Art Events Data Table

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • 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.

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

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

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

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

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

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

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

  • Calculated on a Convex C-1 computer.

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

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

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

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

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

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

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

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

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

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

  • Video installation
  • ISEA2002: 11th International Symposium on Electronic Art
  • Mimicry
  • Nagoya Citizens' Gallery Yada
  • Midoriko Hayashi
  • 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
  • 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
  • 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/
  • 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/
  • 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
  • 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
  • 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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Immersive and interactive installation, 2022

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

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

  • https://www.agencetopo.qc.ca/wp/en/events/event/n-h9-sandrine-deumier http://sandrinedeumier.com/digitalpoetryn-h9.html
  • ISEA2002: 11th International Symposium on Electronic Art
  • nice to meet you
  • Shumokukan
  • Arisa Wakami
  • [e] movie works

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

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

  • Video
  • ISEA2002: 11th International Symposium on Electronic Art
  • NINYUWORKSHOP2 Jisyu
  • Nagoya Citizens' Gallery Yada
  • ISEA2022: 27th International Symposium on Electronic Art
  • Nivel de confianza
  • Recinte Modernista de Sant Pau
  • Rafael Lozano-Hemmer
  • “Level of Confidence” is an art project to commemorate the mass kidnapping of 43 students from the Ayotzinapa normalista school in Iguala, Guerrero, Mexico. It was released on March 26, 2015, exactly six months after the kidnapping took place. The project consists of a face-recognition camera that has been trained to tirelessly look for the faces of the disappeared students. As you stand in front of the camera, the system uses algorithms to find which student’s facial features look most like yours and gives a “level of confidence” on how accurate the match is, in percent.

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

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

    The full instructions and specifications are in this PDF document.

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

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

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

  • https://www.lozano-hemmer.com/level_of_confidence.php
  • ISEA2002: 11th International Symposium on Electronic Art
  • niwa / scene2
  • Nagoya Citizens' Gallery Yada
  • Shigeo Ogawa
  • oil on cotton
  • ISEA2011: 17th International Symposium on Electronic Art
  • noemaflux
  • Nuru Ziya Hotel
  • Troy Innocent and Indae Hwang
  • noemaflux describes an act of shifting perception. This work it is centered on augmented reality that enables different ways of seeing the city. The experience is constructed via a network of relationships.

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

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

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

     

    Nordic artists in the complete exhibition:

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

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

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

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

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

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

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

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

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

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

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

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

    Total performance time: about 40 minutes

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

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

    2022
    Interactive Installation

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

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

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

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

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

  • https://oee.ccastellanos.com/wuhan/
  • ISEA2002: 11th International Symposium on Electronic Art
  • Ogisopan Live Performance Nov 1
  • Diamond Hall
  • ISEA2022: 27th International Symposium on Electronic Art
  • Oh Deer!, 2021
  • Recinte Modernista de Sant Pau
  • Frederik De Wilde
  • “Oh Deer!” is about watching an AI slowly forget.
    The result is a poetic and spooky experiment with Machine Learning.

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

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

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

  • https://frederik-de-wilde.com/project/oh-deer/
  • ISEA2002: 11th International Symposium on Electronic Art
  • On the passage, H-city
  • Aichi arts center
  • H-city, located in the south part of Aichi prefecture, is a beautiful city with some rivers in all directions. R€cently, I visited there for the first time. I was impressed with the tasteful scenery and the people’s warmful attitude. I had composed this piece before I visited H-city. This piece was created with the imaginary landscape which I made based on the statements of my friends who live in H-city. I greatly appreciate deep collaboration with the guitarist Mr.Sakai and the VJ, Mr. Sumiya.

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

  • ISEA2002: 11th International Symposium on Electronic Art
  • On the shore
  • Nagoya Citizens' Gallery Yada
  • Mika Kunieda
  • Digital print, light
  • ISEA2016: 22nd International Symposium on Electronic Art
  • One Sound of the Futures
  • Isaac Chong Wai
  • Location: Kai Tak Runway Park

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

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

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

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

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

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

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

  • ISEA2002: 11th International Symposium on Electronic Art
  • Ooi & Environs
  • Assembly Hall, Nagoya Port Building
  • After World War II, I was sketching the transfiguration of my birth place around the Ooimachi Shinagawa area, especially with focus on the temple, the old storehouse, the crowd in front the Ooi Railway Station, and the Ooi Quay which had caught my eyes as a child. I visualized the transfiguration of these places by video in 1977.

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

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

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

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

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

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

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

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

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

  • ISEA2023: 28th International Symposium on Electronic Art
  • Out Of Space (Pic Epeiche/Great Spotted Woodpecker)
  • Topographie de l’art
  • Marie Lelouche
  • Fusion of the Possible, Topographie de l’art, April 15 – June 15

    Printing on fabric: Sublimation on artificial silk, 10 x 3 m
    Volume: CNC machining on okoume, 2600 x 2600 x 620 mm
    Courtesy of the Alberta Pane gallery, and Adagp, Paris. Out Of Spaces was produced in partnership with the Contemporary Art Center The Tanneries in Amilly.

    Out Of Space (Pic Epeiche/Great Spotted Woodpecker) is part of the Unforeseen Spaces exhibition.

    The development of the virtual reality work entitled Unforeseen Spaces benefited from the support system for multimedia and digital artistic creation from DICRéAM, CNC — National Center for Cinema and Animated Images. The sonic dimension of the work Unforeseen Spaces is based, in part, on the use of bird song recognition programs/software BirdNET and BirdNET-Pi as well as from the collaborative online avian sound library XENO CANTO, thanks to the recordings by Peter Boesman, Jorich van Arneym, Frank-Udo Tielman, Grzegorz Lorek, Jerome Fischer, Larss Edenius, Jorge Leitano, Tristan Guillebot, Jarek Matusiak, Mateusz, Erik Roels, Sylvan Schnabel, Alin Malengreau, Norbert Uhlhaas, Bodo Sonnenburg, Brickegickel, Toon Jansen, Frederik Fluyt, Hans Matheve, Twan Mols, Florian Kubala,Bernard Bousquet, Fabian Deck, all under Creative Commons License. [Translated from french by Google Translate]

  • https://www.lestanneries.fr/exposition/marie-lelouche-out-of-spaces
  • ISEA2014: 20th International Symposium on Electronic Art
  • Pace
  • 2014 Overview: Video Screenings
  • Zayed University - Abu Dhabi
  • Andrew Ellis Johnson and Susan Slavick
  • ISEA2019: 25th International Symposium on Electronic Art
  • Pachinko Machine
  • Asia Culture Center (ACC)
  • Brigitta Zics
  • Pachinko Machine is a self-learning algorithmic drawing constructed as a pinball machine. The Machine plays the game a game of pinball itself in an automated setup. During the period of the exhibition the Machine’s algorithm optimizes its own performance through machine learning and becomes increasingly good at trying to win the game of pinball. The only barrier to success is beyond the algorithm’s control: there is a second intelligence embedded within the machine that aims to obstruct and obfuscate. The work is a battle of algorithms.
    The visual part of the work is created in a computer drawing process that uses only cycles and triangles to create complex visual appearances. The drawing process is developed in a systematic manner from the top to the bottom without the artist’s comprehension what the final image may look like. The creation of the drawing takes months of drawing, erasing, recreating and fine-tuning. The machine comes full to life when kinetic attributes are assigned to each element.
    Pachinko Machine reflects on the current discourses around artificial intelligence and self-thinking system. Machine learning algorithms are poor in simulating human decision-making; they are however rather successful at understanding and playing games created by humans (for example Deep Mind’s recently developed algorithms). Pachinko Machine takes one step further and humanizes the machine learning process by introducing chance into the game. The battle of these algorithms that aspire to disparate goals aestheticises the process driven by machine learning. Viewers are welcome to make sense of this battle whilst observing the mesmerising patterns of the Pachinko’s drawings.
    The work aims to represent the walk of life and although we may be able to control some part it, there is always an element of chance that may destruct and encourages us to stray from our original path. Pachinko Machine was developed in Unity.

  • Code, computer, self-learning algorithmic drawing, vector graphics
  • https://brigittazics.com/work/pachinko-machine/
  • ISEA2018: 24th International Symposium on Electronic Art
  • Palinopsia / seeing again
  • Durbin City Hall/Durban Art Gallery
  • Jurgen Meekel and Jill Richards
  • Palinopsia / seeing again is a laser projection work on a Glow-in-the-Dark (GITD) surface made in collaboration with Jill Richards & BushveldLabs. The 1st try out and première of this digital artwork was shown the ‘Alight block party’ on 1 Sept 2016 in Johannesburg as part of the Fak’ugesi African Digital Innovation Festival. With a purplish-blue UV laser as a projection source and using fully covered painted phosphorescent canvas as the projection surface, I project after-glowing images that appear line by line (much like a fax or inkjet printer). In this way the projection canvas records the image. The projected image/text elements will diminish in luminosity over time. New elements will be projected as the older ones fade. The way temporality and perseverance leave a finite mark or trace of the projected image positions glow-in-the-dark laser projection between cinema and photography.

  • Made in collaboration with BushveldLabs engineers Jarryd Bekker and Daniel de Kock

  • Performance
  • ISEA2002: 11th International Symposium on Electronic Art
  • PanSonic Live Performance Nov 1
  • Diamond Hall
  • ISEA2018: 24th International Symposium on Electronic Art
  • Parragirls Past, Present
  • Durbin City Hall/Durban Art Gallery
  • Jill Bennett, Alex Davies, Volker Kuchelmeister, Bonney Djuric, Lily Hibberd, Lynne Edmondson Paskovski, Gypsie Hayes, and Denise Nicholas
  • ‘Parragirls Past, Present’ is a deeply moving immersive 360-degree virtual reality project that presents former residents’ visions of Parramatta Girls Home, a punitive Australian child welfare institution closed in 1974. This project develops new digital media approaches to testimony and memory arising from otherwise marginalised institutional experiences.  Unlocking contested memories of institutional ‘care’, this collaboration between a team of UNSW Sydney media artists and former Parragirls rewrites the history of Parramatta Girls Home. Over a century, children held at this site were subjected to unwarranted punishment and abuse. Returning after 40 years, Parragirls seek out traces to substantiate what really happened here, moving through fear and futile confinement to resistance and solidarity.

  • http://thebiganxiety.org/events/parragirls-past-present
  • ISEA2022: 27th International Symposium on Electronic Art
  • Particle
  • Recinte Modernista de Sant Pau
  • Alex Posada
  • “The Particle” is a kinetic sculpture that experiments with color, sound, and movement. Continuous rotation, speed, and light create visual points of view, effects that define the spatial structure of the object.
    Given that the regulatory mechanism of the entire design is based on random decision-making, the new models naturally emerge from the previous ones. The vibration of sound, color, and visual patterns evolve into chaos or order according to the evolutionary algorithms that govern it. The structures generated in this process cannot be anticipated and evolve through continuous iterations that involve alterations to the programs and explore the changes through the interaction with the visitor and the software. The object, at the same time, is a space of sensory and kinesthetic experience, a body with its own internal resonance. The result is the creation of shapes and patterns of light in three dimensions. These shapes can stop, rotate and move faster or slower creating beautiful kinesthetic effects. The technique used is the perception of apparent movement, that is, the one obtained from the observation of sequences of still images projected successively on a movie screen or on television, or on a computer monitor. This visual effect, also called persistence of vision (POV), is the theoretical ability of the eye (or retina) to retain the last image that reaches it, causing an object to be perceived even when it is no longer there.
    Around the space occupied by the sculpture, a surround-sound space is perceived, which reacts and merges with movement and light, creating an immersive audiovisual experience of great beauty.
    The piece uses RGB LED technology controlled wirelessly from a computer. Custom software manages all information and movement in real-time by continuously sending data to the sculpture to change its state.

  • This project has been awarded with the ISEA2022 Barcelona Grant by .Beep Collection and NewArtFoundation

  • https://mid.studio/projects/the-particle/
  • Kinetic sculpture, sound, light, perception, and generative art
  • ISEA2020: 26th International Symposium on Electronic Art
  • PAUSE.II
  • r. e. a. saunders
  • PAUSE.II is an experimental video work that explores the embodied experience of returning to one’s country (Gamilaraay), and the haunting sensorial effects that linger from its colonial past.

  • Video
  • https://rea-noir.com/collaborative-works/
  • video and Experimental Film
  • ISEA2017: 23rd International Symposium on Electronic Art
  • PAXX Textile Pattern Sound Machine
  • 2017 Overview: Screenings (“Media Art”)
  • Fátima Edith Ramírez Domínguez and Israel Alejandro López García
  • Is a hybrid machine in which various multimedia elements are revealed, a sound object that works through a system of artificial vision through which a process is tracked of the surface of Latin American textiles generating a sound abstraction of the textile patterns designing various sound pieces in real time. The incessant search of the human being for generating identity and belonging, there is a process of construction where the individual defines himself in close relationship with his environment, in this context is where we can define the use and importance of the Textile activity in the history of the human being, thus configuring their collective practice, their identity and also their heritage. media arts establish a relation with the tradition to understand the socio-cultural transformations, establishing a conceptual apparatus through the textiles and the cultural identity. Textiles and their ritual and ceremonial connotation emphasizing their use in symbolic form of representation, through the geometry and weaving technique.

  • Screening/’Media Art’ Piece
  • ISEA2002: 11th International Symposium on Electronic Art
  • Peaks
  • Warehouses 4 & 20 on the Garden Pier in the port of Nagoya
  • Michiro Tokushige and Daisuke Furuike
  • The work is for audience on the sea, and supposed to be seen from ships coming into the port. The audience on the ground are alienated from the represented landscape. A concept of landscape always recall nostalgia to your mind. Since the landscape is supposed to represent the past, everyone might be alienated from that. Exempligratia: the landscape seen from the sea which meant to direct ships to the port. If you would like to simulate the gaze, you want to try the crotch peep which is a traditional appreciation method of the shore landscape. In brief, It is a story of the top and bottom of a mountain.

  • Video Projection
  • ISEA2020: 26th International Symposium on Electronic Art
  • Peau d’Âne
  • Valérie LaMontagne
  • Peau d’Âne is a series of three weather-networked dresses based on the Charles Perrault fairy tale in which a princess asks for dresses made of the sun, moon and sky.

    Temperature, UV, solar radiation, wind speed & velocity, humidity and rain fall data is collected and sent to the dresses wirelessly, where micro-controllers relay info to internal circuitry. The sun dress has 128 LEDs which can light up depending on sun data, while the moon dress has 14 colour-modulating flowers to represent each phase of the moon cycle. The sky dress is imbued with 14 vibrating air pockets.

  • Dresses
  • https://art.kunstmatrix.com/en/node/387598
  • Design, Fashion, and technology2
  • ISEA2023: 28th International Symposium on Electronic Art
  • Perception Engines
  • Le Cube Garges
  • Tom White
  • xhibition. Le Cube Garges, April 27 – May 18

    2018
    Screen printing, artificial intelligence (GAN)

    Machines and algorithms have a perception of the world that differs from ours. Tom White decided to question this mechanical gaze, increasingly present in our daily lives. Thanks to an algorithmic drawing technique he has developed, he allows an artificial intelligence to produce images that are abstract for humans but have meaning for machines, notably the moderation algorithms of large platforms, in addition to the cold and austere images that we commonly attribute to the mechanical gaze, the abstract and colorful forms produced by this type of artificial intelligence developed by Tom White allow us to rethink our relationship with machines and better understand the way they perceive the world.

  • https://computervisionart.com/pieces/perception-engines
  • ISEA2018: 24th International Symposium on Electronic Art
  • Personal Accounts
  • BAT Centre
  • Gabrielle Goliath
  • Personal Accounts is part of the Fracture Zone exhibition. Fracture Zone conjures artists from Brazil and South Africa to dialogue as duos over shares subjects. Post-colonial displacements, enlaced hidden histories, decolonial imaginaries, the friction between human and natural processes through abusive resource exploitation, representations of symbolic cultural expressions, urban dynamics of exclusion, political and social reflections are some of the themes present at the exhibition.

  • 5-channel video installation
  • https://www.instagram.com/p/BkccUPkBYay/
  • ISEA2020: 26th International Symposium on Electronic Art
  • Petting Zoo: Noble Orphans
  • Lorna Mills
  • Petting Zoo: Noble Orphans is about the sly, the absurd, and the abject.

  • Animated GIF collage
  • animation, collage, GIF, and video
  • ISEA2002: 11th International Symposium on Electronic Art
  • Photo Active in SAKAE - Open Air Theater
  • Oasis21: Sakae Park
  • Tamami Hitsuda
  • ISEA2023: 28th International Symposium on Electronic Art
  • Photosynthesis Symbiosis
  • Grand Palais Ephémère
  • Evgenius Syn
  • Exhibition. ISEA2023 selected artwork 

    Artificial experience inspired by nature
    Multimedia digital project, that immerses the spectator into a profound exploration of the transition to the digital era, interweaving it with the intrinsic value of nature and the collective experience of the past civilizations for creation of symbiotic coexistence of technology and ecosystem in the future. In this artwork the author demonstrates an authentic vision of the concept of visual art in contemporary aesthetics, capturing the process of change of the paradigm and creating an elegant form of transition from classical art to the art of future, concentrating attention on the delicate balance between technological advancement and our fundamental connection to the natural world.

    Throughout the course of the history of civilization, nature has been a deep source of inspiration for humanity. Ancient motifs, floristic ornaments, animalistic totems and sacred geometries are skillfully interwoven into this project, serving as metaphors for our connection to nature. In this series the author offers an unexpected look at the primary natural forms, transformed by artistic vision. Human mind transforms elegant and sophisticated baroque floral ornaments into bizarre associative symbols and alive animalistic images. These symbiotic patterns endowed with ancient biological and, at the same time, futuristic high-tech features: from images of the spirits of nature and totems to images of technogenic mechanisms, biorobots, consisting of the petals of living plants.

    Aesthetics of the project covers both natural and artificial sources of aesthetic experience. The image creates a dynamic effect, awakening images at a subconscious level, creating a connection of time between the aesthetics of the past and the future. The symbiosis of these artworks is a synthesis of the archaic and the futuristic, the natural and the technogenic. Looking to the civilizations of the past, the artist finds inspiration in the profound connection that our ancestors had with nature. Exploring and rethinking this experience, the author offers a way to reestablish that connection in our modern context. Leveraging technology, he strives to evoke the same emotions experienced by civilizations of the past, reminding us of the profound impact nature has had on our collective consciousness.

    This is a research project, and an entire photo studio was involved in its implementation. Hundreds of photographs were taken before a way was found to achieve the desired result. Each image is not a collage of many photos. Each image is made from one photograph of one plant. It is a research of plants as the protagonists of this series of portraits, a reflection on the theme of post-humanity, a rethinking of an anthropology that does not place the human being at the center of attention, but which favors relational and interdependent relationships between organisms and the ecosystems, and the blurring of traditional boundaries between human and non-human. The viewer can see here different heroes with different characters and at different moments of life. All of them have a different age: from young plants in spring and summer to adult inflorescences in autumn.
    ecosystem

    Today, humanity is at the moment of transition to the digital era, therefore, in this project the artist strives to preserve the aesthetics of the idea of beauty and harmony. At this moment of transition has brought to the forefront a host of ecological challenges that demand our attention. Climate change, deforestation, biodiversity loss, ocean and atmosphere pollution are just a few of the urgent issues we face. As we marvel at the infinite possibilities of technology, we are confronted with the disconcerting reality of ecological degradation and its implications for our collective future. Author responds to these concerns by incorporating ecological narratives into the work, causing reflection, serving as catalysts for awareness and action.

    These artworks provide opportunities for individuals to engage with nature on a visceral level. By fostering inspiration and understanding, these experiences can awaken a renewed appreciation for the beauty and complexity of the natural world, and in turn, motivate us to become active participants in preservation of the balance of ecosystems. The piece calls us to explore, and appreciate the profound beauty that lies within the intersection of the digital and the natural, offering us a glimpse into a future where technology and nature harmoniously coexist. One of the main goals of this artwork is to express the idea of the spiritualization of nature, which is directly related to the idea of the unity of all living things. The botanical hyperrealism of the “Photosynthesis Symbiosis” pushes the spectator to rethink the social and spiritual relations between man and nature. By blurring the lines between the organic and the synthetic, artwork serves as a reminder that technology should not estrange us from our ecological roots but, rather, propel us towards a symbiotic coexistence of civilization and ecosystem.

  • https://evgenius.art/photosynthesis
  • ISEA2014: 20th International Symposium on Electronic Art
  • Picturing El Nido
  • Cuadro
  • Christian Kantner, Sarah Lahti, and Ben Bogart
  • This project is an Arduino light sensitive video installation, celebrating interactivity, color, and light. It is a collaboration between Sarah Lahti and Christian Kantner.

  • ISEA2002: 11th International Symposium on Electronic Art
  • PITA Live Performance Oct 30
  • "Fuji" Antarctic Museum
  • SISEA: Second International Symposium on Electronic Art
  • Pixar Commercials
  • Cultural Center de Oosterpoort
  • Selected commercials from Pixar using computer graphics.

  • Computer Animation
  • ISEA2023: 28th International Symposium on Electronic Art
  • Plant
  • Topographie de l’art
  • Nicolas Sassoon
  • Fusion of the Possible, Topographie de l’art, April 15 – June 15

    2020
    Laser engraving on DuraBlack aluminum
    Dry mounting on gatorboard, 100 x 60 cm.
    Courtesy of gallery Charlot.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Plasmatic
  • Maraya Art Park
  • Andrew Buchanan
  • This project is a projection or video artwork that demonstrates new techniques and a new artistic approach to creating animated metamorphosis using digital sculpture.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Plastic Landscape – Reversible World
  • Hangars Numériques and Point Éphémère
  • Yoon Chung Han
  • Southern Winter Exhibitions 2023 at Hangars Numériques, May 16 – 21  then August 1 – 15 

    Video Installation. Tools: Custom algorthm for Maching Learning-based image creation, Blender

    “Plastic Landscape – The Reversible World” is an AI-generated 3D animated video design that shows the apocalyptic and surreal world surrounded by artificial plastic mixtures and objects in the ocean, urban city, Antarctica, and forest. Four different scenes are animated, with the camera panning slowly from left to right. Viewers can observe how the plastics are decomposed at a slower speed by looking at particle animations. Sound is created by the data of the decomposition of plastics. Different types of plastics and speed of decomposition determines the frequency, amplitude, and parameters of audio synthesis. This scene animation is inspired by Ilwalobongbyeong (a folding screen) behind the king’s throne of the Joseon Dynasty. This animation depicts the twist of the landscape. Surreal objects/buildings in this animation made out of plastic look beautiful and mesmerizing at first glance. However, the viewers can notice that they are the decayed objects and destroyed nature impacted by human beings. This new multi-sensory artwork addresses the awareness of plastic pollution through the apocalyptic lens.

    Concept Design, Visual Development, User Experience Design: Yoon Chung Han
    3D Animation and 3D object design: Hung-Hsuan Tsai
    Music and Sound: Soo Jung Kwak
    Machine Learning-based image creation Prof. Sung Lyun Kim, Myeong Hun Seong, Changmin Lee

  • http://yoonchunghan.com/portfolio/plasticlandscape.html
  • ISEA2014: 20th International Symposium on Electronic Art
  • Play Connected
  • Art Hub
  • Play Connected is a project by Cym in which she creates a computer game together with the input of local children. In several workshop sessions she explores the local surroundings together with children.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Play Parametres
  • Campbelltown Arts Centre
  • Troy Innocent and Benjamin Kolaitis
  • The artists developed a three-level game in a box where you see every wire and connection.

    “The concept was inspired by Moholy-Nagy’s Light-Space Modulator, Gysin and Burrough’s Dreamachine and 1970s analog generative art systems; with close inspection into the sonic components by expanding upon the early work of Reed Ghazala and David Tudor. Sonic Arts Union, 1970’s artists Alvin Lucier and Gordon Mumma are also a point of reference. Jon Rose and Alan Lamb notably have influenced the direction of this project scope and direction.”

  • Game Art
  • http://troyinnocent.net/playparameters.htm
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Pluroma
  • Run Run Shaw Creative Media Centre
  • Dustyn Lucas
  • Pluroma is a fulldome visual journey inside the fractal paintings of Dustyn Lucas. His works (combining classical realism and mathematical fractals) are driven to form a repeating loop which penetrates deeper into itself.

  • ISEA2002: 11th International Symposium on Electronic Art
  • POEDASHI
  • Nagoya Citizens' Gallery Yada
  • Poetry reading event

  • ISEA2014: 20th International Symposium on Electronic Art
  • Poetry in Motion
  • Zayed University - Dubai
  • Zayed University Students Only. Level: Foundation. Opportunitiy for students of Zayed University to learn from international electronic artists and thinkers.

    An intensive workshop for women who are new to and/or interested in combining gaming and poetry as a medium for expression. Participants will create games or gamified experiences to elicit simple poetic expressions, personal narratives and kinetic textual poems through the game platform. This workshop is geared towards those who are new to programming and art games. The focus would be  on creating poetry that is interactive in some way, using the platforms’ inherent qualities.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Point of View
  • UNSW Art & Design, Kudos Gallery
  • Volker Kuchelmeister
  • Presented by the College of Fine Arts and ISEA2013, this exhibition explores the boundaries between real and virtual space and the relationship between observer and observed. It utilises electronic media to investigate the limitations that traditional ocular optics put on our perception of mediated imagery, while also exploring and exploding the boundaries of the cinematic image. Point of View questions our understanding of place, representation and perspective.
    An exhibition of work by Josh Harle, Chris Henschke and Volker Kuchelmeister.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Points de repère
  • Al Fahidi Historical Neighborhood
  • A virtual camera gravitates around a 3D point cloud of Plateau Mont-Royal in Montreal which translates environmental conditions recorded over a one year period.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Points of Interest in the United Arab Emirates As Defined by Commercial Satellite Imagery Collection, 1986-2013
  • American University of Sharjah
  • Richard Wheeler
  • An exploration of how big data can show us new ways to see our world, and a look at the often surprising places that this exploration can take us.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Points of View
  • American University in Dubai
  • Point of View is an interactive documentary based on footage shot by Palestinians working with B’Tselem’s Camera Distribution Project.

  • http:// points-of-view.net/en
  • ISEA2002: 11th International Symposium on Electronic Art
  • POLE Live Performance Nov 1
  • Diamond Hall
  • FISEA: First International Symposium on Electronic Art
  • Pond
  • Jaarbeurs
  • CG video
  • ISEA2002: 11th International Symposium on Electronic Art
  • Popgun Live Performance Nov 1
  • Diamond Hall
  • ISEA2018: 24th International Symposium on Electronic Art
  • Port with a Green Heart
  • Durbin City Hall/Durban Art Gallery
  • Mikhail Peppas and Sanabelle Ebrahim
  • Durban is the busiest port in Africa. Although the harbour is somewhat removed from the consciousness of the residents, it is well-positioned to become a driving force to propel Durban into a Smart City Eco-Port with linkages to the Esplanade that curve around the bay. The ‘Green Heart’ title can be anchored by constructing a giant green heart sculpture at the entrance to the harbour (North Pier) that links into the Esplanade. The sculpture will impact the sky-line and serve as a prominent symbol for Durban. Apps, QR codes and electronic signage featured in the KulturWalk and ‘Heart2Heart’ Route guide people into the harbour area. The theoretical framework builds on place-identity and place-making that foreground the branding of Durban as Green Heart City and include the residents in taking custody and care of the harbour. Renewable elements of the Green Heart include wave power technology and solar film energy. An accessible Durban Harbour will foster an invigorated identity for the Eco-Port and endear the public with a sense of place attachment. As Durban firms its position on tourist maps, people will identify Durban through branding created by the Green Heart and the spectacular harbour.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Portable (k)ommunity Live Audio Visual Performance Nov 1
  • Diamond Hall
  • SISEA: Second International Symposium on Electronic Art
  • Portrait of an Atom
  • 1990 Overview: Art Exhibition
  • Cultural Center de Oosterpoort
  • Kenneth Snelson
  • 3D Modeled Image
  • ISEA2022: 27th International Symposium on Electronic Art
  • Portrait on the Fly
  • Recinte Modernista de Sant Pau
  • Christa Sommerer and Laurent Mignonneau
  • The interactive installation consists of a monitor that shows a swarm of a few thousand flies. When a person positions himself in front of the monitor, the insects builds up the contour of the person. They begin to arrange and rearange themselves continously, thereby creating a recognizable likeness of the individual..

    Posing in front of the monitor attracts the flies. Within seconds they invade the face, but even the slightest movement of the head or of parts of the face drives them off. The portraits are thus in constant flux, they construct and deconstruct. Portrait on the Fly is a commentary on our love for making pictures of ourselves (Selfie-Culture), it has to do with change, transience and impermanence.

  • http://www.interface.ufg.ac.at/christa-laurent/WORKS/artworks/PortraitOnTheFly-Interactive/PortraitOnTheFly.html
  • ISEA2023: 28th International Symposium on Electronic Art
  • Possible
  • Topographie de l’art
  • Peter Weibel
  • Fusion of the Possible, Topographie de l’art, April 15 – June 15

    1969
    Installation with projector and self-adhesive letters.
    Courtesy of ZKM, Center for Art and Media Karlsruhe.

    An 8mm or 16mm projector projects light onto the wall with the word ‘possible’ appearing on it. The projector is set up in such a way that the audience should/have to walk between the wall and the projector. The following happens: just by looking at it, it seems as if the word ‘possible’ (in red or black color) is being projected onto the wall.But as they walk through it, the viewer realizes that the word must have been written directly on the wall, because despite the interruption of the projection beam and the viewer’s shadow, the word is still on the wall. What seemed a projected sign, an image, is in reality an object. The real seemed (projected) illusion, the illusion became real – everything seems possible. This open modality of being, this constant latency of the category of possibility in the world, comes in the chosen one
    (Peter Weibel, Mediendichtung, Vienna 1982, S. 95) [Translated from Germanb by Google Translate] 

  • https://www.peter-weibel.at/portfolio_page/possible-1969
  • ISEA2023: 28th International Symposium on Electronic Art
  • Post-Growth Toolkit (selected videos)
  • Le Cube Garges
  • Nicolas Maigret, Maria Roszkowska, Baruch Gottlieb, and Jérôme Saint-Clair
  • Exhibition. Forum des Images, May 16 – 21 and Le Cube Garges, May 15 – 18 May, 17:00 h

    Nicolas Maigret & Maria Roszkowskaare ISEA2023 selected artists

    The selection of videos from Disnovation.org’s Post Growth Toolkit project will challenge dominant narratives of growth and progress and explore speculative models of environmental accounting at the limits of the quantifiable.

    A toolkit to facilitate orientation in the context of the current environmental crises

    What ideological, social and biophysical factors have precipitated the current environmental crises? What leverage is available for transformative practices and imaginaries to overcome the continuous growth of our energy consumption? The Post Growth Toolkit invites us to challenge the dominant narratives about growth and progress, and re-envision social metabolism through an understanding of the energy it requires, reconnecting human survival with the living, material qualities of the biosphere, drawing on ecofeminism, indigenous knowledge, environmental accounting and historical materialism.

    In order to better understand the foundations of today’s political and ecological crises, the artist collective set out to meet researchers, theoreticians and activists, and collected an archive of stories and operational concepts in the form of video interviews. These proposals seek to encourage the prototyping and envisioning of radically different modes of living in relation with our environment.

    This tactical card game invites us to reprogram ourselves out of the economic growth orthodoxy. Through a compilation of stories, concepts and tactics, it proposes to stimulate new modes of understanding and new paths of imagination in the context of current environmental crises.

    Download the Card Game: http://postgrowth.art/pages/pdfs/PGT_Cards_A4_EN.pdf
    Download the Game Board: http://postgrowth.art/pages/pdfs/PGTK_game-board_letter-US.pdf
    Download Instructions (beta version): http://postgrowth.art/pages/pdfs/PGTK_form_letter-A4.pdf

    An initiative by DISNOVATION.ORG (Nicolas Maigret & Maria Roszkowska) with Julien Maudet, Clémence Seurat, Pauline Briand & Baruch Gottlieb
    Production: iMAL
    Co-production: Biennale Chroniques – 3bis f
    With support from: University of California Irvine, Productions Intérieures Brutes, ArTeC, La Labomedia, UCL Louvain La Neuve, CNC (Dicréam)

    https://disnovation.org/postgrowth.php
    http://postgrowth.art

  • ISEA2023: 28th International Symposium on Electronic Art
  • Post-Growth Toolkit (The Game)
  • Centre Culturel Canadien
  • Exhibition. Centre Culturel Canadien, May 16 – 20
    The Earth’s ecosystems are undergoing irremediable changes as a result of human development, the source of a number of crises whose consequences can be measured on the scale of the planet. Rethinking our way of coexisting with our environment requires us to reevaluate the continuous growth of our energy footprints. These prototypes of critical games ‘Post Growth Toolkit’ are invitations to reprogram ourselves out of the economic growth orthodoxy. The series highlights the material conditions necessary to maintain our current standard of living in order to better understand how we may reproduce these differently.

    At the intersection of science and speculative fiction, the ‘Post Growth Toolkit’ game proposes to literally reshuffle our world-views and to share stories, concepts and objects to re-examine how we are programmed and to stimulate new modes of understanding. It takes the form of a tactical card game: where small groups of players are invited to explore a number of key notions. The game becomes a means of transmission and collective debate intended to help participants find their bearings in a period of radical change.

  • http://postgrowth.art/pages/the-game.html
  • ISEA2023: 28th International Symposium on Electronic Art
  • Post-Growth Toolkit
  • Forum des Images
  • Maria Roszkowska and Nicolas Maigret
  • Exhibition. Forum des Images, May 16 – 21 and Le Cube Garges, May 15 – 18 May, 17:00 h

    Nicolas Maigret & Maria Roszkowska are ISEA2023 selected artists

    The selection of videos from Disnovation.org’s Post Growth Toolkit project will challenge dominant narratives of growth and progress and explore speculative models of environmental accounting at the limits of the quantifiable.

    A toolkit to facilitate orientation in the context of the current environmental crises

    What ideological, social and biophysical factors have precipitated the current environmental crises? What leverage is available for transformative practices and imaginaries to overcome the continuous growth of our energy consumption? The Post Growth Toolkit invites us to challenge the dominant narratives about growth and progress, and re-envision social metabolism through an understanding of the energy it requires, reconnecting human survival with the living, material qualities of the biosphere, drawing on ecofeminism, indigenous knowledge, environmental accounting and historical materialism.

    In order to better understand the foundations of today’s political and ecological crises, the artist collective set out to meet researchers, theoreticians and activists, and collected an archive of stories and operational concepts in the form of video interviews. These proposals seek to encourage the prototyping and envisioning of radically different modes of living in relation with our environment.

    This tactical card game invites us to reprogram ourselves out of the economic growth orthodoxy. Through a compilation of stories, concepts and tactics, it proposes to stimulate new modes of understanding and new paths of imagination in the context of current environmental crises.

    Download the Card Game: http://postgrowth.art/pages/pdfs/PGT_Cards_A4_EN.pdf
    Download the Game Board: http://postgrowth.art/pages/pdfs/PGTK_game-board_letter-US.pdf
    Download Instructions (beta version): http://postgrowth.art/pages/pdfs/PGTK_form_letter-A4.pdf

    An initiative by DISNOVATION.ORG (Nicolas Maigret & Maria Roszkowska) with Julien Maudet, Clémence Seurat, Pauline Briand & Baruch Gottlieb
    Production: iMAL
    Co-production: Biennale Chroniques – 3bis f
    With support from: University of California Irvine, Productions Intérieures Brutes, ArTeC, La Labomedia, UCL Louvain La Neuve, CNC (Dicréam)

  • https://disnovation.org/postgrowth.php
  • ISEA2014: 20th International Symposium on Electronic Art
  • PostDigital Sunlight: Participatory Space Crossing Virtual and Physical, Artificial and Natural
  • Zayed University - Abu Dhabi
  • Sheng-Ying Pao
  • Leverage sunlight at given locations, this research presented augmented experiences pushing the boundaries across the artificial and natural, the virtual and physical, as well as the local and the remote. [see also the presentation]

  • http://www.isea-archives.org/isea2014-presentations-sheng-ying_pao/
  • ISEA2015: 21st International Symposium on Electronic Art
  • POWEr
  • Wong Theatre
  • Utilizing a bespoke Tesla coil, POWEr is a performance based on the sonics and striking imagery that offshoots from the machine’s high voltage emissions. Used as source materials, electrical ingredients are generated, captured, transformed and diffused live on stage through digital processing and manipulation of sound and video. Building on a context that sets it halfway  between a musical presentation and a media arts installation, POWEr demarks the continuation of artificiel’s development. Having charted a singular path investigating composition and electrical impulses with previous projects such as bulbes (2003) and beyond6281 (2004), as well as cultivating a performative dimension with such later works as cubing (2006) and artificiel.process (2008), POWEr takes its place among this oeuvre by raising the stakes of spontaneity and working with evermore complex musical structures and visual dramaturgy. Originally commissioned by MUTEK for its 10th edition, this project was made possible by funding from the Media Arts section of the Canada Council for the Arts and the Conseil des arts et Lettres du Québec and has continued to tour the world since.

  • Audiovisual performance with Tesla coil
  • https://artificiel.org/projet/power
  • ISEA2020: 26th International Symposium on Electronic Art
  • Predictive Art Bot
  • Jérôme Saint-Clair, Maria Roszkowska, Nicolas Maigret, and Baruch Gottlieb
  • Algorithm
  • http://predictiveartbot.com/
  • algorithm, Text, Twitter, and online art
  • ISEA2015: 21st International Symposium on Electronic Art
  • Prey
  • Goldcorp Centre for the Arts
  • Jinsil Hwaryoung Seo and Tiffany Sanchez
  • Prey is an exploration in digital storytelling through the infusion of the old with the new, a hybrid grafting of the organic with the inorganic to create an entirely new form of codex. While the design is driven by an earthy handcrafted aesthetic, each novel hosts a unique system of interactive technologies. Upon first glance, they appear as a trilogy of standard vintage volumes. Once opened, readers will find their characters carefully embodied and thoroughly embedded within their pages.

  • Experimental hybrid book
  • ISEA2002: 11th International Symposium on Electronic Art
  • Printing Methodology #3
  • Nagoya University of Arts
  • Tamami Hitsuda and Toshinao Yoshioka
  • For the open air media art exhibition “alternative moments” they had a video installation. They exhibited mainly 2 dimensional pieces with the series theme “Printing Methodology” for this show.

  • ISEA2022: 27th International Symposium on Electronic Art
  • privacy-GrDN.info
  • Santa Mònica
  • Sandra Araújo
  • By placing automation within this simulated i̶d̶l̶e̶ garden it arises the complexity of what being human is in this electronic age. Learning, leisure and work share the same interchangeable framework in this post-truth dynamic where operations are engineered in an ambiguous way to praise & glorify the strenuous path of c̶o̶n̶t̶e̶m̶p̶o̶r̶a̶r̶y̶ labour system. Hybrid emulation that deals with prediction & feeds on its own coding as the backbone structure of a semiotic < container > / .

  • ISEA2002: 11th International Symposium on Electronic Art
  • PROCESS 2002 Autumn-Winter
  • ISEA2010: 16th International Symposium on Electronic Art
  • Projects from the Netherlands
  • 2010 Overview: E-Culture Fair
  • Dortmund’s U-Tower
  • MediaLAB Hogeschool van Amsterdam
  • ISEA2022: 27th International Symposium on Electronic Art
  • Prosopagnosia
  • El Centre d’Art Cal Massó
  • Joan Fontcuberta and Pilar Rosado
  • May 27-July 23, Centre d’Art Cal Massó de Reus, Beep Collection: OriginsPublic event.

    Prosopagnosia is an artificially created speculation on the dialectic of facial recognition and the oversight of celebrity portraits in historical archives. Generative Adversarial Networks (GAN) have been used, which are deep neural network architectures composed of two networks that face each other (therefore, the term “adversary”), to create portraits that have never existed. Ian Goodfellow and other researchers from the University of Montreal introduced GANs in an article in 2014. The potential of these models is enormous because they can learn to mimic any dataset, that is, GANs can be taught to create haunting worlds, similar to ours in any domain: images, music, speech, or prose.
    “Prosopagnosia” won the 15th edition of the ARCO-BEEP Electronic Art Award

    [Source: https://www.beepcollection.art/joan-fontcuberta-pilar-rosado]

  • ISEA2023: 28th International Symposium on Electronic Art
  • Prosperity
  • Forum des Images
  • Samuel St-Aubin
  • Prosperity (stand-alone system)
    Prosperity is an autonomous device that manipulates grains of rice. A clamp moves from one surface to another, picking up randomly placed grains and then depositing them in an orderly manner on a second surface. This process aligns them while preserving their initial orientation. The work highlights the exchanges between the machine and the material, which imposes its constraints on the machine, which must continually repeat the sequences of analysis and movement.

  • https://www.samuelstaubin.com/prosperity
  • ISEA2014: 20th International Symposium on Electronic Art
  • Psychophysics machines
  • Al Fahidi Historical Neighborhood
  • Adam Donovan
  • An installation of five acoustic physics robots. Using sound focusing and Anti Doppler shifts it affects the auditory perceptual engine to create an environment not possible to hear in nature

  • ISEA2002: 11th International Symposium on Electronic Art
  • Public sound check
  • Nagoya Citizens' Gallery Yada
  • ISEA2002: 11th International Symposium on Electronic Art
  • Pukuon series vol3 [+ -]
  • Shumokukan
  • Live Performance

  • ISEA2024: 29th International Symposium on Electronic Art
  • Pulsations
  • QUT Art Museum
  • Anais met den Ancxt and Scenocosme
  • Pulsation is a sound installation artwork with a living tree.
    In contact with the trunk, spectators can hear and feel heartbeat’s sounds and vibrations.
    With its roots and its high branches, the tree is a kind of link between earth and sky.
    The tree is a symbol of the body too, through its cover and its flesh. It is like a mirror of the body. The spectator hears and feels the sonorous vibrations when he puts his ear or his body against the trunk. The entire tree is in resonance with a human heartbeat. This sound generates sensory relationships between the tree and the body.

  • https://isea2024.isea-international.org/pulsations/
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Pulse Radio II
  • Samson Young
  • Samson Young is performing ‘Pulse Radio II – Hommage to Nicolas Collins (Debussy’s Arabesque No. 1) at the HKICC Lee Shau Kee School of Creativity, Hong Kong. The composition begins with a wireless heart rate sensor transmitting Young’s own pulses, which are then turned into “play-head triggers” of a recording of French composer Claude Debussy’s Arabesque No.1. The deconstructed piano classic and heart rate in real time are then overlaid and re-arranged into a sound composition.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Punkturn
  • Aichi arts center
  • Imagine a flat screen sounding. The whole area is filled with many very small moving figures. You can hear at least three different levels in height and five positions in the left-right panorama. In the whirling sound on the virtual screen you can hear dots appearing irregularly. They mark positions or links to the possible, (not yet real) space. Only when, by chance (?), a dot – while appearing – matches exactly at the right time one of the whirling soundfigures on the screen, we can be for a short while a part of the hidden or folded multi-dimensional sound universe behind (inside?) the two·dimensional screen world. This acousmatic work investigates dots, lines and space – and individuals and stories inside/in between.

    The piece be played back as well stereo as on a live-modified multichannel-sound diffusion system for concert purposes. Please also try it with headphones.

  • Acousmatic work
  • ISEA2013: 19th International Symposium on Electronic Art
  • Pure Land: Inside the Mogao Grottoes at Dunhuang
  • iCinema (Centre for Interactive Cinema Research)
  • Sarah Kenderdine and Jeffrey Shaw
  • Making its Australian debut in ISEA2013, Pure Land digitally recreates one of the famous, UNESCO world heritage listed cave temples in Dunhuang, northwestern China. Recognised as a religious and cultural gateway on the ancient Silk Road that carried trade between China, western Asia and India for over 1000 years, the 742 caves are today closed to the public on a rotating basis to ensure their preservation; this work transcends this limitation by immersing visitors in a 360-degree interactive panoramic projection theatre evoking the authentic experience of being inside one of the caves, thus bringing new, sustainable life to the aesthetic and spiritual drama of Dunhuang’s extraordinary paintings and sculptures. This 1:1 scale, virtual 3D facsimile of Cave 220, presented in iCinema’s Advanced Visualization and Interaction Environment (AVIE), exploits various digital image processing techniques, 2D and 3D animation as well as 3D cinematography to further develop AVIE’s experiential and interpretative capabilities. The installation, first exhibited publicly in Gallery360 at City University, Hong Kong (2011), was subsequently shown at the Smithsonian Institute in Washington, where it was described as being “the exhibition experience of the future” by Julian Raby, director of the Freer Sackler Galleries of Art. Keith Kennicott wrote in the Washington Post: “… at last we have a virtual reality system that is worthy of inclusion in a museum devoted to the real stuff of art.” (Nov 30, 2012).
    Friends of Dunhuang HK is a not-for-profit organisation active in conservation and education programs about the Mogao Grottoes. Established in 1943 by the Chinese government, the Dunhuang Academy has carried out many large projects that include conservation to restore and consolidate the cliff surface, caves, statues and murals, and extensive digitisation of cave interiors.

    Project Donor: Mr Gabriel Yu (Chairman of Executive Committee of Friends of Dunhuang Hong Kong). Project Conception and Direction: Dr Sarah Kenderdine, Prof Jeffrey Shaw (City University Hong Kong), Art Direction / Interpretation / Script: Ms Lou Jie (Dunhuang Academy). Cave 220 Dataset: Mr Wu Jian (Dunhuang Academy). Art Advisor: Mrs Lee Mei-Yin (Special Researcher with Dunhuang Academy, Friends of Dunhuang Hong Kong). Software Application : Mr Mo Luk, Mr Leith Chan. AVIE: iCinema/Immersive Realisation.  alive.scm.cityu.edu.hk/projects/alive/pure-land-inside-the-mogao-grottoes-at-dunhuang-2012      dha.ac.cn

  • ISEA2022: 27th International Symposium on Electronic Art
  • Pwned
  • La Capella
  • Marío Santamaría
  • Pwned concerns artistic research based on the notion of bodies of data to question how our technified memory (everything that is stored and registered in databases) participates in constructing desire and projecting the future. From the creation of trained artificial intelligence, primarily with private data such as the history of the artist’s movements over the past few years, Santamaría will ask the machine about his future movements. Its response will devise a series of routes and behaviours to be reproduced by a human body. This offers us the possibility of observing how reality is transformed when the physical body is traversed by its doubles and virtualities.

  • https://www.lacapella.barcelona/en/pwned
  • ISEA2002: 11th International Symposium on Electronic Art
  • Pyramid
  • Assembly Hall, Nagoya Port Building
  • Even though a slight unintentional movement would cause yon to return from a time trip to two different moments of the present, the elementary particles which compose you would never interfere with those composing the lagged world, just like X-ray radiation transmits through materials without interfering. A 1/30 second lag, however, would generate a visible difference. This piece takes its cue from the pyramid shown in the background of a photograph of my grandfather, a Japanese Imperial Navy officer.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Quadra Minerale – Rare Earths
  • Santa Mònica
  • Rosell Meseguer
  • Quadra Minerale – Rare Earths (Tierras Raras) 2017-2019
    On the basis of the war, deeply linked to mineral colonization, Rare Earth Elements, has sought to expand the geopolitical reading on the subject and the problems  derived from it – technology, economy and society – from a publication, an installation of the creative process, a pictorial polyptych and various works.

    On the basis of the war, deeply linked to mineral colonization, Rare Earth Elements, has sought to expand the geopolitical reading on the subject and the problems derived from it technology, economy and society – from a publication, an installation of the creative process, a pictorial polyptych and various works in drawing, printmaking, video and photography.

    • In 2010, the press began to talk about the so-called “war of the rare earths”.
    • Rare Earths and lanthanides, have been extracted from the end of the 19th century.
    • They belong to a large group of the periodic table of elements, which celebrates 150 years of history in 2019.
    • In the 1960’s, they started being used for high technology China, United States, India and Brazil, are major producers of rare earths.
    • China is now a key country in the production of the Rare Earths and its tight control has generated profound disagreements and conflicts – affection and disaffection – worldwide.

    The development of the proposal concludes in the Vademécum: Quadra Minerale. Rare earths, other minerals and mining concepts. An approach to the elements and their technological uses in contemporaneity.

    • Delves into the contemporary processes of technological production, regarding affection and disaffection they generate Makes visible the economic, political and military problems of the elements of the table and concepts derived from it.
    • Historically focuses on past processes as conclusions of the present: colonization, post-colonization, decolonization.
    • Makes these problems visible from the field of visual arts at a theoretical-practical level;each element is related to objects from my studio, works by other artists and myself.
    • Builds international relations between Latin America, Europe, USA, Russia, the Asia-Pacific axis and some countries in the Middle East.
  • ISEA2022: 27th International Symposium on Electronic Art
  • Quantum Chaos set
  • Recinte Modernista de Sant Pau
  • Paul Thomas and Jan L. Andruszkiewicz
  • What we do understand is that it is fundamental to existence. Thomas’s current research questions quantum and nanotechnologies that are utilised as part of his concepts of capturing reality in the act of happening. New emergent technologies and traditional materials are explored in his work in relationship to how he visually expresses an alternative comprehension of the invisible, inaudible and intangible phenomena studied in physics.

    An electron is seen as being analogous to the movement of a spinning top. When a spinning top goes out of its spin cycle, it falls into chaos in the same way an electron in a quantum position is governed by its spin. The set draws from the analogy of the axis of a spinning top that creates a cloud of points that disappear and reappear based on the probability data from Professor Andrea Morello’s lab at University of New South Wales, developed by PhD students Serwan Asaad and Vincent Mourik. In Thomas’s digital artwork, a sorting algorithm developed in collaboration with artist Jan Andruszkiewicz in 2019, utilises speculative quantum data to transform a photographic image. In the artwork, data affects the materiality of photographic images of felt fibres, referencing Gilles Deleuze’s and Felix Guattari’s concept of smooth and striated space. The smooth space of felt is not woven, knitted, knotted, intertwined or laced. It is not a striated space where the woven fabric measures the boundary of the body’s movement in space. It has its own integrity; its tensile strength is born of chaos.  The material becomes a second skin between the body and the world.

    This fibrous character becomes reconfigured by the speculative quantum chaos data using a sorting algorithm to reposition every pixel in the photograph of felt fibres. The program when executed randomly selects one of ten images and Husimi quasi-probability distribution data a text file from 223,966 samples—transforming by rearranging in real-time the digital photographic images’ fibrous character of felt. An accretion of animated motion evolves over time as the fibrous image is sorted from its classical chaos to one born out of quantum chaos. Each sort of the data weaves a series of linear transformations of the felt fibres to reveal new patterns that correspond to a probability of meaning: chaos begetting chaos as an ongoing, entangled real-time process visualising a liminal space between worlds.

  • http://visiblespace.com/blog/?p=1815
  • art, Quantum, Chaos, and Physics
  • ISEA2023: 28th International Symposium on Electronic Art
  • Quantum Jungle
  • Le Cube Garges
  • Robin Baumgarten
  • Exhibition. Le Cube Garges, April 27 – May 18

    2020
    Interactive light installation

    Composed of more than 1000 tactile metal springs, Quantum Jungle is an interactive artistic installation which allows to apprehend and to visualize in an extremely playful way certain concepts of quantum physics. By calculating the Schrödinger equation to model the motion of a quantum particle, it demonstrates concepts such as superposition, interference, wave-particle duality and quantum waveform collapse. By maintaining a playful approach that attracts children and adults alike, the device arouses curiosity and wonder and allows us to understand the invisible physical laws that govern our universe.

    Realized by Berlin-based game artist Robin Baumgarten in collaboration with a team of quantum physicists headed by Prof. Sabrina Maniscalco (Aalto University and University of Turku), and Prof. Marilu Chiofalo (University of Pisa), the piece is an interactive light installation which was installed at Palazzo Blu in Pisa until April 2022.

    The Scientific team:
    Sabrina Maniscalco
    Marilù Chiofalo
    Caterina Foti
    Guillermo García-Pérez
    Matteo Rossi
    Boris Sokolov
    Jorge Yago Malo

    Partners:
    University of Helsinki
    University of Aalto
    University of Pisa
    Institute Q
    QPlayLearn
    Algorithmiq
    Palazzo Blu
    Fondazione di Pisa

    Music in video: Sonor by Eugenio Mininni

  • https://www.wobblylabs.com/quantum-jungle
  • ISEA2023: 28th International Symposium on Electronic Art
  • Radiances IV
  • Sabrina Ratté
  • Focus Québec Exhibition. Forum des Images, May 16 – 21

    Radiances IV (2018) Impression

    Two Prints installation
    Radiances is a formal research aimed at creating a parallel between the aesthetics of the digital image and that of traditional painting. A combination of various techniques was used, such as 3D animation, video synthesis and digital manipulations, to bring out textures which evoke, without imitating, layers of paint, brush strokes, reliefs. These paintings in motion suggest a contemplative state where landscapes evolve slowly over time, freeing the observer from a narrative and linear montage, while maintaining the temporal aspect of the video.
    Radiances IV (2018) Impression – 56x100cm
    Radiances V (2018) Impression – 56x100cm
    Prints installations are on loan from Galerie Charlot

     

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

    Radiances V (2018) Impression – 56x100cm

    Two Prints installation
    Radiances is a formal research aimed at creating a parallel between the aesthetics of the digital image and that of traditional painting. A combination of various techniques was used, such as 3D animation, video synthesis and digital manipulations, to bring out textures which evoke, without imitating, layers of paint, brush strokes, reliefs. These paintings in motion suggest a contemplative state where landscapes evolve slowly over time, freeing the observer from a narrative and linear montage, while maintaining the temporal aspect of the video.
    Radiances IV (2018) Impression – 56x100cm
    Radiances V (2018) Impression – 56x100cm
    Prints installations are on loan from Galerie Charlot

  • ISEA2022: 27th International Symposium on Electronic Art
  • RAIN BEATS
  • El Centre d’Art Cal Massó
  • Josecarlos Flores
  • ISEA2019: 25th International Symposium on Electronic Art
  • Rapid biography in a society of evolutionary lovers: facial icon version
  • Asia Culture Center (ACC)
  • Tatsuo Unemi and Daniel Bisig
  • The work employs an individual-based evolutionary social simulation. In the simulation, virtual people are born, grow up, fall in love, bear babies, age, become separated, and die over the course of multiple generations. Each simulated individual is mortal but its genetic information that is passed on to its offspring can potentially exist eternally. Nevertheless, most hereditary traits are fragile and quickly change through mutation and selection. The evolutionary process running in the simulation often leads to the emergence of multiple geographically separated races. This phenomena can remind us of the fragility of our racial identity.
    The simulation is rendered perceivable through dynamically created visuals and sounds. The acoustic content consists of short sentences that are spoken by the computer in accordance with certain events taking place in the live of the simulated individuals or that recapitulate the biographic histories of recently deceased individuals. These spoken texts are combined with a mixture of sounds consisting of whispered proposals, sighs of disappointment, baby cries, and funeral bells. All together, these sounds express the collective atmosphere of the population. The atmosphere might sound like noise but is also represents the harmony of the society.
    The computational model of each individual in the simulation is very simple and less intelligent than most contemporary AI systems. Nevertheless, this model is sufficient to evoke in us the impression that the simulated individuals possess intelligence and emotions. As such, it is mainly through our imagination that the simulated behaviors become elements for fictional stories of dramatic life experiences. Therefore, it is also through us, that even the simplest computational entities can achieve enlightenment.
    The installation includes two tablet computers that allow visitors to explore the simulation through two types of browsing interfaces. The first interface displays the individual stories of one of the agents that is currently shown on the main installation screen. The full name and the birth and death dates of six agents are listed in a column on the left. By selecting one of these rows, the detailed life events are shown in a column on the right. The second interface allows to exhaustively explore a database containing all the life events of a previously finished simulation run. This database collects approximately 210000 individual live stories over a duration of 3000 simulated years. The interface offers two different views. The first view displays an individual and its parents and lovers. The second view displays a couple and their children. The visitor can touch a graphical depiction of an individual agent to switch to the first mode or he/she can touch a line connecting two agents to switch to the second mode.
    Since 2003, Tatsuo and Daniel have worked together on new-media art projects. They received several awards: Honorary Mention by Vida 9.0 in 2006 for “Flocking Messengers”, Excellence Award by 10th Japan Media Art Festival in 2006 for “MediaFlies”, Audience Prize by WRO 2011 for “Cycles”, the Best Artwork Award by ALIFE 2016 for “Visual Liquidizer”, and Excellence Award by 21st Japan Media Art Festival for the first version of “Rapid Biography”. They designed interactive stage effects for four contemporary dance projects choreographed by Jirí Kylián in 2008 and 2009.

  • media installation
  • FISEA: First International Symposium on Electronic Art
  • Ray Tracing
  • 1988 Overview: Art Exhibitions
  • Jaarbeurs
  • David Lister
  • Ray traced image by David Lister at Computer Graphics Research Group of the Ohio State University.

  • Cibachrome print
  • ISEA2022: 27th International Symposium on Electronic Art
  • RAY
  • Recinte Modernista de Sant Pau
  • Weidi Zhang
  • ISEA2014: 20th International Symposium on Electronic Art
  • Re-Collect
  • Cuadro
  • Michal Seta and Jane Tingley
  • A responsive sound installation comprised of 30 objects containing speakers, sensors and microphones. The installation is attentive to its environment and responds through light fluctuations and an evolving sound composition.

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Re-Generation (excerpt)
  • Run Run Shaw Creative Media Centre
  • Yan Breuleux and Jean Ranger
  • Re-generation is an immersive meditation on how new perceptions of the world are transforming our relationship to it. It explores the role of human imagination in shaping the Anthropocene, the term coined by scientists acknowledging that human activities are profoundly shaping Earth’s current geologic epoch. Through the integration of artistic animations and scientific visualization, participants are taken to the heart of Earth’s regenerative and invited to re-imagine humanity’s relationship to our home planet. By evoking the imagination beyond our daily experiences, this program reveals poetic interpretations of an interconnected and re-enchanted world.
    Developed for the COP21 Paris climate conference, the Montreal premiere in the Satosphere is guided by the voice of Marie Brassard, following a scenario by David McConville. Initiated and produced by SAT, Re-generation was co-directed by researcher-artist Yan Breuleux and video artist Jean Ranger. It is a prologue to L’Hymne à la beauté du monde, interpreted by Diane Dufresne.
    Re-generation develops through three movements:
    Respiration
    The cycles that punctuate the movements of the universe at all scales, giving life to celestial mechanics and planetary respiration from the microcosm to the macrocosm.
    Anthropocene
    While cosmic dust and stars have given birth to life in its great diversity,  human civilization has begun to radically influence the evolution our home planet.
    Regeneration
    Humans are in nature and nature is in us. By visualizing Earth’s metabolic flows,  we are developing new ways to participate in the complexity of life on Earth through the re-enchantment of the world.
  • ISEA2018: 24th International Symposium on Electronic Art
  • Re-Volution Sampler: A Participatory Archive of Revolutionary Songs
  • Denis Hurley Centre
  • Daniel Cermak-Sassenrath and Stina Hasse
  • One challenging issue of cultural institutions such as museums and libraries is offering their audiences access to their often extensive materials in engaging ways. This is specifically the case with time-based media such as audio recordings. The Re-volution Sampler installation aims to mitigate the challenge. It is an open, participatory, multilayered assemblage of personal memories, associations, and performances of political revolutionary sonic texts. The installation integrates playback and recording of revolutionary sonic texts such as protest songs, political speeches or poems and personal stories. Visitors are not only able to listen and receive but also to add, extend and comment. The installation builds an archive of sonic documents and audience responses to it, thereby creating a network of meaningful relations accumulating during the time of the installation period. Re-volution Sampler becomes a lively, meaningful, ongoing collection of the multiple personal and collective experiences of revolution people have and share across countries and cultures.

  • Installation
  • ISEA2015: 21st International Symposium on Electronic Art
  • Read For Us… And Show Us The Pictures
  • Goldcorp Centre for the Arts
  • John Cayley and Daniel C. Howe
  • Founded on its earlier installation, “Read For Us” The Readers Project presents the work of a software entity that generates digital video montage, with visual content sourced through live image search. The Montage Reader – developed initially for English – analyses its text and first establishes a overall visual grammar based on closed-class words that underlie linguistic structure. The reader then searches for images corresponding to phrases  – ‘longest common phrases’ whenever possible – finally composing a sequence of images that corresponds with the written language of the text both structurally and also semantically – at least in so far as contemporary image search proposes a correspondence that is meaningful for the human user-readers of network services and their aggregation of crowdsourced indexing. Texts read by the Montage Reader may include parts of Adam Smith’s An Inquiry into the Nature and Causes of the Wealth of Nations (1776), and Some Thing We Are, a short story by Daniel C. Howe.

  • Mixed media installation, custom software
  • ISEA2014: 20th International Symposium on Electronic Art
  • Ready to cloud
  • 2014 Overview: Video Screenings
  • U Energy
  • Christian Zöllner
  • ISEA2023: 28th International Symposium on Electronic Art
  • ReCollection
  • Weidi Zhang and Rodger Luo
  • Hacnum Exhibition, Various locations, May 16 – 21

    ReCollection is an interactive AI art installation that assembles synthetic collective visual memories based on language input, blurring the boundaries between remembrance and imagination through AI system design and interactive experimental visualization.

    According to Dr. Mary Steedly, memories are a “densely layered, sometimes conflictual negotiation with the passage of time.” As a result of Alzheimer’s disease and related dementias, at least 50 million people suffer memory regression and cognitive difficulties. Meanwhile, text-to-image artificial intelligence (AI) systems have gained a great deal of attention in 2022 as exciting forms of AI that generate visuals based on language input, which creates new possibilities for reassembling fragmented memories.

    -​When we coexist with machines, will we accumulate synthetic recollections of symbiotic imagination?
    -Is language capable of triggering and synthesizing memories?
    -How does our collective memory inspire new visual forms and alternative narratives?

    Recollection is an assemblage of human-machine artifacts that emphasizes the contributions from three sides: artists, machines, and participants. This customized AI application facilitates multiple AI techniques, like speech recognition, text auto-completion, and text-to-image, to convert language input into image sequences of new memories. As an interactive experience, participants will describe their memories with fragmented sentences, and our system will automatically fill in details, creating new visual memories.

    We developed our customized AI system by fine-tuning a pre-trained transformer-based AI model to learn the documentaries of Alzheimer patients’ visual memories and their descriptions. The system imagines new memories by interpreting real-time narratives from participants in the installation. We did not employ the generative visual output from our AI system as our final delivery in the installation. Instead, we draw inspiration from Monotype, a printmaking technique with a history that dates back to the 1640s, which produces unique visualizations on paper through printing and reprinting. Therefore, we program our system to automatically transform the machine-generated visuals algorithmically into an evolving real-time visualization with a unique aesthetic through image processing and experimental data visualization. We collaborate with our AI system to design this art experience and intentionally bridge fine art-making techniques with generative AI art to emphasize the symbiotic relationships between past and future, as well as machinic vision and human perception towards a new aesthetic and visual language.

    By providing a conceptual framework for non-linear narratives, which constitute symbiotic imaginations, and future scenarios of memories, culture production, and reproductions. It may inspire the cure for memory regression by providing a future scenario, a thought experiment, and an intimate recollection of symbiosis between beings and apparatus. It raises people’s awareness of future memory preservation and their empathy for the dementia community through a personalized aesthetic experience. It offers an artistic approach and future prototype for cultural heritage reproduction and re-imagination and explores the tensions that exist in the co-relations between visual representations, language, and narratives.​

  • https://www.zhangweidi.com/recollection
  • ISEA2002: 11th International Symposium on Electronic Art
  • Reconstruction #1
  • Nagoya City Art Museum
  • Jim Campbell
  • A poured resin diffusion screen is mounted in these works in front of a matrix of LED pixels. Various pedestrian, auto and boat traffic scenes are displayed from the perspective of an outside viewer. The resin block softens the image from the highly pixelated representation of the LEDs to a decipherable image. The pixel is captured when viewed from the side. In some the cast of light gradually changes from its smallest condensed point to a homogeneous glow of information, in others the cast of light remains a soft glowing orb.

  • Custom electronics, 192 LEDs, cast resin screen. 27.9 cm x 38.1 cm x 7.6 cm.
  • ISEA2020: 26th International Symposium on Electronic Art
  • Reconstructions
  • Allison Parrish
  • Reconstructions is an infinite computer-generated poem whose output conforms to the literary figure of chiasmus. The program samples a sequence of text from a variational autoencoder neural network trained on millions of lines of English poetry, and pairs that line with a reconstruction of the sequence in reverse order. The lines of poetry thereby produced are semantic and syntactic mirror images of one another, exhibiting a classic chiastic X structure: ABBA. At regular intervals, the system produces a new pair of lines, which are then displayed between the lines of the previous step, creating a chiastic structure in the arrangement not just of words within lines but among the lines themselves. As the program progresses, lines continue to appear in the middle of each pair, leading to an endlessly nested chiastic structure (ABCCBA, ABCDDCBA, ABCDEEDCBA, etc.). Older lines fade as they move away from the center but are never fully erased from the screen.

  • Infinite computer-generated poem
  • https://reconstructions.decontextualize.com/
  • autoencoder neural network, Computer-Generated, Infinity, Poetry, and writing
  • ISEA2014: 20th International Symposium on Electronic Art
  • Recover
  • Zayed University - Abu Dhabi
  • Mark Pilkington
  • To photograph myself as a responder to both urban and rural lansdcapes within the UAE. This work develops work I showed as part of Sikka 2013.

  • SISEA: Second International Symposium on Electronic Art
  • Reds Dream
  • Cultural Center de Oosterpoort
  • Life as the sole sale item in the clearance corner of Eben’s Bikes can get lonely. So Red, a unicycle, dreams up a clown owner and his own juggling act that steals the show. But all too soon, the applause turns into the sound of rainfall as reality rushes back. Red must resign himself to sitting in the corner and await his fate.

    Don’t let Red’s sale tag fool you. He’s really a priceless unicycle with a big heart who could help out juggling performers like Lumpy the Clown—if only someone would see him resting against the back wall and give him a chance.

  • Computer Animation
  • https://www.pixar.com/reds-dream
  • ISEA2022: 27th International Symposium on Electronic Art
  • Redundant Assembly
  • El Centre d’Art Cal Massó
  • Rafael Lozano-Hemmer
  • May 27-July 23, Centre d’Art Cal Massó de Reus, Beep Collection: Origins. Public event.

    In “Redundant Assembly” an arrangement of several cameras composes a live-portrait of the visitor from six perspectives simultaneously, aligned using face detection. The resulting image is uncanny, detached from the laws of symmetry and the depth perception of binocular vision. If several visitors are standing in front of the work, a composite portrait of their different facial features develops in real time, creating a mongrel “selfie”.

    A version of the work for public space includes a time-component that allows the face blending to take place mixing present and the past. Face recognition is a technique often used by police, military, and corporate entities to search for and find suspicious or target people. Here the same technology is used to confuse portraits and emphasize the artificiality and arbitrariness of identification.
    http://www.lozano-hemmer.com/videos/artwork/redundant_assembly_basel_2016_rlh_001.mp4
    [Source https://www.beepcollection.art/rafael-lozano-hemmer]

  • ISEA2014: 20th International Symposium on Electronic Art
  • Reflecting Place
  • Zayed University - Dubai
  • Deborah Cornell and Richard Cornell
  • An installation and workshop that fuses geophysical and cultural mapping to create a multi-level locative vision of an expansive present.

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Reflections of the Peacock
  • National Palace Museum
  • N7 Communication
  • Original work of art: Peacock Spreading Its Tail Feathers by Giuseppe Castiglione

    This installation takes Castiglione’s painting of two peacocks and separates its iconographic elements into layers that are then individually printed onto a succession of large glass panes. This spatial and optical re-formulation of the painting illuminates the unique fusion of Western single-point perspective and Chinese painterly aesthetics that Castiglione achieved in his work.

  • https://theme.npm.edu.tw/exh105/hongkong/en/page-3_2.html
  • ISEA2014: 20th International Symposium on Electronic Art
  • Refraction
  • American University in Dubai
  • Russell Bellamy, Scott Michael Conard, and Jordan Vinyard
  • The work consists of several marble tiles, assembled on a platform. The experience for the audience can be summarized by an overwhelming sensation. The culmination of the machines, the sounds, and the reflecting pool is designed to be all encompassing.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Repository
  • Santa Mònica
  • Weidi Zhang
  • Our digital footprints in the vast data universe are duplicatable, transferrable and mutable.  Deletion has become much harder than throwing a piece of paper into a shredder, which was first invented over a hundred years ago. Photos, videos, geographical tag or just simple texts living on social media platforms as the virtual presence of digitized human memories strengthen the power of machine computation and analysis while underlying the control from us.

    When we try to preserve or delete our own stories in the digital landscape, do we still have the authorship of them? Are they in a constant shift of meaning and representation?

    Repository is a virtual reality experience created around the issue and question of data authorship and data oblivion.  It builds a world of data in motion merging the structure of a server farm (A place physically stores data) with a  paper shredder (A machine deconstructing data). Repository gradually transforms from a surreal bank safely stores memories into a space filled with floating shreds of letters and characters through assembling and fragmenting various conversations borrowed from Twitter posts in 2019. Its non-linear narrativity, interactive experimental sound, and surreal aesthetic provide a conceptualization of an alternative model of human-machine interaction, and question whether we have the right to be forgotten, at the same time as the right to be remembered?

     

  • ISEA2018: 24th International Symposium on Electronic Art
  • Resounding Walls
  • 2018 Overview: Public Events
  • BAT Centre
  • Wayne Reddiar
  • Resounding Walls takes its conceptual starting point from the interdisciplinary field of Acoustic Ecology and the practice of Sound Design. Acoustic Ecology highlights the importance of creating an awareness of the role that sounds plays in shaping our experience with our respective environment and habitat. These experiences affect us physiologically, psychologically, cognitively and behaviourally. Parallel to this field, the practice of Sound Design has the potential to activate our awareness of our acoustic surrounding. The project will be actualised as an immersive sound installation which intersects with the context of the exhibition space. This will be composed of a Sound Design artwork based on field recordings taken in and around the city of Durban.

  • Sound design artwork
  • ISEA2023: 28th International Symposium on Electronic Art
  • Retornar
  • Centre Culturel Canadien
  • Santiago Tamayo Soler
  • Exhibition. Centre Culturel Canadien, May 16 – 20

    Set in a fictional Andes in the year 2222 Retornar narrates the story of the nine last living humans on Earth, and their journey towards a big «reset». Narratively structured as a video game, Retornar takes place in an eco-pessimistic world, where Latin America has nothing else to give: its soil has dried up and the atmosphere has become increasingly dangerous. After a big war driven by an extreme exploitation of natural resources, the surviving characters wander around a dystopian Andean landscape, aimlessly and alone, with no other purpose but to spend their day going through different “puzzles” and “loading screens”, until they are summoned by a mysterious blue orb that will transport them into a digital celestial world where – after a big celebratory “last dance” – they will become the seeds for a new generation.

    Retornar was made through a multilayered process. The world itself was designed from scenes created in The Sims 4, SketchUp, Photoshop, as well as real footage shot in front of a green screen. The scenarios were built using an isometric perspective to mimic early 8 bit video games, as well as early life simulation games, and videochat universes.

    Created as part of the PHI Montreal 2021 Residency.

  • Video HD
  • https://www.santiagotamayosoler.com/retornar
  • ISEA2018: 24th International Symposium on Electronic Art
  • Return of the Amersfoort
  • BAT Centre
  • Aline Xavier and Haroon Gunn-Salie
  • Return of the Amersfoort is the result of the collaboration between Haroon Gunn-Salie and Aline Xavier formulated during a research residency at Thami Mnyele Foundation in Amsterdam. Staging a symbolic repatriation, the project presents a reoriented perspective on the historic and contemporary connections shared between South Africa, the Netherlands and Brazil. Anchoring the ghost of the East India Company (VOC) merchant ship Amersfoort in the historic city it honours. In January 1658, Amersfoort, pirated a Portuguese slaving vessel off the coast of Baía de Todos os Santos. In its hold, 500 male and female Angolan slaves, destined to be sold in the slave markets of Brazil. 250 slaves were taken aboard Amersfoort, which docked in Table Bay on 28 March 1658, marking the day the Cape became a slave trading colony. The installation conceptualized as a chain of experiences, invoking ancestral elements evoking the presence of the ghost vessel, flagging its remains to dismantle and contest eurocentric historical-fact.

  • Video
  • https://www.instagram.com/p/BkiC41xh7B1/
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Reunion 2: Performance of the Data Stethoscope for complex networks of fMRI data and chess board
  • The performance is in honor of the celebration of the 50th anniversary of the Nine Evening performances in 1966 where prominent artists and Bell Labs engineers performed in public in New York. The performance used both the data and the software developed for a data stethoscope project that is associated with ongoing research with a team of Neuroscientists at the Center for Vital Longevity Studies at UTDallas. The project data was fMRI data on age cohorts of healthy individuals from 20 to 80. The research involved adding sonification to visualisation tools as a strategy for data exploration. The performing artist is Scot Gresham Lancaster in collaboration with astrophysicist Roger Malina. The artist developed an interface and performance strategies with a chess board and various midi controllers. Using various data sets from the research a soundscape and real time interventions based on the “Reunion” electro-acoustically enhanced chess match between Cage and Marcel Duchamp from 1968. In this case the two collaborating scientists play chess on an electronically enhanced chess board. The moves they make drive the soundscape and interaction of both the video and audio of the performance. The interactions are enhanced by actions and reactions during the performance.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Reverse Phylogenesis
  • Golnaz Behrouznia and Dominique Peysson
  • Hacnum Exhibition, Various Locations, May 16 – 21

    A Parallel Natural History Museum
    Art-Science trans-media installation
    12 devices within a scenographic route

    Passionate about the living, Golnaz Behrouznia and I imagined the concept of the exhibition together Reverse phylogenesis. This is a journey featuring twelve of our works, from which we create a logic between fiction and natural science. A trans-media and literary work, from our imagination.

    Very recently, biologists discovered a species of jellyfish capable of performing a true reversal of its life cycle, allowing it to return to a previous cellular state. Could it be that certain living species can go through a process of rejuvenation over time, and thus move up the phylogenetic tree? A process of de-evolution that scientists might call “reverse phylogenesis”.

    The discoveries of organic molecules in space, in particular on comet Tchouri, update the question of the emergence of life from inert matter in a prebiotic world. Over time, evolution has made it possible to explore an extraordinary diversity of systems, an incredible fauna whose traces persist in fossil form in the Burgess Shale. Only the most robust forms of which we know the current descendants have survived. Life experiments are now much less diversified.

    “Reverse phylogenesis” envisages a de-evolution that would allow to explore again, with extreme freedom, varied, extravagant forms of life, with strange anatomy and enigmatic functioning. The mini-museum presented here reappropriates the unknowns of the living. He questions the forms emerging from our contemporary imagination, mixing the living, artifice and human technologies. A face to face with the fundamental questions that are the nature of life or the fate of biological evolution on earth.

    “Inverse phylogenesis”, between plastic, digital, audiovisual and textual forms, is a proposal that aims to be offbeat and poetic, but which is characterized at the same time, in a roundabout way, by a strong anchoring in reality. Because it is through sensitive forms that we will be able to constitute new imaginaries of the living, richer, more complete, more open too. “Reverse phylogenesis” leads the viewer to re-examine what “the living” and “life” can be.

    Signed by Rémi Boulnois, the scenographic route as well as the design of the lights, are proposed in such a way as to recreate the atmosphere of a scientific museum. The scenography is accompanied by a sound creation by Florent Colautti, which ensures the coherence of the whole.

    The artists lead us there, over time taken backwards. To re-imagine a living thing that comes from almost the same constraints, the same laws as current organisms, but which escapes classification. Forms of life that try out different means of breathing, nutrition, setting in motion, metamorphoses, interacting with their environment… The exhibition ends at time zero, this suspended moment when inert matter first became alive. The point of origin of the thread of life.

    Rejuvenation according to the biologist Braun can be either individual with a return to a previous form (we are always subject to the force of rejuvenation which continues to sculpt our body), or more global, with the rejuvenation of the species through the succession of individuals. The living is not a stable state: it is maintained in its state by the continuous management of flows of growth and destruction, absorption and rejection. Of rejuvenation and aging. Youth and old age are organic and spiritual forces constantly at work and constantly opposing each other. If rejuvenation takes precedence, why not imagine the possibility of des-evolution, and the return to freedom of an “inverse phylogenesis”.

    Creation Golnaz Behrouznia & Dominique Peysson
    Scenographic creation Remi Boulnois
    Sound design Florent Colautti
    Photos ​Golnaz Behrouznia & Dominique Peysson

  • https://dominiquepeysson.net/en/project/reverse-phylogenesis
  • ISEA2002: 11th International Symposium on Electronic Art
  • Richard Devine Live Performance Nov 1
  • Diamond Hall