventions, an ounce of chance and algorithmic devices. Each of the prints, out of the 22 possible, lets out an atmosphere as unreal as it is chimerical.

    In an aesthetic mixing fairground arts, freak show, new-age, cabaret, stand-up and cyber futuristic, the artist relies on her past as a transformist performer to embody the multiple avatars, similar to the cards of a tarot deck.

    Artists:

    Unicode Company (https://unicodetube.wordpress.com)
    Conception, writing, interpretation: Anouck Hilbey, ISEA2023 selected artist
    Dramaturgical collaboration: Élise Simonet
    Costumes: Johanna Rocard
    Lighting design, set design: Estelle Gautier
    Sound creation: Clément Edouard
    Tarology and thanatology advisor: Circé Deslandes
    Development of digital devices, video game: Labomedia
    Digital art advisor, divinatory interaction: Charles Hilbey
    Digital engineering, machine construction: Alessandro Vuillermin
    Video: Romain Evrard
    Stage management, sound: Yoann Keraudran
    Masks: Anouck Hilbey, Emilie Pouzet
    Set construction: Rodolphe Noret

  • https://www.scenenationaledorleans.fr/spectacles/empty-59.html?article=2617
  • ISEA2020: 26th International Symposium on Electronic Art
  • Le Silence des Particules
  • Guillaume Cousin
  • A machine forms large smoke rings, rendering visible the movement of air, something that is usually beyond our realm of the senses. Le silence des Particules invites us to contemplate millions of moving particles covering a surface area of over 100 metres; to have a sensory experience of the emptiness that surrounds us.

  • Machine
  • https://www.guillaumecousin.fr/projets/le-silence-des-particules-guillaume-cousin/
  • Quantum Physics, Sensory Experience, and immersive installation
  • ISEA2019: 25th International Symposium on Electronic Art
  • Learning Nature
  • Asia Culture Center (ACC)
  • David Young
  • Is it inevitable that only our largest organizations, with their vast data sets, will decide how we will use AI? What if, instead, we could start small, to work at the scale of the personal, and to engage directly with AI? Could doing so allow us to develop new intuitions and understandings of what the technology is, and what it could enable?                                                                    Learning Nature is a set of photographs generated by an Artificial Intelligence (AI), taught with David Young’s photographs of upstate flowers using a GAN(Generative Adversarial Network)-an artificial intelligence/machine learning technology. Learning Nature started out in the hope of creating a new perspective towards AI and exploring new possibilities through an aesthetic experience. Young states that AI was utilized as a tool in Learning Nature in the rural context of upstate New York and the domain of nature where the painting was used to express the relationship between mankind and nature at Hudson River School. The result is a unique interpretation of AI visually drawn out, which not only captures the machine’s understanding of the subject but also raises questions on the subject of interpretation and misinterpretation of nature. With Learning Nature, it is intended to rethink about what it would mean for an AI today to understand/interpret that same nature, further pointing to the anthropomorphizing of technology, data, and the human “intelligence” in the code.

  • Archival inkjet prints
  • https://triplecode.com/project/flowers.html
  • ISEA2014: 20th International Symposium on Electronic Art
  • Legend Of Khor Fakkan
  • Nauf Abdulrahman Al Shaikh
  • ISEA94: Fifth International Symposium on Electronic Art
  • Legend Prologue
  • Yoshiyuki Abe
  • The series LEGEND includes the computer generated images processed by a variation of the ray tracing algorithm. Un-normalized shading system provided rather complicated features of the surfaces of hyperbolic paraboloid in the Cartesian coordinates. For me, the most interesting aspect of the creative work with computer is the ability of the formula driven image generation. Manipulating the parameters of quadratics and the definitions, such as lighting, surface attributes, location and colors, provides rarely attractive and often boring results. Three years of experience in this series will not make me a master of image control; trial-and-error is the sequence of my way. The yield rate is very low. However, I believe I can find many more good scenes in the mine. The computer is not a tool to process existing images, but a colleague to create images with.

  • ISEA2018: 24th International Symposium on Electronic Art
  • LEIKHĒN: A Hybrid Immersive Audiovisual Space
  • Point Precinct, Ushaka Conference Venue
  • Claudia Robles-Angel
  • Presentation of the interactive audiovisual installation LEIKHĒN, which combines biomedical signals within an immersive interactive environment. The project is inspired by the composite plant of lichen (from Greek: leikhēn), which is the result of a hybrid partnership between a fungus and an alga. The installation is therefore a reflection upon the interaction and mutualistic relationship between two organisms, and how this union impacts on their behaviours inside a created audiovisual space. The installation was created in the frame of an artist in residence invitation at the Immersive Lab (IL), ICST – Institute for Computer Music and Sound Technology, Zurich University of the Arts (ZhdK), Switzerland.

  • Supported by the Department of Arts and Humanities, Brunel University London, UK and ICST, Institute for Computer Music and Sound.

  • Interactive audiovisual installation
  • ISEA2018: 24th International Symposium on Electronic Art
  • Les Etres D'Africadia I, II, IV and V
  • BAT Centre
  • Siwa Mgoboza
  • Having been raised abroad for most of his life, Mgoboza’s work deals with a globalized African sense of self, a Western upbring- ing, and the liminal spaces in which these identities exist. From the deconstruction of stereotypes, Mgoboza investigates the conflicts that arise from the encounter between cultures and their respective histories and questions the meaning of identity models and labels.

  • Photographic Print
  • https://www.instagram.com/p/Bkkfiwrhzt1/
  • ISEA2020: 26th International Symposium on Electronic Art
  • Les Noctiluques
  • Allison Moore
  • Les noctiluques is a community-oriented activity. In response to the 2020 COVID-19 health regulations and recommendations in Montreal, the art event was cancelled.

  • http://www.allisonmoore.net/
  • Community
  • ISEA2023: 28th International Symposium on Electronic Art
  • Let Me Fix You
  • Point Éphémère
  • Dasha Ilina
  • Screening, Nuit Blanche at le Point Éphémère,  June 3

    Screening, Le Cube Garges, May 15 – 18 May,  17:00

    Dasha Ilina is a selected ISEA2023 artist

    Let Me Fix You explores the relationship between humans and robots in the context of care work. The film highlights the irreplaceability of human workers in providing emotional interaction, physical touch, and avoiding alienation and isolation in patients.

    Let Me Fix You is an ASMR video, similar to the many others that appear on Youtube specializing in “robot repair”. However, Let Me Fix You does take an unfamiliar turn: instead of going into the details of what will be replaced in the viewer’s imaginary robotic body, the mechanic notices something strange which leads her to realize that the care robot she is meant to repair is not really broken but has become conscious of its inability to provide proper care for his owner because he is simply not human.
    The project discusses the ethics and the feminization of care work, as well as the questions around the place of robotics in the field of elderly care. While some robot care workers are considered to be quite “intelligent,” studies have shown that what elderly patients need most in their everyday life is human interaction. Human workers are essential when it comes to avoiding emotional alienation, physical isolation and lack of physical touch, and this installation highlights that issue.

    Script excerpt:
    *take out clipboard and check it*
    Good thing there’s no critical damage, I can proceed to the standard check.
    *noting things on the clipboard*
    What about your sympathy emulator. It looks a little outdated, what model is this? TC180.. well that’s strange, no wonder the owner was unhappy with your behavior, your emulator is not compatible with your software at all.
    Alright, I need to check your conversation logs.
    *getting the logs* *scrolling through them*
    My god, you’ve had no ability to pretend to sympathize with your owner whatsoever. How could this even be?
    *looking through the logs* *look through clipboard*

  • https://dashailina.com/LMFY/index.html
  • ISEA2020: 26th International Symposium on Electronic Art
  • Licht, mehr Licht!
  • Guillaume Marmin
  • Licht, mehr Licht!”, in English “Light, more light!”, were Goethe’s dying words. The mysterious utterance can be understood as the mystical final pronouncement of the great author and scientific thinker, who developed his own theory of optics.

    The aim of this installation is to give physical form to sound frequencies, translated into a three-dimensional state through luminous flux.

  • Installation
  • https://www.guillaumemarmin.com/Licht-mehr-Licht
  • installation and Light Sculpture
  • ISEA2018: 24th International Symposium on Electronic Art
  • Life Hacking in Durban
  • Durbin City Hall/Durban Art Gallery
  • Samora Chapman
  • Often left behind or disregarded by the powers that be, Durban’s urban innovators show off their resilience and ingenuity on a daily basis, piecing together and repurposing discarded and unwanted items to create hybrid and often multi-purpose products. Photographer Samora Chapman gives us a ‘slice of life’ look at life hacking in the city of Durban, honouring the everyday knowledge systems of the street and the creativity born from necessity.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Life Support System
  • Nicolas Maigret, Jérôme Saint-Clair, Baruch Gottlieb, and Maria Roszkowska
  • Hacnum Exhibition. Various locations, May 16 – 21

    Ecosystem Services Estimation Experiment

    This artistic provocation seeks to estimate the orders of magnitude of critical ecosystem services fundamental to all planetary life processes.

    It is common to describe our relationships with society, the world, and the biosphere with metaphors from economics, which has specific understandings of value. Today’s prevailing economics conventions are unable to recognize intrinsic value of the ecosystems on which all life depends. In cultures overdetermined by concepts from economics, we are left without adequate discursive instruments to socially or politically address the importance of ecosystem contributions to life on Earth.

    This experiment consists of 1 square meter of wheat, cultivated in a closed environment. Critical inputs such as water, light, heat, and nutrients are measured, monitored and displayed for the public. This procedure makes palpable the immense scale of ecosystem contributions, and provides a speculative reference for a reckoning of the undervalued and over-exploited “work of the biosphere.”

    Conception: Disnovation.Org, Baruch Gottlieb
    Web Developer: Jérôme Saint-Clair
    Hardware Developers: Vivien Roussel, Thomas Demmer
    Installation, 1m2 Of Automated Cultivation, Led Grow Lights, Camera, Live Video Streaming
    Production: Imal (Be) | Coproduction: Biennale Chroniques (FR)

  • https://disnovation.org/lss.php
  • ISEA2013: 19th International Symposium on Electronic Art
  • Lightbridge (Machines Studies)
  • UNSW Art & Design, Kudos Gallery
  • Chris Henschke
  • The inaugural showing of a complex work which re-images and recontextualises scientific theories and processes, shifting the empirical perspective and playing with the concept that the observer affects the observed. This affective relationship between observer and observed is, paradoxically, a cornerstone of contemporary particle physics – paradoxical because it opposes the emphasis placed on objectivity within empirical science. Using particle accelerator simulations, the work converts real synchrotron data into unique visual forms visually manifest through a combination of realtime digital 3D modelling, kinetic sculpture and projection mapping. Lightbridge was developed during a Synapse residency at the Australian Synchrotron (2010), supported by the Australia Council and the Australian Network for Art & Technology. This project was supported by the Australia Council, the Australian Network for Art & Technology, and the Australian Synchrotron, through the Synapse residency program.
    Developed in collaboration with Dr Mark Boland, Accelerator Physics, Australian Synchrotron, with X3D programming by Ross Taylor. 
    accelerators.org.au/lightbridge   topologies.com.au

  • ISEA2019: 25th International Symposium on Electronic Art
  • Limbology
  • Asia Culture Center (ACC)
  • Solimán López
  • Limbology explores a geolocation experiment in the stratosphere performed with a beacon attached to a probe balloon.
    The balloon is released in an open space, where it begins its ascent at the mercy of air currents and with an uncertain destination. Floating in the sky, the balloon seems to be nowhere (therefore, in limbo) but at the same time, its position is fixed with precision thanks to the GPS beacon. As it rises, the beacon’s capacity to transmit the data decreases until it reaches a height where it loses connection and subsequently, due to the decrease in air pressure, the balloon expands until it bursts and starts its vertiginous decline. The data of the position of the beacon during the journey are translated into a sinuous line that rises and stops abruptly. The artist visualizes this route with a neon tube suspended from the ceiling and a video that captures the trip of the balloon. Consciously realized as a failed experiment, the action shows the limits of technology while reflecting on how we conceive space as something that can be mastered by means of measurements and maps.
    Text by Paul Waelder.

  • LED neon light, sedal, video, light installation
  • https://solimanlopez.com/portfolio/limbology/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Liminal
  • American University in Dubai
  • Kenny Chi-Chuen Wong and Marco De Mutiis
  • Liminal aims at enhancing the tension in inbetween spaces, while simultaneously creating an awareness of negotiation between temporary presence and absence of public space, using hacked quadcopters equipped with loudspeakers.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Liquid Views
  • Recinte Modernista de Sant Pau
  • Monika Fleischmann and Wolfgang Strauss
  • Narcissus’ digital mirror – Ovid’s metamorphosis as a real-time wave AI algorithm.
    Liquid Views simulates a pool of water that reflects the image of viewers whose physical interaction ultimately disturbs the integrity of the reflection. Liquid Views anticipates the selfie moment of Greek mythology, in which the image and the self are becoming increasingly difficult to parse. In this interactive installation, audiences participate in a digitally activated “mirror of Narcissus” experience as a monitor equipped with a touchscreen and mini camera simulates a water surface that appears to reflect the image of the viewer. By touching the screen’s surface, participants activate algorithms that generate waves and the sound of water, that distort and dissolve the viewer’s reflection.

    Additional intervention increases the disturbance, and the image can only regain its calm form by the absence of contact between participant and screen. In the background, the participant’s mirrored face is displayed on a large projection, turning the “introverted” gaze into a public spectacle.  Looking up, the interacting person perceives themselves from a different perspective – as if from the outside.

    Wherever interactive environments and audience “talk” to each other, participants develop performative presence, and their participation contributes to a new embodied knowledge. The visitor is simply asked to take part and explore this Mixed Reality World as a “thinking space”. “Liquid views” is a pioneering work that takes up one of the central themes of media art by exploring the interface between the real and virtual world.

  • http://www.eculturefactory.de/liquid-views
  • artificial intelligence, interactive, Narcissus, neural network, and realtime
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Lisa
  • International Commerce Center (ICC) Tower
  • Eylul Dogruel
  • It is a common practice to associate and add human like characteristics when representing inanimate objects. In this project I was curious if reverse was possible. Could a building become person like. One of the challenges of this project was to make a projection that made sense from different angles. For this reason, Lisa has two faces and two expressions, depending on which corner of the building you view her from.

  • Projection Mapping Installation
  • https://www.eyluldogruel.com/lisa.html
  • ISEA2006: 13th International Symposium on Electronic Art
  • Listening Post (2002-6)
  • 2006 Overview: ISEA2006 Art Exhibition
  • San Jose Museum of Art
  • Mark Hansen and Ben Rubin
  • Listening Post is an artwork that visualizes Internet chatroom conversations. Listening Post uses custom computer programs to automatically collect thousands of chatroom and bulletin board conversations. The conversations are then parsed by the software into smaller phrases that are displayed on a hanging grid of 231 vacuum fluorescent text displays. The displays are hung in a grid format 12 feet high and 21 feet wide, suspended in 11 rows and 21 columns. A text-to speech synthesizer voices some of the phrases as part of the accompanying soundtrack. Writer Adam Gopnik described its soundtrack as “intoning words and sentences one by one in a sepulchral BBC announcer’s voice or chanting and singing them in fugue-like overlay”.

    The work is included in the collections of the San Jose Museum of Art and the Science Museum Group collection in the United Kingdom [source: Wikipedia 170620]

  • ISEA2020: 26th International Symposium on Electronic Art
  • Listening Space
  • Afroditi Psarra and Audrey Briot
  • Listening Space is an artistic research which explores transmissions ecologies as a means of perceiving the surrounding environment beyond our human abilities. Conceptually the project seeks to define transmissions ecologies as raw material for artistic expression, to understand and re-imagine in poetic means, representations of audio and images broadcasted from space, while regarding knitted textiles as a physical medium for memory storage and archiving. Through hands-on experimentation, we sought to intercept the NOAA weather satellites’ audiovisual transmissions using Software-Defined-Radio and hand-crafted antennas. The intercepted signals were then knitted into textiles named Satellite Ikats, as a means of physical archiving of the detection and decoding process.

    By investigating the energies that have been harvested by humanity to knit this complex layer, a turbulent sea of radio waves that penetrates the fabric of our everyday lives even if it remains unseen and unheard, we aim to create poetic connotations between textiles-as a means of data detection, collection and archiving, and bodies as agents of power to re-interpret current technologies through handmade crafting techniques. Specifically, by focusing on electromagnetic-field (EMF) and radio frequency (RF) detection, we aim to reclaim the depth of transmission ecologies, evolving at a higher rhythm than liveness, through our environment and bodies.

  • NOAA weather satellites’ audiovisual transmissions knitted into textiles
  • EMF, Software-Defined Radio, Textile, and Space
  • ISEA2018: 24th International Symposium on Electronic Art
  • Listening to a Listening at Pungwe
  • DUT City Campus
  • Memory Biwa and Robert Machiri
  • Pungwe is an interdisciplinary project circling African music with related contemporary arts discourses and spaces. This collaborative practice expands into the current project “Listening to a Listening at Pungwe”. We perform through an experimental platform, “Pungwe Nights”, to track and reimagine transnational sonic cultures in southern Africa. We re(hear)se historical and contemporary recordings between Namibia and Zimbabwe on a reel-to-reel player, turntables and computer. Our practice with sound technology has parallel currents, whilst it draws on research on the use of African bodies in phonetic experiments in colonial linguists and ethnomusicology, we explore the concept of the body as sound technology and translation of voice to various instruments and vice versa.

    Through our performance we engage the possibilities enunciated by technology, the ability as Alexander Weheliye elucidates, ‘to split sound from source’, only to later reframe and amplify the sound within phonographies. We playback Machiri’s mbira tongues (lamellaphone) from Mhondoro, Zimbabwe in response to khoekhoegowab orature recorded by Ernst and Ruth Dammann. We re-code tongues and produce a new loop anchored in the recordings’ socio-historical context and the performers mastery of their instruments. Using the remix framework, we interrogate the preservation impulse of hegemonic archives and permit the notion of an un-originary sound or speakerly texts connected to source.

  • Performance
  • http://listeningatpungwe.wordpress.com/
  • ISEA2018: 24th International Symposium on Electronic Art
  • Little by Little, then Suddenly all at Once
  • Durbin City Hall/Durban Art Gallery
  • Njabulo Dladla
  • This surrealistic picture illustration deals with the psychological process of failing relationships, covering how it all begins little by little then suddenly fails beyond repair. Through a therapy session, my main character reflects on how things deteriorated with his loved one, these include fights, misunderstandings, mental issues or as the main character states: “a simple case of feelings wearing off”. The intended purpose for this project is to show the gradual phases of problems, from miniscule to immense. I then use Surrealism and dreams to depict the inception and unconscious states of such problems as they develop.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Live Performance
  • Silja Line (Olympiaterminaali)
  • ISEA2020: 26th International Symposium on Electronic Art
  • Live Wheel | Roda Viva
  • Sonia Guggisberg
  • Live Wheel is a documental sound installation about the contemporaneous migration wave in Greece. Audio samples are organized in sound groups passing through sea crossing, boats and water noises, prayers and chants inside refugee’s camps, human steps and body sounds then building a soundscape.

    Live Wheel presents to public a reflectance about a remote reality: The gigantic migration wave in Europe. It is a sound documental work that brings the capacity of an artifact holding an immersive landscape, enabling to experience, test and incorporate the original noise strength in order to process the remote reality questions.

  • This installation has a technological system in different channels and a specific interface created to manage 300 files divided into 6 different groups. The audio samples are organized into sound groups, passing through sea crossing until the corrosive wait inside refugee camps for then build a soundscape. It is a generative sound system, where sounds rotate through space and are constantly being redrawn.

  • Technical development: Matheus Leston
    Production assistant: Amanda Carvalho

  • Documental sound installation
  • http://www.soniaguggisberg.com/exhibitions/roda-viva-live-wheel-2018/
  • documentary, immersive audio, immersive installation, multi-channel, and video
  • ISEA2022: 27th International Symposium on Electronic Art
  • Liveware
  • 2022 Overview: Concerts & Performances:
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Liveware is an audio-visual duo combining live-coded animation and musical performance. “Liveness” for each modality is understood as a fluid interplay between pre-composed and improvised dynamic processes. Similarly, the correspondence between image and sound exhibits changing levels of control and indeterminacy. Taken together as matters of degree not kind, these dimensions generate a constellation of changing processual intensities.  Liveware extends the traditions of synaesthetic syntax going back to early experimental film with recent advances in artificial intelligence to generate real time animation using algorithms trained with machine learning (ML). “Latent Cartographies “(2021) uses a ML algorithm trained on images from 100,000 historical maps. [1]. Extended techniques on acoustic piano are processed to correspond with the images[2] An image noise generator navigates through the latent space of the neural net, modulated by sound intensities from the music. The title of “The Isle is Full of Noises” (2019) evokes a passage from Shakespeare’s play The Tempest. An 8-channel soundscape uses texts from characters Miranda and Caliban overlaid with phonemic particles of human speech, animal and nature sounds. The images are generated using an auto-visual system built with a ML trained on contrasting feature films: Videodrome and Planet of the Apes. During the performance the ML utilizes its hyper-dimensional space of learnt imagery to create real-time animation from audio spectra and audio feature data.  Post-colonial and feminist critics have posed the question why Caliban and Miranda, both victims of imperialist oppression, nonetheless are unable to truly “see” one another. Here, their encounter is re-staged and spatialized through sonic means.

    1 Topi Tjukanov, Mapdreamer (2020) pre-trained network – CC0 1.0 Universal – https://archive.org/details/mapdreamer
    2 The Expanded Instrument System, designed by Pauline Oliveros, is used with special permission of the Pauline Oliveros Trust and Ministry of Maat.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Living Ideas
  • Ushaka Aquarium and Beach
  • Muhannad Shono
  • Muhannad Shono worked within the Drinking Water Microbiology Group, lead by Dr. Frederik Hammes. Based on his exploration of the scientific research on Bacteria he developed his own fictional organism. He compares this organism with LUCA (Last Universal Common Ancestor), the hypothetical last common ancestor and foundation stone of all organisms. On a metaphorical level his project led to the origins of civilisation. Referring to the creative processes in the arts and in scientific research groups, the artist puts the fictional organism in the context of his artists-in-labs residency: «It’s a behavioural organism that originates from within our internal microbiome, a physical manifestation of a human behaviour or need. It appears to be an organism who’s only purpose or reason for being is the propagation and spread of ideas, this idea rich institute seems to be the ideal environment for this organism to grow.

  • Film
  • https://vimeo.com/287023959
  • ISEA2014: 20th International Symposium on Electronic Art
  • Location-Dislocation
  • Al Fahidi Historical Neighborhood
  • The project a Campfire conversations/performances centered on the theme Location/Dislocation, set in Muskoka, Ontario, The resulting video to be part of Arabian Nights campfire projections in the desert

  • ISEA2019: 25th International Symposium on Electronic Art
  • Lost, but not lost forever
  • 2019 Overview: Concerts & Performances
  • Asia Culture Center (ACC)
  • Monica Vlad
  • Lost, but not lost forever is a sound performance that uses old media devices to create new soundscapes. The set-up is made from few cassette players that are continuously playing changeable cassette tape loops; radios are also added to play random AM/FM frequencies and create a depth to the sound. A sewing machine is the central piece with piezo microphones positioned on its surface to detect the vibrations and transform them in audible waves, also an adjacent rhythm is created using the metal needle perforating the surface. A light sensor from a S I G N U M device is used to create the principal beat and the bass. A small PCB (printed circuit board) is the last one to be added and used to close the performance. The title Lost, but not lost forever is a tribute to old media that doesn’t exist anymore (or dead media) but we still remember their existence. Also puts the question “What’s the life expectancy of a media?”. Of course, depends from type to type, but at the end, somehow, they all die. Or “Is there a medium that never died?”. “What’s the new medium that is going to conquer the world?”.

  • http://monicavlad.com/lost-but-not-lost-forever/
  • ISEA2018: 24th International Symposium on Electronic Art
  • Lotus Flower
  • Durbin City Hall/Durban Art Gallery
  • Hyojin Jang, Jinsil Hwaryoung Seo, and Pilwon Hur
  • “Lotus Flower” is an installation art piece. First, each leaf of the lotus flower was made of ribbons that are twinkling and transparent. As needed, I included ribbons with wires, ribbons with laces, and normal ribbons to maximize the characteristics of the flowers and thus maximize reality. Second, I controlled the light in the flowers using Arduinos so that the flowers respond to the movement of audiences. Each leaf responds to one audience. To see how all leaves of the flower are responding, a collaboration of multiple audiences are needed. Third, I added the design of Korean alphabet “O”. For the Lotus, two colors, i.e., red and white, will be displayed by LEDs. When all red LEDs are turned on, it will form “O” whose Korean name is “ieung.” “O” is the first consonant in the word “Lotus Flower” in Korean. To make “O”, several audiences have to collaborate. In this way, my work shows the beauties of the Lotus flower, the Korean alphabet, and collaboration of audiences for the public art.

  • Department of Visualization, Texas A&M University, USA

  • ISEA2014: 20th International Symposium on Electronic Art
  • Loud Lesson
  • Sara Mohammed Al Zaabi
  • ISEA2014: 20th International Symposium on Electronic Art
  • Louisiana Re-storied: an interactive documentary regarding environmental justice
  • Al Fahidi Historical Neighborhood
  • Meredith Drum
  • Louisiana Re-storied is a web-based, interactive documentary that maps important spatial and cultural histories regarding pollution regulation in the Southern United States.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Loving The Wrong Perons
  • Aysha Saif Al Hamrani
  • ISEA2014: 20th International Symposium on Electronic Art
  • LSS (Life Support System)
  • Cuadro
  • Ana Rewakowicz
  • The LSS (Life Support System) is a hydroponics modular system for plant cultivation, in which the well-being of the plants depends on participants ‘donation’ of Co2.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Lucky Break
  • Anne Landa Award for Video and New Media Arts 2013. 

    Kate Mitchell’s Lucky Break is a seven-sided heptagram shape, each side is a different coloured screen and together they make up the colours of the rainbow. Here Mitchell breaks through each of these coloured sheets – her videos are always shot in one take with the artist herself undertaking these often dangerous actions. There is a humourous, slapstick quality to many of her works which is really enjoyable. [source: Kathleen Linn, https://www.artshub.com.au]

    For Sydney-based artist Kate Mitchell, the idea of art as work and the artist as both manager and worker is important. Her videos document the artist working tirelessly to achieve seemingly reckless and unattainable tasks. While there is a comic quality in her work, the actions make us think about the limits of what is acceptable and normal.

  • https://www.katemitchellartist.com/#/luckybreak/
  • ISEA2023: 28th International Symposium on Electronic Art
  • Lygophilia
  • Robertina Šebjanič
  • Hacnum Exhibition. Nelson Mandela Garden in Paris, May 16 – 21

    Lygophilia is a series of research-based artworks initiated in 2017 by Robertina Šebjanič in Mexico and pursued in Slovenia to explore the love (Gr.: philéō) of darkness (Gr.: lúgē) and the unknown dwellers in places inhospitable for humans.
    The opus of works Lygophilia:

    1. Neotenous dark dwellers_Lygophilia, installation, 2018
    2. Piscis ludicrous / Transfixed Gaze_Lygophilia, video essay, 2017
    3. Dark Drops_ Lygophilia, sound composition, 2017
    4. Odorantur_Lygophilia, installation, 2019
    5. online publication – video capsule Neotenous Dark Dwellers – Lygophilia, Robertina Sebjanic edited by Annick Bureaud on MemoRekall. http://archive.olats.org/ope/ope.php (best to use in Firefox and Safari in Chrome it is not working)

    1. Neotenous dark dwellers – Lygophilia / installation / by Robertina Šebjanič, production Projekt Atol Institute, 2018
    Lygophilia weaves together mythologies and sciences, history and future, fears and desires, continents, cultures, humans and non-humans. Lygophilia folds and unfolds the stories carried by those fascinating creatures that are the Mexican Axolotl and the Slovene Proteus.

    From immortality to regenerative medicine — both animals are, as adults, in a state of “eternal youth” (neoteny) showing extraordinary longevity and regenerative abilities that put them at the centre of ancient myths as well as current cutting-edge scientific researches.

    Credits: Artist: Robertina Šebjanič // Curating and advising: Annick Bureaud // Scientific advisory: Tular Cave Laboratory // Glassblowing: Pero Kolobarić and Jireh Glass // Metal construction: Roman B.
    Production: Projekt Atol (Uroš Veber), Slovenia, 2018 & Arte+Ciencia (UNAM), Mexico 2017; Sektor Institute, Slovenia 2017 / 2018
    Production support: Ministry of Culture of Slovenia and the Municipality of Ljubljana
    Special thanks to: Aisen Caro Chacin, Miha Godec, Rampa Lab, Osmo/za Consortium, Bunker team
    photos by Miha Godec
    More: 
    http://robertina.net/neotenous-dark-dwellers-lygophilia

    2. Odorantur_Lygophilia, installation, 2019
    – in which the artist takes the viewer into the Proteus’ environment by triggering various sensory perceptions. Life and evolution in the darkness raises the question as to how proteus can perceive space and how it orientates in it. As an animal species whose eyes have become degenerate for no use of sight, it heightened other senses, including smell. Water pollution
    therefore causes not only the accumulation of toxic substances in its body, but it also robs it from another way of perceiving the environment, hinders its communication with other species, and prevents it from detecting its prey.

    Artist, research, development: Robertina Šebjanič
    Technical support and development: ScenArt d.o.o.
    Development of the smell / odour: Marko Žavbi
    Production: Projekt Atol (Uroš Veber) and Museum and Galleries of Ljubljana
    Year of production: 2019
    Special thanks: Tular Cave Laboratory, BioTehna
    Production support: Ministry of Culture of Slovenia and the Municipality of Ljubljana

    3. Piscis ludicrous / Transfixed gaze (Lygophilia), video essay, 15′ 30”, 2018
    intervenes into environments and discusses ecology in order to establish substantial changes in an ecosystem. It explores how to perceive the parameters of the ecological needs of other species in the times of dark ecology. It questions the relationship between mythology and scientific facts merged with popular culture, and invites us to gain a more profound view of interspecies cohabitation and coexistence with a focus on relationship between axolotls and humans.

    The axolotl is a neotenic salamander native to North America found in the highland lakes of Mexico. The narratives of the axolotl’s complex history, present and future are viewed through different lenses:
    -Axolotl as a species that is facing extinction in its natural environment;
    -Axolotl as a subject of scientific research considering its extraordinary regenerative abilities and the promise of everlasting life;
    A-xolotl as a cultural heritage representing biopolitical and decolonial relations, displaying the connection between mythology in the contemporary world.
    More: http://robertina.net/piscis-ludicrous-tranfix-gaze-lygophilia

    4. Dark drops, sound composition 2017, vinyl 2018/2019 (SubAqua – Sektor Institute)

    To be a thing at all – a rock, a lizard, a human – is to be in a twist.How thought longs to twist and turn like the serpent poetry! _Timothy Morton (Dark Ecology)

    Drops that resonate in the darkness of the caves, are condensed representation of a complex and extreme environment that is still full of mystery, darkness and a special beauty, where the geological and biological time are seems to happen in different time span.

    In the caves the sound of the water dropping has a strong presence, as is the sound that is breaking the silence to the proteus / olm*. This little drops are the “information transfer”, getting the info about the living conditions from above that are coming deep into the cave and they are the source of food for biological life as the building material for the geological structures.

    *The proteus or olm also known as the proteus or the cave salamander – Proteus anguinus) is a blind amphibian exclusively found in the underwater caveskast area in Slovenia and also in some parts of of southern European (Italy, southwestern Croatia, and Bosnia and Herzegovina)
    Sound composition: https://robertina.bandcamp.com/track/dark-drops-lygophilia
    More: http://robertina.net/dark-drops

    5. Lygophilia / Transfixed gaze (August – September 2017)

    Mexico city, art – research residency at Arte+Ciencia at UNAM and development for a festival Transitio_MX: The project Lygophilia / Transfixed gaze showcases the Axolotl through different narratives:
    – as a species that is facing extinction in natural environment;
    – as a subject of scientific research considering its fascinating regenerative abilities;
    – as a cultural imperative that helps to understand bridge between the past and future.

    The Lygophilia / Transfixed gaze ​encourages viewers to reflect on new (ecological) realities in the time of the Anthropocene. It intervenes into environments and discusses ecology in order to establish the extent of substantial changes in ecosystem. It explores if and how we are able to perceive the parameters of ecological needs of other species in the times of dark ecology.

    The mythology and scientific facts, merged with popular culture, invite audience to gain a more profound view of (inter)species’ cohabitation. Since the end of the 19 th century the number of Axolotls has increased, however, in laboratories, where they are examined for their biological advantages of their perpetual youth. On the other hand humans are the cause for (imminent) extinction of Axolotls in their natural habitat. The lakes surrounding Mexico City, where Axolotls originally live(d) in the darkness of the swamps, are losing the symbol which connects the future with the past.

    The project thus opens the questions: Who observes whom? Who is seen as a monster and who is perceived as an optical illusion?
    Credits (not final credits yet as project is still in research / development phase)
    Author: Robertina Šebjanič
    Assistant: Roberto Rojas Madrid
    Curator of Transitio_MX: Pedro Soler
    Production support:
    Projekt Atol, Ministry of culture of Republic of Slovenia,Transitio_MX, Sektor, Centro de Investigaciones Biológicas y Acuícolas de Cuemanco Universidad Autonoma Metropolitana Unidad Xochimilco (CIBAC-UAMX), Arte+Ciencia at UNAM
    art/research residency at Arte+Ciencia at UNAM lead by María Antonia González Valerio with assistance of Roberto Rojas Madrid.
    Consultancy / Special thanks:
    Tzintia Mendoza, Dr. José Antonio Ocampo Cervantes & Arturo Vergara Iglesias & Alan Roy Jimenez Gutierrez & Angelina Saldaña from CIBAC-UAMX (Centro de Investigaciones Biológicas y Acuícolas de Cuemanco Universidad Autonoma Metropolitana Unidad Xochimilco), dr. Jesús Chimal Monroy and Brianda Berenice Lopez Avina at Instituto de Investigaciones Biomédicas UNAM, Arte+Ciencia UNAM University, María Antonia González Valerio, Roberto Rojas Madrid, dr.Luis Zambrano from El Laboratorio de Restauración Ecológica UNAM, Francisco Martinez Perez, Secretario Auxiliar de la Cantera Oriente (REPSA),Miha Colner (Sektor), Sarah Hermanutz, Annick Bureaud, Ale de la Puente, Ida Hiršenfelder, Kristijan Tkalec (Rampa Lab), Gregor Aljančič (Tular Cave Laboratory), El Laboratorio de Restauración Ecológica UNAM,Transitio_MX festival at Centro Multimedia celebrado en Centro Nacional de las Artes (CENART)……
    + more organizations and individuals involved in the conservation of Axolotl at its natural environment (full credits of all the collaborators will be updated – as the project is still in development and it will premiered at the Transitio_MX festival, Mexico City)

    UPDATE: 2017, 21 September: In light of all the tragic events that happened in last days in Mexico and as gesture of the solidarity are all public events canceled. Due to the earthquake and the declaration of emergency in Mexico, the Transitio_MX festival is canceled. – premiere 26. September, 8 pm, at Transitio_MX festival at Centro Multimedia celebrado en Centro Nacional de las Artes (CENART) in Mexico City, curated by Pedro Soler,

    art/research residency at Arte+Ciencia at UNAM, lead by María Antonia González Valerio with assistance of Roberto Rojas Madrid

  • https://robertina.net/lygophilia
  • ISEA2018: 24th International Symposium on Electronic Art
  • M-Ark (Microbiome Ark)
  • Durbin City Hall/Durban Art Gallery
  • Byron Rich and John Wenskovitch
  • M-Ark is a project that tackles the prospect of a future in which humanity has rendered our planet inhospitable; a prospect made all the more possible with the United States pulling out of the Paris Climate Treaty. M-Ark uses the philosophically compelling theory of panspermia, the notion that life is spread throughout the universe by comets, asteroids, planetoids, or even artificially as its core concept. M-Ark is a small satellite that carries on board a human microbiome, capitalizing on the hypothesis that human evolution was guided in part by our microbiome. This small satellite is designed to crash back down to earth at such a point that climate conditions have once again become favourable, kick-starting panspermia and possibly altering the evolutionary journey of another species.

  • Allegheny College, Science Gallery Dublin

  • http://byronrich.com/
  • ISEA2022: 27th International Symposium on Electronic Art
  • M3X3
  • Recinte Modernista de Sant Pau
  • Analivia Cordeiro
  • It is a computer-dance for TV (In 1973, there was no VHS in Brazil), considered the first Brazilian video-art work. The interpreters are regularly placed in a matrix 3×3, in a high-contrast black&white scene, they move mechanically, as critics to the digital society. [Source https://www.beepcollection.art/analivia-cordeiro]

  • https://www.analivia.com.br/computer-dance-3/
  • ISEA2023: 28th International Symposium on Electronic Art
  • Machine Imagining, Death/Loss
  • Kate Geck
  • Exhibition. ISEA2023 selected artwork. Nobody Sees Us Rewiring Our Communication Systems exhibition,  IESA Arts and Culture School Gallery, May 23 -30 

    Machine intelligence is increasingly being used in the world, with much artificial intelligence (AI) and machine learning (ML) built on ideas that centre extraction, competition and control. This also positions AI itself as a resource to be extracted and controlled, paving a troubling path for speculative futures where AI may gain ambiguous levels of sentience or experience. These ideas are part of a historical trend where humans place themselves above the other-than-human world, and this has formed the basis of an extractive and one sided relationship with that world.

    These works speculate on the kinds of futures we may come to share with synthetic cognitions, wondering what capacities for experience may be emerging within the black boxes of AI. A series of textile panels show machine-generated illustrations of artificial neural networks. A generative diffusion model has been asked to illustrate the parts of its ‘mind’ that process human emotions like grief, loneliness and hope. While it is likely that a speculative synthetic cognition would actually have experiences and emotions greatly different to our own, it is compelling to work with human emotion as this capacity is often what we use to arrange ourselves above other creatures.

    These works are styled as botanical illustrations, referencing that historical way of documenting the new. Plants also have cognitions very different to our own. Their sensing apparatus and ways of responding shape their own unique plant worlds that are unlike human worlds. This highlights the fact that we actually share many worlds with other creatures – with each world emerging from the unique sensing systems and cognitions of plants, insects and animals. What worlds might emerge from the sensing apparatus and responses of artificial intelligences?

    Machine Imaginings was first shown at Assembly Point, Narrm Australia between August 1-31st 2022, and the development was supported by an Australia Council for the Arts grant in 2022. It was also selected for the 2023 International Symposium on Electronic Art ISEA2023 and exhibited at I.E.S.A Gallery in Paris, France in May 2023.

  • http://www.kategeck.com/imaginings.html
  • ISEA2013: 19th International Symposium on Electronic Art
  • Macrophonics II
  • Studio 22, ABC Ultimo
  • Wade Marynowsky, Julian Knowles, and Donna Hewitt
  • Macrophonics II presents new Australian work emerging from the leading edge of performance interface research. The program addresses the emerging dialogue between traditional media and emerging digital media, as well as dialogues across a broad range of musical traditions. Recent technological developments are causing a complete reevaluation of the relationships between media and genres in art, and Macrophonics II presents a cross-section of responses to this situation. Works in the program foreground an approach to performance that integrates sensors with novel performance control devices, and/or examine how machines can be made musical in performance. The program presents works by Australian artists Donna Hewitt, Julian Knowles and Wade Marynowsky, with choreography by Avril Huddy and dance performance by Lizzie and Zaimon Vilmanis. From sensor-based microphones and guitars, through performance a/v, to post-rock dronescapes, movement inspired works and experimental electronica, Macrophonics II provides a broad and engaging survey of new performance approaches in mediatised environments. Curated by Julian Knowles and Donna Hewitt.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Made In Pakistan
  • Lobo Listone Gallery
  • The Made In… series are drawings that utilize a projector to create large-scale miniature paintings that explore colonialism, globalization, and world politics.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Man Made Micro/Macro
  • Ushaka Aquarium and Beach
  • Eloff Pretorius
  • This project combines digital photography and digital image manipulation with the  longstanding intaglio printmaking tradition. The digital photographs are separated into Cyan, Magenta, Yellow and Black layers and each layer is etched onto a separate copper plate. The copper plates are then inked with their respective colours and printed over each other on an etching press in rapid succession to produce a nuanced interpretation of the original photo on cotton etching paper. This project explores the crossing over of digital photography and fine art printmaking to introduce new methods of image creation.

  • Supported by the National Arts Council of South Africa, Rita Strong Foundation and MAFA, University of KwaZulu Natal.

  • Digital photographs
  • ISEA2014: 20th International Symposium on Electronic Art
  • Mansour & Abu Karbah
  • Nauf Abdulrahman Al Shaikh
  • ISEA2014: 20th International Symposium on Electronic Art
  • Mansour & Abu Ras
  • Khawla Ali Al Marzouqi
  • ISEA2011: 17th International Symposium on Electronic Art
  • Mapping the Empire
  • Christina Nguyen Hung
  • In Mapping the Empire v.1, four HD video cameras are strapped to my wrists and ankles as I traverse a rock formation. A “map” of the terrain emerges from the process that suggests a mode of perception that is distributed, and polyvalent. This work is inspired in part by Umberto Eco’s essay, “On the Impossibility of Drawing a Map of the Empire on a Scale of 1 to 1” The “map” I create nonsensical — more accurate as a record of motion defined by the logic of living flesh, rather than a systematic grid-like construction of space and time. [source: Vimeo].

  • ISEA2014: 20th International Symposium on Electronic Art
  • Maraya: Sisyphean Cart
  • American University in Dubai
  • Henry Tsang, M. Simon Levin, and Glen Lowry
  • Maraya: Sisyphean Cart is a mobile ‘sousveillance’ cart mounted with an automated pan-tilt-zoom camera pulled along the Dubai Marina seawall Marina Walk interacting with local residents and visitors.

  • http://msimonlevin.com/pages/project-description
  • ISEA2014: 20th International Symposium on Electronic Art
  • Marrwarraka Story
  • American University of Sharjah
  • John Gwadbu
  • Animation based on images made with Ochre on Stringybark

    Marrwakara Story, Mawng Language, Goulburn Island, Western Arnhem Land, NT.Ochre on stringybark. RM and CH Berndt collection, 1964.

  • FISEA: First International Symposium on Electronic Art
  • Marsupil and Co
  • Jaarbeurs
  • Computer Graphics Research Group, Ohio State University: Student Work

  • Computer Animation
  • ISEA2014: 20th International Symposium on Electronic Art
  • Marwa´s Ghost
  • Khulood Ghuloom Al Janahi
  • ISEA2022: 27th International Symposium on Electronic Art
  • Marzelline's Confessions
  • 2022 Overview: Concerts & Performances:
  • MACBA - Convent dels Àngels
  • Winner of the 2021 International Alliance of Women in Music Ruth Anderson Prize, Women’s Labor is a feminist-activist project that repurposes domestic tools to become new musical instruments. Using embedded technologies, these household-devices-turned instruments are explored in interactive installations, commissioned compositions, and performances. Traditionally relegated to the private sphere, we interrogate domesticity through public engagement and performative spectacle.

    The new instruments are based on laundering tools that highlight gender performativity through clothing. Thefirst instrument featured in installation/performance is Embedded Iron, based on an early-20th century wooden ironing board and antique iron. Both the public and musicians can “iron” fabrics, including their own pieces of clothing, to make music. Using spectroscopy, the Embedded Iron has a color-sensing ability—‘seeing’ the color of the fabric to play different timbres. Using machine learning Wekinator, the Iron can interpolate unique sounds for any given fabric. The iron’s placement on the XY-axis of the ironing board determines pitch using LIDAR and ultrasonic technology.
    The Iron plays sounds of resistance, combining two sound modules in Pure Data: physical modeling of a violin—an instrument on which women were discouraged to be played in the nineteenth-century—and electric guitar-pedal like audio FX. Both of these modules evoke sounds that are historically associated with male musicians—put on an iron to subvert these very associations.

    Two texts chosen from an oppressive 19th-century marriage manual are mapped to a special “white apron” for ironing on the left and right side of the board, using granular synthesis. While the text may seem ludicrously outdated, the intentions behind the text are, ironically, still eeriely prevalent today.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Mash Up!
  • Durbin City Hall/Durban Art Gallery
  • Nhlakanipho Mkhize, Elwira Wojtunik, Popesz Csaba Láng, Lorenz Potthast, Paul Jones, and Sibonelo Hlanganani Gumede
  • ISEA2018 closed with a large party at the Durban city hall. The whole PS2 team including its partners “Elektro Moon Vision”, “Xenorama”, “HOP ON”, the “Amasosha Art Movement”, “BAT Centre” and more engaged in organizing the event. Result was a digital jam session in the digital “share jam” style: all participants, artists, digital artists, DJs, musicians, singers were asked to co-create a sound layer for the visual mash up of all the works from the different PS2 workshops and art activities, e.g. the digitalized art works from “The Public Space as Shared Museum”. The result was a projection from the balcony of the city hall on the pavement of the great public square in front of the building.

  • Projection Mapping
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Matching Four with Twelve: Digesting Patience
  • Jamsen Law
  • Matching Four with Twelve: Digesting Patience (2000) explores precisely such themes of desire, process and consciousness. A couch potato figure stares blankly at the camera, mindlessly consuming morsels of food as layers of images flash by the screen. As Law’s artist statement describes it, the piece “creates a three-dimensional metaphor for consumption and desire”:
    Audiences must peer through layers of images in order to properly observe the action [of the character ingesting food]. The work thus sets up parallel processes of consumption: the actor as a consumer of food and images and the audience as consumers of the images of the actor. [source: 
    artradarjournal.com/2016/07/06/no-references-9-hong-kong-video-and-new-media-artists-part-1/]

  • ISEA2020: 26th International Symposium on Electronic Art
  • Material Music
  • Mo H. Zareei
  • Material Music is an installation developed in an effort to underscore the significance of physical materiality within the field of object-based sound art. The work consists of a linear array of eight kinetic sound sculptures, each of which is comprised of an electromechanically-struck block of solid matter.

    While all eight units are identical in terms of design and functionality, they each utilize a different type of physical material. At the start of the piece, two actuators begin to strike the material blocks synchronously, at the rate of once per second. With every pulse, the left and right actuation instances in each sound-sculpture are offset based on an ever-growing delay time unit that is derived from the speed of sound travelling through the specific material type. As the piece develops, the accumulating delay times gradually shift the actuation pulses out of phase.

    With the passing of time, the delay offsets become more and more audible and visible, producing rhythmic patterns that morph in and out of phase across all eight sound sculptures. In this way, Material Music is a process-based composition that interlocks a steady pulse with ever-changing phasing audiovisual patterns that themselves derive from the very essence of the constituent audio/visual materials.

  • Eight kinetic sound sculptures, each of which is comprised of an electromechanically-struck block of solid matter
  • https://millihertz.net/material-music
  • Object-Based, sound art, Sound Sculpture, and Bio Art
  • ISEA2014: 20th International Symposium on Electronic Art
  • Meditation Across the Dubai Creek
  • American University in Dubai
  • Juliana España Keller
  • n.a.

  • http://cargocollective.com/julianaespanakeller
  • ISEA2011: 17th International Symposium on Electronic Art
  • Meditation Wall
  • Cumhuriyet Art Gallery
  • Karen Casey
  • I was inspired from the sounds and architecture of Istanbul and the ancient geographical referents of the central Australian desert. The artwork is created with specialized software using my meditating brainwaves.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Meditations on Conversation
  • Studio 22, ABC Ultimo
  • Garth Paine
  • Another cutting edge premiere for ISEA2013 – combining ancient religion and tradition with modern technology, this work is scored for Tibetan singing bowl robots and live flute, with multichannel surround-sound electronic processing and ambisonic field recordings made in Australia and Arizona. A meditation on being present in the landscape, the work is part of an ongoing enquiry into the ways in which we converse with nature.

  • The artist would like to acknowledge the assistance of the Bundanon Trust. bundanon.com.au

  • http://activatedspace.com vimeo.com/60007421 vimeo.com/58322364
  • ISEA2014: 20th International Symposium on Electronic Art
  • Meera´s Tale
  • Maitha Ali Al Attar
  • ISEA2013: 19th International Symposium on Electronic Art
  • MEMEBRAIN Art Hackfest: A Portals Associated Event
  • The Portals
  • dLux MediaArts
  • dLux MediaArts brings to ISEA2013 the inaugural MEMEBRAIN Art Hackfest. dLux MediaArts is partnering with Dorkbot (Sydney), Darwin Community Arts (Darwin), Kulchajam (Byron Bay) and The Portals (Darwin and Sydney), to bring together artists, designers, techies and more in a cross-locational Hackfest. Collaborators are invited to explore the participatory nature of technology and art. In a unique hot house environment, creative teams will design, play and build prototype projects that challenge the way we use art and digital media to affect cultural perceptions. MEMEBRAIN Art Hackfest will provide an important opportunity for the local Sydney community, partner locations in Darwin and Byron Bay, and ISEA2013 delegates to engage in momentous electric exchange in a casual, entertaining and social atmosphere. The general public are invited to interact with the projects online throughout the hack, through large urban screens in Darwin and Sydney, as well as join the teams on the final day for a closing exhibition and live performances.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Mental Garden
  • Forum des Images
  • Bastien Didier
  • Exhibition. Forum des Images, May 16 – 21

    Bastien Didier is an ISEA2023 selected artist

    Mental garden allows everyone to create, collect and share memories materialized by mental flowers. Mental Garden is an interactive experience based on the collection of brain waves. The experiment aims to create a collection of stored, shareable and exchangeable mental flowers. The device allows visitors to record a mental memory in a time-stamped digital capsule then uploaded on an eco-friendly blockchain to be authenticated.

    Thus, each user is invited to equip themselves with the headset and start recording to monitor their brain activity. As he thinks about his memory, his brain activity is translated to generate a digital plant which is the materialization of his thought. With the different creations, a mental garden is created representing the mental memories recorded by the visitors.

    At the end of the experience, the visitor’s creation is minted on OpenSea, the decentralized NFT marketplace. Each visitor then becomes an artist and has the opportunity to share or sell their owned artwork. Through the collection, every creation contributes to a collective artwork.

    The real-time generative design is made possible thanks to brain-environment interfaces allowing everyone, regardless of gender, age or physical condition, to generate their mental flower in an inclusive way.

    Thinking about the garden means having to go back to the foundations of the world and humankind. The garden offers a form of appeasement, calm and serenity. Let’s cultivate our mental garden!

  • https://studio.mentalista.com/mental-garden
  • ISEA2014: 20th International Symposium on Electronic Art
  • Message in the sky
  • Zayed University - Dubai
  • Jiayi Young and Shih-Wen Young
  • Message in the Sky, taking shape as a site-specific/crowd-responsive installation, pools together the city’s modern-day 1001 dreams, and casts them away into the celestial using a radio telescope. The installation invites local public to bring in their favorite fragrances and spray on hand-gold-leafed paper cards. In exchange, they are given unique codes which enable them the privilege of casting their hopes and dreams as messages to the stars.

  • ISEA2014: 20th International Symposium on Electronic Art
  • MetaBook: Book of Luna
  • American University of Sharjah
  • Lauren Fenton and Clea T. Waite
  • 2013, interactive media,  display objects  

    The Book of Luna, a transmedia Meta-Book is a physical, illuminated manuscript merging sculpture and film and literature. It is a tactile poem in a cinema of pages integrating text and paper with embedded media technology. Its subject is a lyrical history of humanity’s empirical and allegorical relationship with the Moon.
    MetaBook: The Book of Luna is presented as an electronic Wunderkammer. An expanded cinema installation combining text, sculpture, interactive media, magic tricks, and dynamic video within the enclosed architecture of a tabletop object, The Book of Luna narrates a poetic essay about the Moon’s place in the historical imagination. The nature of love, madness, the unknown, and our capacity for the sublime are amongst the intellectual passions that have crystallized around our only satellite

  • FISEA: First International Symposium on Electronic Art
  • Metafable
  • Jaarbeurs
  • Computer Animation
  • ISEA2013: 19th International Symposium on Electronic Art
  • MetaHorn Silo Spin (Performance)
  • 2013 Overview: Performances
  • Performance Space
  • Mark Brown
  • Performance at Opening Launch

    This kinetic sound installation and live performance instrument is based on the Leslie rotary speaker used in the 1960s-70s to create early stereo vibrato effects, notably with the Hammond organ. The system is powered by direct, fluctuating audio voltage and bass frequencies which govern the speed at which the horn spins, creating an uncanny pattern of sound frequencies with stereo modulations and spatial sonic reflections. The sounds played through the horn are composed from field recordings made at the former Mungo Scott Silo complex in Summer Hill, Sydney.

  • http://untitledbrown.zina.org wooloo.org/artists/1878 festivalofmosman.net/2011/events/barricade-radio-middle-head-2011 soundcloud.com/#jodrell-banksmeadow/mark-brown-cementa-13-sound surveyshow.com/MarkBrown.html markbrowninstallationart.blogspot.com.au
  • FISEA: First International Symposium on Electronic Art
  • Metal Morphosis
  • Jaarbeurs
  • Design & Animation: Wilson Burrows
    Associate producer: John Donkin
    Production co-ordinator: Scott Dyer
    Dynamic motion software: James Hahn
    Rocketry assistant: Flip Phillips
    Plasma control: Andy White

    Produced by the Advanced Computing Center for the Arts and Design, Ohio State University (Charles Csuri, director, Thomas Linehan, associate professor).

    Thanks to Susan Amkraut, John Fuji, Joan Staveley, Chris Wedge and the Ohio Supercomputer graphics project.

  • Calculated on a Convex C-1 computer.

  • Animation
  • ISEA2014: 20th International Symposium on Electronic Art
  • Metaphone
  • Al Fahidi Historical Neighborhood
  • Vygandas Šimbelis and Anders Lundström
  • Metaphone- the art project consists of interactive apparatus, painting technique and sonic art. The machine captures bio-data from participants and creates paintings and sounds through the interaction.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Metaverse Makeovers (LIVE)
  • The Portals
  • Ben Ferns, Thea Baumann, and Shian Law
  • Having your nails ‘done’ goes virtual! Metaverse Makeovers (LIVE) is a transmedia appstravaganza experienced as virtual manicures and mixed reality beauty treatments, re-purposed for ISEA2013 in nail salons in Darwin and Sydney. Metaverse Makeovers is a cross-cultural, transnational, interdisciplinary team of specialists fusing knowledge of emerging technologies and Augmented Reality (AR), app development and user experience design to deliver social and immersive mobile experiences. Through a period of community engagement they will restyle nail salon technicians as ‘Hologram Hostesses’ who will apply nail ‘appcessories’ – wearable augmented reality nail accessories that interact with a companion game app – that will play out as intimate, tactile, face-to-face encounters between audiences/participants and nail technicians/the Metaverse world. Dazzling 3D virtual nail bling designs illuminate participants’ fingers, and are simulcast to mobile devices, large public screens, and online in a shimmering televisual display. Metaverse Makeovers (LIVE) invites you to become part of a new world where techno beauty, AR digital cosmetics, future-forward appcessory products and community performance converge. metaverse-makeovers.net
    Metaverse Makeovers Live: vimeo.com/46141914
    Metaverse Makeovers in Nail Bars: vimeo.com/30826510
    Face of the Metaverse: vimeo.com/28982494

  • ISEA2013: 19th International Symposium on Electronic Art
  • Mexican Standoff
  • Art Gallery of New South Wales
  • Anne Landa Award for Video and New Media Arts 2013. 

    Lauren Brincat’s video work Mexican Standoff shows a performance she undertook in Mexico City. Here a group of female horse riders, including the artist herself, standoff with a statue of a heroic man on horseback at the Museo Nacional de Arte. The work forms a response to the lack of statues of heroic women on horseback compared to the many, many public statues of men portrayed in a heroic manner. [source: Kathleen Linn, https://www.artshub.com.au]

    Sound: Bree van Reyk
    Cinematographer: Rafael Ortega
    Special Thank you: Aline Hernandez & Nayeli Garcia

  • Documentation of an action, Two-channel digital video, 16:9, colour, sound; sculpture
  • https://laurenbrincat.com/selected-works#/mexican-standoff/
  • ISEA2020: 26th International Symposium on Electronic Art
  • Microbial Keywording
  • Klaus Spiess and Lucie Strecker
  • We explore a hybrid language that not only processes formal symbols but also interacts with the oral microbes. This materiality of language takes on meaning against the background of the parallel decline in the diversity of microbiomes and languages.

    In our performances we harvest oral microbes from the audience. Using a voice spectrogram, repetitively spoken phonemes drive pumps that add pheromones to the microbes for a time. For some replication cycles the microbes remain adapted to the individual phonemes, which ecologically favours some phonemes. When the visitors change alphabetical sequences they ecologize their oral sphere. In the webstream version we work with speech recognition and algorithms that use data from previous performances. We propose a ‘microbial language’, in which microbes and language protect each other, as a category between semantic, phonetic and ecological meaning.

  • Oral microbes
  • https://vimeo.com/379866513
  • oral microbes, language, and interactive art
  • ISEA2022: 27th International Symposium on Electronic Art
  • Microplot
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • The project is a call to recalibrate the approach to design by recognizing the microbiome as an additional parameter and overlooked agent of terraforming. The technological mediation of the continuous, interchangeable and entangled relationships between microbiomes, environments and ourselves allows for higher resolutions of perception in the way we compose synthetic landscapes. When germ theory originally framed microbes as pathogens, design was driven by “sterilization” and aimed at the “extermination” of microbial life and the production of highly tempered and sealed environments, propelling a culture of cleanliness. With the potential advancement and accessibility of metagenomic sequencing, we may be at the cusp of refining our understanding of these microbial systems, and reframing our design practices from the reactory to the nuanced, adaptive, and proactive. Manifesting alternative, more precise compositions across various sites and scales of intervention, the project narrates how sequencing could become a potential design tool to inform deliberate terraforming.

  • genomic technologies and terraforming
  • ISEA2018: 24th International Symposium on Electronic Art
  • Microsculptures
  • Ushaka Aquarium and Beach
  • Jess Holz
  • Artist Jess Holz creates ‘microsculptures’ incorporating insect and plant material, imaged by scanning electron microscopy. By collaging materials into small sculptures she creates imagined interactions between entities present. Most recently, she’s been experimenting with bizarre distortions due to charge buildup (an imaging artifact) as a way to challenge the assumed objectivity of scientific images.

  • Supported by the University of Wisconsin-Milwaukee, USA.

  • Video installation
  • ISEA2014: 20th International Symposium on Electronic Art
  • Mirror Sonata in Four Kinetic Movements
  • Lobo Listone Gallery
  • Khaled Hafez
  • Mirror Sonata in Four Kinetic Movements is a flexible site-specific video-animation project that incorporates animation of the visual elements in my painting, where I explore the ideas of cultural pride, the self as maker of past, present and future, the self as creator of melody and movement.

  • ISEA2020: 26th International Symposium on Electronic Art
  • Missing Black Techno-fossils
  • Quentin VerCetty
  • Missing Black Techno-fossils is an Afrofuturistic project consists of augmented reality, digital 3D art, and 3D printing, to address Tania Inniss’ notion that “the absence of Black representation in art” is erasure. The project looks at monuments as Afrofuturistic technofossils along with being examples of sankofanology, meaning they are human-made preservations connecting the past, present, and future through its existence very much like the Sphinx of ancient Egypt, and the bronze Edo Oba monuments of ancient Benin.

    The project brings attention to the erasure of Black stories in the Canadian landscape, especially with Toronto being one of the only major cities in the world without any monuments of Black people. Along with Montreal, although being the residence of the first documented free Africans in North America in the 16th century, it contains no monuments of that history. Through speculation, the project explores how the absence and lack of representation give space for a lack of validation, valuing, and connection for black people with themselves and their memory or data for the future. While also, this erasure causes a disconnect for non-black folks to see them as being contributors to society.

  • Missing Black Technofossils was created as a part of the Shaping the Past initiative which is a partnership of the Goethe-Institut, Monument Lab, and the Bundeszentrale für politische Bildung (Federal Agency for Civic Education). The project connects to the activist and artistic work of local, national, and transnational movements as a reflection of memory culture and discusses new perspectives on forms of memory.

  • Augmented reality, digital 3D art, and 3D printing
  • https://www.blacktechnofossils.com/
  • 3D printing, augmented reality, 3D art, and Afrofuturism
  • ISEA2014: 20th International Symposium on Electronic Art
  • Mist Collector
  • Zayed University - Abu Dhabi
  • Ana Rewakowicz and Jean Marc Chomaz
  • Mist Collector is a long-term research and developing project focusing on exploration of various surfaces that allow collecting water from moisture in the air.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Miziara Architects
  • Lobo Listone Gallery
  • In Miziara Architects we follow father and son through their design journey, which we see taking shape as a 3-D structure. As they debate and collaborate, an architectural narrative unfolds, which opens doors to sociological norms and generation gaps. The video spans across three generations as each floor is envisioned.

  • ISEA2022: 27th International Symposium on Electronic Art
  • MMM#1[DualMarkov Beat]
  • Recinte Modernista de Sant Pau
  • Oscar Martin
  • https://noconventions.mobi/noish/hotglue/?MMM_FMB
  • ISEA2023: 28th International Symposium on Electronic Art
  • MOA: My own assistant
  • ESAD Orleans
  • Frédéric Deslias, Alain Damasio, and Charles Ayats
  • MOA is an AR narrative for smartphones. Adapted from Les Furtifs d’Alain Damasio, it makes you dive in the City as the novelist imagined it. The walls and reality are as grey as we know them but they’re covered by an AR layer that changes everything. Public spaces are invaded by surveillance and marketing. Your MOA assists you and tracks you very softly.

    My Own Assistant is an interactive story in augmented reality. You are propelled into 2040. You have entrusted your life to an artificial intelligence that knows you by heart. Decisions, relationships, purchases, everything has become simple. It guides you gently in all the demands that unfold around you.

    DreamTeam: with Alain Damasio, Marie Blondiaux, Franck Weber, Frédéric Deslias, Charles Ayats

    Project Type: AR novel Experience
    Producer: Red Corner, 
    http://red-corner.fr
    Studio: Small, https://www.small-studio.io
    Helper: CNC – France TV – La Volte – Forum des Images – Normandie Images
    Length: Around 15′
    Launch: Septembre 2020
    MOA on Android: https://play.google.com/store/apps/details?id=fr.francetv.innov.moa
    MOA on iOS: https://apps.apple.com/fr/app/moa-my-own-assistant/id1515905833

     

  • https://charlesayats.fr/project/moa-my-own-assistant
  • ISEA2022: 27th International Symposium on Electronic Art
  • Models for Environmental Literacy
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • The experimental video “Models for Environmental Literacy” invites us to rethink the nature and application of artificial intelligence in the context of the environment. As three A.I. voices guide us through a series of landscapes at the intersections of nature and human intervention, we follow a dialogue somewhere within the spectrum of human and non-human language. How does our reading of this computer-generated language point back to our own personal subjectivities and our own environmental literacy? And equally so, how can encounters with non-human language act as a kind of dress rehearsal for future relationships with the Other?

    In the face of climate change, large-scale computer-controlled systems are being deployed to understand terrestrial systems. Artificial intelligence is used on a planetary scale to detect, analyze, and manage landscapes. In the West, there is a great belief in ‘intelligent’ technology as a lifesaver. However, practice shows that the dominant AI systems lack the fundamental insights to act in an inclusive manner towards the complexity of ecological, social, and environmental issues. This, while the imaginative and artistic possibilities for the creation of non-human perspectives are often overlooked.

    With the long-term research project and experimental films Models for Environmental Literacy, the artist Tivon Rice explores in a speculative manner how A.I.s could have alternative perceptions of an environment. Three distinct A.I.s were trained for the screenplay: the Scientist, the Philosopher, and the Author. The A.I.s each have their own personalities and are trained in literary work – from science fiction and eco-philosophy, to current intergovernmental reports on climate change. Rice brings them together for a series of conversations while they inhabit scenes from scanned natural environments. These virtual landscapes have been captured on several field trips that Rice undertook over the past two years with FIBER (Amsterdam) and BioArt Society (Helsinki).

  • artificial intelligence, eco-science, eco-philosophy, eco-fiction, and worldbuilding
  • ISEA2014: 20th International Symposium on Electronic Art
  • Moments in Place
  • New York University Abu Dhabi
  • Kirk Woolford
  • Moments in Place is a series of site-specific performances inviting visitors to consider movement qualities of different locations using augmented reality to explore relationship between the performance and location.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Monade IV
  • Sabrina Ratté
  • Fusion of the Possible, Topographie de l’art, April 15 – June 15

    2020
    Photogrammetry (scans and 3D animation), 120 x 120 cm
    Courtesy of Galerie Charlot.

    Monades is a series of prints made with 3D scans of the artist’s body, which became the raw material to be digitally sculpted, deconstructed and re-contextualized. Many inspirations have informed this project, such as the concept of the cyborg by Donna J. Haraway, Hans Bellmer’s drawings, Greek Mythology as well as an underlying reflexion on self portrait and the place of the body in the digital world. Captive within the limitations of their own subjectivities, these cyborg/goddesses embody the concept of monade, where each individual is a fragmented mirror of a larger reality.

  • https://www.artsy.net/artwork/sabrina-ratte-monade-iv
  • ISEA2012: 18th International Symposium on Electronic Art
  • Montanas a Mesas: A Game of Speed Agility and Flight
  • Downtown (Central Ave)
  • Danielle Siembieda and DC Spensley
  • A live geo-locative game addressing the mobility between nature, vehicles and culture.

    he game Montañas a Mesas uses a game structure similar to tag and scavenger hunt along with a geo-locative mobile app while players assume the character of an auto, balloon and roadrunner. Montañas a Mesas is a city game simulating the effects and challenges of mobility by air, vehicle and animal using the landscape of Albuquerque from the Sandia Mountains to the West Albuquerque Mesa. Similar to how you can collect a wearable pin when a balloon lands, each player can collect a pin at designated locations throughout the game. If you collect a pin at each site then you win the game. You may compete against yourself or others.

    GAME CREDITS Game created by Bay Area Artist and New Mexico native, Danielle Siembieda, in collaboration with Artist/Producer DC Spensley.Game played at ISEA 2012 in Albuquerque, NM and the Come Out and Play Festival in San Francisco, CA.

  • Geolocative App, Costumes, Graphic Elements
  • https://www.siembieda.com/montanas-a-mesas-a-game-of-speed-agili
  • ISEA2022: 27th International Symposium on Electronic Art
  • Moon Bowl
  • El Centre d’Art Cal Massó
  • Ken Matsubara
  • May 27-July 23, Centre d’Art Cal Massó de Reus, Beep Collection: OriginsPublic event.

    Just as hands scooping water, the bowl serves as if a vessel of acceptance, where images sink to the depths of the basin as memories. As the water reflects the moon’s ever-shifting presence, one comes to embrace its fragile state as the beauty of impermanence and discover its coming hopes as restoration. The Bodhisattva statue, plaster figurine, glass bottle, bird’s corpse all shatter for means to restore once again in a continuous state of repetition.

    The flowing river never stops and yet the water never stays the same. Foam floats upon the pools, scattering, re-forming, never lingering long. So it is with man and all his dwelling places here on earth. _Houjyoki
    http://www.kenmatsubara.com/Bowl5.html
    ​[Source: https://www.beepcollection.art/ken-matsubara]

  • ISEA2019: 25th International Symposium on Electronic Art
  • Moon Pointer
  • Asia Culture Center (ACC)
  • Rebecca Cummins and Paul DeMarinis
  • Where is the moon right now?

    Moon Pointer is a slow-time kinetic sculpture that continually points at the moon, wherever it is located, whether above or below the horizon, in daylight or night, clear skies or overcast. A computer-controlled mechanism will calculate the current position of the moon as viewed from the city of Gwangju – and point to it. The pointer will describe a continual presence to the moon’s movement. Its design refers to the history of scientific instrumentation, the timing is incremental. It is formally and mechanically minimal – and calculated to perform the singular task of tracking the moon. By tracing the entire path of the moon’s complex movement, the Moon Pointer offers viewers a heightened awareness of their spatial and temporal place in the universe and a series of insights into the most frequently considered object of vernacular celestial observation.

    The Moon Pointer consists of a computer-controlled mechanism that computes the location of the moon by accessing locally stored ephemeris data in accord with the current local time. The time is acquired by reference to a local real time clock module and checked against network time via a Wifi connection. The computers use these positions to run a set of motors that move their respective pointers to the correct azimuth and elevation. Photographic images (from NASA) accompany the Moon Pointer and depict the daily phases of the moon as seen at lunar transit from Gwangju for the period of the exhibition. A related version was commissioned by the Western Washington University and the Washington State Arts Commission.

    Joint projects: Cummins / DeMarinis, Luna Drift: Sun and Moon Pointers and Light Reign:The 2006 Shanghai Biennial, Shanghai Museum; ISEA2004 at the The Museum of Contemporary Art KIASMA, Helsinki, Finland, the 2008 Biennial of Seville, Spain and a Washington State Arts Commission for Western Washington University, 2014.

  • Acrylic and digital prints, electronics, metal
  • https://wp.wwu.edu/wwuart109/2018/03/01/lunar-drift-3/
  • ISEA2016: 22nd International Symposium on Electronic Art
  • MotU #4–#6
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • Ruth Schnell
  • Light objects, 28 x 11 x 8cm, Three painted steel casings, three LED-light sticks, each equipped with 128 elliptic LEDs, three circuit boards with microprocessor, flash memory, two light sensors, power supply

    The term to see” is often used in common speech synonymously with to understand” or to grasp”. The phrase “If I am seeing this correctly” is used to signify understanding in consensus with others, while those who “don’t believe their eyes” experience something unexpected and untoward. But in general we do believe our eyes; so much so that we consider the information our visual senses present us with to be an accurate image of the present moment, to be reality. The work MotU #4 — #6 from the series Mirrors of the Unseen challenges this supposed credibility of the visible. The habitual process of seeing is infiltrated by words and icons made of light; they seem to emerge from three flickering LED beams and float hologram-like in front of the surrounding architecture. Nothing can get in the way of these translucent (written) images. They are present, and yet at the same time do not exist: only individual perception makes them accessible to the viewer. Ruth Schnell started developing so-called “light sticks” at the begin-ning of the 1990s. Since then, the works created using these media have been technically advanced; they befuddle our idea of perception.

    Assistence media content: Patricia Köstring, Lea Schnell
    Programming: Alexander Pausch

  • http://ruthschnell.org/en/works/motu-4-6
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Moving Moving-Image - Journey to the West
  • Moving Moving-Image-Journey to the West (2014) was created as a 6-tv-set moving sculpture cluster with choreographed movements displaying found video clips from our popular cinema. The only way to inspect this work is through a live-performance. During the 2 grand opening weekends, our artist Bill Tam and his team will perform this 15-minute scored work for your inspection.
    “This is a “new” medium for narrative. I name it “moving moving-images,” a new relation between theater space and cinematic space.” 
    _Bill Tam

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Multiverse
  • Run Run Shaw Creative Media Centre
  • Sean Caruso and Paul Currie
  • A voyage between dimensional planes, reaching beyond the observable universe and into imagined environments where the laws of physics are ever changing and unrecognizable to our own.

  • https://www.sat.qc.ca/catalog/preview-en.php?id=68
  • ISEA2015: 21st International Symposium on Electronic Art
  • Musebot
  • Musebots are pieces of software that autonomously create music, collaboratively with other musebots. The goal of this project is to establish a creative platform for experimenting with musical autonomy, open to people developing cuttingedge music AI, or simply exploring the creative potential of generative processes in music. Not simply a robot jam, but individual virtual instrumentalists coming together, like a band, to autonomously create (in this case) downtempo EDM. For this Canadian premiere of the MuseBot ensemble, we have contributions from Europe, Australia, and North America. Curated by Arne Eigenfeldt & Oliver Bown.

  • Generative music software installation
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Muted Situation 1: Muted Classical Quartet
  • Samson Young
  • In “No References”, two related works by Young quietly (literally) steal the show. Muted Situation #1: Muted Classical Quartet and Muted Situation #2: Lion Dance are two simple single-channel works whose dominant sound-producing constituents are suppressed. This was done “without a diminution in the energy normally exerted in the performance”. As Young writes:
    The muting of sound layers does not translate into silence; nor does it equate to emptiness. Rather, the act of muting is an intensely focused re-imagination and re-construction of the auditory experience. It involves the conscious suppression of dominant voices as a way to uncover the unheard and the marginalised, or to reveal hitherto unconscious assumptions about hearing and sounding.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Muted
  • Santa Mònica
  • Lauren Lee McCarthy
  • When the world shut down overnight last March, projects were disrupted, everything was on pause, and my practice shifted into a more responsive mode. I was responding to what was happening around me, what I felt, and really just trying to find a way through. It resulted in a series of five technologically-mediated performances—Later Date, I heard TALKING IS DANGEROUS, What do you want me to say?, Sleepover, and Good Night. The series of performances reflect on issues of disconnection, danger, communication, presence. They experiment with different forms of liveness and listening that can be accessed under remote circumstances.

    Later Date was an early-pandemic performance in which the artist hosted text-based, one-on-one chats with people to imagine future plans that could only transpire “later.” In I Heard Talking Is Dangerous, I showed up to friends’ doorsteps to deliver a monologue via text displayed via phone screen and text-to-speech. Participants were then invited to visit a URL to continue a text-based, in-person conversation about danger, safety, and the uncertain future. In What do you want me to say? visitors to the web-based work are asked by a digital clone of my voice, “What do you want me to say?” However they reply, my voice responds by speaking their own words back to them. Then it asks again, “What do you want me to say?” In Sleepover I would show up to a friend’s yard with a sleeping bag, text them “hello,” and then spend the night outside their home—without ever coming into physical contact. In NFT artwork Good Night, I text “goodnight” to a designated recipient every day before she goes to sleep for as long as she is alive.

  • ISEA2014: 20th International Symposium on Electronic Art
  • My Homelands
  • American University of Sharjah
  • Rusaila Bazlamit
  • 2014, single channel HDV

    This video art uses the tension between an image of the Arab countries map deconstructing whilst a famous Arab nationalistic song is being hummed. This tension provokes the viewer to look critically and think about Arabism, Pan-Arabism, Arab Spring, Nationalism, and Identity.

  • ISEA2014: 20th International Symposium on Electronic Art
  • My Secret Transition 2.0
  • Nauf Abdulrahman Al Shaikh
  • ISEA2014: 20th International Symposium on Electronic Art
  • My Secret Transition
  • Nauf Abdulrahman Al Shaikh
  • ISEA2023: 28th International Symposium on Electronic Art
  • Mycelium Garden
  • MSH Paris Nord
  • Diane Schuh
  • Symbiosis and Humanity(s) Exhibition, MSH Paris Nord, May 17- 27

    This project aims to take into account the singularity of a mycelium network in a mode of interaction with humans that is based on listening and attention. We are building a setup for the development of sensitive interactions with the mycelium, an organism that facilitates symbioses, through an interpretation of the specificity of its electrical expressions connected to our human musical world.

    To build this interaction we will develop AI models to map the behavior of the mycelium, co-compose sounds with the recorded and classified electrical variations and finally build an interspecific and sensitive relationship. This model will attempt to retain the dimension of otherness in sensory interaction.

    It will share an experimental process that will allow us to enter into a relationship with a non-human organism, to observe its behavior and to adjust our behavior in interaction with it. Thus questioning the notions of intelligence and adaptation in a three-agent human/AI/Mycelium compositional process. What would be the mycelium’s intelligence compared to that of the human musician and that of the artificial intelligence: what do we mean by this? This installation addresses the importance of recognizing the otherness of non-human beings in the ecological project of caring for the living.

  • https://univ-paris8.hal.science/hal-04109049
  • ISEA2014: 20th International Symposium on Electronic Art
  • Mzraat Salama
  • Arwa Ahmed Al Amoodi
  • ISEA2014: 20th International Symposium on Electronic Art
  • Nahessa The Nanny Owl
  • Amna Mohammed Al Suwaidi
  • ISEA2014: 20th International Symposium on Electronic Art
  • Native Identity
  • Zayed University - Dubai
  • Lina Suarez
  • The piece was inspired by different Colombian native clothes. The nomadic shifts occur between regions and mixes the sylvatic and pre-Columbian to urban and global.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Nature Morte
  • Recinte Modernista de Sant Pau
  • Charles Sandison
  • ISEA2020: 26th International Symposium on Electronic Art
  • Naxos
  • Nathalie Guimbretière
  • Naxos began with a meeting between artists and researchers from four disciplines: visual arts, music, writing and astrophysics to co-create a singular artistic universe. The resulting work is an eight-minute film that, by activating instruments and data linked to space research, interrogates not only the transmission forms of science, but those of art. The delineated space thus reveals itself as an imagination engine and a magnifying lens on the contemporary mechanisms at work on our planet, and interrogates the Earth’s present state and our ways of inhabiting it.

    The technology at work dissimulates itself to leave room for a physical feeling; organic, profoundly linked to the seismic signals of the stars. This film explores via digital, sonic and textual mediums notions of tension, equilibrium and suspension linked to the idea that our world is a limitless sphere constituted with a plurality of centres. We make use of the possibilities unlocked by digital and multimedia technologies to outline sensorial relations and generate unpredictable interactions between the living and the universal. The digital environment engages spatio-temporal modifications of the space with differed and real-time play.

  • Video
  • video, technology2, and sonic
  • ISEA2013: 19th International Symposium on Electronic Art
  • Negativland
  • Sydney Harbour Foreshore
  • Mark Howard Hosler
  • ADVENTURES IN ILLEGAL ART: CREATIVE MEDIA RESISTANCE, NEGATIVLAND, AND THE FIGHT TO NOT BE ABSORBED

    Presented by ISEA2013 and Vivid Sydney, “Adventures In Illegal Art: Creative Media Resistance, Negativland, and the Fight To Not Be Absorbed” is a 90-minute storytelling and film presentation by Mark Hosler, founding member of the audio visual collage group Negativland. No lawyers were harmed in the making of this event. Pranks, media hoaxes, media literacy, the art of audio and visual collage, creative activism in a media saturated multi-national world, file sharing, intellectual property issues, evolving notions of art and ownership and law in a digital age, artistic and funny critiques of mass media and culture, so-called “culture jamming” (a term coined by Negativland way back in 1984) … if you are interested in any of these issues you’re sure to find this funny and thought provoking presentation worth your time and attention. Is Negativland a “band”? Media hoaxers? Activists? Musicians? Filmmakers? Culture jammers? An inspiration for the unwashed many? A nuisance for the corporate few? Decide for yourself in this presentation that uses films and stories to illustrate some of the creative projects, hoaxes, pranks and “culture jamming” that Negativland has been doing since 1980.
    More about Mark and Negativland – Since 1980 Negativland have been creating records, video, visual art works, radio, and live performance, using appropriated sound, image and text. Taken mostly from corporately owned mass culture, Negativland re-arranges these found bits and pieces to make them say and suggest things that they never intended to. In doing this kind of cultural archaeology and “culture jamming” (a term they coined way back in 1984), Negativland have been sued twice for copyright infringement. As a member of Negativland Mark has given over 100 lectures on these issues at various places like MIT, Yale, Princeton, Duke University, New York University, UC Irvine, UC Berkeley UCLA,  Seattle University School of Law, Cranbrook Academy of Art, Universities of Arizona, Virginia, Tennessee, Georgia, North Carolina, and at various venues in Washington D.C, New York City, London, Berlin, Barcelona, Lisbon, Bologna, Lausanne, Amsterdam, Stockholm, Toronto, Vancouver, Honolulu, and Melbourne Australia.  He has also given talks at the Regional Conference to End Corporate Dominance, the Consumer Electronics Show, the Conference On The Public Domain, World Fair Use day, and, as a citizen lobbyist, given presentations about art and copyright law to the offices and staff of various Senators and Congressmen on Capitol Hill in Washington DC. In 1995 Negativland’s released a 270 page book with 72 minute CD entitled “FAIR USE: The Story of the Letter U and the Numeral 2. This book documents their 4-year legal battle over their release of a single entitled “U2?.  San Francisco filmmaker Craig Baldwin produced a feature length documentary about Negativland, their “U2 single, culture jammers and other appropriation artists entitled “Sonic Outlaws” and Mark has appeared at many showings of this film to lecture, speak, debate, and answer the many questions that are raised whenever that film is shown. Negativland also created the soundtrack and sound design for Harold Boihem’s documentary “The Ad and the Ego,” an in-depth look into the hidden agendas of the corporate ad world that goes deeply into the gross and subtle ways that we are adversely affected by advertising. The group continues to perform and tour, broadcast their weekly radio show ”Over The Edge,” and more recent work includes “Our Favorite Things”, a feature length DVD collection of their many years of collaborative film work, and various retrospective art shows in Seattle, Minneapolis, Houston, and Los Angeles of their visual collage work.  
    negativland.com/news

    Declared heroic by their peers for refashioning culture into what the group considers to be more honest statements, Negativland suggests that refusing to be original, in the traditional sense, is the only way to make art that has any depth within commodity capitalism…  _NEW YORK TIMES

    Negativland isn’t just some group of merry pranksters; its art is about tearing apart and reassembling found images to create new ones, in an attempt to make social, political and artistic statements.  Hilarious and chilling.   _THE ONION

    A provocation and a punk-inspired commentary on our mercenary culture…eloquent and impassioned spokesmen for ideas like a “creative commons”…it’s salutary to see these smart and influential guys get a gallery show.
    _ART IN AMERICA

    Negativland, longtime advocates of fair use allowances for pop media collage, are perhaps America’s most skilled plunderers from the detritus of 20th century commercial culture…the band’s latest project is razor sharp, microscopically focused, terribly fun and a bit psychotic.
    _WIRED MAGAZINE

  • ISEA2014: 20th International Symposium on Electronic Art
  • Neuro Knitting
  • Plotting brainwave activity into a knitted pattern.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Neuronnection
  • El Centre d’Art Cal Massó
  • Anaisa Franco
  • ISEA2019: 25th International Symposium on Electronic Art
  • New Order / Siren Call?
  • Asia Culture Center (ACC)
  • Goh Uozumi
  • New Order / Siren Call? visualizes the existence of cryptocurrency as the origin of the new order. The cryptocurrency is a new electronic & programmable money based on cryptography and distributed network technology, typified by Bitcoin and Blockchain. The visualization-of-existence means to show everything that exists, including its structure, history, future, and thought. New Order / Siren Call? does not have a fixed form and consists of symbolic pieces distributedly. To Goh, the cryptocurrency is regarded as one of the movements of automation. Goh states that human beings are automating intelligence, labor, and money and the cryptocurrency symbolizes the automation of Trust, calling it “TRUSTLESS”. For Uozumi, TRUSTLESS is a new property that humans acquired for the first time in history. It has a potentiality to shift the human society and species system to the next phase by entrusting trust, as natural property like love, to the algorithm. Considering the meaning of what the algorithm acquires as the natural property, Uozumi believes this new technology is already changing the economic ecosystems rapidly, consequently leading to ‘the new order’ of the contemporary society. Going further from symbolizing/calling Blockchain- the “inorganic and complicated resource management protocols”- as mere ‘Coin’, New Order / Siren Call? aims to question the ‘positive’ future fueled with the rationality and will of humanity, perceiving the very technology as ‘Siren’s voice’.

  • Unfixed size, mixed media
  • https://goh.works/neworder/
  • ISEA2022: 27th International Symposium on Electronic Art
  • NewHome of Mind
  • Recinte Modernista de Sant Pau
  • Mónica Rikić
  • ISEA2023: 28th International Symposium on Electronic Art
  • Nh-9
  • Sandrine Deumier
  • Outland Exhibition April 7-23, Plateforme Paris

    Immersive and interactive installation, 2022

    Poetry in virtual reality
    Interactive immersive environment
    By weaving imaginaries in the mode of biomimicry, Nh-9 is an immersive poetry experience that attempts to develop notions of interrelationships as guiding links to build scenes of symbiotic relationships between humans and non-humans. humans The aim of this project is to allow to be immersed in a state of sensory modifications (and/or mutations) in order to construct interconnected landscapes by imagining a living world – made up of beings and the relationships between these beings.

    Synopsis
    Landscapes of interrelations
    The atmosphere, lunar and foggy, is studded with fireflies.
    These fireflies are extremely mobile, at the limit of the visible. Evanescent, almost below the picture – a multitude of evanescent and multi-shaped beings expanding to create a sort of fully moving space of unpredictable becoming.
    These beings-elements are interchangeable, declinable and modifiable to infinity. Each of these beings is a mobile, permeable and interchangeable unit: a part of the whole, the whole, the other part and the reverse. Mutate/Regenerate
    The challenge of Nh-9 is to allow oneself to be immersed in a state of sensory modifications (and/or mutations) to build landscapes of interrelationships by imagining a living world – made up of beings and the relationships between its beings.

  • https://www.agencetopo.qc.ca/wp/en/events/event/n-h9-sandrine-deumier http://sandrinedeumier.com/digitalpoetryn-h9.html
  • ISEA2013: 19th International Symposium on Electronic Art
  • Night of the living hippy
  • Verge Gallery
  • Ian Haig
  • How can you tell if a hippy is alive or dead? Referencing Paul Thek’s 1967 installation The Tomb (also known as Death of a Hippy), which contained a body cast of the artist as a dead hippy, Haig plays on notions of transcendental states and past lives in his attempt to simultaneously reanimate the concepts of artist, artwork and hippy. By casting contemporary technology as the catalyst in this exploration of a Gothic theme, the re-animation of a corpse, he highlights technology’s increasingly pervasive nature, extending its reach into, or beyond, the grave. From another perspective the work refers to the art world’s enduring relationship with death, in which the ‘value’ of the artist often increases only after their death; the art museum as a kind of mausoleum embalming ‘dead’ artworks; meanwhile the resurrected zombie hippy represents contemporary art, media and technology, where nothing is truly dead or off-limits, and everything can be brought back to life, reborn, remixed, recombined, reconfigured … . In many respects contemporary media is the media of the undead, the half life, the zombie; like the hippy half a century ago, it is the new ‘natural’ state of existence.

  • http://                ianhaig.net/index.php?section=project&name=install&num=2
  • ISEA2014: 20th International Symposium on Electronic Art
  • Nile Blue
  • American University in Dubai
  • The video could be seen as a type of “Noah’s Arc”, it contains animals that are considered as prey. Nile Blue refers to a color that is greenish blue, but it is also a dye used as a biological stain for cells, which changes from blue to purplish red as an indicator.

  • Video
  • ISEA2022: 27th International Symposium on Electronic Art
  • Nivel de confianza
  • Recinte Modernista de Sant Pau
  • Rafael Lozano-Hemmer
  • “Level of Confidence” is an art project to commemorate the mass kidnapping of 43 students from the Ayotzinapa normalista school in Iguala, Guerrero, Mexico. It was released on March 26, 2015, exactly six months after the kidnapping took place. The project consists of a face-recognition camera that has been trained to tirelessly look for the faces of the disappeared students. As you stand in front of the camera, the system uses algorithms to find which student’s facial features look most like yours and gives a “level of confidence” on how accurate the match is, in percent.

    The biometric surveillance algorithms used, -Eigen, Fisher and LBPH-, are typically used by military and police forces to look for suspicious individuals whereas in this project they are used to search for victims instead. The piece will always fail to make a positive match, as we know that the students were likely murdered and burnt in a massacre where government, police forces and drug cartels were involved, but the commemorative side of the project is the relentless search for the students and the overlap of their image with the public’s own facial features.

    The project software is available for free download so that any university, cultural centre, gallery or museum can set-up the piece and exhibit it. To show the work the institution must download the project software and provide a computer, screen and webcam.

    The full instructions and specifications are in this PDF document.

    The project also exists as an open source software, which can be modified by any programmer with knowledge of OpenFrameworks so that he or she can make their own version, with different content. An example may be someone who trains the algorithms with images from missing aboriginal women in Canada. To download the source code please visit our GitHub.

    On the launch of the “Level of Confidence” project, already the piece is planned to be exhibited at the MUAC Museum in Mexico City and at Universities across Mexico like Iberoamericana, UAM, Universidad de las Artes, Universidad Autónoma de Aguascalientes and others. Internationally the piece is being shown at Lozano-Hemmer’s exhibition at Art Bärtschi Gallery in Geneva, by the FOFA Gallery at Concordia University in Montréal and by the Universidad Nacional de Tierra del Fuego in Argentina. We shall update this page as more exhibitors show the work.

    The piece can be acquired for art collections, but all proceeds are directed to a fund to help the affected community, for example in scholarships for new students at the normalista school. The work is editioned with 12 copies and one AP, includes all the equipment, installation and a certificate of authenticity. It can be acquired through any of Lozano-Hemmer’s galleries.

  • https://www.lozano-hemmer.com/level_of_confidence.php
  • ISEA2011: 17th International Symposium on Electronic Art
  • noemaflux
  • Nuru Ziya Hotel
  • Troy Innocent and Indae Hwang
  • noemaflux describes an act of shifting perception. This work it is centered on augmented reality that enables different ways of seeing the city. The experience is constructed via a network of relationships.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Non Dimensional Cities
  • Recinte Modernista de Sant Pau
  • Marnix de Nijs
  • ISEA2018: 24th International Symposium on Electronic Art
  • NONUMENT 01::McKeldin Fountain
  • Ushaka Aquarium and Beach
  • Lisa Moren, Neja Tomšič, Jaimes Mayhew, and Martin Bricelj Baraga
  • NONUMENT01:: McKeldin Fountain is the first augmented reality [AR] monument in Baltimore Maryland’s Inner Harbor and free speech zone. The egalitarian nonument or “no monument” recreates the destroyed Brutalist-style monument where citizens can put back the fountain and experience first- hand memories of the activities from ordinary activities to numerous protests including uprisings following the death of Freddie Gray, Black Lives Matter, LGBTQ issues and Occupy Baltimore. The story of McKeldin Fountain is part of the escalating privatization of public spaces worldwide, a trend that continues to diminish access to full participation and free speech for ordinary people in everyday urban life. This socially engaged intervention is an ambitious take on the latest AR technology in order to address the politics of reclaiming public space including: how public behavior is controlled by a variety of mechanisms?, and, who has more exclusive access to what spaces? When viewers hold up a mobile device like a protest sign, the participant will put back the fountain with 18 animated waterfalls including an infamous double waterfall. Viewers will see and hear documented interviews and “whisper chambers” of underrepresented voices in Baltimore City that are often unheard but significant to the life of an urban environment.

  • This project is grateful for the generous support from the Saul Zaentz Innovation Fund in Film + Media at Johns Hopkins University, The Andy Warhol Foundation for The Visual Arts, The Grit Fund [Contemporary Museum], the Imaging Research Center and CAHSS at UMBC (University of Maryland – Baltimore County, USA).

  • Augmented reality monument
  • http://nonument01.org/
  • ISEA2013: 19th International Symposium on Electronic Art
  • Nordic Outbreak
  • The Concourse
  • Nina Colosi and Tanya Ravn Ag
  • Streaming Museum is pleased to present at ISEA2013 a special collection from Nordic Outbreak, an exhibition of over 30 moving image artworks by established and emerging contemporary Nordic artists curated for public space. Curated and produced by Nina Colosi and Tanya Toft, the exhibition and accompanying public programs launched in New York City, March 1 to April 6, and are travelling throughout the Nordic region and internationally in 2013-14. Nordic Outbreak will be viewed as large projections and on screens in public spaces, on its website, and at partnering cultural centres. The themes presented in the artworks reflect discussions and issues that have been critical to the Nordic context in the past decade – such as gender equality, decline of the welfare state, nationalism vs. globalism, rural nostalgia, the man/nature relationship, post-crisis transition and existentialism. These issues confront the underpinnings of society in the Nordic region – but they also reflect international realities and conditions in the digital age. Nordic Outbreak opened on March 1st 2013 with a new version of Björk’s Mutual Core video by Andrew Thomas Huang, from her Biophilia series, on view during Times Square’s Midnight Moment, simultaneously displayed across 15 of the largest screens in Times Square. Public programs included a symposium and exhibition at Scandinavia House with Keynote speaker Erkki Huhtamo, Professor of Media History and Theory, University of California Los Angeles, Nordic artists, theorists, and curators; screenings at Big Screen Plaza, Dag Hammarskjold Plaza (“the Gateway to the United Nations),and the Manhattan Bridge Archway, a lecture at New York University on the history of Nordic moving image, and an evening event in the Sky Room at the New Museum. Nordic Outbreak is produced in collaboration with Nordic curators Daniela Arriado, Birta Gudjonsdottir, Kati Kivinen, and Jacob Lillemose; and cultural centres Kiasma Museum of Contemporary Art, Reykjavik Art Museum, Danish Architecture Center, Screen City Festival, Katuaq the Cultural Centre of Greenland, PNEK, AV-Arkki.
    Nordic Outbreak is supported by Nordic Culture Fund, Nordic Culture Point, Consulate General of Sweden, Royal Norwegian Consulate General, Consulate General of Finland, Consulate General of Denmark, Consulate General of Iceland, Office for Contemporary Art Norway, Icelandic Art Center, PNEK Production Network for Electronic Art Norway, The Danish Arts Foundation. Bjork In Times Square is a collaboration between Streaming Museum, Times Square Advertising Coalition and Times Square Arts, and MOCAtv for the Museum of Contemporary Art Los Angeles.

     

    Nordic artists in the complete exhibition:

    • Eija-Liisa Ahtila
    • J. Tobias Anderson
    • Björk
    • Ken Are Bongo
    • Jeannette Ehlers
    • Efterklang
    • Jette Ellgaard
    • Jessica Faiss
    • Søren Thilo Funder
    • Sigurdur Gudjonsson
    • Styrmir Örn Gudmundsson
    • Eva-Mari Haikala
    • Iselin Linstad Hauge
    • Kaia Hugin
    • Hanne Ivars
    • Mogens Jacobsen
    • Vibeke Jensen
    • Jesper Just
    • Hannu Karjalainen
    • Antti Laitinen
    • Dan Lestander
    • Una Lorenzen
    • Pernille With Madsen
    • Dodda Maggy
    • Eva Olsson
    • QNQ/AUJIK
    • Miia Rinne
    • Egill Saebjornsson
    • Magnus Sigurdarson
    • Birgitte Sigmundstad 
    • Superflex
  • http://nordicoutbreak.streamingmuseum.org/
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Northern Resonances (excerpt)
  • Run Run Shaw Creative Media Centre
  • Roman Zavada
  • With an upright piano planted in the rock of the Canadian Shield, this film offers a colourful immersive dive into the heart of the boreal forest, under the polar lights where the piano’s resonating strings enter in a dialog with the filmed 360 degree auroras.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Not Available in Your Country
  • American University in Dubai
  • Daniel Cermak-Sassenrath
  • Not Available In Your Country provides participants with a personal, immediate and provocative experience with online censorship. Participants use an interactive system that is successively shutting itself down.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Notepad
  • New York University Abu Dhabi
  • Matthew Kenyon
  • Notepad, were covertly distributed to US representatives and senators, as a sort of Trojan horse, injecting transgressive data straight into the halls of power and memorializing it in official archives.

  • ISEA2020: 26th International Symposium on Electronic Art
  • Nova
  • Serious Computer Group (SCG)
  • Nova is a responsive video installation. The work is a study of waves, in which a software system combines video footage of water and synthesized graphics to generate evolving visual patterns in real time. These patterns gradually adapt to movement in the work’s environment, creating a contemplative relationship between Nova and its viewers.

    At the heart of Nova is a set of visual compositions in which subtle, shifting colours play across imagery that is simultaneously familiar and alien. While the projections appear tranquil at a passing glance, focused attention reveals an intricate tapestry of movement unfolding in time.

    As a complex generative system, composing images with Nova involves relating to the computer as if it were a collaborator rather than an inanimate tool. We are interested in developing this communicative form of composition through the use of machine learning and artificial life techniques. In the context of ISEA2020, we will be in residence at 4th Space actively experimenting with these methods in order to expand and accelerate our exploration of Nova’s aesthetic possibilities.

  • Responsive video installation
  • https://serious.computer/work.html
  • Responsive System and video installation
  • ISEA2013: 19th International Symposium on Electronic Art
  • No[w]here (reallybigroadtrip)
  • 2013 Overview: Public Events
  • Fee Plumley, Kate Chapman, Brenda L. Croft, and Cheryl L’Hirondelle
  • “There are going to be times when we can’t wait for somebody. Now, you’re either on the bus or off the bus. If you’re on the bus, and you get left behind, then you’ll find it again. If you’re off the bus in the first place — then it won’t make a damn”.
    _As quoted by Tom Wolfe in The Electric Kool-Aid Acid Test (1968)

    We invite you to join us over ISEA2013 in a microcosm of the overarching reallybigroadtrip world. We’re so fluid you can even choose one of three forms to connect with us. The bus will demonstrate the (inter)national adventure by hosting a mini version. Starting from Paddington we will be driving around Sydney finding locations that just feel like they would be a good place to stop. We will not be using maps, just following our noses and waiting for the place that just feels right. Once the location has been found my Nomad in Residence Kate Chapman and myself will park the bus, put out a couple of chairs and throw on the magnetic signs that indicate we are ‘open for business’. Then we will just see what happens.
    Some passers-by will come and ask what we are doing, so we will tell them about reallybigroadtrip and about ISEA2013 and how we want to just meet people and see what happens. Sometimes they will suggest where we go next – we have two spare passenger seats so it’s entirely possible we will take them along with us when we go. Some ISEA2013 audiences might know we’re doing this and want to come and find us in a random spare moment. We will take an instagram photograph (my account is @feesable) tagging our location so that at any time you can see where we are. If you want you can also message us directly; I’m @feesable and Kate is @wonderchook on Twitter. Be aware that we might be engaged in deep conversations with random strangers so you should let us know that you are coming so that we can hang around long enough to connect with you. And if we get ‘moved on’… well that’s all just part of the journey, right?

  • ISEA2018: 24th International Symposium on Electronic Art
  • Nwavu, the Blind Man
  • BAT Centre
  • João Graça, João Roxo, and Alexandre Coelho
  • Nwavu, the Blind Man is a short animation film in the development stage. It’s a film that proposes to combine a tale adapted from the Mozambican oral tradition with the visual aesthetic of the Batik, which is one of the most iconic artistic expressions of our culture. The animation appears in this case as a privileged means to give a second life to this tales in risks of extinction. The process behind the making of this animated film is an experimental one. All the Characters and Backgrounds will be created as batiks and thereafter, we will scan, rig and animate with digital media. Oral storytelling tradition is our starting point, the will to revitalize this tradition and take it to a contemporary medium, recontextualizing while simultaneously preserving it.

  • Short animation film
  • http://anima.co.mz/
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Object-Subjectivities
  • Linda Lai and Floating Projects Collective
  • In 2010 Lai founded the Floating Projects Collective, which currently consists of about 20 members engaging in experimental art production. The Collective participated in Lai’s Object-Subjectivities (2016), a new work with installation and performance components based on Object-activity (1989) and LOOK: Object-activity (2006). In July 1989, one month after the June-Fourth Tiananmen massacre, an improvised performance was staged by artists including Choi Yan-chi, Leung Ping-kwan, Mui Cheuk-yin, Yau Ching and others. The performance was reconstructed by Lai in 2006 and once again on 21 May 2016; for Lai, each rendition has a different conceptual, pictorial and formal focus. She writes:
    While LOOK: Object-activity suggested a time and mind at ease, Object-Subjectivities in 2016 asserts the therapeutic power of communication via doing things together. The principle of “collective co-individuation” manifests itself in a play with objects – each performer follows his/her own self-made routines to create a meditative space that also invites sharing and exchange.  [source: 
    artradarjournal.com/2016/07/06/no-references-9-hong-kong-video-and-new-media-artists-part-1/]

    Object-Subjectivities: FPC performing at No References
    The performance “Object-Subjectivities” (OS), performed by 10 Floating Projects members, annotates Linda Lai’s wall installation of the same title. OS dialogues with “Object-Activities” in 1989 and “LOOK: Object-activity” in 2006. OS is a series of structured improvisations in 3 acts with a coda. Cleansing with water is the overall metaphor. The 1989 performance “Object-Activities” was a cross-disciplinary modernist art experiment. Performed in July after the June-Fourth massacre, it was a “mourning” event. The 2016 performance “Object-Subjectivities” asserts the therapeutic power of “doing things together.” The principle of “collective co-individuation” manifests itself in a play with objects. Each performer follows his/her own self-made “algorithmic” routines.
    The resultant performance is a meditative space that also invites sharing and exchange.

    Act One: ”automation, emergence, artificial intelligence, programmed democracy”
    Act Two: ”hardworking algorithms”
    Act Three: ”collective co-individuation”
    Coda: ”relentless remembering”

    Total performance time: about 40 minutes

    Concept/structure: Linda LAI; Producer: WONG Chun-hoi; Water closet (design): WONG Chun-hoi, Wing CHEUK; Chinese text: LAI Wai-leung; Performers: Linda LAI (live automatic writing), WONG Chun-hoi, Andio LAI, WONG Fuk-kuen, Hugo YEUNG, Fiona LEE, Kenji WONG, Anna CHIM, DING Cheuk-laam, and CHEUK Wing-nam.

  • ISEA2023: 28th International Symposium on Electronic Art
  • OctoAnemone
  • Le Cube Garges
  • Yin Yu
  • Exhibition. Le Cube Garges, April 27 – May 18

    2022
    Interactive Installation

    Artist and researcher Yu Yin is interested in how the contemporary world influences the development and evolution of current and future living species. The OctoAnemone is a speculative sea creature, the morphology of an as-yet-unknown artificial life form created by the Father of the post-Anthropocene.The encounter with this future being allows us to explore forms of future communications with beings endowed with an intelligence and a language that diverge from ours.

  • https://w2.mat.ucsb.edu/yinyu/projects/OctoAnemone.html
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Office of Environmental Experiments
  • Kll Art Village
  • The Office of Environmental Experiments (OEE), is a participatory arts and technology initiative that aims to address the ecological and environmental health concerns of urban citizens via novel and creative uses of ecological research, environmental monitoring, and renewable energy technologies. We seek to foster awareness and greater community agency and autonomy over issues of energy production, ecological stewardship and environmental health and sustainability.

    For the first phase of this project, we deployed a prototype for a “Floating Data Wetland” in Wuhan, China. Done in collaboration with students and members of the local community, this is a floating island housing sensors and lights, along with native plants and grasses. The system measures water quality and in turn changes the color ofthe lights (red = bad water quality, blue = good). In addition, anyone with an Internet connection or mobile device can receive real-time information from the floating wetland, as the data is shared openly online. The vision for the project is to create a network of these data wetlands across the city, in its plentiful lakes and rivers.

    Participants could also register to receive updates on this data and identify stations near them in need of care, in essence “adopting” these wetland systems. The light and sound produced by the wetlands would serve as indicators of species activity, water quality and collective human interest in the environment. The floating wetlands themselves may also improve the overall water quality of the lake or river where they are deployed (as well as providing shade for the fish, which is typically beneficial).

    The Floating Data Wetland was completed at the K11 art village, located in Wuhan, China as part of the K11 Art Foundation x FUSE ISEA2016HK Residency Program, an initiative formed by KAF and Videotage as part of the 22nd International Symposium on Electronic Art (ISEA2016).

  • https://oee.ccastellanos.com/wuhan/
  • ISEA2022: 27th International Symposium on Electronic Art
  • Oh Deer!, 2021
  • Recinte Modernista de Sant Pau
  • Frederik De Wilde
  • “Oh Deer!” is about watching an AI slowly forget.
    The result is a poetic and spooky experiment with Machine Learning.

    De Wilde’s artistic R&D project explores the connection between the biological brain and the synthetic computational brain. The video is made by applying custom weight degradation on a Generative Adversarial Network (GAN), until the image dissolves into a digital  monochromatic plane or pixel. Maybe man and machine are not so different after all?

    What if AI’s, modelled by, and after, human behaviour, become a mirror image of us? This is the premise of “2001, A Space Odyssey”, and the movie comes to the conclusion that, if HAL has feelings, it is definitely the Will to power. Is digital ageing, or HALzheimer, a possible antidote and solution to counteract the Will to power?

    The artwork explores the ephemeral qualities, and fragility, of memory, examined in relationship to the subjects of power and control, as in Hegelian master-slave dialectics.

  • https://frederik-de-wilde.com/project/oh-deer/
  • ISEA2014: 20th International Symposium on Electronic Art
  • On the road (fe fekret hastam)
  • A4 Space
  • Naz Shahrokh
  • This work is a conversation with Jack Kerouac and his scroll, and Zen Buddhism, the practice of consciously living in the now, while walking through the journey of life.

  • ISEA2016: 22nd International Symposium on Electronic Art
  • One Sound of the Futures
  • Isaac Chong Wai
  • Location: Kai Tak Runway Park

    3 Channel Video, HD loop: 7:13 min
    Photo Edition, Acrylic glass on photo prints
    Performance at Kai Tak Runway Park in Hong Kong, Democracy Square in Gwangju in South Korea, K11 Artist Village in Wuhan in China at the 5th Large-Scale Public Media Arts Exhibition “Human Vibrations” curated by Caroline Ha Thuc

    Description:
    “One Sound of the Futures” is a performance involving people from Hong Kong, South Korea and Wuhan in China. Standing like living sculptures, the participants were asked to simultaneously formulate the sound of the futures from Kai Tak Runway Park in Hong Kong, Democracy Square in Gwangju and from K11 Artist Village in Wuhan. Lined up in a stringent formation they expressed how they imagined their own and personal future. By mixing all these different voices of the futures, diverse times interwove to become a unique moment when the time that has not yet come is addressed. This ultimate, intangible time resounded in a spoken yet indefinable noise created by hundreds of individual voices heard from different cities and countries.

    Presented by: Hong Kong Arts Development Council
    Organizer: Hong Kong Arts Development Council
    Venue Partners: K11 Art Foundation, Leisure and Cultural Services Department, Hong Kong & Wuhan K11 Artist Village
    Exhibition Partners: Burger Collection & Gwangju Cultural Foundation
    [source: 
    isaacchongwai.com/one-sound-of-the-futures-2016]

  • http://isaacchongwai.com/one-sound-of-the-futures-2016
  • ISEA2017: 23rd International Symposium on Electronic Art
  • OneOne
  • Daniel Belton
  • Soundscape-media art

    OneOne has been described as a masterwork of beauty and power – radical in its combination of innovative new media and ancient cultural knowledge. The human figures in OneOne shift through geometric virtual stone-form containers and suggest the presence of breath in the soundscape. This creates a pictorial representation of air movement inside the river stones, which are blown and drummed to make sound. Human figures become holographic when processed through the digital, the binary. Their movement establishes a hieroglyphic language of dance that synchronises with the sounds of nature, Taonga Puoro and the hollow stone flutes of the Maerewhenua River.
    OneOne reflects an ancient elemental energy – ancestral memory unfolds in a digital cloak of
    projected bending light and sound. The Maerewhenua River stones are 23-25 million years old. They have inspired the artistic research and creation of OneOne in its delivery as interactive museum installation, expanded cinema transmission, architectural projection mapping and AV Liveset stage performance. Selected stones have been carefully scanned and 3D modelled to become spectral Waka, or vessels that transport the human figure in time and space. They evoke kinetic Polynesian navigation charts, cetaceans and islands. OneOne explores the twin acts of voyaging and coming to land.

  • ISEA2015: 21st International Symposium on Electronic Art
  • OnNextCount
  • Wong Theatre
  • OnNextCount uses a generative music system that directly relates the compositional gestures of the author playing Trombone to the frame of structured improvisation. The piece explores alternative ways to engage in electronic music performance and representation. The improvisatorial and generative elements used within this performance are in dialogue with human and machine autonomy, disruptive aesthetics and the ephemeral. OnNextCount is performed using Ableton Live software and uses an embedded Max for Live system to generate new musical material and signal-processed gestures.

  • Live Trombone and MAX programs
  • ISEA2014: 20th International Symposium on Electronic Art
  • Onwhatis
  • Lobo Listone Gallery
  • Onwhatis – is language experiment, digital dynamically generating bookmachine -’natural language’ engine acting as ghost writer, collaborator and framework – where language acts upon language, activating and destabilizing Parmenides Fragments.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Opening Ceremony outside Carriageworks
  • 2013 Overview: Performances
  • Performance Space
  • Indigenous Australian Dance Group
  • ISEA2022: 27th International Symposium on Electronic Art
  • Opportunity in Obsolescence
  • Santa Mònica
  • Erik Contreras
  • With many issues surrounding our high-tech products including: 1) planned obsolescence, 2) a linear “cradle-to-grave” life cycle, 3) the accumulation of electronic waste (e-waste), and 4) consumer culture, there is potential of finding creative solutions to reusing/repurposing our obsolete technology. This potential can be found in this artistic work where a typewriter hacked to perform as a USB printer using the design principles meant to combat the issues listed above. This includes using open-source hardware and software as well as incorporating adaptive design for future updates.

  • ISEA2011: 17th International Symposium on Electronic Art
  • Opposing Views
  • The Museum of Contemporary Art Zagreb
  • Danielle Roney and Jeff Conefry
  • Opposing Views: The visualization of conflict and debate through biofeedback, sensor driven, real-time video programming. A performative architecture presenting new avenues of communicative infrastructures.

  • ISEA2018: 24th International Symposium on Electronic Art
  • ORE: Soundscapes of the Anthropogenic Now
  • 2018 Overview: Public Events
  • BAT Centre
  • Benny Jonas Nilsen
  • ORE focuses on the audio dimensions of contemporary mining techniques and rare earth mineral mining. The project stems from an interest in the global nature of mining for various reasons, ranging from a fascination with deep time (geological and evolutionary processes occur on profoundly different timescales than those we deal with in our daily lives) to the Anthropogenic Now. The concepts of controlling and re-shaping the Earth through mining have major environmental consequences which will be evident far into the Deep Future.

  • Event
  • ISEA2014: 20th International Symposium on Electronic Art
  • Oscillating Expedition
  • Janet Bellotto and Barnaby Priest
  • Bellotto and Priest continue a collaboration of video and music composition, interested in revealing and capturing routes of travel and explore the dynamics between disappearing sounds and image. Janet Bellotto: video, Barnaby Priest: composer, with members of the Dubai Chamber Orchestra.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Other Days, Other Eyes
  • Santa Mònica
  • Shona Kitchen
  • Other Days, Other Eyes (2019) refers to the evolution of the ubiquitous recording infrastructures that surround us and reflects on the generation and transmission of that information as well as society’s growing abundance of cotidian and banal information.

    The installation consists of a hanging platform from which glass forms are suspended. Some of these contain cameras that record footage which can be viewed, with varying delays, on a screen placed on the floor.

    The piece combines live footage with varying curiosities of the everyday, archived elements, and analog glass blobs laden with the weight of the collected digital content. Smaller blobs seep out of the walls, evoking budding newcomers that may very well grow up to become a camera one day, speculating on the evolution of live architectural organisms. The work captures the coexistence of the physical and the virtual, the natural and artificial, the real, the imagined, and the absurd.
    Film duration is 7 minutes

  • https://www.shonakitchen.com/otherdaysothereyes
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Our Baby
  • 2017 Overview: Screenings (“Media Art”)
  • Jérémy Pouilloux
  • A VR mini-series in 10 episodes. As you emerge from your mother’s womb in a Paris hospital, you see the world and the world sees you for the first time. When you come face to face with your thirty-something parents (your mother is looking haggard after her labour, your father anxious and already wary), they see a physical defect affecting your face, one that will mark you forever. Will they be able to cope with this misfortune? Another life is just beginning for them, one of hell and love, one where they must master their distress and achieve a new equilibrium. Can they accept you as you are? Welcome to the world of a newborn infant.

  • Screening/Media Art Piece
  • ISEA2014: 20th International Symposium on Electronic Art
  • Our History of the Telephone
  • Zayed University - Dubai
  • Sarah Nesbitt
  • Established in 2003, XVA is one of the leading galleries in the Middle East that specializes in contemporary art from the Arab world, Iran and the Subcontinent. Exhibitions focus on works by the regions foremost artists as well as those emerging onto the scene. The gallery’s artists express their different cultural identities and perspectives while challenging the viewer to drop prejudices and borders. XVA Gallery exhibits both locally and internationally; collaborating with galleries and participating in international art fairs, such as Art Basel Hong Kong, SH Contemporary, Singapore Art Fair and Abu Dhabi Art in 2014, in order to further expose Middle Eastern contemporary art. XVA Gallery and XVA Art Hotel are located in Dubai’s heritage district, now called Al Fahidi Historical Neighborhood. XVA founded and organized the Bastakiya Art Fair from 2007- 2010 as part of its commitment to raising the profile of contemporary art practice in Dubai. For three years XVA was located in DIFC, and has now expanded itself in Al Fahidi.