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

  • Video camera attached to a motorized camera mount, a video monitor and a number of objects
  • ISEA2024: 29th International Symposium on Electronic Art
  • Jangurna
  • The Brisbane Planetarium
  • Peter Morse
  • A 4k fulldome movie exploring an indigenous story of the night sky around the Gascoyne region of Western Australia. This story – concerning ‘Jangurna’ (The Emu) has been told by community elder Stella Tittums to the historian Mary Ann Jebb – the recording provides the narrative soundtrack.

    The story is illustrated by an initial astronomical simulation and then segues into an extraordinary series of HDR fulldome and astrophotographic scenes shot around the Gascoyne Region of Western Australia, using natural sound environments, recorded in situ.

    This is an immersive, meditative movie that attempts to impart the sense of the natural environment, encouraging the viewer to discover Jangurna, as she rises in the night sky.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Journals of Exploration
  • SAE Creative Media University College
  • A visual-musical collaboration between experimental media artist Peter Morse and composer Glenn Rogers, Journals of Exploration is a widescreen and multiscreen video installation that invokes the sense of exploration of extreme landscapes of Earth and other bodies in our solar system that might harbour life.

    Beginning at the world biodiversity hotspot of the Great Southern, the Ediacaran fauna of the Stirling Ranges and the Nullarbor regions of Western Australia, it traverses extreme landscapes far away from human habitation, roams the Southern Ocean to Antarctica, before embarking on a journey across our solar system to Mars and further afield, revealing the visual analogues of terrestrial geology and environments where life might have evolved and may yet exist.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Journey Through a Burning Brain
  • PS2, Paragon Studios Project Space
  • Robin Price and Peter Bennett
  • The installation is an interface for navigating an expanding database of youtube videos. These videos are downloaded, transcoded, segmented and catalogued to form a palette for algorithms to forge new music. At the end of the installation there will be a short performance accompanied by Peter Bennett on the BeatBearing.

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

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

  • ISEA2009: 15th International Symposium on Electronic Art
  • k456_g8
  • PS2, Paragon Studios Project Space
  • Dextro
  • ISEA2024: 29th International Symposium on Electronic Art
  • Kai Hali’a (Sea of Memory)
  • 2024 Overview: Concerts and Performances
  • VENTSpace
  • Kai Hali‘a (Sea of Memory) is a live cinematic experience and dance performance that reconfigures the traditional and phallic concept of memory by exploring memory from a sensual, queer, feminine, Kānaka ʻŌiwi, diasporic perspective. Seeing memory as an intricate ʻupena of both intangible and tangible threads of reality, intertwined with visceral feelings that intimately connect us with our kūpuna and the ʻāina, the act of remembering becomes our way back to our core.

    Incorporating immersive media and interactive technology with 8mm and 16mm footage, direct film animation, projections, embodied movement/choreography, and generative animations spawned by movement, Kai Hali’a offers a bridge and a continuum of the past into the future and the future into the past. The images are atemporal, constantly shifting and evolving, revealing memory’s dynamic and malleable nature. With 3+ different video channels and performers, audience members have to decide where to look and what to pay attention to; the line between viewer and creator is indistinct, reflecting memory’s capacity to simultaneously experience and reimagine.

    The movement in Kai Haliʻa is an exploration of how the body remembers and dances across generations and identities, and how the ‘iewe, or umbilical cord, is the bridge from the past/pō and into alternative futures.

    Kai Hali’a opens dialogue into what it is to suppress memory while exploring how we process, de-stimagize and heal from trauma, both intergenerationally and within our lived experiences as queer kānaka. The work creates space for the following questions: How do we resurface and heal from painful memories that were suppressed for years or generations, with love and care among family, chosen family and community? How can we tend to our wounds and trust our bodies as we collectively move through pain? How do we honor the ʻāina throughout this process?

    Memory is the ocean, to remember is to swim. 

    And our bodies do not forget.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Kai-Hai: 塑 Plastia
  • Kai-Hai: 塑 Plastia is a video installation (stills above) that explores The Great Pacific Garbage Patch which contains approximately 80,000 tons of plastic over a 1.6 million-square-kilometer region of ocean linking East Asia to Hawai‘i. Linking these geographies and the deities they have worshiped – from Mazu, goddess of seafarers lost in the ocean; to Haumea, who birthed the Hawaiian islands and is continuously reborn in her offspring – this new work in Kai 海 Hai realizes a Goddexx formed from the need to remediate microplastics from the ocean. She continually gives birth to new children and is reborn each time within them, in order to restore the ocean to its natural state. As plastics threaten our ocean health and all species in the ocean, Plastia is a response to cleansing our ancestral waters, rebirthing new elements of renewal, delivering a new lineage of creation to heal our oceans.

    Kai 海 Hai (a hybrid of ‘Ocean’ in ʻŌlelo Hawai’i and Mandarin) is an ongoing series of virtual and augmented reality installations that utilize transpacific folklore while remixing ancestral, personal, and speculative narratives from Polynesia to East Asia to explore environmental issues, indigenous and immigrant stories, and diaspora across the Pacific Ocean. In collaboration with Qianqian Ye

  • ISEA2022: 27th International Symposium on Electronic Art
  • Karst, 2019
  • Recinte Modernista de Sant Pau
  • Snow Yunxue Fu
  • ISEA2002: 11th International Symposium on Electronic Art
  • Kazunovski Live Performance Nov 1
  • Diamond Hall
  • ISEA2025: 30th International Symposium on Electronic Art
  • Khazar Archeological Confabulations
  • Seoul Arts Center (SAC)
  • Nimrod Astarhan
  • In 2019, an archeologist from the University of Astarkhan, a city on the Russian steppe with a name identical to the artist’s last name, unearthed the legendary Khazar city of Atil – a modern Atlantis. The Khazars were Judeo-Turkic tribes converted from Tenegri Shamanism – a belief in the titular sky god and the eternal blue sky – into monotheistic religions. The story of their conversion to Judaism, “The Kuzari”,  is a core text in Jewish Philosophy. However, all three Abrahamic religions were practiced freely and harmoniously within the Khazar kingdom. 

    Astarhan’s research of the ancient kingdom utilizes technology to re-figure Khazar myths, depict alter-zionist histories of the Jewish diaspora and his own ancestry, and reach back to a time and place where difference in religion and ideology constituted   not obstacles to a flourishing community and culture. They gather videos and images of objects from the archeological dig and model them in 3D, creating an object database to imagine Khazar pasts and futures. 

    Khazar Archeological Confabulations uses line-drawing object renderings from the archive to generate a synthetic image database. It then employs machine learning to craft speculative archeological object drawings. The AI process is home-brewed, subverting hi-fi and photorealistic AI imagery. The results are abstract membrane, cell-like images, calling for a projection of what such a past and future might entail. The images are then turned into Cyanotypes exposed to natural light, reflecting Khazar Tenegrist myths of the titular sky god and the eternal blue sky.

     

  • ISEA2023: 28th International Symposium on Electronic Art
  • Khépri, sortir au jour
  • Abbaye de Maubuisson Saint-Ouen-l’Aumône
  • Félicie d’Estienne d’Orves
  • Apr 2 – Sep 3

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

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

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

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

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

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

  • LED display
  • https://mosher.art/portfolio_entry.php?art_id=119&category=recent%20work&media=&dimensions=&title=
  • Interactive Installation, Biofeedback, EEG Headset, Light Sculpture, and LED
  • ISEA2002: 11th International Symposium on Electronic Art
  • Kick The World
  • Assembly Hall, Nagoya Port Building
  • A function in the video works, sound are synchronizing with the images. It was an amazing experience for me because I was mainly working with film at the time this piece of work was produced. This work was based on open-reel recorders, however, the editing pro­cess was not so easy. That is why I created this work without cutting anything.

  • ISEA2025: 30th International Symposium on Electronic Art
  • Kinetic and Typographic Visual Poetry + Creative Coding
  • Seoul Arts Center (SAC)
  • Omid Nemalhabib
  • This kinetic typographic work emerges from a self-designed typeface inspired by ancient Persian mysticism and the poetic potential of limitation. Through experimental motion, analog methods, and personal writing systems, the piece questions how language—beyond legibility—can become a memory, protest, ritual, or whisper. Typography here is not merely a vessel for information but a living, shifting form of expression. This work invites viewers to listen beyond words and to imagine new ways of seeing, hearing, and feeling language—between sound and silence, tradition and invention, control and intuition.

  • SISEA: Second International Symposium on Electronic Art
  • Knick Knack
  • Cultural Center de Oosterpoort
  • Life on a shelf as a snowman trapped in a snow-globe blizzard can become wearing, especially when you’re surrounded by knickknacks from sunnier locales. When the jaded snowman finally breaks free of his glass house, his vacation plans are cut short.

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

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

  • Ice sculpture
  • http://www.scenocosme.com/kryophone_e.htm
  • interactive art, Light Sculpture, Sound Sculpture, sound art, and Ice
  • ISEA2018: 24th International Symposium on Electronic Art
  • Kulungile #2
  • Durbin City Hall/Durban Art Gallery
  • Turiya Magadlela
  • ISEA2024: 29th International Symposium on Electronic Art
  • L'Animal Sauce Ail
  • The Loft Theatre, QUT Creative Industries Precinct
  • Gooseville, close to nothing and far away from everything. The place where Goosevillers lead themselves to destruction. The inhabitants live off the farming of species that they overexploit each time, from geese to tadpoles. Each new managing and self consuming environment is told throughout low budget homemade TV shows. Advertising, teleshopping and others show us the devolution of a small French village rushing towards its end.

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

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

  • https://en.veyrat.org/l
  • ISEA2024: 29th International Symposium on Electronic Art
  • LA LIMITE EST UN FACADE
  • The Loft Theatre, QUT Creative Industries Precinct
  • Quatre archétypes architecturaux de la région parisienne se retrouvent numérisés et présentés comme des artefacts archéologiques dans un musée. Ils sont de simple de plâtre sans couleur déraciné de leur urbanité. Mais un jour leur vie bascule, ils vont commencer à se métamorphoser et devenir des objets organiques et mous jusqu’à se comprimer à l’extrême comme des césars. Puis lentement chacun à leur tour, dans des univers fantastiques, vont redevenir eux-même jusqu’à retrouver la peau, la couleur de laquelle ils s’étaient vêtus jadis.

  • ISEA2020: 26th International Symposium on Electronic Art
  • Lake Ontario Portrait
  • Nicole Clouston
  • To create Lake Ontario Portrait Nicole Clousten collaborated with Lake Ontario, mud, and microbes to explore bodily borders, responsible collaboration, as well as our connection and responsibilities to a broader ecology The work is comprised of fifteen prisms filled with mud from fifteen locations around the Canadian and American shores of Lake Ontario. When exposed to light, the microorganisms begin to flourish, becoming visible in the form of vibrant marbling. The work is alive and constantly changing as the microbes live and die revealing the vast array of life in soil and how we are connected by it.

  • Sculpture comprised of fifteen prisms filled with mud
  • https://nicoleclouston.com/Lake-Ontario-Portrait
  • Bio Art, Micro-organisms, Mud, and Living Sculpture
  • ISEA2009: 15th International Symposium on Electronic Art
  • Lamp and Library.Lights
  • PS2, Paragon Studios Project Space
  • Rui Chaves
  • Rui shall present two videos made around the theme of light. Lamp consists on a deconstruction of the first fractions of the second, when a light bulb is turned on. Library.Lights is a video documentation of a performance within QUB’s old main library building. Both of the video pieces, served as an inspiration for a collaborative improvisation with musician and sound artist Sergio Bernardo Gregorio.

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

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

  • Documentation
  • https://www.instagram.com/p/BkkjEaBhUqN/
  • ISEA2002: 11th International Symposium on Electronic Art
  • Lapse Communication
  • Assembly Hall, Nagoya Port Building
  • The work submitted was made in a series on the assumption of the viewers taking parts. The first person performs some vague action, and the next person watches a recorded tape only once and does the same action from his memory. The third person watches the second person’s tape and so on. As lapses are repeated, the action develops in outrageous directions.

    It is quite funny, but at the same time it made me realize the horror of information.

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

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

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

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

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

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

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

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

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

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

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

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

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

  • http://sonicobjects.com/index.php/projects/more/law_of_the_tongue
  • ISEA2015: 21st International Symposium on Electronic Art
  • Layvitation Attempt #3 and 06/22/13
  • Wil Aballe Art Projects | WAAP
  • Dustin Brons
  • n.a.

  • videos
  • ISEA2022: 27th International Symposium on Electronic Art
  • Le monde en lui-même, 2022
  • Recinte Modernista de Sant Pau
  • Jeppe Lange
  • ISEA2023: 28th International Symposium on Electronic Art
  • Le Rayonnement du Corps Noir
  • Galerie Sator
  • Hugo Deverchère
  • Galerie Sator, May 16-20 

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

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

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

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

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

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

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

    Artists:

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

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

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

  • Archival inkjet prints
  • https://triplecode.com/project/flowers.html
  • ISEA2024: 29th International Symposium on Electronic Art
  • Lebensraum / Living Space
  • The Loft Theatre, QUT Creative Industries Precinct
  • ISEA2014: 20th International Symposium on Electronic Art
  • Legend Of Khor Fakkan
  • Nauf Abdulrahman Al Shaikh
  • ISEA94: Fifth International Symposium on Electronic Art
  • Legend Prologue
  • Yoshiyuki Abe
  • The series LEGEND includes the computer generated images processed by a variation of the ray tracing algorithm. Un-normalized shading system provided rather complicated features of the surfaces of hyperbolic paraboloid in the Cartesian coordinates. For me, the most interesting aspect of the creative work with computer is the ability of the formula driven image generation. Manipulating the parameters of quadratics and the definitions, such as lighting, surface attributes, location and colors, provides rarely attractive and often boring results. Three years of experience in this series will not make me a master of image control; trial-and-error is the sequence of my way. The yield rate is very low. However, I believe I can find many more good scenes in the mine. The computer is not a tool to process existing images, but a colleague to create images with.

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

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

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

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

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

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

    Dasha Ilina is a selected ISEA2023 artist

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

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

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

  • https://dashailina.com/LMFY/index.html
  • ISEA2009: 15th International Symposium on Electronic Art
  • Let the Silence Go
  • PS2, Paragon Studios Project Space
  • For the first time the Belfast band Heliopause will perform an A/V set. Known for encapsulating sensations, music and words, Heliopause will project unique visuals to further immerse the audience within its emotional grasp.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Let's contact with something in your brain workshop
  • Nagoya Citizens' Gallery Yada
  • Asana Fujikawa
  • ISEA2002: 11th International Symposium on Electronic Art
  • Let's make a book workshop
  • Nagoya Citizens' Gallery Yada
  • Midoriko Hayashi and Eri Toyoda
  • ISEA2020: 26th International Symposium on Electronic Art
  • Licht, mehr Licht!
  • Guillaume Marmin
  • Licht, mehr Licht!”, in English “Light, more light!”, were Goethe’s dying words. The mysterious utterance can be understood as the mystical final pronouncement of the great author and scientific thinker, who developed his own theory of optics.

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

  • Installation
  • https://www.guillaumemarmin.com/Licht-mehr-Licht
  • installation and Light Sculpture
  • ISEA2002: 11th International Symposium on Electronic Art
  • lichtsport Live Audio Visual Performance Nov 1
  • Diamond Hall
  • ISEA2023: 28th International Symposium on Electronic Art
  • Life Support System
  • Nicolas Maigret, Jérôme Saint-Clair, Baruch Gottlieb, and Maria Roszkowska
  • Hacnum Exhibition. Various locations, May 16 – 21

    Ecosystem Services Estimation Experiment

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

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

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

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

  • https://disnovation.org/lss.php
  • ISEA2015: 21st International Symposium on Electronic Art
  • Light Reading: 1500 Cinematic Explosions
  • New Media Gallery
  • Elizabeth McAlpine
  • n.a.

  • Video + Sound installation on CRT monitor
  • ISEA2019: 25th International Symposium on Electronic Art
  • Light seen and unseen, Moonlight and Higgs boson inverted
  • 2019 Overview: Screenings
  • Asia Culture Center (ACC)
  • Ian M. Clothier
  • Light seen and unseen was created specifically for ISEA2019 and involved scanning scientific visualizations from various light wavelengths – at nonvisible, UV, visible and infrared wavelengths. Visualizations used were of a photon shower from the Veritas Atmospheric Cherenkov Telescope Array in Arizona; a solar prominence eruption recorded on May 3rd 2013 at UV wavelengths; a Hubble image of the Serpens constellation of the Eagle Nebula giving birth to new stars, at visible light wavelengths; and an image of the nebula NCG2174 at infra-red wave-lengths. These were sonified and animation was generated from the audio.
    Moonlight is based on a high resolution image of a painting on the theme of phases of the moon by Maori artist WharehokaSmith. The relationship of the sun, the moon and Earth is of particular interest and concern to indigenous peoples and WharehokaSmith provided an abstract image where the phases are discernible in a way that is also reminiscent of traditional kowhaiwhai (painted rafter decoration) forms. This is the core visual data subjected to algorithmic regimes to create the audio video art work.
    Higgs Boson Inverted is an expression of non-light. Perhaps the most significant development in quantum theory in recent times has been the confirmation of the Higgs Boson in a 2013 experiment on the CERN Large Hadron Collider by Cambridge University. Vibrations in the Higgs Field gives rise to the Higgs Boson, which is responsible for the mass of particles. As light is massless, the Higgs Boson plays no role in light so the video audio work resulting from scanning the Cambridge University data visualization of the experiment, was subjected to one further step: the colour inversion of the video where red became green, blue became orange et al – a transformation based on the complementaries of the colour wheel.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Light Standard
  • 2017 Overview: Art Exhibitions
  • Mathieu Argaud and Félicie d’Estienne d’Orves
  • http://www.feliciedestiennedorves.com/en/oeuvres-choisies-light-standard-series-2016/
  • ISEA2013: 19th International Symposium on Electronic Art
  • Lightbridge (Machines Studies)
  • UNSW Art & Design, Kudos Gallery
  • Chris Henschke
  • The inaugural showing of a complex work which re-images and recontextualises scientific theories and processes, shifting the empirical perspective and playing with the concept that the observer affects the observed. This affective relationship between observer and observed is, paradoxically, a cornerstone of contemporary particle physics – paradoxical because it opposes the emphasis placed on objectivity within empirical science. Using particle accelerator simulations, the work converts real synchrotron data into unique visual forms visually manifest through a combination of realtime digital 3D modelling, kinetic sculpture and projection mapping. Lightbridge was developed during a Synapse residency at the Australian Synchrotron (2010), supported by the Australia Council and the Australian Network for Art & Technology. This project was supported by the Australia Council, the Australian Network for Art & Technology, and the Australian Synchrotron, through the Synapse residency program.
    Developed in collaboration with Dr Mark Boland, Accelerator Physics, Australian Synchrotron, with X3D programming by Ross Taylor. 
    accelerators.org.au/lightbridge   topologies.com.au

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

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

  • ISEA2002: 11th International Symposium on Electronic Art
  • Line 2002
  • Nagoya Citizens' Gallery Yada
  • AMARI Ayu Video Works “line 2002” with Live Guest: MOMOJI & his Orchestra

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

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

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

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

  • Projection Mapping Installation
  • https://www.eyluldogruel.com/lisa.html
  • ISEA2012: 18th International Symposium on Electronic Art
  • Listen Toward the Ground: An Oil Field
  • Downtown (Central Ave)
  • Jeremiah Moore
  • A participatory self-guided excursion into a virtual soundscape of exposed oil production processes, hovering between interpretive audio tour, soundscape composition and psycho-geographic exploration. Take the tour on your own headphones anytime, or drop by the project’s table at the Block Party. Download audio for your device at: asoundecology.org

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

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

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

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

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

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

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

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

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

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

  • Technical development: Matheus Leston
    Production assistant: Amanda Carvalho

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

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

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

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

  • ISEA2025: 30th International Symposium on Electronic Art
  • Log 1
  • Seoul National University Museum of Art
  • Youngkak Cho
  • Log 1 seems to be a romantic scene of a campfire, commonly seen in a campsite with countless stars shining, but what is burning on the firewood is a human-shaped figure. The figure, whether aware of being engulfed in flames or not, hums a song nonstop, much like a K-pop star. The scene, once a place where people sat around a fire with close ones, listening to quiet songs, reminiscing about the past, and making promises for the future, has transformed into a strange space where one watches an artificial intelligence singing out loud K-pop songs in a virtual fire. This K-pop style song is created by artificial intelligence based on the stories of young artists. Looking at the flaming artificial intelligence, it makes us to reconsider the intersection of various contrasting meanings, such as human and artificial intelligence, complexity and simplicity, the past and the future.

  • wood, amplifier, headset, monitor, deep learning framework (suno3, custom sLM), text DB, single channel video
  • ISEA2009: 15th International Symposium on Electronic Art
  • Long Time No Sea
  • PS2, Paragon Studios Project Space
  • Barbara Nati
  • This project is about the unreliability of our planet swollen and full of cavities. It is a tale of contemporary and future use of the open space where the audience witnesses this infinity of uniform and hyper-detailed mutations that shake and quake its boredom. With no particular rule raped sea waters flow into a gorge where even early morning rays fade, carving the gap of distance with mankind.

    This geological poem roots out of the last earthquake that shook Italy and which the artist felt on her own skin. This quake, like a ghost, haunted the people and the morphology of a huge area in the middle of the night. The artist investigates, in a game that goes beyond space and time, new possibilities for the sceneries crunched years ago by bulldozers, thus praising what might survive to the corrosion of the acid ocean of contemporary times.

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

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

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

  • ISEA2014: 20th International Symposium on Electronic Art
  • Loud Lesson
  • Sara Mohammed Al Zaabi
  • ISEA2009: 15th International Symposium on Electronic Art
  • Loud Objects
  • Irish Museum of Contemporary Art
  • Tristan Perich, Kunal Gupta, and Katie Shima
  • Wielding soldering irons over a ramshackle overhead projector, Tristan Perich, Kunal Gupta and Katie Shima wire up live musical circuits. Punctuated silence occupies the first few minutes of their set while the initial circuit is wired up on an antique overhead projector. The resulting explosive sound is dense and grows as more microchips are added.

  • http://www.tristanperich.com/#Album/Loud_Objects
  • ISEA2014: 20th International Symposium on Electronic Art
  • Louisiana Re-storied: an interactive documentary regarding environmental justice
  • Al Fahidi Historical Neighborhood
  • Meredith Drum
  • Louisiana Re-storied is a web-based, interactive documentary that maps important spatial and cultural histories regarding pollution regulation in the Southern United States.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Loup y es-tu ?
  • A little girl named Mischa lives in the suburbs of Moscow. She has just made a beautiful violin out of paper. She wants to play for the big monsters who live in the apartment. But the less they listen to her playing the violin, the more the Wolf dangerously prowls near her.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Love Boat
  • Silja Line (Olympiaterminaali)
  • AV-Arkki
  • Following after lunch, is Love Boat, filling the afternoon with drama and heartbeats.

  • Video Art
  • ISEA2009: 15th International Symposium on Electronic Art
  • Love Bytes
  • Millennium Court Arts Centre
  • David Lu
  • ISEA2014: 20th International Symposium on Electronic Art
  • Loving The Wrong Perons
  • Aysha Saif Al Hamrani
  • ISEA2012: 18th International Symposium on Electronic Art
  • Low Lives Screening
  • Jorge Rojas
  • This looped program during the ISEA2012 Latin American Forum features a selection of videos from the Low Lives networked performance series, curated by Jorge Rojas. The program includes performance videos from over 30 international artists as they were streamed live. The themes they address are widely varied, but they all explore aspects of human and social makeup, and our relationship with technology. Artists include Annie Abrahams, Lukas Avendaño, Tzitzi Barrantes, Profesor Bazuco, Black & Jones, The Emerge Collective, Tutu-Marambá, Kristin Lucas, Marisol Salanova, Rosa Sanchez & Alain Baumann, Second Front, and Martin Zet among others. lowlives.net

  • Screening
  • ISEA2013: 19th International Symposium on Electronic Art
  • Lower Draw
  • Studio 22, ABC Ultimo
  • Cat Hope, Lindsay Vickery, and Mark Cauvin
  • Cat Hope and Lindsay Vickery, with special guest Mark Cauvin. For ISEA2013 Decibel will present  new compositions that focus on the lower end of the sound spectrum, and feature combinations of bass flute, bass clarinet, double bass and electronics. The works showcase graphic notation as a digital, mobile entity. Using ScorePlayer, an App designed by the group to read certain types of graphic scores, and other mobile score programming, the works feature improvisation, real-time electronic processing and the use of colour to guide score reading.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Lozi Live Performance Oct 30
  • "Fuji" Antarctic Museum
  • ISEA2011: 17th International Symposium on Electronic Art
  • LPDT2
  • Kasa Gallery
  • Roy Ascott, Elif Ayiter, Max Moswitzer, and Selavy Oh
  • LPDT2 alludes Roland Barthes’s book ‘Le Plaisir du Texte’, a famous discourse on authorship, semantic layering, and the creative role of the reader as the writer of the text. LPDT2 is the Second Life incarnation of Roy Ascott’s new media art work La Plissure du Texte (‘The Pleating of theText’), created in 1983. LPDT2 does not attain its textual input from discrete individuals but from generative text which is being harvested from the online Gutenberg Project. Thus the project brings together the voices of many authors and epochs, pleated into a poetic waterfall of distributed authorship that is mapped both onto a three dimensional metaverse architecture as well as its (robotic avatar) inhabitants.

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

  • ISEA97: Eighth International Symposium on Electronic Art
  • Lucifer Lounge
  • 1997 Overview: Gallery 400 & UIC (Allied event)
  • Gallery 400 & UIC
  • Joe Insley and Maria Roussou
  • Virtual World
  • ISEA2013: 19th International Symposium on Electronic Art
  • Lucky Break
  • Anne Landa Award for Video and New Media Arts 2013. 

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

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

  • https://www.katemitchellartist.com/#/luckybreak/
  • ISEA2025: 30th International Symposium on Electronic Art
  • Lumen Suite
  • Seoul Arts Center (SAC)
  • Renata Janiszewska
  • Lumen Suite is a digital meditation on the emotional and symbolic power of letterforms. Through light, rhythm, and typographic abstraction, the work explores how we perceive and internalize visual language. Each glyph becomes a vessel—of memory, of feeling, of the ineffable spaces between expression and interpretation. Lumen Suite is built on emotional impulses and is shaped by themes of belonging and trust. Trust becomes the hidden structure that allows emotional expressions to form and endure.

    In Lumen Suite forms and time appear as a single organism—but that’s illusion. It’s all disegno, as they once called it: drawing as the bridge between the hand and the mind.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Luminous Threads
  • VENTSpace
  • Kirsten Baade
  • I was commissioned to make this artwork for Curiocity Brisbane in 2022. My intention was to merge the traditional art of hand embroidery with modern fiber optic technology, reimagining the familiar into a large-scale display that marries artistry with technology. I aimed to reshape our perception of craft and the medium of light through the intersection of old and new.

    Luminous Threads intertwines my nostalgia about embroidery—conjuring memories of the wall hangings at my grandmother’s house—with a futuristic twist, using illuminated fiber optic cable as my thread of choice. The art of hand embroidery is thousands of years old and is practiced worldwide. For me, it reminds me of school holidays spent making cross-stitch panels to gift family members. In this artwork, I have taken the traditional embroidery of my youth and intersected it with the electronic skills I learned through university. I hope the artwork speaks to the enduring nature of artistic practices and the possibilities of innovation.

    As embroidery motifs, I depicted iconic Australian flowers. The embroidery of my youth typically depicted European-style floral designs but I departed from the familiar, choosing to depict Australian native flowers: banksia, gum blossom, bottlebrush, and wattle. The large-scale public artwork is a celebration of place, inviting viewers to experience the interconnectedness of culture and nature.

    In essence, Luminous Threads fuses past and present, nostalgia and futurism, craft and technology. It invites audiences to reimagine the essence of embroidery and embraces the illuminating potential of innovation through the depiction of local flora.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Lygophilia
  • Robertina Šebjanič
  • Hacnum Exhibition. Nelson Mandela Garden in Paris, May 16 – 21

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Allegheny College, Science Gallery Dublin

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

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

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

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

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

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

  • http://www.kategeck.com/imaginings.html
  • ISEA2024: 29th International Symposium on Electronic Art
  • Machine Movement Lab: Alloyed Bodies [BNE-3-3-1]
  • 2024 Overview: Concerts and Performances
  • VENTSpace
  • Petra Gemeinboeck
  • Machine Movement Lab: Alloyed Bodies [BNE-3-3-1] is an improvisational performance installation that weaves together creative robotics, dance performance, and more-than-human dramaturgy. The Machine Movement Lab demystifies and, at the same time, reenchants machinelike things by troubling our relationships with robots. It seeks to create a more horizontal playground for human-machine encounters by challenging the dominant politics that shape our socio-technical visions and confine both bodies and things to mimicry and servitude.

    Premiering at ISEA 2024, Alloyed Bodies [BNE-3-3-1] is an extension of our earlier work, Dancing with the Nonhuman, and involves four dance performers, three cube costumes, and one cube robot performer. Alloyed Bodies explores the potential of being more-than-human, how we resonate with the world, how everything is entangled, and how things are different only in relation. The performance tells a story of an encounter with a strange and whimsical cube world. On this emerging playground, dancers and cube artefacts mingle, jumble, and create more-than-human alliances. Bodies and things transform in response, becoming hybrid and tentacular. An evolving soundscape acts as a further nonhuman performer, enveloping and being shaped by these emerging dynamics. The final stage invites audiences to participate, to mingle with the human and nonhuman performers, and to explore this playful tangle from within.

    This project has been partially supported by the Austrian Science Fund (FWF) [AR 545] and the Australian Government through the Australian Research Council (ARC) [FT190100567 and DP160104706].

  • ISEA2020: 26th International Symposium on Electronic Art
  • Machines to Listen to the Sky
  • Dan Tapper
  • Machines to Listen to the Sky is an ongoing project initiated in 2013 by Dan Tapper to repurpose Very Low Frequency (VLF) natural radio antennas into installations, sculptures and art objects. VLF is an area of the radio spectrum that contains signals propagating in Earth’s ionosphere such as lightning and the northern lights as well as emissions from celestial objects including Saturn and the Sun. The VLF band also contains interference from man-made electromagnetic activities. This installation combines images and sounds detailing the breadth of information found in the VLF spectrum as well as the machines and devices used to transduce VLF into audible forms.

  • VLF natural radio antennas
  • https://dantappersounddesign.wordpress.com/a-machine-to-listen-to-the-sky-3/
  • installation, sound art, and VLF
  • ISEA2013: 19th International Symposium on Electronic Art
  • Macrophonics II
  • Studio 22, ABC Ultimo
  • Wade Marynowsky, Julian Knowles, and Donna Hewitt
  • Macrophonics II presents new Australian work emerging from the leading edge of performance interface research. The program addresses the emerging dialogue between traditional media and emerging digital media, as well as dialogues across a broad range of musical traditions. Recent technological developments are causing a complete reevaluation of the relationships between media and genres in art, and Macrophonics II presents a cross-section of responses to this situation. Works in the program foreground an approach to performance that integrates sensors with novel performance control devices, and/or examine how machines can be made musical in performance. The program presents works by Australian artists Donna Hewitt, Julian Knowles and Wade Marynowsky, with choreography by Avril Huddy and dance performance by Lizzie and Zaimon Vilmanis. From sensor-based microphones and guitars, through performance a/v, to post-rock dronescapes, movement inspired works and experimental electronica, Macrophonics II provides a broad and engaging survey of new performance approaches in mediatised environments. Curated by Julian Knowles and Donna Hewitt.

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

  • ISEA2018: 24th International Symposium on Electronic Art
  • Madi, Mofufutso, Dikupu
  • Durbin City Hall/Durban Art Gallery
  • Keith Armstrong
  • ISEA2024: 29th International Symposium on Electronic Art
  • Make America Great Again and Again
  • The Loft Theatre, QUT Creative Industries Precinct
  • Byeongwon Ha
  • Make America Great Again and Again (MAGAA) appropriates the exclusive political slogan “Make America Great Again” to create an inclusive phenomenon through participatory/interactive storytelling art. MAGAA invites visitors beyond the U.S. border to an exhibition space, transforming it into a public sphere where they can manipulate or maintain a large American flag displayed on a white wall, accompanied by the Star-Spangled Banner song. Following the exhibition outside of the United States, the project will return to the United States to showcase external voices and then travel to other countries. Upon its return to the United States, the project will incorporate a broader range of voices from its previous journeys. MAGAA is an ever-evolving open work, as it circulates at different exhibition events. Rather than providing a definitive answer to the questionable slogan “Make American Great Again,” this project provides a public platform for participants to dis-cuss diverse perspectives on the concept of “make America great again.” This process naturally visualizes a temporal collage, transitioning from the American flag image to a multi-screen representation created by participants via YouTube.

  • https://gallery.styly.cc/search/scenes?q=Make%20America%20Great%20Again%20and%20Again
  • ISEA2018: 24th International Symposium on Electronic Art
  • Man Made Micro/Macro
  • Ushaka Aquarium and Beach
  • Eloff Pretorius
  • This project combines digital photography and digital image manipulation with the  longstanding intaglio printmaking tradition. The digital photographs are separated into Cyan, Magenta, Yellow and Black layers and each layer is etched onto a separate copper plate. The copper plates are then inked with their respective colours and printed over each other on an etching press in rapid succession to produce a nuanced interpretation of the original photo on cotton etching paper. This project explores the crossing over of digital photography and fine art printmaking to introduce new methods of image creation.

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

  • Digital photographs
  • ISEA2014: 20th International Symposium on Electronic Art
  • Mansour & Abu Karbah
  • Nauf Abdulrahman Al Shaikh
  • ISEA2014: 20th International Symposium on Electronic Art
  • Mansour & Abu Ras
  • Khawla Ali Al Marzouqi
  • ISEA2022: 27th International Symposium on Electronic Art
  • Mapping Cité Mémoire: The Grand Tableau
  • 2022 Overview: General Events
  • Recinte Modernista de Sant Pau
  • H2Emotion invites the public to see on June 14, 15 and 16 to a new version of the mapping from the renowned Cité Mémoire Montreal projection circuit, open to all the public. The whole project and production are a gift commissioned, produced and funded by the Bureau du Québec.

    The Grand Tableau from Cité Mémoire will be projected onto the façade of the Sant Pau Hospital during three nights. It is a journey through the key periods in Montreal’s history and a look at more than 375 years of history.

    Created by multidisciplinary artists Michel Lemieux and Victor Pilon in collaboration with playwright Michel Marc Bouchard, the majestic digital work takes a poetic and playful look on the city of Montreal through images, words and music.

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Eight kinetic sound sculptures, each of which is comprised of an electromechanically-struck block of solid matter
  • https://millihertz.net/material-music
  • Object-Based, sound art, Sound Sculpture, and Bio Art
  • ISEA2024: 29th International Symposium on Electronic Art
  • Material Sequencer
  • SAE Creative Media University College
  • Mo H. Zareei
  • “Material Sequencer” is an 8-step electromechanical sequencer, designed to emphasise the physical materiality of sound and sound production. The simple USB-powered interactive sound-sculpture re-investigates one of the most elemental tools of electronic music production –– an 8-step rhythmic sequence, by taking the sequencing process outside the black box and into the acoustic realm, flaunting its materiality and physicality. All the interface components are presented on a custom-designed circuit board that is fully exposed, and the sound-generating mechanism is reduced to solenoid percussion in its most basic form. Different rhythmic patterns can be entered using a small 8-position DIP switch and an on-board dial can be used to change the tempo. Using a microcontroller, the patterns are converted into a series of electrical impulses that are then used to actuate the solenoid, which in turn strikes a block of solid matter, generating sound.

    This project stems from a body of work concerned with sonic transcoding of brutalism. My interest in brutalism – an architectural movement that originated in a drive for material honesty – dates back to my upbringing in Ekbatan: a concrete megastructure residential complex in Tehran. During my PhD research, I employed brutalism as a frame of reference for sound-based art practices that embrace the materiality of their conventionally ‘anti-beautiful’ raw materials through a highly organised mode of expression. A bare-bones realisation of this sound-based brutalism, “Material Sequencer” presents an upfront celebration of its austere sonic and physical material. The project is a response to the over-philosophised discourse on sonic materialism which almost ironically overleaps the very essence of what it is concerned with, i.e. matter. To counter this, Material Sequencer underscores the very physicality and tactility of the sound object and the technological medium that enables it. In this way, this work presents a contra-Schaefferian approach towards l’objet sonore.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Matter and Matrix (Wallum Heathland)
  • University of the Sunshine Coast Art Gallery
  • Ross Manning
  • ‘Matter and Matrix (Wallum Heathland)’ 2024 builds a new techno-physical landscape that mirrors the relocation process of a wallum heathland for the development of the University of the Sunshine Coast. This intricate process saw a cut and paste of the physical landscape, where each plant was GPS tracked and replanted within an accuracy of up to 10mm to its original collected ecosystem.

    Recorded onsite at the new location of the wetlands, the pristine aquamarine and blue waterscapes of ‘Matter and Matrix (Wallum Heathland)’ allude to the complex falsehoods and regenerative philosophies involved in the translocation of this land segment. This new virtual yet physical landscape mirrors the high-tech recording and GPS gridding of a natural environment, both as a physical transportation of a landscape like Wallum Heathland or via the perpetual satellite mapping of the land online.

  • ISEA2025: 30th International Symposium on Electronic Art
  • Matter Under Maintenance
  • Jayu Theater Seoul Art Center
  • Matter Under Maintenance is an immersive audiovisual performance that explores the relationship between the artist and the digital in real-time. At the heart of the project is an innovative digital instrument built using the 3D rendering engine Unreal Engine, which amplifies the interaction between human gesture and the virtual world.

    Designed for immersive spaces such as the Satosphere in Montreal, the project highlights a striking scale relationship between the performer and a giant virtual hand. This unique dynamic brings the artist closer to the moment of creation, transforming the experience into a spontaneous, improvisational dialogue with the audience. With the use of motion capture gloves, the gesture becomes a tool for immediate creation, enhancing immersion and connection between the performer, the virtual, and the spectators.

  • ISEA97: Eighth International Symposium on Electronic Art
  • Mediated Encounters, a fish-controlled robotic installation
  • 1997 Overview: Art F[x] (in-conjunction exhibition)
  • Chicago Cultural Center
  • Kenneth Edmund Rinaldo
  • ISEA2024: 29th International Symposium on Electronic Art
  • MediGesture
  • QUT Kelvin Grove Campus
  • Ziyuan Zhu
  • How might we make the meditation experience more customized and personalized?

    MediGesture is a multimodal application that enables users to utilize voice and gesture to control the meditation process and customize their own experience. It is, also, an educational tool that introduces mudras to the one who wants to experience more origin and a fun meditation with the mudras. The interface is created using , and voice control, with which users can control the meditation interface with natural language to switch to different modes of meditation. The hand detection function with a webcam, which enables users to pose mudras, triggers customized chime sounds that aim for a customized meditation experience.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Meditation Across the Dubai Creek
  • American University in Dubai
  • Juliana España Keller
  • n.a.

  • http://cargocollective.com/julianaespanakeller
  • ISEA2024: 29th International Symposium on Electronic Art
  • Meditation on Country
  • The Edge, State Library of Queensland
  • Angie Abdilla
  • Meditation on Country brings together Indigenous knowledges and Western astrophysics through charting Creation time and evolutionary events. The talk will share the cultural and creative development process for the immersive experience generated through this artwork. Using scientific and cultural datasets with an array of early Machine Learning models to LLM models and trained through cultural programming protocols, this work uses foundational insights from the Indigenous Protocols for Artificial Intelligence (IP//AI) research developed over the past six years. We will explore how the artwork’s space and earth data visualisations and sonification interrogate technology as a cultural practice and the role of resonance, language, and story within the context of evolution and Creation.

  • Featuring: Uncle Ghillar Michael Anderson, Aunty Bronwyn Penrith, Eric Avery, Emma Donovan and Kirli Saunders.
    Composition and Sound Design: James Brown
    Programming: Kieran Browne
    Astrophysics Consultants: Distinguished Professor Brian Schmidt AC FRS FAA FTSE, Professor Ghillar Michael Anderson Euahlayi, and Karlie Noon Gamilaraay (PhD).

    Made possible by the Australian National University, School of Cybernetics Residency Program.

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

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

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

  • http://activatedspace.com vimeo.com/60007421 vimeo.com/58322364
  • ISEA2014: 20th International Symposium on Electronic Art
  • Meera´s Tale
  • Maitha Ali Al Attar
  • ISEA2024: 29th International Symposium on Electronic Art
  • Melaleuca Swamp #1
  • The Loft Theatre, QUT Creative Industries Precinct
  • Slow movement offers a counterpoint to the rush of contemporary life, a way of being in the present moment which draws attention to the life in and around us: from momentary flickerings to patterns of change that occur on large scales and over long periods of time.

    I enact ultra slow quiet walks in different environments, capturing hi-resolution photographs and binaural audio recordings that I later use to make video artworks.

    With these works I am exploring presence and the taking of time, using time-based media to extrapolate beauty from the everyday. These are slow artworks that speak to the need for pausing, for lingering awhile, and for awareness of the environment, the present moment, and the worlds within ourselves.

    The audio represents the present moment. It places the listener on a slow journey within and through a 3-D environment.

    The image represents multiple moments appearing simultaneously. It is a multi-layered trajectory, an abstraction of the pathway walked, an ‘x-ray of time’, an ever-changing ‘painting’.

    ‘Melaleuca Swamp #1’ is based on a slow walk in a wetland on Minjeeribah (Nth Stradbroke Is.).

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

  • ISEA2002: 11th International Symposium on Electronic Art
  • Memory Water
  • Shumokukan
  • Taisuke Murakami
  • ISEA2023: 28th International Symposium on Electronic Art
  • Mental Garden
  • Forum des Images
  • Bastien Didier
  • Exhibition. Forum des Images, May 16 – 21

    Bastien Didier is an ISEA2023 selected artist

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

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

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

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

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

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

  • ISEA2020: 26th International Symposium on Electronic Art
  • Messages from the Horizon
  • Jim Madsen and Mark-David Hosale
  • Messages from the Horizon is an artwork inspired by the elusive nature of black holes and their study. Three semi-transparent displays represent black holes using an effect called persistence of vision. An array of monitors collects and assembles messages from the simulated black holes. Each monitor offers a different perspective of otherwise unknowable information from the simulated black hole messages through visualizations and sonifications in real-time. The result is an expression of the process of astronomical observation, knowledge acquisition and the human condition that simultaneously celebrates human achievement and the existential limitations of our being.

  • Installation
  • installation, Sound Sculpture, Light Sculpture, Space, and Black Holes
  • ISEA2014: 20th International Symposium on Electronic Art
  • MetaBook: Book of Luna
  • American University of Sharjah
  • Lauren Fenton and Clea T. Waite
  • 2013, interactive media,  display objects  

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

  • FISEA: First International Symposium on Electronic Art
  • Metafable
  • Jaarbeurs
  • Concept sketching: William Sadler

    Original music (collage: ‘Fantasy’): Rocky Teuter, Piano: Robin Bargar

    Software:
    Tom Hutchinson: Specialised motion control, path and surface warping
    Susan Amkraut: Collision detection

    Technical assistance: Michal Czeiszperger

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

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

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

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

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

  • Calculated on a Convex C-1 computer.

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

  • ISEA2025: 30th International Symposium on Electronic Art
  • Metaract: Dome
  • Seoul Arts Center (SAC)
  • The artist’s quest for meaning is revealed through the use of natural environments, which are recontextualised and juxtaposed with digital elements as textures, colours and sounds. Exploring the duality between analog and digital, Metaract features superimpositions of artificial sounds and fragments created using 3DCG (three-dimensional imaging) technology, intensifying the narrative composition. This artistic elaboration could not be achieved using machines alone; rather, it requires the combination of real- and virtual-world phenomena. With this groundbreaking work, Manami Sakamoto and Yuri Urano hope to stimulate the public’s imagination and raise awareness about the joys of living in this ‘coexisting world’.

    Metaract has benefited from the support of the Society for Arts and Technology’s (SAT) art creation program.

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

  • ISEA2020: 26th International Symposium on Electronic Art
  • Method of Removing a Foreign Body from the Cornea (Surgeon Standing in Front of the Patient)
  • Jaret Vadera
  • Method of Removing a Foreign Body from the Cornea (Surgeon Standing in Front of the Patient) is a part of the Diseases of the Eye series. In the Diseases of the Eye series, medical illustrations from the early 1890s are redeployed to explore the relationships between desire and disease; between the enlightenment and violence.

  • Photocopy and US penny
  • http://jaretvadera.com/projects.removing.foreign.body.html
  • photography and ethnocultural art
  • ISEA2024: 29th International Symposium on Electronic Art
  • Metroplex
  • The Cube at QUT Gardens Point
  • ‘Metroplex’ (2024) has its origins in a language-based work by American-born Fluxus artist Ken Friedman: ‘City’ (1967)an absurdist instructional text that charges the viewer to build a city made of found materiallet it grow and expandand then abandon it. Taking this text as a prompt for a collaborative workGregory Bennett started creating a 3D animation constructed from his large database of 3D animated loops created over the past 15 years and free 3D assets sourced from the internet. This developing imagery was shared with artist and musician Stephen Reay who built an audio counterpoint to the animation. This audio and digital art collaboration was also a response to a shared curiosity in the conception of ‘long sound’ to explore the relationship between audio and animation through a continuous and unbroken spatio-temporal/aural moving image work. The work is informed by philosopher Paul Virilio’s notion of “The Overexposed City” that posits advancements in media and communication technologies were dismantling the traditionally defined space-time of urban environmentsrendering them less hospitable for human habitation. Virilio attributed this shift directly to the emergence of ‘telematics,’ which was reshaping spatial organization by reconfiguring established boundaries according to a novel topology.

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

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

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

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

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

  • Oral microbes
  • https://vimeo.com/379866513
  • oral microbes, language, and interactive art
  • ISEA2025: 30th International Symposium on Electronic Art
  • Microbial Objects Sound
  • Jayu Theater Seoul Art Center
  • Microbial Objects Sound is an audiovisual performance where objects, inspired by microbes, interact to form a sound ecosystem. Algorithms simulate simple life mechanisms as virtual objects respond, move, and create sound compositions, exploring the boundaries of life and how we perceive it.

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

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

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

  • Video installation
  • ISEA2024: 29th International Symposium on Electronic Art
  • Midnight Hotel
  • What if it were possible to meet one another in our sleep? One night, three strangers find themselves in a Hotel of dreams. They must navigate this strange world together before dawn.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Millions in The Sky
  • About one million people are suspended in flight at any point-in-time around the world.

    The huge environmental impact of this weighs heavily on our minds.

    Being in the digital and information age we have imagesphotosdatabasesmapsspatio-temporal and GPS data at our fingertipson the very phones in our pockets. Real time consumption is standard. Open data is provided by governments to ‘be freely accessibleto be usedmodelledshared by anyone for any purpose without restrictions.’ Open data enables anyone to track planestrains and automobilesferriesand buses – and the people in them.

    We captured data of flights arriving and departing Brisbane airport to create an abstracted and stylised representation of the sheer number of flightsthe activities and intrigue of the aviation world along with its symbolssigns and codes.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Mimicry
  • Nagoya Citizens' Gallery Yada
  • Midoriko Hayashi
  • ISEA2024: 29th International Symposium on Electronic Art
  • Minyt’ji immersive Mapping
  • SAE Creative Media University College
  • “The land is complete. It has all that it needs for its continuation and sustenance. But it cannot express itself. It cannot sing, paint and dance its’ identity. And so, it has grown a tongue. That tongue is the Yolŋu. The Indigenous people of Australia. They exist to articulate the land. That is their reason for existence.” (Djambawa Marawili)

    Key themes expressed through our artistic practice explore the universal power of connectedness. Immersive mediums employ a decolonising aesthetic of Affect that reach beyond human reason to activate complex multi-species interconnections found in Yolŋu njarra (law). At every stage of the project from development through to the exhibition installation, key Yolngu stakeholders inform the cultural appropriateness of the visual and narrative elements of the immersive artwork. The the Dhukurrurru ga Mäna AR installation will include triggers to access traditional knowledge information to deepen the immersive experience.

    Dhukurrurru ga Mäna AR directly benefits a selection of The work fosters intercultural understanding as diverse audiences will access an immersive experience of Yolngu culture. This project builds on the achievements of Minytji immersive Mapping, launched at CDU gallery in 2022, generously supported by Arts NT, by developing a new, more sophisticated and considered AR installation and its documentation. Artists living in remote communities have the opportunity to reach new audiences and extend their art practice to include new digital techniques and technologies.

    The main painting in this installation represents Dhalatj – the knowledge of the ancestors. It is this wisdom that travels down from Dhalinybuy as water.

    The relationship of the rivers (gurrutu) is the same as the clan lands that they travel through, Yothu Yindi (mother-child). The Datiwuy Ganambarr is a mother clan to the child Wangurri clan of Dhalinybuy homeland, where the Cato River runs down to Arnhem Bay.

    This Yirrtja/Dhuwa painting is about Dhukurrurru & Mäna. The upper centre section is dhukurruru (a rock at the mouth of the river that is almost always underwater where it is quite deep.), and the white anvil shape is like mud and water currents that water patterns running over the rock. The lower section is a dhuwa painting, where the Yindi (Child) river and the Yothu (Mother) river meet and merge into Arnhem Bay. This is the homeground of the shark Mäna.

    Dhalatj means knowledge of the ancestors. It is this wisdom that travels down from Dhalinybuy as water. The story in the painting is about Gularri (cycad leaves, branches, bark, logs) travelling down from Dhalinybuy with the dhalatj freshwater. It is near the end of the wet season, and he is preparing for the new season by clearing the ‘badness’ away from the river. He carries it down to the saltwater to help clear up the country and the river’s soul.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Mirror Marks
  • Heartfield Gallery
  • Atsuhiko Musashi
  • The artist painted an abstract picture mostly in “crystal clear sky blue,” Dark blue was also used to highlight the sky blue. He drew the painting in acryl in a fierce and bold manner. Then by recreating the painting in a computer, he made another interesting abstract painting, which is totally different from the original. These two great works are the last two of his “blue abstract arts,” which he has been working on in the last ten years.

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

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

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

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

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

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

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

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

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

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

     

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

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

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

  • artificial intelligence, eco-science, eco-philosophy, eco-fiction, and worldbuilding
  • ISEA2025: 30th International Symposium on Electronic Art
  • Modular Seoul Performance
  • Jayu Theater Seoul Art Center
  • At ISEA2025, Dey Kim, Noddy Woo, Sabina Hyoju Ahn, and Yongju Lim will present a performance. This stage will weave together the diverse facets of electronic music showcased in their past series into a unified format, encapsulating the experimental spirit and collective identity of Modular Seoul.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Moirai, Thread Of Life
  • The Loft Theatre, QUT Creative Industries Precinct
  • What is quantum mechanics and how can we explain it? Moirai attempts to describe quantum phenomena using Southeast Asian design.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Moirai- Thread of Life
  • Moirai – Thread of Life shows a journey to different cosmic dimensions and touches on quantum physics to explain notions of fate.
    Set in the distant future, an astronaut in search for untouched lands finds herself gravitating towards a mysterious force in a strange cave. The viewer follows her through a journey of discovery and understanding as she gets pulled into another dimension, her ‘self’ entwined and connected with the larger fabric of the universe. Drawing inspiration from the Moirai, the film symbolically represents the quantum realm. Like the white-robed incarnations of destiny in ancient mythology, the interconnected threads of quantum phenomena weave the destinies of all beings together. Each individual plays a vital role within the larger cosmic whole.

  • ISEA2020: 26th International Symposium on Electronic Art
  • mollysoda.exposed
  • Molly Soda
  • mollysoda.exposed is both an artist’s portfolio and a diary: bringing together images, videos and hypertexts scattered and juxtaposed on a web page in the manner of a collage. The heterogeneous contents—from kitschy thumbnails of sexy girls to animated GIFs and numerous videos—constitute self-representations, as well as fantasized or stereotyped images of young women.

    The artist’s online interventions play precisely on the blurring between public and private, reality and fiction, and create a distinct and coherent persona as images of herself and intimate “confessions” multiply. Soda’s work is situated in this gap between belonging to cyberculture and critically or ironically distancing from its norms. More specifically, mollysoda.exposed questions the place of girls and women on the web by portraying an adolescent femininity, both excessive and vulnerable, and reveals the role of social networking platforms for self-representation.

  • Digital art
  • https://mollysoda.exposed/
  • digital art, Internet Based, and New Media
  • ISEA2014: 20th International Symposium on Electronic Art
  • Moments in Place
  • New York University Abu Dhabi
  • Kirk Woolford
  • Moments in Place is a series of site-specific performances inviting visitors to consider movement qualities of different locations using augmented reality to explore relationship between the performance and location.

  • ISEA2002: 11th International Symposium on Electronic Art
  • MONA LISA
  • Assembly Hall, Nagoya Port Building
  • Mona Lisa is a video art work produced on the basis of the painting masterpiece with the same title, using SCANIMATE for the first time in Japan. At the time of production I was interested in using a simple, still object out of which to spin a rich moving image.

    This work, produced by complex image synthesis on a frame basis for the visual representation of a surrealistic psychedelic world, was presented at the world’s first international video art symposium “Open Circuit” (1974) held in New York Museum of Modern Art, where it enjoyed a sensational reception.

    Toshio MATSUMOTO from “EXPANSION & TRANSFORMATION” (Fukui International Video Biennale Executive Committee / 1989)

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

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

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

  • https://www.artsy.net/artwork/sabrina-ratte-monade-iv
  • ISEA2015: 21st International Symposium on Electronic Art
  • Monarch
  • Museum of Vancouver
  • Kate Hartman and The Social Body Lab
  • Monarch is a recent lab project intended to function as body augmentation as a means to externalize the user’s emotional state. Monarch was created as part of the Prosthetic Technologies of Being project, conducted in collaboration with Intel Research. The primary aim was to explore and prototype wearable technologies that feel like a visceral extension of self. Wing-like structures positioned on the wearer’s shoulders expand and contract in response to the tensing and relaxing of the wearer’s bicep. It serves as an extension or augmentation of body language emulating the instinctual signals of animals. Hartman emphasizes human-human interaction with her responsive apparatuses, but there is another relational possibility here, one where humans become sensitized to the externalized signals of animals living in the wild. In the final paragraph of Donna Haraway’s When Species Meet the primatologist states “Animals are everywhere full partners in worlding, in becoming with”. Hartman provides the mechanism for insight into animal being, and thus into worlding. By allowing her user to move beyond predictable reactive technologies to perform animal potentialities Hartman has implicated her user into the lively object, and in doing so has created the possibility for empathy between species cohabiting technoculture.

  • Electronic components including Arduino Micro, Muscle Sensor V3, servo motors, and custom printed circuit board; 3D printed servo mounts, armature wire, digitally printed cotton poplin, lasercut leather
  • ISEA2012: 18th International Symposium on Electronic Art
  • Montanas a Mesas: A Game of Speed Agility and Flight
  • Downtown (Central Ave)
  • Danielle Siembieda and DC Spensley
  • A live geo-locative game addressing the mobility between nature, vehicles and culture.

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

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

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

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

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

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

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

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

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

  • Acrylic and digital prints, electronics, metal
  • https://wp.wwu.edu/wwuart109/2018/03/01/lunar-drift-3/
  • ISEA2024: 29th International Symposium on Electronic Art
  • MORE THAN WORDS a Digital Sculpting for Kinetic Art
  • The Loft Theatre, QUT Creative Industries Precinct
  • Wannaporn Chujitarom
  • For me, art means beauty on its own.
    I believe that art can be expressed in many forms and that every form has its own beauty. The advent of technology has made art more accessible. Including being able to express my “ICALOOP”.

    ICALOOP stands for infinite creative art present in looping, originate by Wannaporn Chujitarom, Thai artist who is interested in digital art and the fantasy world. The work represents the feeling of delicacy, complexity, and beauty with the scent of Art Nouveau. The elements are constantly changing, but perfect in every perspective.

    Currently, ICALOOP is used in many contexts. And this time it was conveyed through images and words. And next, ICALOOP will travel to tell the story of the nature and truth of the world. Audience will witness the truth of the world through this enjoyable but meaningful art.

  • https://gallery.styly.cc/scene/8ffb4a7f-c5a5-4840-aa60-920dd43c048e
  • ISEA2024: 29th International Symposium on Electronic Art
  • Morning on Earth
  • The Loft Theatre, QUT Creative Industries Precinct
  • Carla Knopp
  • “Morning on Earth” presents an immersive realm of recurring motifs, where mountainous formations enshrine mysterious icons from an unknown time. Are these ceremonial monuments, omens, or something else? Do these artifacts reflect a past cataclysmic event, or do they foretell future potentialities? A 360 video with haunting music adds a visceral layer, with its miniature diorama of drifting debris and ghostly figures in the mist. We turn to an inner chamber in the mountain, where six rooms co-exist in space, each activated by point-and-click emblems near the entrance. This allegorical panorama reveals a palimpsest of icons, prompting viewers to uncover meanings, to envision narratives. The emotional ambience wavers on the brink between hope and despair, possibly encompassing both.

  • https://gallery.styly.cc/scene/f23b5b35-ec9d-489b-b3ab-2df9b0cc388f
  • FISEA: First International Symposium on Electronic Art
  • Morph I
  • Mike King
  • I am interested in the computer as providing a range of media in the visual arts, and in particular in fine art. As computer scientist I am developing new tools for computer artists which my students at the City of London Polytechnic use on a daily basis in their work. At certain periods I am able to use the tools that I have created in my own work.

    This involves a shift of mode from the logical and problem-solving requirements of programming to the intuitive and inspirational frame of mind. Visually my pieces are (for myself) something related to music or dance. One of the attractions of computer art for me is the relative lack of history, reference and framework within which to place it, and hence a freedom of expression which is intrinsic rather than having to be asserted.

  • ISEA2024: 29th International Symposium on Electronic Art
  • Mother Controller
  • Vacant Assembly
  • ‘Mother Controller’ is a projection sculpture using mapped video footage, animated elements and domestic objects. The work foregrounds low and unpaid labour. It references the biased, factory hiring strategies that exploit and enforce the sterotype of “nimble fingers”, and the impact this detailed and repetitive work has on women’s bodies.

    This trend that has moved from the fashion industry to the IT and new tech sector is seeing millions of women existing in modern day slavery conditions. Their slavery builds irons, for other slaves to iron.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Motion and Rest #1
  • Nagoya City Art Museum
  • Jim Campbell
  • This series “depicts disabled individuals as they walk. Campbell reduced the information to the point that only the gait remains intelligible—only the movement, no other factor of the individual’s appearance, remains expressively meaningful.” (Richard Shiff, “Look to See By Looking”)

  • Custom electronics, 768 LEDs
  • ISEA2002: 11th International Symposium on Electronic Art
  • Motion and Rest #2
  • Nagoya City Art Museum
  • Jim Campbell
  • This series “depicts disabled individuals as they walk. Campbell reduced the information to the point that only the gait remains intelligible—only the movement, no other factor of the individual’s appearance, remains expressively meaningful.” (Richard Shiff, “Look to See By Looking”)

  • Custom electronics, 768 LEDs
  • ISEA2002: 11th International Symposium on Electronic Art
  • Motion and Rest #3
  • Nagoya City Art Museum
  • Jim Campbell
  • This series “depicts disabled individuals as they walk. Campbell reduced the information to the point that only the gait remains intelligible—only the movement, no other factor of the individual’s appearance, remains expressively meaningful.” (Richard Shiff, “Look to See By Looking”)

  • Custom electronics, 768 LEDs
  • ISEA2016: 22nd International Symposium on Electronic Art
  • MotU #4–#6
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • Ruth Schnell
  • Light objects, 28 x 11 x 8cm, Three painted steel casings, three LED-light sticks, each equipped with 128 elliptic LEDs, three circuit boards with microprocessor, flash memory, two light sensors, power supply

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

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

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

  • ISEA2024: 29th International Symposium on Electronic Art
  • Mullaloo and Magnus
  • QUT Art Museum
  • Oliver Hull
  • Mullaloo and Magnus is an exhibition about an interconnected system composed of an aquifer — Mullaloo — and a supercomputer Magnus.

    For millions of years, the Mullaloo aquifer was plantless and occupied only by stygofauna and troglofauna. These organisms are highly endemic, and due to their remoteness many of them have never been seen. We are only just beginning to be able to sense them through Environmental DNA (eDNA) sampling technology, a technique which has only recently been made available by supercomputing. Magnus, the fastest supercomputer in the southern hemisphere, sits above the Mullaloo aquifer. As Dr Mathew Campbell and Dr Mattia Saccò process the eDNA in the water of the Mullaloo using Magnus, the waters of the aquifer flow through Magnus itself, cooling its processors, to be expelled back into the aquifer.

    The relationship between these systems contains various incongruencies and poetic loops which speak to and amplify the qualities of the systems individually, but together join to make something new that can’t be easily broken down — a third system that is both old and new, alive and dead, interior and exterior, virtual and physical. The project Mullaloo and Magnus approaches this third system as integrated, interlocked, attempting to reflect and complicate these complex relationships.

    Mullaloo and Magnus presents a sculpture, generative sound work and a realtime eDNA simulation made through collaboration with Dr Mattia Saccò and Dr Matthew Campbell.

    This project has been made with support from the Subterranean and Groundwater Ecology (SuRGE) Group at Curtin University, Pawsey Supercomputing Center Visualisation Lab
    and CSIRO.

  • https://isea2024.isea-international.org/mullaloo-and-magnus/
  • ISEA2024: 29th International Symposium on Electronic Art
  • Multisensory Science Books for Inclusion
  • The Edge, State Library of Queensland
  • Erica Tandori and James George Marshall
  • Multisensory science books leverage the lived experience of a legally blind artist, musician/interaction designer, an industrial designer and a laboratory of scientists, to communicate cutting-edge biomedicine discovery through exhibitions for blind, low vision and diverse needs audiences. Multisensory science books are a portable exhibition format enabling inclusion, through visual and tactile design, novel technologies, interactions and experiences, music, audio design, and sonification.
    The advent of COVID lockdowns and exhibition cancellations led to the creation of the unique format. The books were created in A3 size format with laminated pages on a foam core base and include tac-tile artworks, large print, braille supplements, software tracking optical fiducials (reacTivision, Jordà et.al, 2007) narration, music and sonification.
    Tactile artworks throughout the books include ‘braille’ inspired molecular structures, and tactile depictions of immune cells, viruses, bacteria, and the digestive system. A combination of handmade cell sculptures appears throughout with audio text to accompany each topic and associated artwork.
    Sensory science has shifted from multimodal representation to multisensory representation engaging the sensory memory and perceptual understanding that all of us carry from childhood through to our current experiences of daily living. Experience has shown that 3D printing is not the only way to communicate tactile information. Using food, found objects and a range of other materials allows for the sense memory of participants to be accessed and deeply engaged.
    The message is in the material! This may be a simple metaphor such as covering a kidney sculpture with dried kidney beans or using burnt coffee grounds to represent carbon atoms in a braille-inspired molecule model. Plant stems, buds, rhizomes, feathers, bark, pasta shapes, and grains can all depict complex structures and interactions, or present well-established sensory metaphors for function that people understand immediately. 3D printing is amazing, but it lacks a sensory fidelity that can be represented by found objects.
    A major component of the books was the use of interactive sonification of tactile artworks and electronic music. A sonification method was developed to display 2D art and images into sound utilizing MaxMSP/Jitter. The books were designed to sit on individual inclined (30-degree) stands. The book stands also included headphones and Mac mini computers driving the software interactions. The project generated around seven hours of original music, illustrating and representing protein and cellular interactions and themes. The protein and immune-system-inspired music was composed using modular electronic synthesisers.
    The books have sought to bring blindness, low vision and diverse needs groups recognition and understanding through designing specifically for their needs. What the participating designers, scientists and researchers have all discovered through their involvement, is that multisensory design also en-gages sighted people and those living without disabilities extremely well. During exhibitions, understanding and empathy are also shared. As the barriers that exist between vision-based information and blind and low-vision people are removed, so too are the social barriers and fears that exist across society.

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

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

  • Generative music software installation
  • ISEA2012: 18th International Symposium on Electronic Art
  • Music For Flesh II
  • 2012 Overview: Performances
  • Music for Flesh II (MFII) is an interactive music performance for enhanced body. By enabling a computer to sense and interact with the sound of human muscle tissues, the work approaches the biological body as a means for computational artistry. Muscle contractions and blood flow produce low frequency sound waves. Two microphone sensors capture the visceral sounds produced by my body, and send it to a computer. This develops an understanding of my kinetic behaviour by listening to the friction of my flesh. The sound of my carnal tissues is then algorithmically processed by the machine and played back through loudspeakers. The neural and biological signals that drive the performer’s actions become analogous expressive matter, for they emerge as a tangible haunting soundscape. The ISEA2012 performance of MFII is supported by an Alt-w award from New Media Scotland.

  • Performance
  • ISEA2012: 18th International Symposium on Electronic Art
  • Music
  • International Albuquerque Balloon Museum
  • Le Chat Lunatique
  • ISEA2002: 11th International Symposium on Electronic Art
  • Musica mundana
  • Aichi arts center
  • Mixed, fusion and root music which focuses on vocals as fundamental means of expression. I could not have composed this piece for a few years ago, I would have practiced some kind of self-censorship about these miscellaneous parts which I have been today to weld in some kind of huge <melting pot> that intends to be the reflection of the world we live in. The emotional track which is inevitably present in any vocal expression has undeniably allowed me to grant an expressive dimension to that music. I have been keen on producing a thorough work on <harmonisation> of various music and vocals, whether it be by origin or style. I have often been surprised by the multiple possible combinations of various musics, religions, tradition, contemporary, synthetic, as if in metal weldings. A genuine alchemy!

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

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

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

  • ISEA2024: 29th International Symposium on Electronic Art
  • Mutual Light
  • QUT Art Museum
  • Daniel Wayne Miller
  • In Mutual Light by Daniel Miller, visitors invisible infrared heat signature is made visible when the participant approaches one of ten interactive robotic flower forms. The changes in visitors body heat, proximity and air quality will cause the light sculptures to animate with light through temporal and color changes. In the center of each illuminated flower structure a long-range infrared thermometer takes readings of the invisible heat signature of a participant. In this project there is an observable relationship, where humans emit light in the infrared spectrum and the flowers respond by emitting light in the visible spectrum. This work visualizes that which usually goes unseen. Body temperature has long been understood as a gauge of wellness. Something that we are all too familiar with now given the global pandemic. This is essential-ly the same type of sensor that would be used by health screening personnel, except with greater range. At the same time the “robo-flora” will use distance sensors to precisely read visitors proximity to each flower and output different color values when body heat is at lower temperatures. Additionally, four of the ten interactive forms are also able to sense and respond to air quality in the local environment. Each of the light flower’s structures will be made from HDPE recycled plastic that the artist has reclaimed from used plastic milk jugs. Mutual Light looks to find novel uses for this material as an art form. Themes explored in this project include: social distancing, climate change, the body, social interaction, plant/human relation-ships, air quality, expanded awareness, plastic waste and sustainability.

  • https://isea2024.isea-international.org/mutual-light/
  • ISEA2002: 11th International Symposium on Electronic Art
  • My body: Impossibility of self-identification
  • Westbeth Gallery Kozuka
  • Tadashi Ito
  • Under the theme of “my body: Impossibility of self-identification” two works were exhibited. One was the images of body parts which people can’t easily see – like their backs. They were displayed on four surrounding TV screens. The other was the pictures of the five faces, each with a different expression. Their eyes were covered with their own hair.

  • ISEA2020: 26th International Symposium on Electronic Art
  • My Google Search History
  • Albertine Meunier
  • My Google Search History raises several questions about our use of search engines: what traces and what archives are we producing without even noticing? Incidentally, how do we reintegrate these automatically generated archives into our own experience and make these recordings, that were designed by and for machines, intelligible to human users?

    Google systematically records its users’ queries, and in this sense, the ‘history’ it offers is already an archive of this monitoring: Albertine Meunier’s self-reflexive remediation acts as a reminder. This gesture of repetition allows the deployment of a critical (but also playful) thought on the collection of our data.

    My Google Search History comes in two volumes, published five years apart, one in 2011 and the other in 2016. Albertine Meunier presents, in book form, her browsing history on the Google search engine, like an extimate, rather than intimate, diary of her successive queries. The data is subject to minimal editing work, punctuated only with eccentric titles and extraction dates. In addition to the books, the project has also given rise to filmed performances in which the data is recited like a long glossolalic poem.

  • Two printed books & web page
  • https://www.albertinemeunier.net/google_search_history/google_search_history.htm
  • New Media and Search Engine
  • ISEA2014: 20th International Symposium on Electronic Art
  • My Homelands
  • American University of Sharjah
  • Rusaila Bazlamit
  • 2014, single channel HDV

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

  • ISEA2024: 29th International Symposium on Electronic Art
  • My Mind As/Is Your Memory, My Body As/Is Your Substance
  • The Loft Theatre, QUT Creative Industries Precinct
  • My Mind As/Is Your Memory, My Body As/Is Your Substance is a new media and video work that explores the relationship between humanoid robots and humans in the context of a post-human wasteland. Through the use of CGI, the artist creates visually rich sequences that integrate themes and clues to provoke questions about the creation and life of robots, the appearance of robots in relation to humans, and the politics associated with the death of a robot.

    The artist examines the dichotomous hierarchy between robots and humans that was prevalent in the early days of AI, but has since been broken down by literature and art. The spiritual intelligence of robots has been raised to a higher level, and the explosion of hardware development has rapidly upgraded the robot’s body. However, there remains an innate heterogeneity between humans and robots due to the separation of the physical from the mechanical and the procedural from the psychological. The artist’s practice revolves around the question of the composition of the life of a humanoid robot, and the work portrays a robot reflecting on its creation, existence, and demise. Key elements, such as the eye, minerals, and human skin, are used to explore questions about how the robot’s mind and body are shaped.

    The work also addresses cultural and political aspects of robots in the field of humanities, such as cultural inheritance and political correctness. Additionally, the death of a robot is an extension of the research question related to the life of a robot, extending the same cultural phenomena that accompany the death of a human being to the realm of robots.

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

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

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

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

  • https://univ-paris8.hal.science/hal-04109049
  • ISEA2012: 18th International Symposium on Electronic Art
  • Myth and Infrastructure
  • International Albuquerque Balloon Museum
  • Miwa Matreyek
  • Myth and Infrastructure is a multi-media, live performance using projected animation. As Matreyek walks behind the screen, her shadow becomes an integral part of the fantastical world she has created. She traverses oceanscapes and cityscapes as she conjures magical scenes with light and shadow. Video: 4 Minute Excerpts

  • ISEA2014: 20th International Symposium on Electronic Art
  • Mzraat Salama
  • Arwa Ahmed Al Amoodi
  • ISEA2020: 26th International Symposium on Electronic Art
  • MÆ-Motion Aftereffect
  • Freya Björg Olafson
  • MÆ-Motion Aftereffect is a sixty-minute performance work that addresses the impact of emerging consumer technologies associated with AR, VR, and 360° video. In the final scene, a live video feed is manipulated through the game development software ‘Unity’ which generates an accidental effect that freezes video frames and continuously prints new frames atop the previous. As a result, movement onstage creates live painted trails. This visual effect references Brody Condon’s 1999 modified video game work ‘Adam Killer’ as well as a common Windows XP system error that generates the same painting effect using the computer’s search windows and cursors as a paintbrush. This scene features a sound score created by Emma Hendrix.

  • Performance staged on a green-screen floor with a large projection screen in behind – three external monitors are placed at the front of the stage as video sources for the artist's reference.
  • https://www.freyaolafson.com/mae
  • Digital Collage, Online Performance, Unity, VR/AR, and digital media
  • ISEA2025: 30th International Symposium on Electronic Art
  • Naful
  • Seoul National University Museum of Art
  • Kyu Nyun Kim
  • Kyu Nyun Kim analyzes the characteristics of video media in a new perspective, and applies them into the work. According to the artist, he focuses on ‘things that confuse the viewer about what they are seeing,’ and questions media to encourage the audience to think critically amidst ambiguity. The artist examines the distinctiveness of media, and through this, he works on creating a sense of unfamiliarity with both the video and its viewers, as well as the medium that holds the video itself. The artist applies various situations related to the act of observing media into the work. For instance, he sets up situations that the audience wouldn’t normally consider, such as deciding whether to watch alone, in pairs, or in a group. He also flips the monitor screen, forcing viewers to face its back, creating a sense of confusion. The work Naful, part of the Abandoned TV Playback Project, is created using a broken TV, with a new video specifically designed to align with its damaged screen. The work is a unique video that can be viewed on that TV only, giving it a distinct quality different from conventional video works.

  • play the video on a broken screen
  • ISEA2014: 20th International Symposium on Electronic Art
  • Nahessa The Nanny Owl
  • Amna Mohammed Al Suwaidi
  • ISEA2024: 29th International Symposium on Electronic Art
  • NAKIYA: An Experimental Study on 2D Avatar Designand Implementation
  • The Loft Theatre, QUT Creative Industries Precinct
  • Yuxuan Hu, Daien Lyu, and Haowen Xue
  • This study delves into the significance and utilization of 2D avatars among Virtual YouTubers (VTu-bers), specifically within the realm of game live streaming. The focus is on how these virtual entities contribute to positive outcomes by amplifying user engagement. Through a comparative analysis of distinct 2D avatar creation and facial capture software, this research encapsulates a user-friendly guide framework that offers a systematic approach to crafting highly expressive 2D avatars for game live streaming.

  • https://gallery.styly.cc/scene/9390fc0d-74dd-4077-9a93-90351904107f
  • ISEA2011: 17th International Symposium on Electronic Art
  • Name Readymade
  • Davide Grassi, Emil Hrvatin, and Žiga Kariž
  • What is a personal name? What is its role in the society?  Name Readymade is a project presentation dealing with a wide range of issues related to the “name changing” gesture perpetrated by three Slovenian artists