Art Events Data Table

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Symposium Title Category Venue Artist Image Artist Statement Overview Technical Info Process Info Contributors Sponsors Medium Website Keywords
  • ISEA2014: 20th International Symposium on Electronic Art
  • Fatouh
  • Dana Naser Al Mazrouei
  • ISEA2023: 28th International Symposium on Electronic Art
  • Fauna – Seven Sisters (National Park series)
  • Katherine Melançon
  • Focus Québec Exhibition. Forum des Images, May 16 – 21

    Video installation

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

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

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

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

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

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

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

  • https://gallery.styly.cc/scene/79ef283d-0b62-4ccb-b387-1ae509f60a64
  • ISEA2020: 26th International Symposium on Electronic Art
  • Feedbike
  • 2020 Overview: Public Events
  • Guillaume Arseneault
  • Powered by movement, Feedbike reveals the ungrasped between void and short-circuit. Amplyfing silence to its extinction, whom activates it craft audiovisual signals through electrical brownout. Working on the distinctiveness of sound signals, Feedbike produces an audio-driven synesthesia of hypnotic lines drawn from the stereophonic disparity and feedback.

  • A/V performance for augmented bike wheel generator.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • ISEA97: Eighth International Symposium on Electronic Art
  • Flow 17
  • 1997 Overview: Art Exhibition
  • Art Institute of Chicago
  • Yoshiyuki Abe
  • ISEA2024: 29th International Symposium on Electronic Art
  • FLOW
  • VENTSpace
  • Georgie Pinn and Tara Pattenden
  • Georgie Pinn is an interactive creative technologist who makes large-scale multi-sensory art experiences in public space using projection mapping and interactive generative animation. Her creative process is driven by a long term research into how immersive tech and intimate storytelling can be used to connect people, dissolving prejudice, bias and fear through empathy. She has over two decades of experience working as an audiovisual content creator, developing ideas for festivals, cultural institutions, AR and VR experiences, music videos and sets for theater and fashion.

    She explores new creative forms of expression by triggering electronic sound and real-time animation with motion capture gestural devices, allowing the public to manipulate the audiovisual layers of her work. As they embed themselves into her artwork, they gain creative agency, blurring the line between artist and audience. These projects creatively explore the physical installation space but also the augmented dimension and the virtual worlds, offering multiple outcomes for her ideas to reach diverse audiences.

    Georgie’s work is intimate, she personalizes and personifies technology, giving it a story, harnessing emotional intelligence and giving agency to the audience to express and connect.

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

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

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

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

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

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

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

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

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

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

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

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

  • ISEA2024: 29th International Symposium on Electronic Art
  • Force Fields
  • The Loft Theatre, QUT Creative Industries Precinct
  • Force Fields is a twenty-minute video and sound composition that has been edited to 5 minutes for ISEA, using custom developed video manipulation hardware. The unique device developed in 2008 called the AV5-Error enables sound to be forced into an active video signal. Sound then becomes visible through this process. The structure of Force Fields consists of eleven short compositions recorded live in a studio context. Each composition consists of short arrangements of a various pure tone frequencies, metronomic pulse wave clicks, white noise and microphone feedback being forced into monochromes of broadcast test tone colour bands.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Forest Guardians
  • QUT Kelvin Grove Campus
  • Pam McKinlay
  • ISEA2013: 19th International Symposium on Electronic Art
  • Forever Now
  • Performance Space
  • Willoh S. Weiland
  • Forever Now was conceived by Willoh S.Weiland as the third in a trilogy of artworks about art in outer space. The project was a collaboration between Willoh S.Weiland, Brian Ritchie, Thea Baumann, Jeff Khan, Susan Cohn and Narinda Reeders with the assistance of Mark Pritchard. Forever Now is an Aphids project. Aphids is an artist-led cultural organisation creating collaborations across artforms and borders. Source: forevernow.me/about
    aphids.net

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

  • LED Screen Animation
  • ISEA2024: 29th International Symposium on Electronic Art
  • FORMations
  • WebXR on the Styly platform
  • Jude Abu Zaineh
  • FORMations reflects the natural ecology of food and flora in the regions between the traditional lands of the Kanien’keháka and Muh-he-con-neok people (Upstate New York) and the territory of the Anishnaabeg people of the Three Fires Confederacy (Southwestern Ontario)—two areas the artist frequents. Sampling the earth, indigenous and collected plant species, and leftover foods,
    FORMations examines the constant evolution within the timescale temporalities of an ever-shifting cultural and geographical landscape. The petri-dish environment makes visible the invisible by providing a medium of growth for the microbial and bacterial communities that naturally exist within food and our overall surroundings. This enclosed environment gives metaphorical and visual connections to the often ignored or erased narratives and the layered complexities of hybrid existences that many newcomers (human and nonhuman species) experience in their respective, evolving habitats.

    The work gives a visual nod to the artist’s cultural heritage in referencing geometric forms found in South West Asia and North African architecture and Islamic art, while acknowledging the larger
    landscapes, foods, resources, and diverse ecosystems that make-up Southwest Ontario & region.

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

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

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

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

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

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

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

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

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

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

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

  • https://www.playmodes.com/home/forms-screen-ensemble/
  • ISEA2024: 29th International Symposium on Electronic Art
  • Fox & Drum
  • 2024 Overview: Concerts and Performances
  • KEPK
  • Jon Drummond and Huw Jones
  • Fox & Drum’s electro-acoustic performance, enhanced by quadraphonic audio and visual synthesis, is an immersive journey into the convergence of sound and technology. Hailing from Newcastle, Australia, we blend modular synthesisers, acoustic instruments, and cutting-edge digital tools to craft a multidimensional sonic experience.

    Our collaboration bridges the gap between art and science, weaving Jon Drummond’s expertise in sonification and data visualization with Huw Jones’s dynamic music production as Fox Control. Through quadraphonic sound, the spatial dynamics envelop audiences, creating an environment where music transcends traditional boundaries.

    Visually, our performance integrates real-time visual synthesis, transforming sound frequencies into captivating imagery that evolves with the music. This synthesis not only enhances the auditory experience but also enriches the narrative of each composition.

    Our exploration extends beyond mere performance; it’s an exploration of how technology can deepen emotional resonance and expand artistic expression. By pushing the boundaries of sonic and visual possibilities, we invite our audience to join us on a transformative sonic odyssey that challenges perceptions and inspires new connections between sound, art, and innovation.

  • FISEA: First International Symposium on Electronic Art
  • Foxes
  • Jaarbeurs
  • Ohio State University
  • Computer Animation
  • ISEA2024: 29th International Symposium on Electronic Art
  • FOXP2
  • The Loft Theatre, QUT Creative Industries Precinct
  • Melody Owen
  • Sonic and visual languages are unique expressions of each animal’s embodied sensory reality and experience. Perception and communication are embodied and subjective. The world is alive with communication.

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

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

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

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

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

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

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

  • ISEA2024: 29th International Symposium on Electronic Art
  • Fractures and Faults
  • University of the Sunshine Coast Art Gallery
  • Fractures and Faults is a long-form piece using sounds from a natural artesian spring within the Great Artesian Basin aquifers, Australia. This composition uses field recordings from a series of hydrophones placed within the natural spring where the groundwater seeks fractures of faults and folds in the Great Artesian Basin. Hear the underground turmoil as the pressurized water forces its way through the Fracture Zone, rises to the surface, escapes the discharge vent and flows towards the wetland.

    The Great Artesian Basin is a groundwater system resource that covers four states of Australia, over 1.7 million square kilometres. This groundwater system is a vital resource. Many parts of the country have surface water of limited supply or of poor quality. Agriculture, irrigation and industry account for over half the use of this groundwater. Mining and petroleum production industries located within the arid areas of Australia rely solely on groundwater and mainly use resources that are not renewable. Natural ecosystems, including native flora and fauna, depend on this groundwater, often as their only water source. The Great Artesian Basin also has cultural significance for the Aboriginal people for their Creation stories as well as vital water sources, especially in times of drought

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

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

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

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

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

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

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

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

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

    Dylan Cote & Pierre Lafanéchère are ISEA2023 selected artists

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

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

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

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

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

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

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

  • https://aliciafrankovich.com/
  • ISEA2024: 29th International Symposium on Electronic Art
  • From Here to Another Time, 2024
  • 2024 Overview: Concerts and Performances
  • The Renshaws Gallery
  • From Here to Another Time features Postcommodity artists Kade Twist and Cristobal Martinez using a prototype of their purpose-built sound-engine for a forthcoming project called Cosmovisión. These recordings document Postcommodity performing unusual duets using earcons associated with sounds that reflect the places they are from (like a Kit Fox and Sonic Boom). With their sound engine the artists use granular synthesis techniques to tell a set of short stories that underscore their experiences growing up in Bakersfield, California and Alcalde, New Mexico. The recording reveals a curious, peculiar, urgent, and personal exploration of land, culture and community. Postcommodity believes that this “instrument” enables its performers the opportunity to collaboratively engage in symbolic exchange and the intersubjective negotiation of meaning.

    Track 1 Sprinkler and Bullfrog
    Track 2 Tule Elk and Thunder
    Track 3 Gun Disassembly and Pumpjack Track 4 Kit Fox and Sonic Boom
    Track 5 Bird and Door
    Track 6 Lowrider and Foundry
    Track 7 Dogs and Dove

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

  • Comissioned by Goethe Institute Bahia.

  • 12 silk screens
  • https://www.instagram.com/p/BkmkZtfhJhO/
  • ISEA2020: 26th International Symposium on Electronic Art
  • From the Edge
  • Teresa Marie Connors
  • From the Edge is one of a series of audiovisual installations by Teresa Connors that explores the environment of Newfoundland, Canada. The work expands on Connors’ use of environmental data-sets as an artistic device to create nonlinear artworks for public engagement. The creative system is coded to live-stream data off the SmartAlantic St. John’s Buoy, which is located 1 kilometre offshore of Cape Spear, NL. The buoy is capable of measuring and transmitting a variety of atmospheric and surface conditions, including surface temperature, wind speed and direction, wave height, period and direction, as well as ocean current speed and direction.

    From the Edge is coded to stream and parse these data-sets to trigger and shift parameters of this nonlinear work, which includes a visual particle system, audio and visual field recording material captured off this coast, a live streaming hydrophone feed from the St. John’s SmartBay Buoy and improvised musical motifs. Developed in Max/MSP, the work continually evolves depending on the transmitted measurements. This work builds on the author’s notion of Ecological Performative, which considers the context and creative process and the resulting artifacts as a responsive embodiment of larger structures of phenomena.

  • Series of audiovisual installations
  • http://www.divatproductions.com/FtheE.html
  • AV Installation, Code, and Ecological Performative
  • ISEA2024: 29th International Symposium on Electronic Art
  • FuneralPlay
  • The Loft Theatre, QUT Creative Industries Precinct
  • A new technology start-up company claims to offer a certain kind of ”immortality”: users can choose between erasing the deceased’s electronic footprint or uploading it to virtual heaven, permanently secured and published on an immutable blockchain, allowing the addition of remembrance NFTs to the memorial. This website ”FuneralPlay” speculates on a near future when diverse ideologies and values are accepted within the setting of a funeral: apart from traditional religion, a series of subcultures are emerging as new elements in a funeral scenario. As a result, cat meme lovers, boyband fandoms, fengshui masters, otakus, gangsters, cypherpunks… all can find a private post-mortem comfort zone. This journey records the recent life dynamics of some residents on the platform.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Fusion – Landscape and Beyond: Intersecting Realms of Nature, Ur-banity, and Synthetic Memory
  • The Loft Theatre, QUT Creative Industries Precinct
  • Mingyong Cheng, Xuexi Dang, and Zetao Yu
  • The Fusion: Landscape and Beyond series explores the nexus of nature, urbanization, and artificial intelligence (AI), reimag-ing “AI Memory” as a participatory archive, where AI trans-cends from a mere tool to an integral participant in crafting synthetic memories that resonate with the collective cultural narratives. Beginning with “Synthesis of Time and Terrain (V1),” the series juxtaposes traditional Chinese landscapes against AI’s modernity, reflecting on environmental and urban shifts. Utilizing animations and augmented reality generated through advanced self-fine-tuned Stable Diffusion model, it examines the tension between natural beauty and urban expan-sion. The subsequent phase, “Calligram of Contrast (V2),” introduces an interactive installation merging AI-generated cityscapes with traditional brushworks, invoking a philosophi-cal pursuit of harmony amidst environmental concerns. Through Clip Interrogator technology and infrared tracking sensor, the 2D canvas is transformed into a 3D space that is interactive and intrusive. The finale, “Illuminating Urban Scars (V3),” critically scrutinizes China’s halted urban projects, rep-resenting the repercussions of unchecked development and human cost. This trilogy highlights AI’s ability to fuse historical artistry with contemporary issues, positioning “AI Memory” as a critical medium for cultural discourse and digital heritage.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Future Memories of Deep Water
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • What are the changing conditions for Archaeology in underwater ecosystems? Can challenges be predicted and solutions imagined using Machine Learning?

    With the passage of time, underwater artifacts are encrusted with coral, algae or other marine organisms. How do human activities and pollutions undermine these natural environments? What will our underwater heritage be like in the future?

    The project: “Future Memories of Deep Water” explores how algorithms can be used for predicting new entanglements between underwater artifacts and the changing environment where they are discovered. We reflect on current problems and dangers for marine environments, such as “plasticrust” and plastic pollution.

    Built upon experimental speculation, Future Memories of Deep Water calls for the protection of threatened marine ecosystems and aims to create awareness and encourage preservation of cultural heritage.

  • speculative archaeology, plastic pollution, underwater ecosystem, and future heritage predictions
  • ISEA2013: 19th International Symposium on Electronic Art
  • Future Plants
  • Powerhouse Museum
  • single channel HD video, duration 5 minutes

    “When you cut into the present the future leaks out” – William Burroughs
    Future Plants is an elaborate manipulation of media – a neon noir, rain spattered window into the near future; a love letter to science fiction with a utopian ambition to affect the future itself. Immersive virtual installations of techno-orientalist botany pulsate in infinite darkness. [Source: Vimeo]

  • ISEA2012: 18th International Symposium on Electronic Art
  • Gambiocycle
  • 516 ARTS Gallery
  • Fred Paulino and Lucas Mafra
  • Gambiocycle is a Mobile Broadcast unit. It is a tricycle containing electronic gear for interactive video projection and digital graffiti in public space. The vehicle is inspired by anonymous ambulant salesmen who ride on wheels through Brazilian cities, mostly selling products or doing political advertisement. Gambiocycle subverts this logic by gathering elements of performance, happening, electronic art, graffiti and “gambiarra” (makeshift, kludge): what it advertises is only a new era of straight democratic dialogue between people who participate in the interventions and their cities.

     

  • Industrial rubbish, electronics, LED displays, lamps, modified toys, sound generators
  • http://www.gambiologia.net/blog/category/exposicoes/2012-isea-machine-wilderness-albuquerque-nm
  • ISEA2024: 29th International Symposium on Electronic Art
  • Gaze into Legends: Crafting Personalized Narratives through VR Eye-tracking
  • The Loft Theatre, QUT Creative Industries Precinct
  • Xin Feng and Meichun Cai
  • The human fascination with the mystical power of vision and sight is a recurring theme in world mythology, resonating in legends like the petrifying gaze of the Gorgons or the ominous “evil eye” across various cultures. Despite the rich landscape of sight-based magic in myths, these concepts often fall into oversimplification, missing the broader narrative context. Our project pioneers an eye-tracking-based virtual reality experience, inviting participants to immerse themselves in global mythology from a first-person perspective. Journeying through tales from Arabian folklores to Asian spectral stories, players engage in a unique blend of storytelling and remembrance.

    Our design transcends traditional textual storytelling by immersing participants in captivating visuals and interactive narratives, empowering them with supernatural vision power. We move beyond mere replication of narratives, fostering playful and open-ended interactions that ignite the audience’s imagination and invite diverse interpretations. Enabled by generative AI, each space presents players with a single-lined poem upon completing a mythic journey, offering fresh perspectives and unraveling open threads of possibilities. Players’ personalized journeys contribute to a shared mosaic of poetic expressions, co-created by explorers on unique paths. Through the integration of gaze interactions, immersive storytelling, and generative AI, our work encourages collective reimagination of myths, rekindling our connection with profound visual themes resonating across ages.

  • https://gallery.styly.cc/scene/51c80e75-340b-4fc0-a850-a55760a9db25
  • ISEA2013: 19th International Symposium on Electronic Art
  • Gen 244 (2011)
  • The Concourse
  • Scott Draves
  • Artificial intelligence and human designers come together in this generative, participatory ‘cloud art’ work made with mathematics and Darwinian evolution by Draves’ Electric Sheep open source code. The essence of life is created in digital form in the artwork’s cyborganic mind comprised of 450,000 computers and people who vote on their favourite designs which reproduce according to a genetic algorithm.

  • http://ScottDraves.com/
  • ISEA2022: 27th International Symposium on Electronic Art
  • Gendernaut. Queering the future
  • MACBA - Convent dels Àngels
  • Diego Marchante
  • Gendernaut is an English term that we could translate as “navigator of gender”, and that invokes Jason’s argonauts. The term appears for the first time in the documentary Gendernauts: A Journey through shifting identities (1999), directed by Monika Treut, to refer to people who travel through shifting gender identities.

    This artistic research project questions, in a first phase entitled “Queering the software”, the forms of construction of the hegemonic archive through the design of a plugin that allows the collective creation of archives through an online interactive multimedia experience and, in a second phase entitled “Queering the archive”, proposes new ways of visualizing narratives based on transfeminist and queer genealogies through transmedia and performative experiences that conceive the archive as a living interactive space, free of heteropatriarchal codes, inhabited by multiple bodies and subjectivities that relate past, present and future to come. The series articulates an extensive historical investigation through a diversity of thematic threads that the feminist, queer and trans movements have been weaving during the last four decades in our political and artistic context. These genealogies link a whole series of historical, artistic, collective events, actions, campaigns, exhibitions, interviews, fanzines, performances, etc. forming a complex amalgam of relationships between art, politics, memory and activism.

    Gendernaut is a trans-temporal and trans-spatial traveler that will invite us to travel through time through a genealogy of key events in the memory of the feminist movement and the LGTBI movement in our context. During this journey, he will show us the archive through a transmedia and performative experience to understand how the representation of the future in history has been imagined from a transfeminist and queer perspective. Queering the future…

  • Installation Performance
  • http://gendernaut.net/
  • archive, future, performance, Queer, and time travel
  • ISEA2023: 28th International Symposium on Electronic Art
  • Generative Adversarial Network (millimeter wave)
  • Forum des Images
  • Matthew Biederman
  • Focus Québec Exhibition. Forum des Images, May 16 – 21

    A Generative Adversarial Network
    This work takes its name from the software framework used to create its imagery as a self-referential point in order to reveal not only how the images are created, but also how the idea of the public has shifted in a so-called free society. The parameters of what constitutes an adversary are constantly shifting depending on the context and perspective, but within machinic perception, they remain fixed within the biases of its programmers and the dataset, or society and their polity. For ‘A Generative Adversarial Network’ a machine-learning algorithm was trained with a dataset gleaned from millimeter-wave security scans. Rather than using it for security screening as intended, the algorithm creates new images of imaginary people. This methodology of AI creates new images from random noise by continually updating and re-evaluating the imagery, at times breaking down, becoming confused and starting over – not unlike our global security apparatus.

  • https://www.mbiederman.com/A-Generative-Adversarial-Network
  • ISEA2022: 27th International Symposium on Electronic Art
  • Generative Quantum Ballet 21 Video Excerpt, 2022
  • Recinte Modernista de Sant Pau
  • Antoine Schmitt
  • ISEA2024: 29th International Symposium on Electronic Art
  • Genetic Legacy: Cell Babies [iPSC SK1 & SK2]
  • SAE Creative Media University College
  • Svenja Kratz
  • Genetic Legacy: Cell Babies [iPSC SK1 & SK2] by Svenja Kratz is a mixed media and video/audio work incorporating fixed cultures of induced pluripotent stem cell (iPSC) clones (SK1 and SK2) created by reprogramming the artist Svenja Kratz’s blood cells. Inspired by the relative immortality of cell lines and the artist’s dwindling reproductive capabilities, this work reflects on the potential of cell culture and genetic engineering technologies to acquire an alternative genetic legacy when traditional reproductive pathways are compromised. In this instance, the resulting iPSCs are envisaged as unconventional offspring for dissemination and proliferation via global biotech distribution networks. Building on precursor work The Contamination of Alice: Genetic Legacy, the revised edition includes a central sculptural element integrating fixed iPSC cell lines. This component is flanked by three interrelated sculptural panels. Incorporating laser engraved acrylic this element contrasts visuals of shared, deep-time, evolutionary and cross-species conceptions of life with current issues regarding ownership and commercial application. In this way, Genetic Legacy: Cell Babies [iPSC SK1 & SK2] reflects on more-than human entanglements and the conflicting priorities of personal/commercial gain versus shared responsibility. This iteration was researched and developed during a 2021 ANAT (Australian Network for Art and Technology) Synapse Art-Science Residency with scientific collaborators, A/Prof. Brad Sutherland and Dr Jo-Maree Courtney from the University of Tasmania’s School of Medicine.

  • ISEA2020: 26th International Symposium on Electronic Art
  • Geolith
  • Brit Bunkley
  • Two Native American geoliths on the California/Arizona border and a NASA site in Arizona are scanned in 3D, rendered, and animated as flyovers as islands in deep space. An apocryphal story of an encounter between a Navaho tribal elder and the Apollo 11 astronauts is narrated by Desmond Bovey.

  • https://www.britbunkley.com/
  • video
  • ISEA2011: 17th International Symposium on Electronic Art
  • Geometries of the Sublime
  • The Museum of Contemporary Art Zagreb
  • Roman Verostko
  • Screen images for “Geometries of the Sublime” transform the poetry of algorithmic pen & ink drawings into a poetry of architectural light.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Getaway Vacation 2002
  • Warehouses 4 & 20 on the Garden Pier in the port of Nagoya
  • (bpm production)

  • ISEA2014: 20th International Symposium on Electronic Art
  • Ghareeb
  • Mayyada AbdulHakeem Al Khateeri
  • ISEA2024: 29th International Symposium on Electronic Art
  • Gifts of a Blue Pearl
  • The Brisbane Planetarium
  • Wah Cheung and Man Cheung
  • Man&Wah invites you to slow down and relax to the ‘Gifts of a Blue Pearl’, a stunning visual display born out from the creation cycles of the earth and the cosmos. It is a visual celebration and homage to the glorious blue pearl – earth, and the magnificent life forces at play from a cosmic perspective.

    Man&Wah employs technology contrary to its current zeitgeist of instant consumption and speed. Rather they deliberately use technological tools to slow down and stretch out time, submitting to the wonders of gradual unfoldment – akin to the wonder and mystery of a blooming flower, or a metamorphosing caterpillar.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Glacier's Lament
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Glaciers are sentinels of climate change. They are the most visible evidence of global warming today. This series of works embodies the stunning beauty, rapid change, fragility, destructive power, and magnificence of glaciers. At the same time, they challenge the audience with the dramatic, irreversible ecological damages from climate change.

    In Glacier’s Lament, we used data from glacier melting in the past 60 years to compose music and dance with local musicians who have witnessed the recession of the Mendenhall glacier over their lifetimes in Juneau, Alaska. Each note is one season in a year. In the winter, the glacier is frozen, so the pitch is low. In the summer, the melting rate rises, so the pitch is high. Towards the end, the melting overflows into spring and autumn, and the melting in the summer becomes faster. We filmed the artists performing the piece on the glacier, collaborating with the glacier’s own sounds.

    There are four color cards in PANTONE for glacier blue. However, in real glaciers, this blue color is variable and dynamic. As glaciers are disappearing, this unique blue is also disappearing. We sampled and blended the blue color from glaciers in Alaska and hung them in recycled glass vials. When one glacier calving happened, one color vial fell down. At the end of the exhibition, all 60 vials fell down, forming a painting on the canvas beneath.

  • https://www.jiabaoli.org/glacier
  • Climate Change, glacier, data sonification, data art, and performance
  • ISEA2011: 17th International Symposium on Electronic Art
  • Glenlandia
  • Şirket-i Hayriye Sanat Galerisi
  • Susan Alexis Collins
  • Through a networked camera placed overlooking Loch Faskally, Scotland for 2 years and programmed to record images a pixel a second, Glenlandia addresses the relationship between the natural and the man-made, and our perception of landscape and technology over time.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Glitch Textiles: Fragmented Memory
  • Al Fahidi Historical Neighborhood
  • Philip Stearns
  • The project uses digital practices and processes to blur the lines between photography, data visualization, textile design, and computer science.

  • photography, data visualization, textile design, and computer science
  • ISEA2024: 29th International Symposium on Electronic Art
  • GLITCHBODIES
  • The Loft Theatre, QUT Creative Industries Precinct
  • GLITCHBODIES is a multiplatform project that consists of a visual novel Game, a VR-Game Experience, an animation movie, and a performance piece. The inclusive project portraits more than 59 international protagonists from Vienna, Munich, Zagreb, Hamburg, London, Bangkok, Berlin, and Tokyo who co-created a parallel GLITCHBODIES-verse with me.

    Created through collaborations and rituals GLITCHBODIES explores new forms of feminism, LGBTQ+, Drag transformations and intimate sensitive representations of the protagonists and aims to bring them to a wider audience. In GLITCHBODIES, Avatar becomes a collective and politically charged body. Video games have undoubtedly become the most widespread form of entertainment and its impact on representational stereotypes is huge. GLITCHBODIES responds to socio-political factors as well as to the very male-dominated world of video games by creating an interactive digital space, a fluid journey through infinite individual, gender, and realities. GLITCHBODIES provides a safe platform for non-heteronormative gender positions sharing the notion of queer as political attitude, providing new perspective for the player while celebrating its protagonists with motherly care. The game engine creates safety by ritualizing the celebration of all protagonists within the world, as a mother would. This generates and opens new perspectives for the player, for you. The world within a world is instantly familiar, full of ambitions, wishes and desires through strong and sensitive collaboration with the all-important issue of all-gender equality. As more protagonists gather in GLITCHBODIES, the resolution of gender in the world rises higher and higher.

     

  • ISEA2023: 28th International Symposium on Electronic Art
  • Globus
  • Topographie de l’art
  • Vera Röhm
  • Fusion of the Possible, Topographie de l’art, April 15 – June 15

    2023
    Poly(methyl methacrylate) sculpture, LED, painting, engraving, video mapping, stereo sound.
    Courtesy of l’Adagp

    Executive production: Crossed Lab / Julien Taïb
    Creation of the sphere: Rhizome association
    Video design & production: Joan Giner
    Motor development: Jean-Baptiste Guedon
    Sound production: Marc Behrens.

  • https://veraroehm.com/index_en.html
  • SISEA: Second International Symposium on Electronic Art
  • Goldview
  • 1990 Overview: Art Exhibition
  • Cultural Center de Oosterpoort
  • Anna Ursyn
  • I convey the natural order and regularity of forms in a landscape. In my computer generated plots the non-verbal signs: balance of line, color relationships and light can conceivably serve as an enlargement of the natural rhythms, patterns and repetitions that make the very essence of our aesthetic experience, as we contemplate the landscape.

    I feel the regularity of shapes and events in nature can make a strong aesthetic stimulus for a viewer, which evokes an emotional response, because the viewer has the experience of correctness of the natural order. I feel that similar correctness of order causes an aesthetic experience while creating or contemplating abstract art: where the mode of the work be abstract expressionism, geometric abstraction, or computer art graphics.

  • FISEA: First International Symposium on Electronic Art
  • Golem
  • 1988 Overview: Art Exhibitions
  • Jaarbeurs
  • Simon Biggs
  • Golem was a two channel video installation where the two monitors were arranged like the pages of an open book. The imagery was derived from medieval illuminated books so the overall effect was of an electronically illuminated manuscript. The work took as its theme the ancient Jewish myth of the Golem, a human-like creature created to do the bidding of its creator, the genesis of the Frankenstein story. The work deals with the issues around contemporary technologies such as Genetics and Artificial Intelligence.

  • Golem included a two channel video installation, structure, 24 framed prints and a 12 channel audio environment (audio by Hans Peter kuhn, featuring the voice of Marc Camille Chaimowicz).

  • Digital video installation, 2 monitors and 12 channel audio, colour, sound
  • http://littlepig.org.uk/installations/golem/golem.htm
  • FISEA: First International Symposium on Electronic Art
  • Good Morning (wire tests)
  • Jaarbeurs
  • Computer Graphics Research Group, Ohio State University: Student Work

  • Computer Animation
  • ISEA2018: 24th International Symposium on Electronic Art
  • Google Village: Hybrid AutoComplete Clock
  • Durbin City Hall/Durban Art Gallery
  • Byeongwon Ha
  • The algorithmic project, Google Village (2012), was originally an AutoComplete clock to present various topics around the world. It utilized the Google AutoComplete feature to break its inherent limitation. Even though the AutoComplete words can manipulate users’ perspectives and activities on the Internet, they were reversely able to help users broaden their views by visiting another country’s Google website. However, in 2017, Google started showing users the same AutoComplete words based on their location regardless of a variety of countries’ Google sites. A new version of Google Village (2018) explores Google users’ isolation by AutoComplete words in the World Wide Web.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Gradual Slip
  • 2017 Overview: Art Exhibitions
  • Centro Cultural Universitario Rogelio Salmona - Segundo Piso
  • Daniel Wayne Miller
  • In Gradual Slip, a peristaltic pump drips water onto thermal electric cooling plates (TEC) to form mini “glaciers”. After a time of buildup the system shuts down and the plates role rapidly reverses. The plates heat up and the ice slides off onto a tray of dirt and seed. From this point the seeds grow into grass flourishing in the melt water or drying out in its absence. Here the natural element is coping with artificial stresses that are introduced by anthropomorphic forces. The natural environment has evolved into a system in equilibrium. In ecosystems there is a threshold, a limit where the system can no longer function when pushed beyond this boundary. Gradual slip acts as a model of a natural system, exploring this boundary, opening itself up for a dialogue around climate change.

  • SISEA: Second International Symposium on Electronic Art
  • Graduate Work
  • 1990 Overview: Art Exhibition
  • Cultural Center de Oosterpoort
  • Akademie voor Industriële Vormgeving Eindhoven
  • SISEA: Second International Symposium on Electronic Art
  • Graduation Animations
  • Cultural Center de Oosterpoort
  • At the SISEA Art Exhibition site Cindy Vermeulen’s Amiga-2000 animations were shown that formed her graduation work for Minerva Academy, the visual art department of the Groningen Polytechnic.

    Shown are:
    Zeven Spreekwoorden (Seven Proverbs):

    I. Tegen de lamp lopen (literally ‘hit the lamp’; english equivalent ‘blow the box’)
    II. Te veel hooi op de vork nemen (literally ‘taking too much hay on the pitch fork’; english equivalent ‘too much assets on my hands’)
    III. Het hoofd boven water houden (‘keep the head above water’)
    IV. Tegen het hoofd stoten (literally ‘hit somebody against the head’; english equivalent ‘breaking eggheads’)
    V. Een klap van de molen (literally ‘a blow from the mill’; meaning ‘gone crazy’)
    VI. Schoon schip (literally ‘clean ship’; english equivalent ‘cleaning house’)
    VII. Jong geleerd oud gedaan (literally ‘learned young, practiced old’; english equivalent ‘catch them young’)

    Short Animations:

    Men & Women
    Education
    Men & Women 2
    No title
    Jealous
    Commercial: Dancing
    City
    Depressing Manic
    Heart beating buildings

  • Animation
  • ISEA2012: 18th International Symposium on Electronic Art
  • Grand Theft Bicycle
  • Albuquerque Museum of Art & History
  • Steve Gibson
  • Experience the excitement, glamour, fear, violence and mayhem of a genuine Middle Eastern battle!

    Better yet, get your fat shooter-playing ass off the console and onto the revolutionary Borgcycle™, a sensor equipped bike that allows / forces users to get a heart-pounding workout while hunting down some baddies.

    Mount the Borgcycle™ and suddenly you are riding through a 3D recreation of a desert city. Choose between the roles of an insurgent, an invader or an onlooker. Change sides if you feel the urge! Ride through the chaos and join in on the hunt for the main targets: George Bush, Tony Blair, Steven Harper, Osama bin Laden, Saddam Hussein, Kim Jong Il (among others).

    Kick some lying white boy ass or take out some fascist terrorist woman haters! Your choice. Won’t it feel good to nail those bastards; and with the endorphins pumping hard on the Borgcycle™ you’ll experience the physical thrill of really being there.

    Grand Theft Bicycle is coming to a venue near you. Prepare to ride your way to victory!

  • Justin Love: Programming

    ARRAY: Design and Artwork

  • https://grandtheftbicycle.com/
  • play, games
  • ISEA2020: 26th International Symposium on Electronic Art
  • Grass, Scrub, Woodland, Fauna (Seven Sisters National Park Series)
  • Katherine Melançon
  • In Grass, Scrub, Woodland, still life is created with organic specimens gathered at the Seven Sisters National Park in Brighton, England; in Fauna, a still life that expands and contracts indefinitely. The works from the Seven Sisters Series National Park Series act as animated scanograms.

  • Organic specimens
  • https://katherinemelancon.com/seven-sisters-series/
  • Bio Art, Still Life, and animated scanograms
  • ISEA2002: 11th International Symposium on Electronic Art
  • Great Mother (Harumi)
  • Assembly Hall, Nagoya Port Building
  • In this work, the subconscious problems of a daughter who rejects going school is observed by the function of C.G. Jung’s psychological concept, the Great Mother. The subconsciousness of the daughter is shown on the screen of the monitor in the scenes. When the daughter becomes violent, how does a personified great mother function?

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Great Movement
  • Ellen Pau
  • For “No References”, Pau contributed a remake of her 1993-1995 work entitled Great Movement. The single-channel video features a lone lighthouse standing stalwart at the edge of hazy seas – an iconic image that anchors the show. The work appropriates footage from government news clips from the 1950s and 1960s, constituting an elegant subversion of authority and simultaneous nostalgic meditation on time and memory. Pau’s artist statement reads:
    Having accompanied us through the 1997 handover, the lighthouse still stands, unchanging against the river of time. Silently overseeing the ever-shifting waves, it remains ever-welcoming to those who come home.” [source: 
    artradarjournal.com/2016/07/06/no-references-9-hong-kong-video-and-new-media-artists-part-1/]

  • ISEA2024: 29th International Symposium on Electronic Art
  • Greater Sunrise
  • University of the Sunshine Coast Art Gallery
  • Rebecca Ross
  • This work focuses on the seabed of the Timor Sea and Indian Ocean, specifically Greater Sunrise, a gas field discovered in 1974 and stalled for decades due to disagreements and maritime disputes between the joint venture partners, and the Timor-Leste and Australian Governments.

    ‘Greater Sunrise’ comprises a 20-minute kaleidoscopic video montage of mostly news footage related to the gas field found in the public domain and a score featuring a sound healing instrument. The work is projected in large scale inside a space screened by a curtain made from shade cloth. On the floor are triangular cushions made from the same material.

    The work presents a case for the intersections of geopolitics, extractive industries and climate change; however, it is an abstract view that encourages viewers to contemplate and awaken to the complications of energy sustainability, politics, and human impact on our environment.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Green before "Green"
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • I have several memorable images from early childhood. On the day of my 8th birthday, I received a polaroid camera as a gift. I was overjoyed to be able to capture a permanent collection of memories and visual images. However, by the time I turned eight, I had already developed a clear sense of communication and language. The prospect of recording a pre-language form of vision had already dissolved.

    In Metaphors on Vision, filmmaker Stan Brakhage states, “How many colors are there in a field of grass to the crawling baby unaware of “Green”? How many rainbows can light create for the untutored eye?”. Looking back on my childhood, it seems impossible to access a comprehensive realization of “the untutored eye”.

    In contrast, my son, Atticus, was born in 2018. At the age of one, he developed a recognizable curiosity for the mobile phone. His linguistic skills had not yet developed, yet he had a noticeable capacity for capturing photos and videos. Over the course of several months, he composed a large collection of still and motion images. Upon reviewing the visuals, the notion of an “untutored eye” began to emerge. Within these photographs, it became evident that Atticus had not yet conformed to the accepted laws of perspective or logic. In short, he was immersed in an adventure of perception.

    Green before “Green” considers the relationship between technology and memory. It is an inquiry into the existence of childhood vision. Namely, to what extent does technology allow for the reconstruction of childhood memory? Furthermore, does photography provide insight into the evolution of pre-language vision?

  • photography, memory, parenthood, child, and vision
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Green Corn Dance
  • Run Run Shaw Creative Media Centre
  • Green Corn Dance is a real-time responsive animation in live performance. Six microphones, one for each musician, are connected to a computer rendering the visuals in real time. The sound of the performers trigger the rapid transitions between line drawings and appearance of film sequences, all of which are procedurally generated. Music composition by John Luther Adams (1974), performed by students in the OSU Percussion Ensemble. Riffe Center Capital Theater, April 3 & 4, 2015.  The documentation of the performance was included in the 360 Gallery at ISEA2016.

  • Real-time performance
  • https://www.asc.ohio-state.edu/price.566/works/GCD/index.html
  • ISEA2014: 20th International Symposium on Electronic Art
  • Grit from the Palm
  • Al Fahidi Historical Neighborhood
  • Julia Townsend and Lincoln Adams
  • This is an 18-line poem that will be projected onto a sand dune (if outdoors), or on a wall (if indoors), with accompanying short video(s) adjacent (or nearby).

  • ISEA2013: 19th International Symposium on Electronic Art
  • Grobak Padi
  • Parramatta River Foreshore
  • Michael Hornblow, Agung Gunawan, and Tony Yap
  • Live-link video-installation environment and 20′ performance

    Parramatta Riverside and Alun Alun Kidul, Yogjakarta – 14th & 15th June 2013, College of Fine Arts and Alun Alun Kidul, Yogjakarta – 16th June 2013

    Feeling peckish – and chatty? This intimate exchange between cultures and cities dishes up a live fusion of food, film and dance between Australia and Indonesia. A fleet of ‘gerobaks’ – traditional Indonesian food carts – is linked between Sydney and Yogyakarta (Central Java) through multi-channel video streaming, alongside in-cart video art and a multimedia dance environment. Exploring qualities of openness and connection, Grobak Padi centres upon a mode of relating that is open to life, to things both being themselves and belonging together. The gerobaks are the life-blood of Jogja’s streets, while images of the padi, or rice field, come to evoke a sense of gratitude, for appreciating the abundance we already have. Don’t miss this chance to share a meal, and more, with our closest neighbours!

    Created by Michael Hornblow, Tony Yap and Agung Gunawan. Hornblow, Gunawan and Yap have been working together since 2008.

    Choreographed and performed by Tony Yap and Agung Gunawan
    Creative Director, Producer and Video Installation Artist: Michael Hornblow
    Video Streaming Producer: Martin Renaud
    Production Manager: Michelle O’Brien
    Technical Director: Ian Andrews
    Community Liaison and Online Media: Rully Zakariah
    Indonesian Production Managers: Bimo Suryojati and Altiyanto Henryawan
    Cooks: the Indonesian communities of Sydney and Yogyakarta
    Produced and presented by 5 Foot Way, ISEA2013, Parramatta City Council, Metro Screen and Multicultural Arts Victoria

  • Supported by Parramatta City Council, Metro Screen, Multicultural Arts Victoria, the Consulate General of the Republic of Indonesia, the Australia-Indonesia Institute, Performance Klub (Yogjakarta), CAKE Productions, Melbourne Festival and the Playking Foundation.

  • http://agunggunawan.com tonyyapcompany.com/
  • ISEA2024: 29th International Symposium on Electronic Art
  • Guardian Maia
  • The Loft Theatre, QUT Creative Industries Precinct
  • It’s 2750: a mutant tyrant rules Aotearoa New Zealand and civilians are being ravaged by the deadly Grey Death toxin he helped to create. In this action-adventure game, you will help a humble forest guardian through the unforgiving lands of New Zealand’s South Island in search of Ngā Kete Wānanga (the three baskets) which hold the key to saving your people and saving the world. Guardian Maia is a hybrid historical/science-fiction story that draws on the mythology of the Māori culture in Aotearoa, New Zealand. It is a global story and taps into the universal human need to belong and understand the mysteries of the world. Indigenous storytelling as culture-based games are hugely influential and are a powerful outlet for engagement and learning. Although a fictional story, Guardian Maia offers an authentic representation of the Māori culture and allows the player to explore while enjoying the gameplay experience

  • ISEA2023: 28th International Symposium on Electronic Art
  • Gui, the Ghost
  • Centre Culturel Canadien
  • Ahreum Lee
  • Exhibition. Centre Culturel Canadien, May 16 – 20

    Gui, the Ghost is a graphic novel style text adventure survival game – combining various retro aesthetics such as vector graphics, ASCII art and pixel art – in which we play the role of the protagonist, Gui: a dead young woman, stuck in this world and who must overcome a series of challenges to cross over to the afterlife. As players investigate what happened to her, and collect memories of her “past life”, Gui unlocks new abilities by becoming more and more transparent until she can finally disappear forever.

    Inspired by Korean folklore “Cheo-Nyeo Gui Shin (처녀귀 신)” – which literally translates to “virgin woman ghost” – the game’s narrative features this specter caught in purgatory and unable to enter heaven or hell, because of this burden related to her tragic death. Some Korean scholars argue that this figure has remained famous because of its roots in a misogynistic culture. It can also be seen as a parallel to witches in the folklore of Western cultures. Gui, the Ghost allows us to revisit this story with a feminist perspective in order to help rewrite the future.

    Created as part of a perte de signal residency.

  • https://www.ahreumlee.com/works/gui-the-ghost
  • ISEA2022: 27th International Symposium on Electronic Art
  • Gust
  • Recinte Modernista de Sant Pau
  • Daniel Canogar
  • ISEA2024: 29th International Symposium on Electronic Art
  • Gyre
  • University of the Sunshine Coast Art Gallery
  • Torin Francis
  • ‘Gyre’ is a site-responsive installation comprising six kinetic sculptures that repurpose and re-contextualise weather-related objects including Venetian blinds and windscreen wiper motors.

    These sculptures resemble weather monitoring instruments such as anemometers (wind gauges) in that they spin and are placed at various heights and locations as if they are responding to the gallery’s atmosphere. However, the movement is driven by the sculpture’s various components that sometimes work against each other in a struggle of torque and gravity.

    Weather affects our mood and the way we navigate our environments, yet we often overlook the everyday objects that help us manage this. ‘Gyre’ encourages us to reconsider this relationship and how we perceive the passing of time.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Hafth Al’a-Almswadih Da’iman (Always Keep The Negative Clean)
  • Zayed University - Dubai
  • An interactive story box, Hafth Al’a-Almswadih Da’iman (always keep the negative clean) is a video object designed by the artist to share a collection of repurposed family negatives. Where the viewer’s get the chance to animate chapters of her past and bring them to life through a hands on experience directed by them.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Hagoromo XR
  • 2024 Overview: Concerts and Performances
  • QUT Creative Industries Precinct, The Block
  • Hagoromo XR is a groundbreaking exploration of cultural fusion and inclusivity in the realm of extended reality (XR) arts performance. Drawing inspiration from traditional Japanese Noh theatre, our performance breathes new life into the ancient tale of Hagoromo, a story involving a fisherman discovering a magical feathered cloak and engaging with a celestial spirit to learn her dance. By bringing together a diverse ensemble of artists, including the neurodiverse sound art ensemble The Amplified Elephants and the acclaimed Noh singer Ryoko Aoki, we create a space where tradition meets innovation.

    At the heart of our collaboration lies a commitment to fostering creativity and community among artists of all backgrounds. Through augmented reality (AR) projection and volumetric video capture, the artists transcend physical limitations, ensuring that every voice is heard, and every perspective valued. The result is a hybrid performance that invites audiences to immerse themselves in the mythology of Hagoromo’s narrative, experiencing it in ways both intimate and expansive.

    The Hagoromo XR performance serves as a testament to the transformative power of art as a celebration of cultural exchange, a testament to the resilience of the human spirit, and a reminder that, in the realm of creativity, almost anything is possible.

  • SISEA: Second International Symposium on Electronic Art
  • Hands Above
  • 1990 Overview: Art Exhibition
  • Cultural Center de Oosterpoort
  • Joseph DeLappe
  • ISEA2014: 20th International Symposium on Electronic Art
  • Happy Go Lucky: A Smile and Run Game
  • Lobo Listone Gallery
  • The interactive installation Happy Go Lucky demonstrates how specific, immediate and intimate medial manipulation can be, by influencing how people _feel_.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Hard Disk Paper
  • American University in Dubai
  • David Guez
  • Hard Disk Paper Series is an initiative to safeguard against magnetic attacks of all kinds, a reflection on the fragility of our digital civilization.

  • http://guez.org/disc-hard-paper/
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Harmonielehre (excerpt)
  • Run Run Shaw Creative Media Centre
  • Excerpt from the immersive and musical film of the piece “Harmonielehre” by American composer John Adams, performed by the Montreal Symphony Orchestra conducted by Kent Nagano.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Harton Moor
  • SAE Creative Media University College
  • Harton Moor is an animated guided tour of a 1970s council estate in South Shields, presented as an idealised architectural model set against the personal narrative of a child resident, Jessica. The 1:1 representation of the streets and houses of Harton Moor is rendered in uncanny detail within a colourless, translucent world without the marks of human interaction. A pristine virtual flyover of the site is interrupted by the messy realities described by Jessica, revealing the complex relationships on her street.

    This reverse-engineered portrait is simultaneously specific and universal. Whereas the architectural view is a macro, pristine, sterile, idealised, god’s view, the child’s is micro, messy, complex, chaotic, disjointed and human. Both depict a singular place and time and yet could describe any estate in Britain. Offering elements of truth and fiction, Harton Moor exposes the friction between the perspectives of the imagined architect and actual resident, where reality sits somewhere in between.

    Commissioned as part of FACT Together 2021, presented in collaboration with Hervisions, with support from The Granada Foundation and The Nora Smith Charitable Settlement.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Haunted Telegraph
  • 36 degrés and Galerie Charlot
  • Véronique Béland
  • Exhibition at 36 degrés and Galerie Charlot, June 6 – 18

    Generative & Interactive Sound Installation
    400 x 160 x 180 centimeters

    Connected to sensors making it possible to broaden the threshold of human perception, the receiver of a needle telegraph reacts to variations drawn from its immediate environment. This approach consists of training artificial intelligence to analyze imperceptible phenomena – the evolution of electromagnetic waves present in space in different forms – in order to detect meaning: words, words, sentences, etc.

    Sitting in front of this device, the spectator is first invited to listen to the sound produced by this strange machine, which transposes the flow studied by the neural network into audible frequencies: a sort of fluctuating white noise, whose modulations sometimes resemble to the formants of the voice. When occurrences are found by the voice recognition program, the telegraph activates to transmit these messages from the invisible – whether they are understandable or not. All machine activity is recorded in a logbook which traces the history of the information deciphered by the neural network.

    Thanks to a capture system which filters the audio signal to isolate the dominant frequencies, the visitor can interact with the work and contribute their presence in this quest for something beyond – a way of paying attention on what normally escapes.

    If we seem prisoners of the illusion of a single world, this installation attempts to reveal the imagination of other possible worlds, parallel or underlying this one, by relying on the technological promises of the future to propose a new reading of the present.

    Design and Production: Véronique Béland
    Computer Programming – Sound Processing & Interactivity: Alexandre Burton
    Computer Programming – Deep Learning: Léo Dubus
    Design Sensors & Telegraph Mechanization: FabLab Les Usines
    Drawing Scenography Plans: Sophie Laroche
    Scenography Coordination: FabLab Factories
    Ironwork: Strukenfer

  • A delegated production Association AY128 – Les Usines, produced in co-production with Avatar, Le Lieu Multiple / Espace Mendès-France Poitiers and the Chroniques platform, supported by the Regional Council of the South Region and the City of Marseille and the French Institute in Paris , coordinated by Première Nature and ZINC. A project supported by the plastic and visual arts sector contract in Nouvelle-Aquitaine (Ministry of Culture, Nouvelle-Aquitaine Region and Astre Network). With the support of the CCSTI – Neo-Aquitaine Network of Scientific Culture.

  • https://veroniquebeland.art/haunted-telegraph
  • ISEA2020: 26th International Symposium on Electronic Art
  • Heart Band
  • David Garneau and Garnet Willis
  • Heart Band is an interactive sound installation in which twelve painted hand drums are activated by the motion of visitors. Each drum has a heart beat sound that increases in intensity and volume the closer the participant gets. Ideally, the drums would be played as an instrument by dancers.

  • Interactive Installation and sound art
  • ISEA2023: 28th International Symposium on Electronic Art
  • Heavenly Earth (Terre Céleste)
  • Galerie Charlot
  • Jacques Perconte
  • xhibition. Galerie Charlot ,Paris, April 6 – June 17

    It is in search of a treasure that my gaze wanders along the lines, spinning along the walls, sliding on the ridges, on the summits, crossing the woods hanging from the cliffs, sliding on the peaks studded with rocks collapsed. My eyes and my camera make a fortune out trifles that accumulate in my heart. Slowly, without thinking, without desiring, they forget and discover a wonderful adventure in life.

    The harmony of a celestial land, vibrant and alive, where the waters of the oceans shine noiselessly with millions of blues, where the forests are free of their colors, where the mountains are coated in white, where the opalescent glaciers descend into the valleys and where the plumes of birds have the sky on their side, nourishes the dream of a world that we are exhausting.

    If my images sing however, it is because the romanticism of our prospects of bankruptcy enchants the vertigo of our steps. But it is not this imbalance that I want to point out.

    If the mountains rise so high in our memories, it is because since the dawn of our times they have been a luminous world, the world of a magical world above, a little closer to the stars, which points towards the infinity of the universe.

    These images lead us to see fully from the depths of the heart, in the freedom of an unconditional gaze where each blink of the eye seems to reveal to us the essence of our existence, the source of all life.

  • http://www.galeriecharlot.com/fr/expo/198/Terre-Celeste
  • ISEA2002: 11th International Symposium on Electronic Art
  • hecker Live Performance Oct 30
  • "Fuji" Antarctic Museum
  • ISEA2024: 29th International Symposium on Electronic Art
  • Hekateris Dance
  • The Loft Theatre, QUT Creative Industries Precinct
  • Charlotte Gould
  • The Hekateris Dance is a playful interactive Augmented Reality Artwork to prompt audiences to imagine how humans may evolve in the distant future as we are impacted by climate change. Artist Charlotte Gould uses speculative fictioning in her artwork to develop 3D animated future beings using Augmented Reality. Having downloaded the Adobe Aero Applicationand scanning a QR codedancing avatars can be viewed through a mobile phone and participants can join in to see each other dancing with the characters. While the avatars dance in a contemporary stylethe artwork references the Hekateris danceborrowed from Greek mythology as a celebration of nature. The project draws on the past and presentthrough mythology and natureto imagine what we may be in the process of becoming for survival on a planet impacted by climate crisis. The artwork aims to celebrate the natural world beyond the human and to foster hope through discussion on tangible actions that can contribute to a solution to reduce global warming.

  • https://gallery.styly.cc/scene/ded7bdc8-c594-4368-a11a-3cfacafff40e
  • ISEA2014: 20th International Symposium on Electronic Art
  • Hemrat Al Ghayla
  • Shemma Mohamed Bin Masoud
  • ISEA2024: 29th International Symposium on Electronic Art
  • Hex on Data
  • KEPK
  • Nicole Carroll
  • “Hex on Data” is a study of DIY handmade electronic music and live audiovisual practice using a networked system in a duo context. We improvise and explore performance gestures using tactile interfaces and curated technological behaviours that we have designed and crafted ourselves. Following the thematic prompt of “Everywhen” and situating the work within the scope of shifting temporalities, “Hex on Data” considers how each element–hardware and software, tangible and virtual–of the system can both enact and respond to generative processes through gestural control and data manipulation. We explore the role and affordances of each element and how these elements contribute towards the temporal sonic and visual space. “Hex on Data” is an ever-evolving modular system for audiovisual interplay. Whether programming a microcontroller, soldering electronics, laser cutting wood, or software patching in Max or TouchDesigner, all of our work revolves around bespoke making. As each element is designed, tested, and integrated, new control functions and performance affordances inspire the next developments. The fluid and iterative nature of this process is mirrored in the performance practice; thus, it becomes evident that the “work” is not simply the performance or the physical instrument or code but the open-ended and ever-transient system.

  • ISEA2013: 19th International Symposium on Electronic Art
  • HI, A Real Human Interface (2009)
  • The Concourse
  • This film imagines the concept of personal computer quite literally as possessing life-like qualities of human companions, by embedding a human being inside one.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Hic Sunt Leones
  • Jonathan Gobbi and Natália Trejbalová
  • Discover glitch and lack of data on Google Maps, between digital error and social rules of representation.

  • FISEA: First International Symposium on Electronic Art
  • Hidden Agenda
  • 1988 Overview: Art Exhibitions
  • Jaarbeurs
  • Susan Amkraut and Michael Girard
  • Cibachrome print
  • ISEA2019: 25th International Symposium on Electronic Art
  • Hidden Layer
  • Asia Culture Center (ACC)
  • Johnny DiBlasi
  • In the United States “precision farming” is the term used to describe the processes of using technologies and sensors to gather data to target resources to crop production. These technologies are tools understand, monitor, and control organic systems. Johnny DiBlasi’s work is an ongoing inquiry into these invisible data structures within the landscape. He creates public interfaces where all these various inputs—specifically data signals, the public, and the broader ecology—are connected, and a tension with and awareness of the invisible digital architecture is explored through the public’s experience.

    hidden layer is a site-specific and interactive installation that utilizes sensors to gather data from various spaces both in the natural environment and the constructed urban spaces around the site of the artwork. Various biosensors are setup within the space that capture organic and environmental information and transcode this data into physical form and light. This data will drive the representation of a large physical grid or mesh comprised of strands of light emitting diodes while live sound waves create a sonic representation at the site. Codec explores how can this bio-data can be captured and its potential to generate a new interactive aesthetic experience of the local ecosystems.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Hisako Inoue Solo Exhibition
  • Westbeth Gallery Kozuka
  • Hisako Inoue
  • A (magnified) photograph of cherries, video images projected on semi-transparent screen, noises of ice, and the smell of oranges are all in the same room. The atmosphere of the room stimulates our five senses and reminds us of the senses of ambiguity and frustration in our daily life,

  • ISEA2020: 26th International Symposium on Electronic Art
  • HIVE
  • Şölen Kiratli and Akshay Cadambi
  • Created via fusing aspects of spatial sound, sculptural form, and interactive methods, HIVE is an interactive art installation that explores the notion of sentience and agency in the sonic medium. It is argued that species evolve to establish and maintain their own vocal bandwidth, so that their voices are not masked by other sounds. In other words, sonic spectrum is partitioned in a given biome and each bandwidth is claimed by a certain species as their vocal territory. Many species rely on these territories for mating or survival. Today, human generated noise dominates the sonic spectrum of many ecosystems, even those we consider untouched by our activities. And yet, there is very little research or policy efforts on this, especially compared to other (non-acoustic) types of destruction of the environment.

    In reaction to this, our inquiry started with the question, can we conceive of an organism that exists in a purely acoustic umwelt? An organism whose only way of sensing, observing, reacting, and communicating with the world is through sound. An organism with a body whose morphology is based on picking up and sending sound signals. A pseudo ‘being’ who can learn from its environment and evolve in its response.

  • Installation
  • http://solenk.net/HIVE.php
  • interactive art, Sound Sculpture, Interactive Installation, Morphology, and Umwelt
  • ISEA2020: 26th International Symposium on Electronic Art
  • Hongshan Experiment II: Celestial
  • Shaoyu Su and Weidi Zhang
  • Hongshan Experiment II: Celestial, is a multi-channel interactive video installation. Its creative process aimed to draw a visceral artery between deep time mining of archeology and surfaced evidence on climate change using meteorological data, 3D reconstruction of Hongshan excavation site and planetary database.

    Hongshan Experiment focuses on the coupling of scientific data visualization and artistic world-building to experiment with the equilibrium between human and non-human; culture and nature; past and future. Curiosity and concern around archeology, environmental science and astrophysics were raised by audiovisual abstraction, translation and generation. As the second iteration of Hongshan Experiment I: a Possible Outcome, HE II: Celestial takes a space voyage in search of the “outcome” through computer vision.

    The animation adopted the rich affinity with carbon allotropes. Radiocarbon gives a time tag to archeological diggings. Carbon footprint helps people understand the impact of personal behaviour on global warming. As an essential building block of living beings on Earth, carbon represents human’s signature in communication with possible extraterrestrial intelligence. Energy transformation was also articulated by a customized shader simulating the ice melting and freezing.

  • Multi-channel interactive video installation
  • https://www.shaoyusu.com/hongshan
  • interactive, multi-channel, and video installation
  • ISEA2002: 11th International Symposium on Electronic Art
  • hoon Live Performance Oct 30
  • "Fuji" Antarctic Museum
  • ISEA2018: 24th International Symposium on Electronic Art
  • HOP ON
  • Ushaka Aquarium and Beach
  • Sibonelo Hlanganani Gumede, Paul Jones, Elwira Wojtunik, and Popesz Csaba Láng
  • HOP ON played with the ideas for a participative design of future public transport and cultural place making in Durban. During a public intervention at the „wreck“ of “uShaka Marine World Durban” by the PS2-Team, the HOP ON Team: Sibonelo Hlanganani Gumede, Researcher at “Urban Futures Centre DUT” and Paul Jones, Director at consulting agency “Lumec”, and “Elektro Moon Vision”, visitors could get an insight into the people´s need of a new bus system and HOP ON’s research for a participatory re-design of the Durban public transport system that is thwarted by corrupt taxi businesses. For HOP ON participative urban development means also to create culturally public spaces out of non-spaces and to link the different parts by public transport – the HOP ON bus shuttle system – mobility for all people in Durban.

  • Supported by the PS2 Team, the Creative Europe Programme of EU.

  • Participative art project
  • ISEA2018: 24th International Symposium on Electronic Art
  • Hope to See
  • Denis Hurley Centre
  • Matthew Ovendale
  • Hope to See was conceived form a desire to engage creatively with graffiti produced by the Tanzanian stowaway community in Durban. Finding their way to Durban is but a leg of their journey, in large their intended destinations vary and boil down to chance and experience. The basic premise of a stowaway − in these cases− is to leave Africa via a perilous journey of stowing away on commercial shipping vessels in the security lax ports of South Africa. The stowaway graffiti stands as a public showing of their stories, records, an indelible mix of; desperation, adventure, aspirational drive and existential change. The lives of the stowaways can easily be amassed within the simplistic brackets of illegality, promoting a negation of a shared human identity. This defining tar brush of othering runs the risk of perpetuating positions of domination and subordination. A reality already pervasively entrenched within a city rapidly reconfiguring itself to the momentous influx of African migrants and its gradual shift toward a decolonized space. In an attempt to counter these inherent pitfalls whilst not discarding the need to actively tell snippets of the stowaway stories, the artistic project Hope to see envisages utilizing the creolized nature of Warwick Junctions markets by amalgamating naturalized crafted products and elements of stowaway graffiti already present in the market spaces.

  • Digital art
  • ISEA2024: 29th International Symposium on Electronic Art
  • How to Knit a Human – the Interactive Version (via AR)
  • The Loft Theatre, QUT Creative Industries Precinct
  • Anna Jacobson
  • This AR Styly platform leads to my interactive version of ‘How to Knit a Human’ online.‘How to Knit a Human – the Interactive Version’ was created with choice-based digital storytelling, through the Twine platform. The creative process for the interactive version began with my adaptation of my memoir manuscript. As I developed this piece of electronic literature, I incorporated the visual along with the text, creating my own animations, drawings, and scans for an immersive experience. The reader can engage in these parts of my story and actively participate in the losing and regaining of agency through my narrative perspective, to gain a better understanding of my experience. As a result, this work could also benefit mental health professionals as an important resource, to empathise with one example of a patient’s journey through the psychiatric hospital system. Through the digital form, I allowed my experience to travel beyond what a traditional text can do by utilising multiple choices that link to different alternatives and possibilities that exist in my memory. By taking power in my own valuable lived experience, I aim to reduce the stigma in wider society, and institutions. My memoir ‘How to Knit a Human’ was published with NewSouth Publishing in 2024.

  • https://gallery.styly.cc/scene/76d2498d-8943-4a24-b998-1ba85a06abca
  • ISEA2022: 27th International Symposium on Electronic Art
  • How to Make an Ocean
  • Santa Mònica
  • Each bottle contains Kasia’s tears and North-Sea algae accompanied by a date, a reason for crying and the name of hosted algae. There is a log of her diet from the period of the research, accompanied by a log of presence of chemical elements (N, P, K) important for healthy growth of algae. These elements can be regulated by diet. The artist wanted to know how she could use her bodily waste to care for the environment, which we have destroyed? The main question she posed here was: “Can I look after my physical and mental health in order to be of “use” to other life forms? Or can environmental health be an indicator of our own health?”

    From Winter of 2019 until recently Kasia has been collecting her tears – first when she cried after losing 3 loved ones in the Autumn 2019. Then, with the start of COVID-19 she “trained herself” to cry in order to relieve her anxiety. This led to her exploring the chemical composition of human tears to see how they could make a healthy tiny marine ecosystem. To use her own tears to host a sea life became a form of catharsis and a constructive way to deal with personal and also then environmental loss

  • video
  • ISEA2002: 11th International Symposium on Electronic Art
  • How to make music workshop
  • Nagoya Citizens' Gallery Yada
  • ISEA2013: 19th International Symposium on Electronic Art
  • Human Effect (2012-2013)
  • Sydney Harbour Foreshore
  • Yandell Walton
  • As Yeats asked his readers to tread softly on his dreams, Walton perhaps prompts participants in her interactive projections to consider the weight of their footfalls upon the earth. In this work the contours of an urban laneway are repurposed as a canvas for a series of vibrantly animated interactive projections, creating a paradise of verdant growth. Flowering vines twine up pipes and moss and ferns spread across walls, while vividly coloured butterflies alight on window ledges. Echoing ages before human habitation, this scene entices viewers to move closer – only to see the new life wither and slowly die, destroyed by the human presence. The habitat is renewed once more in a riot of foliage and motion as viewers move away. Tread softly …
    In collaboration with animator Tobias Edwards and software developer Jayson Haebich.

    ‘Human Effect‘ presented by Vivid Sydney as part of Experimenta Speak to Me and ISEA2013.
    Sydney will once again be transformed into a spectacular canvas of light, music and ideas when Vivid Sydney takes over the city after dark from 24th May – 10th June 2013. Vivid Sydney will colour the city with creativity and inspiration, featuring the breathtaking immersive lighting of the iconic Sydney Opera House sails, performances from local and international musicians at Live LIVE, and a free large scale multimedia outdoor exhibition of interactive light sculptures and building projections around the harbour precinct.

  • http://vividsydney.com/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Humming Mississippi
  • New York University Abu Dhabi
  • Frederick (Derick) Ostrenko
  • Humming Mississippi is an interactive sculpture, sonification, and visualization of the Mississippi River.

     

  • ISEA2023: 28th International Symposium on Electronic Art
  • HyperChips
  • Albertine Meunier
  • Fusion of the Possible, Topographie de l’art, April 15 – June 15

    NFT

    Created with DALL.E based on the prompt: “albertine meunier is eating sausages and chips”. Images chosen with the sharp eyes of Albertine. Target: 1001 tokens.

  • https://www.albertinemeunier.net/hyperchips
  • ISEA2023: 28th International Symposium on Electronic Art
  • Hypercodex.org
  • Forum des Images
  • Vidya-Kelie Juganaikloo
  • Exhibition. Forum des Images, May 16 – 21

    With ISEA2023 selected artist Vidya-Kelie Juganaikloo

    The work takes the form of a visual search engine, and is naturally introduced into mobile phones by inviting habitual practice. The hypercodex.org is an invitation to engagement, an action is needed to implant blues cells in a codex of knowledge moving organically in real time.

    It is about feeding the hypercodex.org platform with artists/ philosophers/ politicians/ researchers/ actors who share their resources as well as visitors with their references.

    Hypercodex.org proposes to use lines of code for a collective gesture, to give voice to heterogeneity, and the possibility to inscribe on this map, its url(s) to link them to others.
    No hierarchy, no subscription, just benevolence and sharing.

    This gesture, which today seems completely senseless, is a performance, the artist opens his server without protecting himself; with confidence and generosity.

  • https://hypercodex.org/
  • ISEA2020: 26th International Symposium on Electronic Art
  • HYPER_D
  • Malitzin Cortés (CNDSD)
  • “The infinite overflows the thought that thinks it” – Emmanuel Lévinas

    What stories could the objects tell if they had their own voice to do so?
    How would they narrate the human footprint and all the exhaustion, what would they say about our urgency to invent ways to inhabit the future? HYPER_D is an immersive experience habitable in the present and in the near future, where the user experiences a trip to the spatial excess of objects, the artificial and natural magnitude of our world and the invisible border that exists between them, which forces us to feel through the scale and speculation of some hyper-objects, which for now occupy such a disproportionate spatial phase that it makes them invisible to humans.

  • VR
  • https://vimeo.com/364200938
  • 360˚, VR, immersive installation, and Virtual Reality
  • ISEA2024: 29th International Symposium on Electronic Art
  • HYSTERESIS
  • SAE Creative Media University College
  • HYSTERESIS intimately weaves a transformative fabric between Robert Seidels’s projections of abstract drawings and queer performer Tsuki’s vigorous choreography. The resulting Muybridgean silhouettes, baroque textures and bursting painterly structures fluctuate between the second and third dimensions, unfolding free-floating gestures that unhinge the laws of nature. Using machine-learning to mediate these transformative re-presentations, the film intentionally corrupts strategies of the AI, unveiling a frenetic, delicate, flamboyant visual language of the hysteria and hysteresis – in this historical moment with its unique modes of AI creation, where history collapses into a single point in the present.

  • ISEA2024: 29th International Symposium on Electronic Art
  • I am afraid I can’t do that
  • The Loft Theatre, QUT Creative Industries Precinct
  • Lukasz Mirocha
  • My project, departing from a rather whimsical and satirical position, addresses techno-utopian and accelerationist views on computational progress that often picture new technologies such as machine learning as sustainable panacea to social and fundamental challenges of our civilization.
    The space-themed environment depicts Earth-like planets in a state of distress, as they are being consumed by infernal aurora borealis. Simultaneously, a plague mask entity, a metaphorical Atlas, protected by its mask, is frantically trying to keep it in balance. Each agent has been trained separately to achieve a different degree of proficiency, illustrating various success rates in real-life. Consequently, some of the agents fail the task, while others succeed. The artwork highlights both the indifference of the ML agents towards their success or failure e.g. keeping the Earth’s homeostasis in literal and metaphorical balance, as well as points out possible results of delegating the agency over tackling “the unsolvable” problems on computational autonomous beings. Ironically, even if such solutions can be found by artificial intelligence, there will be no going back, and we will have to rely on its agency for us to survive. The artwork illustrates in a humorous manner that as soon as the proverbial plug on AI is removed, we could be doomed. This might position humankind in Dave’s position (2001: A Space Odyssey) and autonomous systems in a “too big to fail” role. The use of Strauss’ “Also sprach Zarathustra” as soundtrack for the spectacle that also appeared in the mentioned movie, aims to reinforce these connotations.

    For ISEA 2024, I designed a customized version of the artwork that adheres to unique affordances of Styly. Specifically, I created an environment that serves as an “extended reality” platform that offers an ambiance and feel and look characteristic of the original work that is displayed on three virtual screens.

  • https://gallery.styly.cc/scene/02bd12e2-537c-4fcb-883a-31dda7ab62b0
  • ISEA2020: 26th International Symposium on Electronic Art
  • I am Echoborg
  • Rik Lander and Phil D. Hall
  • I am Echoborg is a challenging, thought-provoking participatory online show created afresh each time by an audience in conversation with an artificial intelligence. This is a pioneering, innovative use of AI as a tool to deliver genuine audience agency in the creation of an experiential exploration of the impacts of automation on what it is to be human. I am Echoborg provokes audiences; it opens up a lot of questions.

    Since 2016, experienced interactive dramatist, Rik Lander and conversational systems designer Phil D. Hall have been developing a conversational system for the show that gives a very strong impression of sentience. It is designed, for example, to be able to have in depth conversations about subjects such as consciousness, the climate crisis and emotions. Human beings are highly prone to project “theory of mind”; to attribute mental states – beliefs, intents, desires, emotions, knowledge, etc – on to entities that we encounter. Perhaps it is not necessary to build an AI with sentience when it is enough to build an elegantly and deviously designed pattern matching engine which people project as self-aware. A human weakness is that we see sentience where it is not.

  • Live show
  • https://echoborg.com/
  • AI, artificial intelligence, Online Performance, and Participatory
  • I Am Not a Robot
  • Pascal Dombis
  • Fusion of the Possible, Topographie de l’art, April 15 – June 15

    Algorithmic video installation
    Screen: 0.95 x 1.70 m (with computer)
    Production credit for video software: Claude Micheli
    Courtesy of the artist and Adagp, Paris.

    Merging and confronting AI generated human faces with real ones. For this installation, Pascal Dombis collected thousands of images of faces, half belonging to real humans, the other half being generated by artificial intelligence. From this base of faces, he develops an algorithmic distribution system which mixes these images randomly by juxtaposing them, blending them into one another, hybridizing them, while producing flickers and glitches. This infinite video stream, without any beginning or any end, is projected on 3 vertical screens and questions the relationship between man and machine.
    [Translated from french by Google Translate]

  • https://dombis.com/works/i-am-not-a-robot
  • ISEA2016: 22nd International Symposium on Electronic Art
  • I am Sound
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • Tamiko Thiel and Christoph Reiserer
  • An interactive image/sound installation by Tamiko Thiel (image) and Christoph Reiserer (sound), 2016. Give us your face, and we will transform it into a personal music composition and cubist video portrait. A multi-media portrait for the Selfie Generation.

  • ISEA2019: 25th International Symposium on Electronic Art
  • I AM/WERE HERE/THERE #1 & #2
  • Asia Culture Center (ACC)
  • XRT
  • We are living in the age of science fictional world and instability now!
    Audience type in their name (* Audience will automatically generate an avatar with their name and time, then exists in virtual Hong Kong. Even the audience quits the experience, the avatar will stay there), then put on their virtual reality goggle to experience the re-created slow self-destructing meta-Hong Kong cityscape, together with all of the other accumulated virtual audience who experienced it in a different time.
    They are experimenting with the idea of Hong Kong disappearing cityscape, collective memory, virtual identity, multi-verse and non-linear social interaction by interactive VR technology. And they are using the game engine, to create the immersive real-time experience. Gaming is always positioned as a sub-culture or virtual/ fake reality, in contrast to our so-called “reality” that we live in. But now, everything is gamification. Avatar or idealization has become everyone’s daily practice. They social and interact with everything, while at the same time we have isolated ourselves even more in comparing to our parent’s time.
    Visitors share a similar experience, while they participate and interact together at different time spot. They hear the recorded sound from the location now, but they see and experience the space and time by a reconstructed reality, and their mind will at the same time connect with their own memory and emotion attachment to the particular space & time of the event. Gaming is no more just a sub-culture or an individual experience. There is no clean cut between gaming and reality. We are living in a more complicated social environment now. In the age of digital humanism, social isolation and interaction is a hybrid concept now. There is no more separation between real or fake, reality or virtual reality, everything is a hyper-reality! Everything is an In-between!

  • Computer, projector, touch monitor, VR Headset
  • https://www.xrt.world/iawht
  • ISEA2023: 28th International Symposium on Electronic Art
  • I just saw you in a dream (Je viens de te voir en rêve)
  • Topographie de l’art
  • Marion Roche
  • Hacnum Exhibition. various locations, May 16 – 21
    Fusion of the Possible, Topographie de l’art, April 15 – June15

    Take a few minutes, lie down, close your eyes. Breathe deeply, relax your muscles, and let yourself merge with the mattress… The sounds around you fade away, and images appear under your eyelids. You feel yourself being gently carried away to another reality as you fall asleep; a journey begins.

    It is no secret that dreams, in all their aspects, have always been a mystery. Neuroscientists are still learning about it, while philosophers are questioning the boundaries of reality. On a personal level, they can even influence our decisions. The dream is the most intimate thing we have and yet it is so limited in terms of knowledge; Marion Roche is fascinated by this paradox. She sees the opportunity here to take an artistic approach and establish a dialogue between art and science; her project “Je viens de te voir en rêve” (I just saw you in dream) is a sculptural experiment with a touch of 4D technology.

    Artist, researcher and philosopher, Marion is interested in the notion of process. Sculpture is her predominant practice, but she finds it increasingly difficult to focus on fixed forms. She has been working on the idea of “becoming” for some time now, but it is the new formula of the MAIF prize for sculpture that catches her attention; Since 2020, candidates are asked to take on a new technology that they have not mastered. She takes up the challenge; her sculpture will not only be in motion, but also in the process of becoming.

    Things get tricky when she has to find a technique that meets her criteria. Then she remembers an anecdote about glass: To the touch, it feels solid, but on a microscopic scale, the atoms are not fixed, just like in a liquid state. Inspired by this astonishing fact, she starts looking for the existence of similar materials and ends up discovering an experimental process that is similar to this phenomenon: 4D printing.

    We already know how 3D printing works: it consists of stacking layers of material successively until a volume is created. 4D adds a temporal dimension to the 3D printed object. An object can then react over time according to external factors, such as humidity or temperature, and will therefore be mobile.

    And it is precisely in Lyon, Marion’s home city, that one of the few research centres for 4D in the world is located; the 3d.FAB. They specialise in medical research, for example by creating autonomous heart valves that react to heat.

    Marion is very pleased with this technique, as it fits perfectly with her philosophy and subject. She presents her idea to one of the scientists of the Neuroscience Research Centre of Lyon, and starts her journey to the realm of dreams. They are produced by a ballet of neuronal connections, which puts our brain in a state of ebullition; our body remains inactive, hence the notion of “REM sleep” (Rapid Eye Movement). And it is by looking at the intensity of the electrical activity of our brain that scientists can determine when we are dreaming.

    Together, they established a protocol: Marion would sleep for a given time, her dream would be transcribed into an electroencephalogram (or EEG) and described immediately upon waking, to produce a 2D vision of it. She will take five naps in total.

    Once these elements are in hand, Marion works with Benjamin Petit at the LTBL studio (of which she is herself the artistic director) on the design of the 3D object, whose form corresponds to the activity of the dream, stratified in time.

    The creation then goes through the 3d.FAB, where Marion collaborates with a post-doctoral researcher to find the ideal combination of materials; she imposes aesthetic choices such as transparency or rigidity for example.

    And this is what we should see when the project comes to an end: a visualisation of the artist’s dreams. The forged aluminium base takes the form of a tree trunk, but in fact represents a neuron, which supports five structures, the five dreams. Each one has an inscription that evokes the dream at its origin. They open and close according to one factor: hydration.

  • https://obsolete.studio/blog/je-viens-te-voir-en-reve
  • ISEA2023: 28th International Symposium on Electronic Art
  • I relax you by touching works (Je te relaxe en touchant des oeuvres)
  • Caroline Delieutraz
  • Fusion of the Possible, Topographie de l’art, April 15 – June 15

    Let me relax you by touching works of art convokes ASMR in order to experiment with post-internet artworks from the point of view of their manipulation and their power of relaxation. Caroline Delieutraz have entrusted works – hers and those of several artists – to Behind the Moons, the pseudonym of an ASMR artist who shares their videos with a large online community. Using different techniques specific to this practice, they explore their soothing potential.

    By hijacking the classic prohibition of “touching artworks”, Let me relax you by touching works of art is a reaction to the anxiety-provoking context of the pandemic and the closing of exhibitions. The project plays with the constraints imposed by the current situation and puts the body and physical sensations back at the heart of the art experience in a way that is as strange as it is new.

    Artists and works presented in the video:
    Émilie Brout & Maxime Marion, Return of the Broken Screens, 2015
    Gwendal Coulon, I lose followers everyday, ongoing series
    Caroline Delieutraz in collaboration with Vincent Kimyon, Trolls Just Want To Have Fun, 2020
    Carin Klonowski, HS, 2020 – ongoing
    Fabien Mousse, artist created by Raphaël Bastide, Real Internet Art, 2012
    Claire Williams, Spectrograms (50°36’35.7″N 3°23’34.3″E), since 2014

    In collaboration with Behind The Moons A production by Studio 13/16 – Centre Pompidou Courtesy of gallery 22.48 m2

  • Video
  • http://www.delieutraz.net/je-te-relaxe-asmr
  • ISEA2002: 11th International Symposium on Electronic Art
  • I SAY
  • Assembly Hall, Nagoya Port Building
  • No statement available.

  • 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
  • ISEA2002: 11th International Symposium on Electronic Art
  • Ichimura installation
  • Nagoya Citizens' Gallery Yada
  • ISEA2024: 29th International Symposium on Electronic Art
  • Identities
  • The Loft Theatre, QUT Creative Industries Precinct
  • Silvia Alberti
  • Combining vintage aesthetics with modern flair, each piece offers a unique exploration of this captivating theme. Vibrant colors and creative typography breathe life into minimalist compositions, while After Effects animations add depth and dimension. Embrace a journey where the past meets the present in a symphony of creativity and innovation.

  • https://gallery.styly.cc/scene/45396978-66db-4851-96a7-c08a568f7cc9
  • 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
  • ISEA2002: 11th International Symposium on Electronic Art
  • ILLUMINATION
  • Assembly Hall, Nagoya Port Building
  • No statement available.

  • 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.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Immemorial
  • The Loft Theatre, QUT Creative Industries Precinct
  • Peter Williams
  • Immemorial is a decolonial virtual environment interpreting my personal experiences growing up near and learning about Ipperwash Beach, Ontario Canada throughout the 1980s and 1990s.

    Ipperwash is a sacred site belonging to the Chippewas of Kettle and Stony Point First Nation. It is geologically significant in that it contains spherical rock formations known as kettles that seem to hover in the vast expanse of Lake Huron. In the early twentieth century, the area was appropriated by the Canadian government for use as a military base.

In 1997, a peaceful protest by members the local First Nations community became a tragedy when RCMP officers shot and killed one of the protesters, 38-year-old Dudley George. Ten years later, on December 20, 2007, the Ontario government turned over the land to the Chippewas of Kettle and Stony Point First Nation. The scale and enormity of violent injustice inflicted upon Indigenous peoples by White, colonial governments here and around the world will never be fully uncovered or understood.

    The news reports and written accounts that shout with finality will be subsumed in the silence of this beautiful, complex place. It is a place that I can only interpret in this fragmentary, incomplete form: one of a constant present, and present simultaneity.

  • 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
  • ISEA2024: 29th International Symposium on Electronic Art
  • IMplant 010 [Entangled relations]
  • Donna Davis
  • IMplant 010 [entangled relations] plays with ideas around biological and ecological hosts with respect to habitat loss; exploring ideas around conservation and inter-species relationships to creatively consider ideas of displacement and imagined interventions as a result of unprecedented and uncertain ecological futures.

    This speculative work depicts a human implant device designed to act as a conduit for symbiotic interspecies connection, postulating mycelium as the integral connector between species. The mycelium device appears to float in space as it awaits a human host and compatible plant species to complete the new multi-species union.

    Allowing the human to offer themselves as landscape this speculative ‘implant’ explores the idea of agency, manipulation, adaptation and mutation to invite viewers to think about their own relationships with the more than human world.

    Ultimately, my work seeks to evoke empathy and contemplation, toying with the uncomfortable reality of habitat loss coupled with futuristic ides of genetically modified interspecies organisms; inviting personal reflection on the direction we are heading as a species.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Impossible Evolutions
  • QUT Art Museum
  • Kate Geck
  • Impossible Evolutions uses generative machine learning models in the design of woven tapestries, which in turn unfold ways of thinking about the entanglements of human and machine intelligences. The project uses Generative Adversarial Networks (GANs) and diffusion models to imagine iterations of endangered Australian butterflies and wildflowers. These ‘impossible’ machine-imagined evolutions gesture to the futures we face as biodiversity decreases: there will be no further generations or modulations of these species. The generated images are composed into three textile weavings of place, actual tapestries of the interconnected lives that generate each creature’s ecosystem. By reflecting on the interweaving of conditions that has disrupted each ecological niche, space is opened to think about unseen sensory worlds (Richmond Birdwing butterfly), symbiotic exchange (Bulloak Jewel butterfly) and stewardship (Sunshine Diuris orchid). Each story becomes a fabric both literal and metaphorical, with this ‘textillic thinking’ offering speculative vantage points for approaching the emerging relations between human and machine intelligences. This textillic thinking interweaves creativity, collaboration and care: conditions which are foregrounded in textile-making practices and disrupted in each creature’s ecological story.

  • https://isea2024.isea-international.org/impossible-evolutions/
  • 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]

  • ISEA2024: 29th International Symposium on Electronic Art
  • Industrial Lichen
  • The Loft Theatre, QUT Creative Industries Precinct
  • Xingzhi Shi
  • “Industrial Lichen” prompts attention to the impact of industrialization and environmental sustainability on human life through an immersive experience, a profound reflection on theecological changes between industrialization and nature. It provides a space for experimentation and reflection. The work invites the viewer to enter a virtual space where the viewer can observe and feel more deeply the concepts of time and environmental evolution conveyed by the work. And how we can live in harmony with nature in a rapidly evolving technological age. By providing an immersive environment at the STYLY platform, the interaction between the viewer and the art is enhanced. This approach emphasizes WebVR’s potential to deepen understanding of our role in advocating for the protection of the environment and sustainable development. In “Industrial Lichen”, WebVR makes it possible to deepen the connection with the viewer, encouraging them to think about the role of human beings in the natural world and how our actions have influenced the past, present, and future.

  • https://gallery.styly.cc/scene/14528179-bd13-4965-9704-83ba1832b23c
  • 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.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Infinite Colours
  • Vacant Assembly
  • Xavier Ho and Stephen Krol
  • Infinite Colours brings 2,499 videogame titles into a slow canvas of accumulative light. Each game adds a unique shape and colour onto the canvas and plays a unique string of notes. Over 8 hours, the canvas will be filled with infinite colours to celebrate LGBTQIA+ independent videogames.

    History has always been queer. Through this generative visual and sound work, we aim to demonstrate the collective activism, movement, and creative expressions that queer folks are making to be visible, heard, and to say that we are here.

    But queer movement does not happen overnight; queer resistance is accumulative and built over generations of self-sacrifice and self-acceptance. The multitude intersectionality of the Everywhen slowly bleeds colour into the world, blends motion into the landscape, and accumulatively becomes a canvas of evermoving colourful light.

    The visual execution is much inspired by the Slow Art movement, as well as the light works of Garry Fabien Miller and James Turrell. Conceptually, it depicts 45 years of the history of the Rainbow Flag invented by the late Gilbert Baker and celebrates the queer resistance that is the Gay and Lesbian Mardi Gras through queer videogames.

  • 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.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Installation "one"
  • Shumokukan
  • Arisa Wakami
  • It makes through the dream in which scribble and itself saw.

  • 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.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Interchange
  • The Loft Theatre, QUT Creative Industries Precinct
  • This film was produced using only existing 3D models, called “Assets”. “Assets” are material data distributed on the Internet that can be freely used  for various productions of digital images such as games and videos.I downloaded a large amount of data of those assets and placed in a scene. The infinitely replicable data becomes a crowd, sweeping away everything. I shot the model of a soldier who was there. I filmed the soldiers being transformed in the mass of data, depicting the Internet as a contemporary battlefield.​​​​​​​

  • 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
  • ISEA2002: 11th International Symposium on Electronic Art
  • Into the Water - aquarium version
  • Museum of Contemporary Art, Nagoya
  • Takamitsu Kawarasaki
  • When you view fish in an aquarium, don’t you feel as though you were swimming yourself? There are times when we imagine the taste to be delicious. Empathise with the dolphins, and their bray as they fly above the water’s surface. People who watch the males (and females) in the tank have it in their hearts. The ocean. (This happens with fresh water, as well.) When the idea is expressed this thoroughly, the water in your heart erupts. Always remember, the sea is greater. People who think this way are already in the water tank. And the tank is in the ocean. Do you feel it? More or less.

  • 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 /
  • ISEA2024: 29th International Symposium on Electronic Art
  • In_Listening_In
  • SAE Creative Media University College
  • Gail Priest
  • In_Listening_In is an ambisonic essay that uses the 360VR format for its dynamic, spatialised audio capacity in order to discuss the immersive nature of sound. It uses ficto-critical writing strategies that combine poetic texts, anecdote and theoretical reflection to explore and explicate how listening is an embodied, embedded experience in correlation to sound — an experiential unit I call “sonaurality”. This correlation complicates the notions of subjects and objects as independent entities so that sound cannot meaningfully be considered phenomenally, materially or conceptually without listening.

    Flipping the visual focus of the medium, In_Listening_In eschews figurative visual narrative for an “visu-auditive” environment or atmosphere, to enable a stronger focus on listening (Chion 2016). The soundscape combines binaural field recordings adapted to an ambisonic environment and compositional elements developed to create a dynamic spherical soundworld in which the listener is always at the centre. In this way sound sensorially and affectively illustrates the concepts being discussed. Developed within the context of a practice-based PhD, the form is offered as an artwork as well as an alternate academic methodology and distribution format.

  • 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
  • ISEA2002: 11th International Symposium on Electronic Art
  • Ishida Hisashi Solo Exhibition
  • Galleria Finarte
  • Hisashi Ishida
  • A variety of images of “chairs made of wood” were projected on a painted walL The artist used the images of chairs not only as a symbol of gravitation but also as a symbol of something opposite of freedom.

  • 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
  • ISEA2024: 29th International Symposium on Electronic Art
  • IT’S DANGEROUS TO GO ALONE! TAKE THIS
  • The Loft Theatre, QUT Creative Industries Precinct
  • IT’S DANGEROUS TO GO ALONE! TAKE THIS, a 30-minute-long CGI film, is the second part of an imaginary video game, which follows an ambiguous “hero” undergoing numerous metamorphoses. The film challenges the amped-up constructed masculinity that video game avatars embody as well as the associated idealistic connotations of progress, growth, and transformation. Rather than just embracing the potential of computer-animated worlds, the film inverts their “logic” and questions their highly politicized and constructed nature.

    External worlds merge with internal ones, the body’s selfhood untangles from surface, and emotions flood and disintegrate. Dream eroticism is blended with body horror, and scenes of destruction and decay juxtapose against scenes of resilience and rebirth. Bassam builds a world in which selfhood and queer possibility intersect, where multiple “glitches” occur within the body and gender, and binaries begin to break down. These glitches, or forms of discontent and unraveling, push and challenge preconceived narratives and habitual perceptions of masculinity, taking viewers through a spellbinding journey of metamorphosis and fluidity.

    Luring us into a fantastical dreamscape, Bassam Issa’s CGI film IT’S DANGEROUS TO GO ALONE! TAKE THIS embraces the shape-shifting potential and seduction of computer-animation. The film revolves around a ‘hero’ undertaking an uneasy and dangerous journey through various realms. In IT’S DANGEROUS TO GO ALONE! TAKE THIS, Bassam Issa has built a world of subtle storytelling filled with hyper-synthetic visuals. In this world, journeys seemingly never end, and preconceived narratives and habitual perceptions of masculinity are pushed and challenged. Operating in the gap between the fantasy and reality, Bassam Issa.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Izumi artwork
  • Nagoya Citizens' Gallery Yada