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
  • ISEA2018: 24th International Symposium on Electronic Art
  • The Engine of the World
  • BAT Centre
  • Marcelo Moscheta
  • The common thread running through Moscheta’s work is a great fascination for nature, together with his willingness to travel and experience the land- scape. This experience of traveling and living in difficult environments stimulated his interest in depicting the memory of a place in his works, developing a classification procedure like that of an archaeologist questioning the boundaries of territory, geography and physics through art.

  • Video installation
  • https://www.instagram.com/p/BkXpvZ1Bsqn/
  • ISEA2022: 27th International Symposium on Electronic Art
  • The Erection of a Phygital Graveyard
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • The Erection of Phygital Graveyard is an auto-generated real-time animation which speculates the heritage of the phygital environment where the online world and the physical world are intertwined. Updated every hour, the system searches for the most popular keywords online, algorithmically downloads and removes part of the downloaded image which conveys the narrative, leaving only the color information and the rectangular frame. The system automatically arranges the residue of the images creating the digiscape of our collective thoughts of the past and the present.

    The space created in The Erection of Phygital Graveyard has no similar world to compare as it prevails for one hour and what seems like an accidental creation is only edited by an algorithm. Created by data which was once edited through removal, the phygital world turns into a cosmic dust.

    Instead of it being a mimicry of the physical world, The Erection of Phygital Graveyard reveals the workings of the machines dealing with data and in the process displays how the digital culture is created through the means of re-arranging the visual information. Within this digital ecosystem and culture, where the machine generalizes, classifies and makes decisions, and as we all take part in training a dataset to train the machine, The Erection of Phygital Graveyard speculates the possible heritage and the culture of the digital.

  • auto generated real-time animation, phygital heritage, online relics, and Machine Learning
  • ISEA2023: 28th International Symposium on Electronic Art
  • The erosarbenus
  • Le Cube Garges
  • Yosra Mojtahedi
  • Exhibition. Le Cube Garges, April 27 – May 18

    2020
    Installation, interactive, moving and sound sculpture

    erosarbenus is composed of three words: Eros, tree, Venus

    The statuary bodies of the Franco-Iranian artist Yosra Mojtahedi make indistinct the borders separating the human from the non-human, the animated from the inanimous, the mythological from the prospective. The Erosorbenus, this oxymoronic and innovative piece, attracts and repels, fascinates and alerts in an assumed technological baroque. She combines soft robotics, ceramics and programming, in a sculpture that emerges from obscurity. The Erosorbenus is a hybrid, sensual and vegetal body on which robos cling

    The Erosarbenus is a body, a tree, a sensual sculpture that calls for touch. Inspired by the richness of plant forms and human anatomy, the artist Yosra Mojtahedi questions through her works the boundary between living and non-living. In order to convey the sensation of life, the artist worked with the DEFROST laboratory at INRIA,specialized in soft robots, soft and flexible robots powered by an air blowing system. Like a flower that opens, the work offers an organic appearance whose realization called on the four elements: earth, fire (ceramic firing), liquid, air. Erosarbenus breathes, it also sings. Drawing on her Persian and Kurdish roots, the artist summons traditional songs to transform the sculpture into a sounding board for these songs forbidden to women in Iran. In the room floats a heady and sensual smell of rose, an emblematic perfume of Persian civilization.

    Production: Le Fresnoy – Studio national des arts contemporains In partnership with Elnria – Defrost (Deformable Robotic Software) ADAGP Digital Art Revelation Prize 2020.

  • http://www.yosramojtahedi.com/
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Fat Camel
  • Aysha Saif Al Hamrani
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Fateful Decision
  • Aysha Saif Al Hamrani
  • ISEA2016: 22nd International Symposium on Electronic Art
  • The Flying Umbrella Project
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • Alan Kwan
  • The Flying Umbrella Project is an aerial robotic performance consisting of two artificial flying creatures in the form of umbrella mating in the air. As the canopy of the umbrella severely hinders airflow into the propellers, they exist as tragic, extremely non-efficient man-made lifeforms that struggle with wind and gravity. During the performance, these flying creatures become emotional prosthetic of the viewers, and enable them to access the emotions through absurdity and extension of self.

  • http://kwanalan.com/flying-machine
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Ford Folly
  • Zayed University - Dubai
  • Seth Ellis
  • Taking a cue from the immense collection of artifacts at the Henry Ford Museum in Dearborn, the installation will use recreations of significant objects as “keys’ to access alternate storylines in a viewer-activated audiovisual environment.

     

  • ISEA2014: 20th International Symposium on Electronic Art
  • The Forth Room
  • Sara Saif Buaseeba Al Ali
  • ISEA2013: 19th International Symposium on Electronic Art
  • The Generative Freeway Project
  • TIN SHEDS GALLERY
  • Matthew Sleeth
  • This self-generating work – “part robot, part performance and part durational kinetic installation” – populates itself over the exhibition period by way of a prototype 3D printer. A new ‘component’ for a model of a freeway system is ‘printed’ every 30 minutes, and is then placed on the gallery floor by visitors as directed by the artist; by the end of the exhibition the system will cover the gallery floor. By rendering visible the process of making and assembling the sculpture, the performative nature of the installation is embedded within the work. Situated within the traditions of kinetic sculpture and durational installation, this work also has a close relationship to performance in its direction of participants’ physical movement through time and space. The Generative Freeway Project takes the freeway – a central infrastructure and key cultural metaphor of our society – and extends the allegory by using its intersections to draw attention to the chaos, confusion and constant movement of our world.

  • http://sleeth.info/
  • ISEA2020: 26th International Symposium on Electronic Art
  • The Genre Project: Listening Stations for Birds that Play Human Music
  • Elizabeth Demaray
  • The Genre Project: Listening Stations for Birds that Play Human Music is an outdoor installation that invites birds to respond to different genres of human music. This project acknowledges that birds in urban settings are routinely bombarded by human noise and circumstantial evidence shows that many avian species pay attention to it. In the Northern Hemisphere cat birds and mockingbirds replicate sounds made by people. In Australia, the lyre bird even learns human tunes and teaches them to successive generations of its young. However, no one has studied what kinds of human music our avian companion species might enjoy.

    The Genre Project addresses this lack of human knowledge by creating system designed for birds that plays human song. This project involves the installation of three “listening stations,” that each play a different genre of human music. Each listening station is comprised of an audio hood, a sound system, and a covered tray of wild bird food. While the Genre Project will be available for humans to watch on a live-feed at ISEA 2020, the ultimate goal of this artwork is to allow our avian companion species to select the kinds of music that they prefer in our shared environment.

  • Outdoor installation
  • Birds, Interactive Installation, Outdoor Installation, and sound art
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Gentle Giant
  • Ayesha Ahmad Matar Al Mehairi
  • ISEA2012: 18th International Symposium on Electronic Art
  • The Good, The Bad and The Ugly
  • 516 ARTS Gallery
  • Christiaan Zwanikken
  • Do we make use of technology, or does technology make use of us? The wildness of nature has ironically made a place for the wildness of technology, which produces unexpected, unprecedented, and unpredictable fusions of body and machine. The Good, the Bad and the Ugly is a multicomponent installation in which remnants of birds and other animals have been brought back to life by means of microprocessors. Or is it the other way around? It seems as if the balance of emphatically visible technology and biological elements, such as skulls, bones, and feathers, could tip either way. Video: kinetica2013

  • Stuffed peacocks heads, feathers, aluminium, steel, servo motors, sound system, computer
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Guardian Of The Liwa Fort
  • Nouf Ahmed Al Dhaheri
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Guardian Of The Mangroves
  • Shaikha Khalifa Al Suwaidi
  • ISEA2016: 22nd International Symposium on Electronic Art
  • The Gynoid’s Guide to Continuous Service
  • Kll Art Village
  • Begun in residence at K11 Art Village, Wuhan, the body of work The Gynoid’s Guide to Continuous Service surveys the scene in the not-so-distant future when hyper-real fembots are integrated, in service mode, into existing patriarchal fabrics and socio-industrial complexes. It imagines what ‘life’ is like for the gynoid, and presents a manual for ‘her’ professional performance.

    The object series Gynoid Survival Kit prototypes jewellery and accessories, worn by the gynoid, that work to ensure both her personal safety and her continuous operation. They could be called ‘analogue hacks’ for robots, or wearables for machines.

  • http://www.elenaknox.com/gsk.html
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Haunted Coffee Shop
  • Sara Saif Buaseeba Al Ali
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Heart Of A Woman
  • Nouf Ahmed Al Dhaheri
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Hidden Enemy
  • Khawla Ali Al Marzouqi
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Idea of a Tree
  • Katharina Mischer and Thomas Traxler
  • The Ideas of a tree is a product of its specific time and place much like the natural growth of a tree. It reacts and develops according to its surrounding and constantly records various environmental impacts in its growth process. Each single tree tells its own story of development.

  • http://mischertraxler.com/projects/the-idea-of-a-tree-process
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Infinitesimal – Interlacing Worlds
  • Art Hub
  • Anne Katrine Senstad and Catherine Christer Hennix
  • This work was developed during a three weeks artist residency at the Liwa Oasis near Abu Dhabi. Multi projection video installation with textiles, sound (by C.C. Hennix), arabic Majilis seating. Video: Sonoptic Parallels – The Infinitesimal (2017)

    “the title UNIVERSALS was the initial project that became impossible to produce, so I created the indoor installation instead: ‘The Infinitesimal – Interlacing Worlds’. This part of the several installations i produced was the main installation. Interlacing Worlds was the curatorial umbrella title of Janet Bellotto’s curatorial part of ISEA Dubai , which included :

    1. Abu Dhabi Art Hub: 1 main installation: The Infinitesimal – a multi projection video installation with textiles, sound ( by C.C. Hennix) , arabic Majilis seating.
    2. Liwa Art Hub in the Empty Quarter( a satellite of the Abu Dhabi Art Hub artist residency in the desert) :  4 installations: Black Gold,  Palm Burka , Video projection installation of Color Synesthesia VI and fog machine,  installed in an empty transparent greenhouse and Measuring the Desert, a performative land intervention. 
    3. Al Fahidi district, Dubai. A site specific 2 channel video projection of Color Synesthesia onto historic walls.”
  • ISEA2022: 27th International Symposium on Electronic Art
  • The Inner Essence
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • My body of work presents the essence of nature from various microscopic structures, illustrating the substance of the world. A digital microscope was used to capture these complex forms of various plants and objects revealing the natural state of an organic system and visual movements that could not be seen with the naked eye. The Inner Essence is an experimental video that depicts the essence of nature through various microscopic structures, ultimately illustrating the totality of nature’s beauty beyond the surface. This exploration highlights the juxtaposition between the outsider’s perspective upon nature and the essence of nature itself through the lens of a microscope. I was fascinated by the manipulation of optic focuses and the ability to travel through what appears to be the underlying true worlds. This experimentation allows me to observe in contemplation and speculation of nature’s mysteriousness.

  • art and science, video art, Bio Art, and experimental design
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Institute of Unnecessary Research Meets The Egyptian Bioart Club
  • Al Fahidi Historical Neighborhood
  • Anna Dumitriu
  • A collaboration between The Institute of Unnecessary Research and The Egyptian Bioart Club. A living artwork/open lab around DIY biology, bioart, the body and digital technologies.

  • ISEA2019: 25th International Symposium on Electronic Art
  • The International Symposium on Electronic Art: From The Netherlands to the Republic of Korea in 25 Great Achievements
  • 2019 Overview: Screenings
  • Asia Culture Center (ACC)
  • The 25 ‘great achievements’ are, of course, the 25 symposia. The symposium is a non-commercial event, that is not structurally supported by any funding party. The nomadic character of the symposium makes it each time a new adventure, for a new team of dedicated people, to organise it. The clip celebrates these achievements as well as the hundreds of artists and thinkers from all over the world that presented their work at ISEA and without whom the achievements would not have been successful. In relation to the fact that each symposium organisation is free to design their own unique  logo, graphic style and  themes, which reflects the symposium series’ non-centralised character, the typography of the locations of the 25 symposia in the clip is extremely diverse. A marching band goes backwards, from 2019 to 1988; the Saints are marchin’ in at the centre of the festivities: the names of some of the keynote speakers and major artists that presented at the ISEA Symposia flash by. Close watching also reveals flashes of some outstanding ISEA event locations, like Buckminster Fuller’s Biosphere in Montreal. The almost chaotic typography of the ISEA city names is counter balanced by the magical, but sleek design of the “25th ISEA” lettering which reminds of the Dutch design tradition of De Stijl. The soundtrack comes, like some of the lectures, and many of the art works we hear and see at ISEA, from Outer Space. This time literally: the ‘anchor man’ of ISEA1990, Seth Shostak, then working for the University of Groningen and now for the Seti Institute, provided pulsar sounds from outer space, that were processed by Dutch sound artist Alfred Marseille. The sounds from the past (as sounds from outer space are) are re-contextualised by Sweenen & Noorda in this moment in time.

    Thanks to Wim van der Plas (production) and the Embassy of the Kingdom of the Netherlands in Korea for funding the USB-cards on which the film was distributed to the ISEA2019 participants 

  • ISEA2013: 19th International Symposium on Electronic Art
  • The invisible city (2004)
  • The Concourse
  • Michael Najjar
  • Sensory fluid imagery of the megacities New York, Mexico City, São Paulo, Paris, Berlin, London, Shanghai, and Tokyo explores telematic space and the future development of global cities as the material embodiment of information density.

  • ISEA2014: 20th International Symposium on Electronic Art
  • The Jinni & The Abaya
  • Sara Mohammed Al Zaabi
  • ISEA2020: 26th International Symposium on Electronic Art
  • The Key to Time
  • Roderick Coover and Krzysztof Wołek
  • The Key To Time is a highly experimental and imaginative, immersive, cinematic art experience designed for 360 cinemas, domes, virtual reality headsets and other immersive formats. It offers a surreal and operatic, dream-like experience, and it bridges early cinema and virtual reality. Filmed at the CeTA Studios in Wroclaw, Poland, and created using 3-D 360 degree cinema technologies, the experience plunges viewers into a dreamlike adventure inside mechanisms of time and cinema itself.

    The dreamlike story follows Tanek, a scientist who is trapped in the future due to a time-travel accident. His only hope is to travel through dreams. As with works like Guy Maddin’s The Forbidden Room and David Blair’s Wax or the Discovery of Television Among the Bees, this experimental art work turns upon its narrative threads. In addressing time, technology and environmental catastrophe, it also echoes themes of classics of early cinema like Arrival of a Train (at Ciotat) and Metropolis. The Key To Time occupies a space between media arts, sound and cinema. It is the result of an unique collaboration between media artist/filmmaker Roderick Coover and composer Krzysztof Wolek. Song and dialog elements layer over cinematic sequences filmed silently both in green screen studio settings and natural settings.

  • This project is one of the +100 works sponsored by the Adam Mickiewicz Institute (IAM) as part of POLSKA 100, the international cultural program accompanying the centenary of Poland regaining independence. The work was primarily filmed in the green screen studios at CeTA Audio Visual Technology Center in Wroclaw. The work was produced by Chouette Collective with co-production from Adam Mickiewicz Institute and CeTA. Additional support was provided by TR Theater Warsaw. Temple University and Louisville University.

  • VR
  • https://unknownterritories.org/keytotime/
  • immersive, Virtual Reality, video, and 360 degree cinema
  • ISEA2018: 24th International Symposium on Electronic Art
  • The Lost World
  • KZNSA
  • Stéphane Scharlé, Edouard Séro-Guillaume, and Madala Kunene
  • Using ultra-modern musical influences that echo the revolutionary animation techniques of the time, OZMA unveils to the public an unprecedented version of Harry O. Hoyt’s 1925 masterpiece, the most faithful to the original ever reissued. An hour and twenty minutes of live electro-jazz played to the first major dinosaur movie, The Lost World is loaded with adventures and mysteries, impossible love affairs, special effects and dinosaur battles that OZMA refreshes with improvisation, synths and electronic landscapes. With a guest appearance by Madala Kunene.

  • Supported by the French Institute in South Africa; Alliance Française de Durban.

  • Concert
  • ISEA2015: 21st International Symposium on Electronic Art
  • The Mailman’s Bag: 250 Miles Crossing Philadelphia
  • Simon Fraser University
  • Esther Polak and Ivar van Bekkum
  • The film follows a mailman’s bag during its daily routine. The bag becomes the protagonist. The recording engages the real-life moment to moment activity of mail delivery and charts the interactions between humans (postman and citizen) and objects (mail and mailbox).

  • KML Code Converted to .mov File
  • https://www.polakvanbekkum.com/done/routes-and-landscapes/the-mailmans-bag/
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Mangrove Masquerade
  • Dana Naser Al Mazrouei
  • ISEA2018: 24th International Symposium on Electronic Art
  • The Many Faces of Bob
  • Durbin City Hall/Durban Art Gallery
  • Claire Dongo
  • This piece highlights the social commentary on the political life of Robert Mugabe – an international icon (of sorts) – from Hero to Villain. This is showcased in the various different portraits that embody the many faces he carried in the different parts of his political life (himself, the people around him (such as his family, his allies) & the socio-economic effects of his political decisions). The portraits will be animated, made up of a collage of still images and videos, his journey is so rich in great visuals. This will be further complimented by short sound bites of his speeches and instrumental music that defined the different eras so to speak, such as the political jingles. I have divided his political life into 4 main sections: from the 1960s-80s he was the man of the people, the ultimate hero; in the 90s he was the true darling son of the West, who was slowly starting to rebel; from 2000 to 2016 he was the villain that people didn’t see coming and he became the man who completely sucked the life out of the “Breadbasket of Africa”; & 2017, where he was the ultimate villain and dictator who everyone gravely disliked.

  • http://be.net/clairedongo
  • ISEA2023: 28th International Symposium on Electronic Art
  • The Maw Of (2022)
  • Forum des Images
  • Rachel Rossin
  • Exhibition Symbiosis, artport x ISEA. Forum des Images, May 16 – 21

    A computer generated figure with a brain outside of their head, long white lines for hair, and a distorted rig cage like interior of the body visible, over a black background.
    Rachel Rossin’s The Maw Of is a transmedia story — a narrative unfolding across multiple platforms and formats — that reflects on the ways in which our bodies and minds are increasingly merging with and altered by technology. Central to the animation is a ghostly female figure, rendered in the style of Japanese manga, who wanders through a landscape of layered interfaces, symbols, and codes associated with technological and organic systems. Elements of content from whitney.org are combined with a graph of the nervous system and Web console exposing data operations, and parental guidance alerts give way to infrared imagery used for target acquisition in military operations. Viewers can use the on-screen QR code to launch the augmented reality (AR) component of the work and experience an additional layer of the narrative on their mobile devices. Synched with the browser-based animation, the AR layer features additional textual commentary and transports the central anime figure out of the browser window onto the viewer’s mobile device.

    In The Maw Of, Rachel Rossin takes current research into brain-computer interfaces as a starting point to explore the historical development of the relationship between bodies and machines. The artist highlights how technology has evolved from its function as an extension of the body, enhancing its abilities, to more profound and invasive levels. Devices from smartphones to virtual reality headsets already mediate our personal and social lives, and research labs increasingly test the merging of hardware and living organisms. Rossin makes these developments palpable by weaving together visuals that capture an array of technological platforms in an experience mediated by screens, blurring the boundaries between digital and physical.

    Viewers can use the QR code appearing in the browser to launch the augmented reality component of the work on their mobile device.

  • The Web component of The Maw Of is co-commissioned by the Whitney Museum of American Art and KW Institute for Contemporary Art, Berlin.

  • ttps://artport.whitney.org/commissions/the-maw-of/website
  • ISEA94: Fifth International Symposium on Electronic Art
  • The Metaphor of Cave in the Electronic Arts
  • Jeffrey Shaw, Margaret Morse, Alexandru Antik, and Frances Dyson
  • Fire rise! Freedom! Seated before the hearth the fireside audience is in rapt attention. In the furnace/puppet theater dance the burning flame of passion. The heavenly chords sing and separate from the director. Inflamed by the new found freedom sink amidst
    the lapping tongues. Offered the
    choice you will gladly resubmit to slavery. This is too intense. There are those who in captive chains sink under the weight, then there are those perverts who, fettered, raise their heads high in joy. Am I sorry for the perversions of my past? …I’m sorry, please take me
    back! —Mike Kelly, Plato’s Cave,
    Rothko’s Chapel, Lincoln’s Profile,
    (Venice, CA: New City Editions, 1986,
    p.44.)
    The prehistoric cave was not only a shelter for human beings, it was a lirninal sphere, a sacred place of transformation and for influencing the external world by means of images drawn on the wall. The cave or archetypal metaphor of being under or inside the earth evokes the enclosure of the womb and a sphere much like the underworld of antiquity, a realm not only of shades of the dead, but of unrealized possibilities, antasies and dreams. For Plato, the cave was the counter- realm of reason. His Parable of the Cave is many things at once: a hierarchy of values—in Mike Kelly’s rendition: “You are just an imperfect shadow of a single perfect idea befouled by matter, dirtied and made  inconsistent by the clumsiness of matter—brutish matter.”—a description of an apparatus of mystification, a metapsychology, and a prescription.
    The cave became the theoretical model for fiction in theater and later in film. What relevance does the cave metaphor have to various apparatuses in the electronic arts? What sorts of values and experiences are invoked in recent invocations of the cave as apparatus and metaphor? The object of this round-table is to use the cave not to arrive a unified conclusions, but as a way of following the unfolding of deep metaphor across cultures and
    apparatuses, and across different media and values related to concrete social and cultural experiences. Is the cave an appropriate metaphor for the transformation of information societies into electronic culture?
    Margaret Morse will introduce the
    parable, the metaphor and the apparatus and discuss some of its ramifications for recent work in the electronic arts, including Beryl Korot and Steve Reich’s The Cave as Biblical story and socio-political metaphor, as well as the
    CAVE apparatus for projecting images, to which Jeffrey Shaw’s EVE apparatus was a response. After Jeffrey Shaw’s description of EVE, Frances Dyson will introduce ‘the cave of the imagination’ metaphor in sound art and her critique of the model of interiorization implicit in it. Finally, Alexandru Antik, a Romanian artist living in Cluj
    Napoca will introduce several recent pieces, including “The Prison of Fantasy,” a powerful evocation of dystopic enclosure installed at the “Ex Oriente ….  (missing page 127 on catalogue)

  • ISEA2020: 26th International Symposium on Electronic Art
  • The Misty Way
  • Ana Rewakowicz, Camille Duprat, and Jean Marc Chomaz
  • The Misty Way installation enacts three main elements involved in fog collection: moisture (small, condensed water droplets), wind and a harvesting substrate. In this piece, fog filmed with a high magnification camera turns each water droplet into a visible circle oscillating to its own rhythm, metamorphosizing it into a light drop collected by a textile net made from parallel threads. One hundred and twenty kilometer of thread walked, stretched and placed one by one in the interstices of threaded rods, create an inclined surface covering the entire ceiling of the room. The light drops move along and through the screen nets of flexible parallel fibers scatter on the floor covered in dark carpet. A fog of light, shadows and sound – a reconstruction of stitched noises recorded by Dutch/Swiss composer Daniel Schorno during lab experiments – splashes the visitor. A dis/orienting experience performs an intimate encounter with water – a stranger within us that passes through every cell in our bodies and invites us to enact an ethical response-ability to bring forward justice in what it means to live responsibly ‘together/apart’ with all sentience (human, non-human and inhuman) on this planet and in the cosmos, with water.

  • Installation
  • https://vimeo.com/211308766
  • interactive art, Intra-Ecological, and sound art
  • ISEA2014: 20th International Symposium on Electronic Art
  • The New Empire
  • Lobo Listone Gallery
  • This is a seven-minute split screen video which is related to ‘Emerging Economies/ Emerging Identities’

  • ISEA2014: 20th International Symposium on Electronic Art
  • The New Media Residency
  • Chris Weaver and Steve Bradley
  • The New Media Residency is an 11-month residency programme run in collaboration by Tashkeel and ISEA International. Running from Summer 2014 to April 2015 as part of Tashkeel’s Guest Artist Programme, the New Media Residency features sound artists, Chris Weaver and Fari Bradley.

    The initiative is aimed at providing artists with time to develop their practice in an environment that encourages the exchange of ideas through practice and experimentation. Their residency will include an exhibition at Tashkeel in January 2015 as well as performances at the 20th International Symposium for Electronic Art (ISEA2014).

    For Bradley and Weaver, who are experimental musicians, “sound is a means of creating an intersection between art and music; it is an art form that consistently leaves much to the imagination of the listener.” They have worked together in a number of projects since 2006, which they create as a means to re-imagine sound in space using electronics, acoustic phenomena and domestic or re-purposed materials. In a recent collaboration, the pair worked on the pop-up radio concept ‘Falgoosh’ at Art Dubai.

  • ISEA2023: 28th International Symposium on Electronic Art
  • The Next Biennial Should Be Curated by a Machine (2021)
  • Forum des Images
  • Joasia Krysa and Leonardo Impett
  • Exhibition Symbiosis, artport x ISEA. Forum des Images, May 16 – 21

    The Next Biennial Should Be Curated by a Machine reimagines the future of curating in the light of Artificial Intelligence as a self-learning human-machine system. Developed as a collaboration between artists UBERMORGEN, digital humanist Leonardo Impett, and curator Joasia Krysa, this project features a group of technical machine learning processes collectively named B3(NSCAM).

    The B3(NSCAM) software uses datasets from Liverpool Biennial and the Whitney Museum, among other sources. It processes them linguistically and semiotically, calculating a future probability for words to appear, to generate endless combinations of possible instances of Biennials in flux. These imagined occurrences manifest as texts—seemingly conventional artist biographies, curatorial statements, press releases, and art magazine reviews—which engage in a continuous process of rewriting themselves. Always remaining fluid and ungraspable, the texts are presented in windows on a range of animated visual backgrounds that allude to the sixty-four parallel universes of possible Biennials constructed by the AI.

    Clicking on the interface’s spinning wheels will launch a new Biennial universe on an animated graphic constructed from sources such as NASA and sci-fi imagery. Each universe is accompanied by a soundtrack from the TikTok playlist, alluding to the mix of creative expression and preconfigured elements in digital tools. The respective universes are created by subtle changes in the software’s parameters, for example giving more weight to one data set—such as the Whitney or Liverpool Biennial—over another, or simply generating variations of biographies for artists with the same first or last name. Together these textual and graphic universes of Biennials narrate and visualize the impossible, absurd endeavor of an AI to curate on the basis of what it has learned from sources compiled by people and human understandings of art.

    The project is accessible through the websites of Liverpool Biennial and the Whitney Museum of American Art’s online platform artport. Enter project: https://artport.whitney.org/commissions/the-next-biennial/index.html#
    This project includes a background with a flashing graphic effect.

    The Next Biennial Should Be Curated by a Machine is commissioned by Liverpool Biennial and the Whitney Museum of American Art, with support from Liverpool John Moores University, Pro Helvetia, Federal Chancellery of Austria, and the City of Vienna

  • The Next Biennial Should Be Curated by a Machine is commissioned by Liverpool Biennial and the Whitney Museum of American Art, with support from Liverpool John Moores University, Pro Helvetia, Federal Chancellery of Austria, and the City of Vienna

  • https://www.ubermorgen.com/UM/index.html
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Noisy Space
  • American University of Sharjah
  • Abel Korinsky, Carlo Korinsky, and Max Korinsky
  • Korinsky creates a sound performance installed across the vertical surface which is site-specific and generates new physical and emotional acoustic illusions. ‘The Noisy Space’ (2014), a site specific installation, deals with sounds that are usually not recognized by the human ear, that is why many people even can’t remember them later. The specific sounds of air conditioning systems belong to that acoustic group. Combined to a composition, overlapped and reinforced they create an abstract acoustic atmosphere, whose origin does not appear to the audience immediately. On the floor the visitor sees islands made of rescue blankets creating the path through the installation. The silver side of the foil facing the human body supplies warmth and that way it builds a strong contrast to the air conditioning sounds. The abstract form reminds of rocks or chunks of ice and in combination they form a landscape inside the room. They blur inside and outside creating a new physically experience through sound and visual intervention.

  • https://korinsky.com/The-Noisy-Space-ISEA-Dubai
  • ISEA2016: 22nd International Symposium on Electronic Art
  • The Only Thing We Share is the Past
  • Kll Art Village
  • The project involves building a virtual tunnel between Wuhan and Hong Kong. The interactive installation will serve not only as a vehicle for communication between the viewers of the two locations, but also render a temporal environment connecting the spaces through the use of light as material. A video feedback loop between the two exhibition areas, and in reverse, causes a tunneling effect where infinitely multiplied images of both cells are strung together to simulate a tunnel connecting Hong Kong and Wuhan. The effects of the light installation on the viewers are in effect multiplied into this augmented reality. Given the latency that is imperative in the livestream, the instances created by the viewers of both cells are stretched out into a receding architectural passage of an incresasingly distant past. The artwork not only discourses at great lengths on the relationship between human and technology, but also our interpersonal relationships with one another, through different spatial realities, media and methods.

  • Light, Smoke, Web Camera and Live Video
  • https://hiramwong.com/The-Only-Thing-We-Share-Is-The-Past-Wuhan-Hong-Kong
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Orphan Protector
  • Shemma Mohamed Bin Masoud
  • ISEA2020: 26th International Symposium on Electronic Art
  • The Parasitic Humanity
  • Tim Dekkers
  • “Mankind is a parasite of the earth”

    “We need the earth to live on but at the same time we also destroy her. If we can’t change our behaviour and our desire to consume, can we learn to see the beauty of our actions?”

    On the one hand, these garments made from crystals show repetition and symmetry. These characteristics reflect mankind’s control over its surroundings. On the other hand, we recognize more abstract lines and structures, reflecting nature and its ways of being. The model is practically covered and overgrown by mankind’s excesses while still, in some small measure, under control of human influence.

  • Garments made from crystals
  • https://www.timdekkers.com/the-parasitic-humanity
  • Design, Fashion, Symmetry, and Repetition
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Plastic Garden
  • Ip Yuk-Yiu
  • Hacking and appropriating the video game CALL OF DUTY, THE PLASTIC GARDEN revisited the dark vision of the nuclear drama, unraveling the ghosts of a forgotten future.

  • ISEA2018: 24th International Symposium on Electronic Art
  • The Public Space As Shared Museum
  • Nhlakanipho Mkhize, Popesz Csaba Láng, Elwira Wojtunik, and Lorenz Potthast
  • This digital guerilla art projection project that was named “The Public Space As Shared Museum” after the Bremen subproject. It was implemented by a team with Popesz Csaba Láng, Elwira Wojtunik-Láng (Elektro Moon Vision), Lorenz Potthast (Xenorama), members of the M2C Institute Martin Koplin and Stephan Siegert together with the local Durban artists of the “Amasosha Art Movement”. It consisted out of a series of activities at different venues in Durban, the Denis Hurley Center, the BAT Center, the Durban Art Gallery and the City Hall.

    The project reflects the design of facades in Durban with their often missing link to African art. It created an example how contemporary African art can change the face of the urban environment fundamentally by artistic participation in urban re-design and development. Therefore art works by local Amasosha artists refecting the identity, the history and the problems black citizens have to face in modern South Africa were identifed, digitalized, and animated. The results were projected on a façade directly opposite the Denis Hurley Centre as part of the offcial ISEA2018 program. The animated art works were again shown at the fnal event of the ISEA2018 at the city hall in form of a projection on the pavement and the central square in front of the building. The events ensured the local artists a great attention showing importance of integration of the new local African art in an international conference like the ISEA2018.

  • Supported by the Creative Europe Programme of EU.

  • Digital guerilla art projection
  • https://gaussinstitute.org/ps2/the-public-space-as-shared-museum/
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Queen Of The Jinn
  • Aysha Saif Al Hamrani
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Revenge
  • Rabab Salman Al Haddad
  • ISEA2022: 27th International Symposium on Electronic Art
  • The Room Above
  • 2022 Overview: Concerts & Performances:
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • The Room Above is an electroacoustic piece developed during an art residency in Genoa in the second pandemic lockdown. The central element of the composition is an organ situated in the church above the residence. The work was conceived in the moment without a written score, and after long walks in the surrounding nature. The church contains an intrinsic architectural sonic spatial identity. The recordings of the organ and its reverberations in the architectural space were then sampled and reworked. The addition of the sonic spaces, those initially recorded, those of the future concert venues, and those present in the mental imagery of the listener during the concert, shall lead to a sonic moiré, a polyphony of spaces. The conceptual idea of the sonic moiré is an auditory perception of several layers of space and comparable to that which emerges visually from Marcel Duchamp’s rotoreliefs. Such perception exists between the work and the spectator, and here between the work and the listener. The sonic moiré changes according to the typologies of each concert venue, and its ultimate goal is to produce an illusion of cinematic experience for the mind of the listener. The artistic research process combines our experience in the sonic arts and our scientific expertise in the cognitive neuroscience of perception to explore the mutual interactions between visual and auditory stimulations for the mental elaboration of illusory or hallucinatory precepts. The objective is to accompany the audience to reach a state of dedicated listening, leading to a focused attention to the experienced sensations and perceptions, in order  to magnify  mental imageries. To leave room for such ‘auralization’, visuals should thus not entirely capture the attention of the audience. We explore ways to merge or alternate the stimuli and specifically address the role of rituals for this goal.

     

  • ISEA2014: 20th International Symposium on Electronic Art
  • The Sacrifice
  • Anoud Abdulmalik Al Obaidly
  • ISEA2012: 18th International Symposium on Electronic Art
  • The Secret of Eternal Levitation
  • 516 ARTS Gallery
  • Stephanie Rothenberg
  • The Secret of Eternal Levitation is an interactive installation and correlating augmented reality, cell phone-enabled tour that explores the power dynamics and structural relationships between contemporary visions of utopian urbanization and real-world economic, political, and environmental factors. Drawing from existing interpretations of the “ideal” global city as projected by the fantastical constructions of cities such as Dubai or Beijing, the project creates a narrative around a fictional multinational developer. Video: The Secret of Eternal Levitation

  • Google Earth, video, custom code, mixed-media kiosk
  • ISEA2020: 26th International Symposium on Electronic Art
  • The Sentient Thespian
  • Adrianne Wortzel
  • The Sentient Thespian depicts a 21st Century Midsummers Night Dream where a fully “sentient” robot for the fourth industrial revolution passionately seeks to imbue sentience on a human automaton and the industrial robot arm she conducts by casting a love spell on both of them; only to suffer disappointment that his powers can merely simulate, but never imbue, true sentience. As silent films were parables of the evolution of our society from agricultural to industrial, this sort film intimates the new electronic industrial age upon us and its effect on the concept of self-hood from the point of view of a machine that has achieved sentience.

  • This project was the result of a ThoughtWorks Arts Residency, and was sponsored by the Consortium for Research & Robotics at Pratt Institute, and supported by Reach Robotics, Great Britain.

  • Film
  • http://www.adriannewortzel.com/projects/the-sentient-thespian/
  • Machinic Sentience, Robotic Art, and video
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Spirit Of The Nation
  • Dana Naser Al Mazrouei
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Story Mile
  • Eman Abdulrahman Al Ali
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Storymile
  • Reem Naser Al Mazroui
  • ISEA2023: 28th International Symposium on Electronic Art
  • The Traveling Plant: A Peripatetic Tour of the Nelson Mandela Garden in Paris above ISEA2023
  • Nelson Mandela Garden
  • Eva-Maria Lopez
  • Guided tour, Nelson Mandela Garden, May 17

    The Traveling Plant: The Veridical Travel Around the World of A True Imaginary Plant

    The Traveling Plant is a collective project created in 2020 by Annick Bureaud, Tatiana Kourochkina, Marta de Menezes, Claudia Schnugg and Robertina Šebjanič, and further developed with the following seed organisations Leonardo/Olats (Paris), Quo Artis (Barcelona and Treviso), Cultivamos Cultura (Lisbon), Sektor Institute (Ljubljana) and the initial support of the Daniel and Nina Carasso Foundation.

    The Veridical Travel Around The World of A True Imaginary Plant traces the voyage of a plant —real, artificial or fictitious— around the world, telling its own story, the stories of other plants and living creatures (other than human and humans) it encounters, of whom and what it meets.

    It is the umbrella title for a series of new artworks and events taking place in different times and locations around the world under the direction of the diverse participating organisations and curators

    The Peripatetic Tour of the Nelson Mandela Garden in Paris above ISEA
    May 17th 2023, 12:00 – 13:15 CET
    Free by registration

    Location
    Paris, France

    Zone: Continental
    Altitude: Low (Plains)
    Eco-system: Gardens / Building

    Venue
    Nelson Mandela Garden
    Les Halles
    All. Jules Supervielle
    75001 Paris

    Climate: Temperate
    Humidity: Moderate
    Light: Gardens / Building
    Soil: Concrete & pavement – Woodchips – Unknown
    Vibrations: Noisy (many)

    Organiser
    Leonardo/Olats

    Nature of the event
    A guided tour of the Nelson Mandela Garden leaded by artist Eva-Maria Lopez as part of the artistic programme of ISEA2023 in Paris

    Event Space: Outside
    Humans around: Many

    Curatorial statement

    The Traveling Plant has been selected for ISEA Paris and is thrilled to discover the Nelson Mandela Garden, laying right above the ISEA venue, at the very centre of the City. Under the guidance of artist Eva-Maria Lopez and with the active participation of ISEA attendees and free audience, in the now traditional art and science methodologies of fieldtrips and walkspaces, The Traveling Plant is walked through five Stations to uncover a new understanding of this specific designed urban environment. Eva-Maria Lopez is reading the garden through some selected plants and areas, bringing to the forefront stories —historical, economical, political and botanical— that the plants are embodying. The Tour is part of her project The Gentlemen in my garden.

    Curators
    The Traveling Plant Team: Annick Bureaud, Tatiana Kourochkina, Marta de Menezes, Claudia Schnugg, Robertina Šebjanič

    Participants
    Eva-Maria Lopez
    Annick Bureaud, Tatiana Kourochkina, Claudia Schnugg, Robertina Šebjanič
    ISEA audience members
    Passers-by

    Commissioned projects
    The Gentlemen in my garden, by Eva-Maria Lopez

    Name of the plants
    Local name: Magnolia
    English name: Magnolia
    Latin name: Magnolia soulangeana

    Local name: Oiseau de paradis, Strelitzia
    English name: Bird of paradise, Strelitzia
    Latin name: Strelitzia reginae ‘Mandela’s Gold’

  • https://www.olats.org/the-traveling-plant
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Troublemakers
  • Khulood Ghuloom Al Janahi
  • ISEA2022: 27th International Symposium on Electronic Art
  • The Unreal
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • The Unreal is a machinima film (videogame recorded in real-time) set in a utopian landscape. The viewer is led in a first-person point of view across the shiny surface of this unexploited mine. Ambient music, accompanied by a soft voice-over, creates a soothing atmosphere and entices the viewer to meditate while also being exposed to the mineral origins of technology and its dynamics of extractivism.

    The project, as a non-located, atemporal, ahistorical landscape, addresses the emerging questions of the contradictions of media materiality and its disengagement with the landscape. In a grounded practice-based approach, The Unreal presents an artificial world constructed by video game software, built to play with the appropriation of the visual and narrative codes of techno-colonialism.

    The Unreal is a virtual promised land surrounded by an infinite coastline and a transcendental pink sunset. We can draw lines to settler colonialism in what looks like an expedition into the sublime. In this sense, The Unreal has been created as a hyperbolic representation of the techno-romantic discourses that permeate everything related to technological development and solutionism.

    The dematerialization and deterritorialization of the digital have been defined by natural metaphors (the cloud, space and the sea) and are part of the rhetoric of digital emancipation and the cultural hegemony of Silicon Valley. Under the illusory slogans of freedom, innovation, progress and infinity, we have willfully forgotten and rejected the physical, material and residual condition of technology.

  • extractivism, video-game, colonialism, meditation, and landscape
  • ISEA2016: 22nd International Symposium on Electronic Art
  • The Urban Beautician: Mail Polish
  • 2016 Overview: General Events
  • Hong Kong Public Spaces
  • Elke Reinhuber
  • The Urban Beautician tries to improve neglected details in our urban environment with interventions in public space and performances to camera. Since more then a decade she takes care of things no one else does. In Hong Kong, her attempt differs slightly as she looks after a recently much discussed issue: the royal insignia on the islands’ letter boxes.
    To disremember their colonial past, these red remainders of Hong Kong’s days as crown colony were rigorously covered with the complementary colour. Now, it is even in discussion to conceal the royal cyphers with a plaque. Before this should happen, the Urban Beautician will give new life to selected letterboxes during her intervention. She polishes and emphasises a selection of the different royal insignia from 59 old post boxes (see
    http://hksearch.weebly.com) which remain in use or were turned into a decorative piece in Hong Kong; comprised of the following: GRV for King George V, GRVI for King George VI, a Crown of Scotland and EIIR for Queen Elizabeth II, the favourite of the Urban Beautician, bearing similar initials as her creator, EER (Elke E. Reinhuber). Two boxes from the era of Queen Victoria found their place in the Hong Kong History Museum and will be acknowledged and henceforth included. [source: eer.de/art/art/ub.html]

    At The Corner Of Saigon/Shanghai Street, Hong Kong

  • http://www.urbanbeautician.com/projects/projects/2016.html
  • ISEA2015: 21st International Symposium on Electronic Art
  • The Value of Art (Cat)
  • Simon Fraser University
  • Christa Sommerer and Laurent Mignonneau
  • The Value of Art (Cat) is from a series of interactive paintings dealing with value creation in the art world and the attention economy. Responding to the idea that attention is the new currency in our media based society, the artists buy paintings at auction houses and equip them with sensors that measure the time that viewers spend in front of the work. The value of the artwork is constantly updated in 1 Euro increments, making the process of value creation transparent.

  • Interactive Painting
  • ISEA2016: 22nd International Symposium on Electronic Art
  • The Vultures
  • International Commerce Center (ICC) Tower
  • Stéphanie Morissette
  • The Vultures is a hand drawn animation of birds flying and gliding, observing their next target. I use paper and video in order to create a body of works and installations to comment on society. With drawing, collage, photo, animation, video and installation, I tell stories in series searching to transcend mediums and dimensions. With a dark humor, I comment History, environment and current events mixing a naïve aesthetic with troubling subjects.

  • Projection Mapping Installation
  • ISEA2022: 27th International Symposium on Electronic Art
  • The Wall of Gazes
  • Recinte Modernista de Sant Pau
  • Mariano Sardón and Mariano Sigman
  • The Wall of Gazes consists of one screen in which visitors can see how portrait images are revealed by the eye movements of many persons simultaneously. Gazes were captured by an eye tracker device. Around 100 participants were seated in front of a portrait image and the device recorded their gazes for 15 seconds. The screen is connected to a computer and a special software displays the eye tracks stored in a database. Portraits are ever-changing composition, according the gazes captured and displayed by the software.

    The Wall of Gazes aims to engage people with those parts of the face that are really seen and those parts that remain “unseen” while attention is focused elsewhere on the portrait.

  • https://ars.electronica.art/outofthebox/en/gazes/
  • ISEA2023: 28th International Symposium on Electronic Art
  • The WhiteOut
  • Frédéric Deslias
  • Hacnum Exhibition. various locations, May 16 – 21

    Immersive Theater and Virtual Reality. for 50 to 100 people including 20 with VR headset.
    Approximate duration: 1h15.

    The White Out is a performance for an actor and an immersive audiovisual device, on the edge of theater and virtual reality, adapted from a short story by Alain Damasio. An investigation against a backdrop of injections of memories, coupled with an ode to past, present and future resistance.

    Through the adaptation of a thriller by Alain Damasio, spectators will be led to conduct an investigation through different media in order to become the jurors of a rather special futuristic trial. This immersive show is divided into three parts for around fifty spectators, 20 of whom will be immersed in VR headphones. Active participation is requested from the public in a memory reconstruction exercise in a forensic setting. Thirty lucid witnesses equipped with audio headsets will follow the experience from the outside guided by a coryphean actor, who will embody the guinea pig of an investigation by injections of memories.

    Other spectators immersed in the VR headset will form a chorus, guided in a process of memory manipulation in order to have access, just like the actor on stage, to the memories of the various suspects. The story takes place in winter, in the mountains. The Vercors territory, snow and water are important aesthetic elements.

    Summary: A memory storage factory explodes, thousands of samples contained in snowflakes spill out into the wild. To reconstruct the circumstances of the accident (or attack?), a volunteer is injected with samples of memories stored in water molecules. On stage, an actor will find himself crossed by the memories, sometimes incomplete or even contradictory, of various witnesses considered as potentially suspicious.

    after “The Chamois of the Alps Leaps” by Alain Damasio

    Direction and sound: Frédéric Deslias
    Performer: Pierre Mignard
    3D: Benjamin Bardou
    Music: Perig Villerbu
    Artistic Collaborator: Mathilde Gentil
    Lighting: Quentin Pallier
    Dramaturgy: Cathy Blisson
    Voiceover: Jérôme Thibault, Jana Klein, Eric Schlaefin, Angie Pict, Marion Suzanne .
    Photos: Alban Van Wassenhove

  • https://www.leclairobscur.net/projects/le-white-out-laboratoire-de-creation-transmedia-2022-2023
  • ISEA2018: 24th International Symposium on Electronic Art
  • The [ECO]Nomic Revolution: When Microbiological Logic Determines Everything
  • Denis Hurley Centre
  • Cesar Baio and Lois Solomon
  • [ECO]nomy. This is a rejection of the one-directional sovereignty of globalized humanity over nature, with adverse environmental conditions as the byproduct of profit-driven decisions. The [ECO]Nomic Revolution shifts the logic of economic decisions from individualized choice to reflect the logic of nature on a microbiological level. The installation documents the artists’ scientific and socioeconomic experimentation as they reflect on how values are assigned. The artists encode economic indicators and area demographics into the microbiological terrain overlaid on a map of Durban. As the microorganism, Physarum polycephalum, charts the territory with its own growth algorithm, Cesar & Lois reference the growth dynamics of this nature-based culture to ponder a city’s dynamics. Cesar & Lois respond to the algorithmic growth of the organism with a log of observations, interspersed with community members’ reflections on societal dynamics and growth. By referencing nature’s networking and the organism’s system of sharing resources, alternative logic models for growth may emerge. By reorienting the logic of a city to the smallest entities within nature, the project hierarchizes the biological culture’s logic over human design.

  • Contributors include biologist Scott Morgans at California State University San Marcos and CSUSM undergraduate researchers Kiana Ajir, Kodie Gerritsen, Mei-Ling Mirow, and Derick Northington. Special thanks to Marc Ronald Kalina of the Urban Futures Centre, Durban University of Technology, for his contributions.

  • Cesar Baio is funded by Capes Scholarship Program / Post-Doctoral Research / Process. Support from i-DAT at University of Plymouth, U.K. and Universidade Federal do Ceará, Brazil; Lucy HG Solomon / The League of Imaginary Scientists and California State University, San Marcos. 

  • Social project
  • ISEA2013: 19th International Symposium on Electronic Art
  • Thermal Acoustics (2013)
  • UTS Gallery / DAB LAB Gallery
  • Minoru Sato
  • Minoru Sato has been thinking about ‘heat’ a lot recently, from his perspective its lack of palpability rendering it ‘ghostly’.  Sato muses on the very narrow temperature range within which we and our technologies exist, contrasting these with the extremes of the core of the planet, the surface of our Sun or even the core of an incinerator.  Whilst these are unimaginable they are not exceptional in the grand scheme of things. In this work Sato creates a microscopic world of heat energy, transforming and transducing heat into a sonic experience, inviting us to reconsider our relationships to natural phenomena.

  • http://ms-wrk.com/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Thin Membrane
  • Al Fahidi Historical Neighborhood
  • Thin Membrane is a video installation that shows how media electronics are embraced similarly across cultures as tools and status symbols in order to enhance feelings of community and belonging.

  • http://minnalangstrom.net/index.php?page=the-thin-membrane-ohut-kalvo-den-tunna-hinnan
  • ISEA2022: 27th International Symposium on Electronic Art
  • Time Capsule
  • El Centre d’Art Cal Massó
  • Eduardo Kac
  • May 27-July 23, Centre d’Art Cal Massó de Reus, Beep Collection: OriginsPublic event.

    On 11 November 1997, Eduardo Kac created his “Time Capsule” in the cultural centre Casa das Rosas of Sao Paulo (Brasil). Transmitting on live television and the internet, the artist implanted a digital microchip before a series of sepia coloured photographs that documented the life of his family in Europe previous to 1939. In this way, Kac became the first human carrier of a microchip. To celebrate its 10th anniversary and with the piece in its final form, including all the diverse original elements of this live performance, he activated a webcast and a web scanner to allow an interactive, tele-robotic tracing of the chip on internet.
    “Time Capsule” won the 1st edition of the ARCO-BEEP Electronic Art Award.
    [Source: 
    https://www.beepcollection.art/eduardo-kac]

  • ISEA2013: 19th International Symposium on Electronic Art
  • time: a token of constancy
  • Studio 22, ABC Ultimo
  • Shane Fahey, Evan Carr, David Carr, and Honi Ryan
  • In this fascinating look at – or rather listen to – time, Shane Fahey collaborates with horologist Evan Carr and recording engineer David Carr and collectively they entertain whether time is “an increment of revolutions or a lagging magnification of vibration”. Fahey comments that “its image as a series of numbers seems to be such a useful aid for setting up activities but the sound of ticking is so delightfully paranoid!” He sees analogue timepieces as early robots, “many faced harmonic character[s] with proto-intelligence”, a “mesh of teeth and tiny fields of electromagnetic current … abject personalities with bare bones drive”. In this work they lay aside “notion[s] of productivity and equation with money”, and explore the pitch perception implications of different microphone characteristics located in close proximity to such timepieces; the shifting phase relationships between two or more timepieces sharing the same ‘sound stage’; and natural and artificial stereophonic images of two movements.
    Shane Fahey: Conceptual Artist/Sound Engineer
    Evan Carr: Horologist/Radio Broadcaster
    David Carr: Musician/Sound Engineer
    Honi Ryan: Visual Imagery

  • https://abcmedia.akamaized.net/rn/audio/201310/sqy_20132806_time-a-token-of-constancy.mp3
  • ISEA2014: 20th International Symposium on Electronic Art
  • Timebinder
  • American University of Sharjah
  • Bronia Iwanczak
    1. 2004, Artist book – Archival inkjet on Archival rag paper
    2. 2010, DVD – Digital book – Interactive

    Timebinder is a book and interactive documenting the psychometric responses of six clairvoyants to fragments collected from a variety of Polish wartime stories including Hitlers Lair, Lambsdorf (the labour camp that her father was interned in) and Auschwitz-Birkenau. The work sits at the intersection between subjectivity and history; how we come to embody, if at all, and understand the nature of events that exceed rational understanding. Programming and interface design by Gary Warner

  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • Andries Botha
  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • Andries Gouws
  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • Brett Murray
  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • Christine Dixie
  • FISEA: First International Symposium on Electronic Art
  • Title Unknown
  • Omniversum
  • Computer Animation
  • SISEA: Second International Symposium on Electronic Art
  • Title Unknown
  • 1990 Overview: Art Exhibition
  • Delle Maxwell
  • Hardware: Ridge 3200, Raster Tech frame buffer
    Software: P.D.I.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • Godfrey Gumede
  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • Isaac Khanyile
  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • Judy Jordan
  • FISEA: First International Symposium on Electronic Art
  • Title Unknown
  • Jaarbeurs
  • Computer animation category winner.

  • Computer Animation
  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • Malcolm Christian
  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • Nils Severin Andersen
  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • Norman Catherine
  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • Paul Edmunds
  • FISEA: First International Symposium on Electronic Art
  • Title Unknown
  • 1988 Overview: Art Exhibitions
  • Jaarbeurs
  • Peter Bleekemolen
  • FISEA: First International Symposium on Electronic Art
  • Title Unknown
  • Jaarbeurs
  • Computer animation category winner.

  • Computer Animation
  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • Thami Dube
  • ISEA2018: 24th International Symposium on Electronic Art
  • Title Unknown
  • Durbin City Hall/Durban Art Gallery
  • William Kentridge
  • ISEA2014: 20th International Symposium on Electronic Art
  • To Where They Are
  • Al Fahidi Historical Neighborhood
  • Khawla Darwish
  • n.a.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Tobia
  • Le Tetris
  • Davide Porta
  • Exhibition. Le Tétris, Le Havre,  June 14 – 24

    Davide Porta is an ISEA2023 selected artist

    Tobia explores and imagines alternatives to human-machine interactions. It is part of the experimental project “Towards a new Liminality”. It questions the dialogues between humans and digital entities, explores the modes of cohabitation between organic and non-organic matter. It questions different forms of intelligence, artificial or not, and the ways of feeling things beyond hearing, touch or smell.

    Like a slightly strange plant, Tobia is a robot that reacts to external stimuli. Through eyes scattered on his skin, he perceives light and detects human presence. An invitation to dialogue with a most surprising being.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Tools for a Warming Planet
  • Santa Mònica
  • Sara Dean, Beth Ferguson, and Marina Monsonís
  • We live on a planet in flux–with warming waters and land, chaotic weather, and unknown futures. Our adaptability and ingenuity are crucial to our survival, and our planet’s. In response to this condition, we are exploring new tools for understanding, engaging, and responding to our current and future environment. Bringing together artists, designers, scientists, and activists, this crowd-sourced piece focuses on ‘tools’, as a call for action, access, and collective engagement. New tools are needed to build more adaptable, resilient communities, as well as to imagine new ways of living on a fragile planet.

    Tools for a Warming Planet is focused on the idea of tools–tools of collection, translation, engagement, connection, and care–which directly speaks to a time of climatic flux. Through display of physical and digital objects, as well as narratives on the use of these tools from the participating artists, the installation is a living archived of methods for working and living together. The project will develop over the course of the exhibit, allowing attendees and the larger global community to contribute tools to grow the collection.

    The term ‘tool’ is used to focus on action: from hand craft, to care and repair, to data mapping, to digital filters, to community engagement. New tools posited across the works represent new possibilities of working and open up a conversation about our role as cultural and social activators. Tools for a Warming Planet brings together global voices into a visual dialog across languages and cultures that all must adapt to a changing climate on planet Earth. These global perspectives will allow for both localized perspectives and universal experiences, advancing a collective conversation with endless possibilities.

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Topography of Movement, 2016
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • Ruth Schnell
  • The dynamic image projection Topography of Movement features two oversized hands in motion. They seem to be feeling out their environment, gliding or swiping over the surface upon which they rest. The two cropped projections cover the walls and parts of the floor and ceiling in the exhibition space. A projection mirror further enhances the dynamic depending on how the movement patterns of the hand and the mirror coincide.

    The projection of a left and right hand suggests an (absent) body. Even though a subjective observer position is made impossible by the high magnification of the image content, the events are spatialised through the authenticity of the movements and the corresponding sounds, which were made in the process of recording, leading to a sensory experience of space.

  • Computer-controlled mirror, media player, 2 projections, 2 videos, speakers
  • ISEA2022: 27th International Symposium on Electronic Art
  • Tortuous Drift – Live Cinema Performance
  • 2022 Overview: Concerts & Performances:
  • Casa Amèrica Catalunya
  • Moving images and sounds recorded in selected locations of the Mediterranean as Ceuta, Gibraltar, Valencia, Ebro’s Delta, Formentera, Ibiza, Malta, Sardinia, Sicilia, and Cyprus create Tortuous Drift.  Each place has a particularity, whether geographical, subjective, social, or environmental. For example, Ceuta and Gibraltar are the entrance gate to the Sea as they are a very regulated frontier between Europe and Africa. Islands on the central Mediterranean are the entrance gate to the majority of the attempts to arrive in Europe and it states the greater number of deaths by drowning. Western Mediterranean has the saltiest sea and Ebro’s Delta is one of the areas at great risk of being flooded with global warming.

    Data visualizations of salinity, conductivity, temperature, and pH of the water collected during the field trips are mixed in the performance as animated graphs, molecules and numbers. These visualizations raise questions of acidification of the sea and global warming. Another date used in the performance is the statistics of drowned persons trying to cross the sea in search of a better life. These data – social and environmental – are played together with images and sounds collected in the field trips.

    In this performance layers of materials entangle together to construct a narrative with visuals and sounds. The live cinema performance is ephemeral; a time-based event that recreates the experience of sensing the Mediterranean Sea. Tortuous Drift creates a statement of this journey. It’s not a drift in a straightforward way, it’s complex, sinuous, and tangled like the feelings and stories lived in the sea.

    The performance will be presented on June 10 in Casa Amèrica Catalunya, entity that works on the links between Latin America and Catalonia, which understands culture as a tool to understand and approach the realities of the different peoples at both sides of the Atlantic.

  • ISEA2020: 26th International Symposium on Electronic Art
  • Towards a parliament of things 2
  • Katherine Melançon
  • Lately, I, Katherine Melançon, have been focusing on having nature control what humans create. In this installation, the pH data of the soil around the location of the artwork modulates an animation created with the leaves, plants and flowers planted in that same soil at an earlier stage of their life. The evolutive state of nature controls the life of the artwork created by a human and nature controls its own representation. My practice is interested in process, nontraditional tools and materials and the use of camera-less photography to reveal aspects of the natural. Through cycles of transformation between the virtual and the physical, I create “new seeds” that I plant in different materials to discover what emerges. The starting point is often natural specimens from a specific location scanogramed. Recently, I have encompassed interests for spiritual utopias and experimental projects. The concept of “flatness” interests me for its capacity to reboot societies under no, or different, hierarchies, including non-human people.

  • Leaves, plants and flowers
  • animation, Camera-Less Photography, and Soil
  • ISEA2023: 28th International Symposium on Electronic Art
  • Toxic Garden: Dance Dance Dance
  • Topographie de l’art
  • Kamilia Kard
  • Fusion of the Possible, Topographie de l’art, April 15 – June 15

    2022
    Video of the participatory performance on Roblox, 9’30”, FullHD Photo print, variable dimensions
    Courtesy of the artist and gallery Odile Ouizeman.

    Toxic Garden – Dance Dance Dance is an online participatory performance taking place in Toxic Garden, a Roblox map designed by Kamilia Kard. Spoiled of their custom avatar and randomly converted into one of the 7 poisonous plants inhabiting the environment, participants dance together, automatically synching to the artist's avatar. Inspired by the defenses of poisonous plants, Kard imagined a choreography intended as a warning and a reaction to manipulative attitudes, using AI to capture and process the movements of four professional dancers.

  • https://kamiliakard.love/Portfolio_KK_2023.pdf
  • ISEA2006: 13th International Symposium on Electronic Art
  • Trace
  • South Hall
  • Alison Sant
  • My work tends to focus on the hidden dynamics of the urban landscape http://www.alisant.net. In my most recent project, TRACE http://www.tracemap.net, I have been examining the overlay of wireless networks on urban space and have been particularly interested in the ways in which WiFi networks undermine our conventional understanding of architecture and the city.

    Thousands of WiFi hubs are installed in residential and commercial spaces every week, each of which further disintegrates the traditional architectural boundaries between public and private space. A typical WiFi hub may have a signal radius of 150 feet. Some of these hubs extend intentionally and unintentionally into public space, creating an invisible front porch to the houses, apartments and businesses where they are installed. This spatial phenomenon has produced new urban practices in which neighbors or passers-by access unlocked private networks to borrow bandwidth. As private space is extended into the public realm, the margins of the built infrastructure become increasingly eroded by the use patterns that penetrate them.

    Our understanding of physical space becomes complicated by traces of electronic signals, the way they are formatted, and the information they project to us. The wireless network suggests a new subtext to urban space. In turn, these transmissions change our fundamental understanding of location. Instead of responding purely to the physical space around us, we also become engaged with the fleeting qualities of wireless signal. I am interested in how the network in turn begins to inform and direct our interactions with the urban landscape, possibly as significantly as the material landmarks on city maps.

    Further, as the traditional structures of urban reference are intersected by the dynamics of an unseen landscape, I am interested in how we develop new means of orientation. Urban planner, Michael Batty is especially instructive on this point. In his essay entitled “Thinking About Cities as Spatial Events,” he proposes that “It is possible to conceive of cities as being clusters of ‘spatial events'” He argues for a temporal understanding of the life of the city as a means for appreciating the profound effects of events that take place in cities over short periods of time.

    As we chart this emerging landscape I am interested in the ways in which the strategies of mapping can be used to both respond and suggest a notion of urban space in which the temporal life of the city may become more prominent than the static landmarks of the urban grid.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Transit
  • 2014 Overview: Video Screenings
  • Denis Farley
  • ISEA2014: 20th International Symposium on Electronic Art
  • Transit-Borderless
  • Zayed University - Abu Dhabi
  • Denis Farley
  • Transit explores the representation of clouds within the context of wireless networks.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Transmission and Diaspora
  • Joshua Watts
  • Actively engaging ISEA members by asking them to locate solar-powered lightboxes placed around Dubai, taking them back to their home country, and sharing the journey through Google Earth.

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Transmission+Interference
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • David Strang and Vincent van Uffelen
  • The artists explore the creative potential within light as both the creator and transmitter of sound and actively move away from creating visualisations of sound towards an audiovisual experience based on resonance and feedback loops between light, sound and object. Using performances, workshops, and installations they attempt to learn about information, disturbance, noise, glitch, communication, as well as the ephemeral relationships that emerge from both theirs and the audience’s engagement. The artists aim to reveal the complexity of these fleeting experiences that occur in the moment, those glitches that happen somewhere between physical sensors and mental representation, that can’t be recorded, repeated, or simulated.

    TRANSMITTER > MULTI-MODAL CROSSOVER > RECEIVER

    Consisting of three parts the interactive installation investigates the potential for using digital devices to create a synesthetic communication system. The installation draws on the different experiences of synesthetes and uses this to explore a messy and playful way of communication. Using digital protocols of ASCII, MIDI and frequency conversion letters are encoded into a combination of a light colour and a sound frequency (e.g. “A” is transmitted as yellow light and a 50 Hz sine wave) allowing a simulated synesthete to decode the text that has been transmitted through space. However, to reach closer to a synesthetic communication process the classic Transmitter -> Receiver pattern must be interrupted by a multi-modal crossover that mimics a synesthetes’ unique experience of light and sound. The visitor is able to adjust the multi-modal crossover to gain further understanding of a synesthetes unique experience whilst interfering with a potentially flawless communication flow.

    By expanding the communication system across three distinct sections, the installation develops defined territories or zones where information (noise and signal) flows over and through. Although these sections of the system appear as physical material in the space the artists are actively exploring the spaces between the physical parts. It is here where we encounter the resonance within the system; where neighbouring sections meet through the interference of external noise (light and sound) and through which new meaning potentially begins to emerge. The system encourages a nomadic movement of information across a technological plateau that is initially understood as linear, allowing for the spreading, leaking and disruption of information across undefined routes.

    What if one could utilize someone’s unique sensing ability? Would this be an effective tool to securely communicate? After all, one could covertly send hidden messages in plain sight that only an intended receiver could decode (steganography). Such a system for transmission could, in the odd event, be learned and understood by someone able to perceive the blurring of these senses and, with practice, the user could claim our proposal as their own efficient, albeit abstract, working communication tool.

    Furthermore, the installation is a cybernetic experiment tapping into the unknowable and becoming. The physical installation is also an enquiry into practice in its own right and aims to raise questions about our relationships with technology, our co-evolution, and the blurry lines that our minds try to define as borders between the self, the body and other technological systems.

  • http://transmit-interfere.com/
  • ISEA2020: 26th International Symposium on Electronic Art
  • TranSwarm Entities
  • Maartje Dijkstra
  • TranSwarm Entities is a couture piece developed by fashion designer Maartje Dijkstra in collaboration with creative programmer and music producer Newk. This interactive design is created during Fashion Fusion, a fashion/ technology program of T-Mobile in Berlin.

  • The sculptural, totally black dress, is build up out dozens of small repeated fragments in the shape of bird skulls sculptured together like cells building an organism. The parts , that are all manual 3D printed, meaning using a 3D printer pen to create fabrics. are all connected together by hand with black polyester wires. The technology part is not directly all integrated within the design but is connected and presented in a more surprising way. 4 small drones, that where customized to appear the same as the dress design, fly up out of the design so it looks like parts of the dress are flying away. The drones fly on the beats and melodies of music producer Newk around the model creating a little swarm.

  • Dress
  • https://maartjedijkstra.com/index.php/transwarm-entities/
  • 3D printing, Design, Fashion, technology2, Drones, and performance
  • ISEA2012: 18th International Symposium on Electronic Art
  • Trash Dance
  • KiMo Theater
  • Andrew Garrison and Allison Orr
  • Sometimes inspiration can be found in unexpected places. Choreographer Allison Orr finds beauty and grace in garbage trucks, and in the men and women who pick up our trash. Filmmaker Andrew Garrison follows Orr as she joins city sanitation workers on their daily routs to listen, learn and untimely to convene them to collaborate in a unique dance performance. Hard working, often carrying a second job, their lives are already full with work, family and dreams of their own. But some step forward, and after months of rehearsal, two dozen trash collectors and their trucks perform an extraordinary spectacle. On an abandoned airport runway in Austin, Texas, thousands of people show up to see how a garbage truck can “dance.”

  • Screening
  • Trash Dwellers
  • Marija Avramovic and Sam Twidale
  • Exhibition. Grand Palais Ephémère, June 23 – 25

    The installative corpus Trash Dwellers is comprised of a series of sculptures, sound and interactive real-time animations. The installation uses the language of sci-fi and speculative fiction to portray a new archaic community of Dwellers in an ecosphere of junk. Born of Trash, a real-time, interactive piece, is a search for the divine in the detritus: visitors join the protagonists of a new speculative tale aiming at provoking a positive reimagining, or (re)building, of our collective future. Part of this narration are also all the other elements of the installation: a VR immersive experience and a series of moist, trashy sculptural artefacts from the otherwordly reality.

  • https://www.ofluxo.net/artverona-lea-porre-xenoangel-virginia-bianchi-gallery
  • SISEA: Second International Symposium on Electronic Art
  • Trash
  • Cultural Center de Oosterpoort
  • Animation
  • ISEA2014: 20th International Symposium on Electronic Art
  • Treadmill, Dreamtime, Running, In Place
  • American University in Dubai
  • Steven Klems and Anthony Obr
  • Treadmill, Dreamtime, Running, in Place is a hybrid work of interactive installation and performance that invites spectators to consider their relationship with the environment. A large-scale multimedia event constructed for both live performance and interactive installation; it is a response to our current global environmental crisis.

  • ISEA2011: 17th International Symposium on Electronic Art
  • Triangles Mounted In A Circle
  • Taksim Cumhuriyet Art Gallery
  • Teoman Madra
  • Selection of artworks inspired by light, using multiple digital media based on instant and random inspiration.

  • https://www.flickr.com/photos/teomanmadra/6191226353/in/album-72157627771528172/
  • ISEA2018: 24th International Symposium on Electronic Art
  • Tricky Apatheosis
  • BAT Centre
  • Mikhael Subotzky
  • Tricky Apatheosis 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.

  • Video
  • https://conversationsingondwana.tumblr.com/
  • ISEA2022: 27th International Symposium on Electronic Art
  • Try Not To Think So Much
  • El Centre d’Art Cal Massó
  • Eugenio Ampudia
  • May 27-July 23, Centre d’Art Cal Massó de Reus, Beep Collection: OriginsPublic event.

    With this piece Ampudia continues his line of work of emphasizing on art as an effective communication method. In this case, the artist plays with the paradox of breaking that flow through communicational noise. By applying the term “noise” to communication, he not only addresses an unpleasant sound but also any interference in this process. With this work, he alludes to the communicational noise with which we cohabit and which surrounds us, and transforms into a silent method of influence in our everyday environment.

    The artist aims at communication in the art world, that tends to be endogamic and self-referencing while proclaiming discourses which are supposedly intended to bring culture to the spectator. The fact that the piece´s noise is made from the appropriation and superposition of conferences related to the art world which are hardly understandable, is an ironic nod to the theoretical apparatus and the codes on which the art system relies. The phrase is a composed amplifier, and every letter comprising it has a pertubing mission, allowing Ampudia to configure a faltering narrative, which also speaks about subjetivity of the discourse and opens doors towards ideas sunch as the discourse of powers or the power of Foucalt´s discourse.

    “Try Not To Think So Much” won the 13th edition of the ARCO-BEEP Electronic Art Award

    [Source: https://www.beepcollection.art/eugenio-ampudia]

  • ISEA2018: 24th International Symposium on Electronic Art
  • Tuk Tuk Ride
  • KZNSA
  • Peter Chanthanakone
  • Our childhood often shapes us into adulthood. Trauma, happiness, fear and pain stay with us till we die. This series of shorts is entitled “Childhood Memories”, in collaboration with the Vientianale International Film Festival in Vientiane, Laos. Story, concept art and voice recordings were realized in 2013. The first in the series of childhood stories is Chasing Grasshoppers (2013). The second in the animated series of Lao Childhood stories is Tuk Tuk Ride (2017).

  • Film
  • ISEA2014: 20th International Symposium on Electronic Art
  • Turn-Over 2
  • Art Hub
  • Inkjet prints, ANSI C size: 17x22in (14.2×20.3in), 432x559mm (361x517mm), Epson Velvet Fine Art paper

    Turn-over 2 is an installation to prompt spectators to touch the art works directly. The artist wants you taste the colors and feel the paper.

  • Inkjet prints , Epson Velvet Fine Art paper
  • ISEA2012: 18th International Symposium on Electronic Art
  • Tweets in Space
  • International Albuquerque Balloon Museum
  • Scott Kildall and Nathaniel Stern
  • During a live, interactive performance at the ISEA2012 Gala, artists Scott Kildall and Nathaniel Stern will send Twitter messages from participants worldwide towards an exoplanet 20 light years away that can support extraterrestrial life. By engaging millions of voices in the Twitterverse and dispatching them into the larger universe, Tweets in Space activates a potent discussion about communication and life that traverses beyond our understanding.  tweetsinspace.org

  • ISEA2011: 17th International Symposium on Electronic Art
  • Twitch Of The Death Nerve
  • Ian Haig
  • Twitch Of The Death Nerve seeks to explore the idea of the uncanny and the unsettling feeling of seeing elements of the face cut up, recombined and reanimated through simple electrical motors.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Twittering Machine (2013)
  • UTS Gallery / DAB LAB Gallery
  • Jon Drummond
  • Tweets, once the sounds of birds chirping, are now the data of social media texting; the twittering of this physical computing real-time composition machine is inspired by both birdsong and the chaotic twittering chorus of social media.

  • http://jondrummond.com.au/
  • ISEA2019: 25th International Symposium on Electronic Art
  • Two lights and artificial cloud
  • Asia Culture Center (ACC)
  • Sang Ha Yoon, U Ri Bae, Ji Eun Kim, So Young Choi, Won Wi Kim, and Jung Hun Go
  • ISEA2020: 26th International Symposium on Electronic Art
  • TX-1
  • Adriana Knouf
  • The enchanting Earth is too-often made inhospitable to those marked as transgender. To survive we xenomogrify ourselves through social and biological technologies, altering our surfaces, our viscera, our molecular balances. None of us have been to space even if we possess somatic knowledges of deep bodily transformations, necessary experiences for extraterrestrial environments.

    TX-1 launches bits of the artist’s hormone replacement medications, marking the first-known time that elements of the transgender experience orbit the earth. TX-1 includes a fragment of my spironolactone pill, a slice of my estradiol patch, and a miniature handmade paper sculpture, included to gesture towards the absent-yet-present xenoentities of the cosmos. A symbolic exodus to an orbit high above, the eventual return of TX-1 to Earth is also a sign of resilience, of not being disposed, of coming back to thrive once again.

  • This project was the result of a ThoughtWorks Arts Residency, and was sponsored by the Consortium for Research & Robotics at Pratt Institute, and supported by Reach Robotics, Great Britain.

  • fragment of spironolactone pill, a slice of estradiol patch, a miniature handmade paper sculpture
  • Bio Art, Interplanetary, Queer, Trans, and Futurities
  • ISEA2022: 27th International Symposium on Electronic Art
  • Tycho: Test One
  • El Centre d’Art Cal Massó
  • Paul Friedlander
  • May 27-July 23, Centre d’Art Cal Massó de Reus, Beep Collection: OriginsPublic event.

    Tycho was one of the last astronomers to carry out all his work without a telescope as he died in 1601, shortly before its invention. Instead his observatory contained a great globe and numerous quadrants and astrolabes. It was thinking about the experience of being in this strange observatory that was in part to inspire this installation. It also happens that the work in luminous concrete has come to take on a shape approximating the monolith in the movie 2001, and that it was discovered by astronauts on the moon, according to the story, concealed under dust in the floor of the crater Tycho.
    [Source: Ars Electronica/flickr: 
    https://www.flickr.com/photos/arselectronica/44513806421]

  • ISEA2014: 20th International Symposium on Electronic Art
  • Umbrella Performance
  • Zayed University - Dubai
  • On the cultural night of ISEA2014, in the garden of Zayed University, Dubai, there were demonstrations of traditional arabic food making, calligraphy, music and dancing. The students of the College of Arts and Creative Enterprises (Zayed University) prepared a special performance for the occasion, with umbrellas and lights.

    In the UAE, music is typically performed by men, and visual arts are women’s trade. So, all students of the College of Arts and Creative Enterprises are female.

  • Performance
  • ISEA2014: 20th International Symposium on Electronic Art
  • Under Examination
  • Lobo Listone Gallery
  • There are many times in the life when he or she is put under examination of a community’s standards, laws, and customs that he or she might reject completely.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Unforeseen Spaces
  • Marie Lelouche
  • For Unforeseen Spaces, Marie Lelouche continues her exploration of the relationships between the physical and the virtual realities of the space. The exhibition at the gallery is an extension of a research project started during an artist residency at Les Tanneries Contemporary Art Center in Amilly (France), in 2021. During this residency, Marie Lelouche was interested in the birds that inhabit the park of the Art Center, as a means of decentralizing our point of view on this area. Building on this, she created an exhibition that appeals both to hearing and sight, as well as to the movements of visitors and the experience of the space “augmented” by a virtual reality device.

    The development of the virtual reality artwork entitled Unforeseen Spaces (2021) benefited from the participation of the DICRéAM, a french program for the support of artistic multimedia and digital creation of the CNC – Centre national du cinéma et de l’image animée.

    A part of the sound elements of the work Unforeseen Spaces rely on the use of the programs/software for bird song recognition BirdNET and BirdNET-Pi as well as the online collaborative bird sound library XENO CANTO, thanks to 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.

  • https://albertapane.com/exhibitions/unforseen-spaces 
  • ISEA2022: 27th International Symposium on Electronic Art
  • Unforgotten
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • The animation Unforgotten tells a traumatic historical event that happened to the most vulnerable group of women during a wartime and had been forgotten for a half-century. The animation shines a light on the victims’ voices and their willingness to give testimonies that deliver the historical truth rejected and denied by mainstream history. The women who give the testimonies in the animation spent the last moments of their lives fighting for women’s human rights so that women will never be sexually sacrificed again during wartime.

    Unforgotten tells the atrocious wartime sexual violence through fairy-like visuals that are metaphorical and poetic so as not to perpetuate violent imagery and retraumatize the victims. This approach is for changing how we conceive victims of wartime sexual violence, who were commonly considered filthy women by their community and retraumatized in media by repeatedly reproducing sexual sensations. The animation ultimately intends to change the way we conceive our past and historical trauma and, most importantly, pursue our future to embrace the history of marginalized people.

  • Human Rights, comfort women, World War II, historical testimony, and 3D animation
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • Andrew Kayser
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • Colleen Alborough
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • Deborah Bell
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • Faith47
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • Fred Clarke
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • Janus Fouché
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • Lehlogonolo Mashaba
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • Marcus Neustetter
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • Mbongeni Fakudze
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • Minnette Vári
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • Robyn Penn
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • Stephen Hobbs
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown 3D Virtual Reality Painting
  • Durbin City Hall/Durban Art Gallery
  • William Kentridge
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Title
  • Millennium Court Arts Centre
  • 3.14...
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Ben Nsusha
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Bucks Ndimande
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Derrick Nxumalo
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Faye Spencer
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Gift Madziva
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Julius Mfethe
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Langa Magwa
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Mzwake Mbatha
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • P Ntliziwana
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Richard Shange
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Sibusiso Maphumulo
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Thomas Nkuna
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Tito Zungu
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Vina Ndwandwe
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Virginia McKenny
  • ISEA2018: 24th International Symposium on Electronic Art
  • Unknown Title
  • Durbin City Hall/Durban Art Gallery
  • Walter Oltmann
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Aram Bartholl
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Benjamin Gaulon
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Blackletter
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Christian Nold
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Conor McGarrigle
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Eve Mosher
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Glenn Loughran
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Gordan Savicic
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • I Left This Here For You To Read
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Institute for Applied Autonomy
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Jeremy Wood
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • John Buckley
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Joseph DeLappe
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Kate Paterson
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Laboratorio de Situaciones
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Mark Shepard
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Martin John Callanan
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • PARKing
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Quadrafónica Urbana
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Ralph Borland
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Surveillance Camera Players
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Thorsten Knaub
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Transborder Immigrant Tool
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • Trespass
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Works in the Space is the Place exhibition
  • National College of Art and Design
  • You Are Not Here
  • ISEA2022: 27th International Symposium on Electronic Art
  • Unreal Window
  • Santa Mònica
  • Unreal Window was inspired by zoom meetings during the covid-19 pandemic, the loneliness produced from the sense of being monitored, the painful absence of rapport that politeness dictates we have to pretend not to feel, the despair and creeping terror of not being able to connect with others physically, their smell, their touch, their heat, and longing for that which can only be shared through physicality.

    I wonder how far down this path we might go. If this situation continues until I die, then what does this mean for my identity? Who can I be under these circumstances? I ask, ‘Where do I exist?’ and if a part of the answer is in the digital, what does that imply about AI?In Unreal Window, I manifest myself fifteen to twenty times in embodiments of different ages and forms. I appear as a baby, a toddler, an adult, an elderly woman, and as a human-computer hybrid, a woman with a monitor for a head, forever in a zoom meeting. All versions of me are following after this hybrid as she flees – attempting to stay in the frame of the webcam, competing, desperate to show that they exist. I also attached a surveillance camera to each character, creating a scenario in which they are all constantly spying on each other.

    Unreal Window is a real-time virtual animation video that is designed for video game simulation, but this video game has no player. The computer’s systems play each other without the need for further input.

    Like I Ching, These characters are doomed to watch each other randomly and chase the camera infinitely in the auto-gameplay of machine composition (NPC) set to a chasing and fleeing game scenario. I wanted to create a situation without an end, both as a reflection of feeling of endlessness in this pandemic, and also so that the machine learning system could develop the action in ways that might surprise me. For example if the characters learn to chase and flee using obstacles and tools, what kind of relationships and environments might that produce?
    I wanted to know, in a place where everything is made with AI, would I feel like I could breathe? Is there a bottom to this abyss, or is it infinite sliding?

    I wonder whether we are actually in conversation when telecommuting. I can see the person I talk to only in a square box. Sometimes I feel confused whether I’m speaking to a real person or not, and I notice that I watch myself as I speak as much as I look at the other. I want to express this wandering between reality and unreality.

    I feel very anxious that communication and relationships between people might be lost in the absence of physical presence, and this virtual world will persist, existing online even as generations come and go. I’ve started thinking about the real meaning of confinement.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Unsymmetrical
  • Lobo Listone Gallery
  • Chadi Adib Salama
  • This Artwork is a book art for digital contour drawing and the product is presented as an interactive digital pdf book format in a touch screen or tablet. It is also shown as a printed book with hand-made paintings.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Untitled (A New Landscape)
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • “Untitled (A New Landscape)” explores a possible speculative future of the quick-stop convenience of Capitalism. The work is inspired by an actual neoclassical building in Washington, DC which outlived its former purpose and was transformed into a gas station snack shop. In some ways, the transformation of this grand building into something so mundane is a metaphor for the post-capitalist society in which we are living. Set to “the most famous hold music in the world” (Cisco’s “Opus #1” by Tim Carleton and Darrick Deel), the piece provides a pause for contemplation.

  • speculative future, meaning, consumerism, and reality
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Untitled
  • International Commerce Center (ICC) Tower
  • Cedric van Eenoo
  • The Japanese concept of Ma describes the gap, empty space or pause between two forms that allows for intensification of vision.

  • Projection Mapping Installation
  • ISEA2018: 24th International Symposium on Electronic Art
  • Urban Intonation
  • 2018 Overview: Public Events
  • BAT Centre
  • Brian House
  • This installation is part of the ongoing ultrasonic recording project and installation series Urban Intonation, which explores human-murine relationships. To my knowledge, these are the first ultrasonic recordings made of “wild” rats in New York City, and reveal surprising things about the use of the acoustic spectrum by animals in cities. Living under the paving stones, consuming our refuse, and incubating our diseases, the city rat is a ubiquitous part of global, urban capitalism. The revulsion rats inspire actually speaks of our closeness to them— neither domesticated nor “wild,” rattus norvegicus belies the notion that we are separate from nature. And just as we continually negotiate our place in a dynamic city, so have rats developed elaborate social codes intertwined with urban architecture and geography. We are not usually privy to the vocal address of one rat to another, however, as they primarily speak above the (20khz) threshold of human hearing. But for Urban Intonation, I recorded rats at multiple sites in NYC with a custom ultrasonic microphone that I left in their burrows for 24-hour periods. I then pitch-shifted the result into the human auditory range and mixed it for multi-channel playback over a human public address system, repositioning rat sound as something that is recognizable, if not intelligible, as speech. In addition, this project has revealed that rats adapt to niches in the acoustic frequency spectrum created by human and mechanical noise in the city.

  • Ultrasonic recording project and installation
  • ISEA2019: 25th International Symposium on Electronic Art
  • Value of Values
  • Asia Culture Center (ACC)
  • Nicolás Mendoza, Tobias Klein, and Maurice Benayoun
  • Value of Values (VoV) is a blockchain-based art project. It aims to find out the real, economic value of human values through EEG (Electroencephalography, and biofeedback). VoV is an extension to the acclaimed Brain Factory project. In both, exhibition visitors (aka Brain workers) give –straight from their brain waves– a three-dimensional shape to abstract concepts, like FREEDOM, PEACE, MONEY, LOVE, POWER.
    In VoV, the resulting shapes are brought into the context of an “ethical realism”, an objective representation of the individual and collective hierarchy of values. While Brain Factory deals with a wide range of human abstractions, VoV only gives shape to those that could be considered as human values. The neuro-designed shapes, produced by individual visitors, become named and numbered digital 3D models: FREEDOM 0001, FREEDOM 0002… FREEDOM 000X. Each numbered item is an artwork registered on the Blockchain.
    At the end of the process, the Brain Worker, the shaper of the value, becomes the owner of the Blockchain VoV and the owner of the 3D model, the “idea” of the shape. VoVs are convertible into Ethereum, a common crypto currency. The owner can sell or barter the VoV, or even freely use the shape to produce artefacts, artworks, or goods.
    During the process, the visitor of the art show has become an artist giving shape to ideas, a curator validating the model according to the abstract concept, a collector preciously keeping the freshly minted token, an art dealer selling or bartering pieces of one’s collection of values for more “valuable” ones.
    The transaction is the only way to know the objective value of a given value. If the owner of the VOVs PEACE0404 + LOVE0002 decides to barter them for MONEY0088, he or she defines the relative value of all the involved values. With thousands of similar transactions, we can monitor in real-time the relative value of human values, for one person, a region, a country, a continent. If the median price of MONEY (i.e. the median price of all minted MONEY tokens) is 3 ETH or 1200 USD and the median price of LOVE is 240 USD, we get a clear idea of the relative value of these values. The observation of the trading process produces real-time monitoring of human values in their transactional milieu. VoV is at the same time a real currency, a critical metaphor of the art production narrative, and a dynamic reflection on its founding ontology.
    Value of Values (VoV) explores the nexus of human creation, the value systems of artistic production, and our insatiable desire for reified representations of human thought. The result is a Global Art Project based on Critical Fusion, the speculative and convertible merging of Fiction and Reality.

  • 3D graphic generator, EEG headband, Blockchain, trading platform, computers, HD screens, massage chairs, projectors, QR ticket printer, touch screen, speakers
  • https://benayoun.com/moben/2019/06/24/value-of-values-at-isea2019-gwangju/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Variations For Rooms and a Tone
  • Tashkeel
  • Variations for Rooms and a Tone explores the relationship between architecture and sound using only the natural, resonant frequencies of a space. Every built environment has a unique sonic identity defined by itsarchitecture, and certain notes are naturally emphasised over others creating a sonic self-portrait of the space.

  • ISEA2022: 27th International Symposium on Electronic Art
  • VastWaste
  • CITM UPC - Campus UPC Terrassa
  • Ozge Samanci
  • Humans once perceived oceans as boundless, and thus impossible to pollute—until we created the Great Pacific Garbage Patch. The same pattern is now repeating in outer space.

    VastWaste is a data-driven, projection art installation that illuminates the parallels and interplay between marine pollution and space debris. It can also be experienced in Virtual Reality. Human activities have scattered millions of objects into Earth’s orbit. Since there is no friction, debris travel at 18,000mph. Even tiny paint flecks can create explosive crashes. Approximately 4,000 operational satellites are currently in Earth’s orbit and the amount of space debris is already at a critical point. US and European Space Agencies track space debris and maneuver spacecraft to avoid collisions.

    SpaceX’s Starlink plans to add 40,000 satellites in the next decade. There is no known solution for mitigating the space debris. If the amount of space debris passes a critical mass, each collision will lead to more collisions in a chain reaction, known as the Kessler Effect. Ultimately, future spacecraft launches from Earth may become impossible.

    VastWaste generates an everchanging Kessler Effect in conjunction with a data-driven soundtrack. In this installation, satellites spin based on the speed of marine debris. This is calculated by using ocean currents and ocean winds.The number of fragments falling into the ocean is tied to human use of satellites, symbolized by number of tweets per second. Generative music varies in each play based on collisions, number of fragments, their contact with the surface of the ocean and their descent into the ocean. Humans observe marine pollution with satellites, and we bury dead satellites into our oceans. The future of two vast spaces is entangled.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Vedic Remnants (Indian Accent Chanting)
  • American University in Dubai
  • Vedic Remnants is an immersive electroacoustic performance by Australian composer Leah Barclay responding to the Athirathram, an ancient Vedic ritual from Kerala, South India.

  • https://leahbarclay.com/portfolio_page/vedic-remnants-2013/
  • ISEA2023: 28th International Symposium on Electronic Art
  • Vegetal/digital
  • Le Cube Garges, 36 degrés, and Galerie Charlot
  • Alison Bennett
  • Exhibition. Le Cube Garges, April 27 – May 18 and Southern Winter Exhibitions 2023 at Hangars Numériques, May 16 – 21  then August 1 – 15 

    2022
    Interactive installation

    Vegetal/digital is presented as a digital and poetic attempt at digital reconstruction of Australian flora. Engaging in ‘critical plant thinking’, a concept of studies aimed at promoting a symbiotic and sensitive relationship with plants, artist Alison Bennett has recreated endangered Australian native flowers as 3D point clouds with which visitors can interact using a motion capture device. In this way, Alison Bennett establishes technique and technology as vectors of increased sensitivity to non-human elements with which we sometimes coexist without much consideration. By taking us into the slow and sublime time of the plant world, Alison Bennett’s work invites us to consider and value the plant heritage of the world for which we are responsible. By taking us into the slow and sublime time of the plant world, Alison Bennett’s work invites us to consider and value the plant heritage of the world for which we are responsible.

     

    Hacnum Exhibition. various locations, May 16 – 21

    Exploring vegetal thinking, digital gardening and post-human neuroqueer phenomenology through the affordances of expanded photography, artist Alison Bennett considers Australian native flowers as celestial encounters. Slowly rotating 3D point-clouds of floral forms coalesce and dissolve – the authenticity of the image as loosely aligned imprecise points of reference folded into the immersive field of extended reality mediation. Rendered as point-cloud models, foliage structures resonate as vibrant matter, testing the affordances of the digital image as a field of thinking.

    Arising out of the heightened sensory perceptions of extended lock-down, this creative investigation began through contemplation of flowering street-trees. Through 262 days of lock-down, residents of Melbourne retreated to the hyper-local, often reinforced by a 5 kilometer travel bubble and a one-hour daily time-limit outdoors. The sublime ephemeral springtime flowers of street-trees were amplified by the extreme sensory and social constraints of social distancing. Drawing us into a suspended moment of slow encounter, we attuned to the contained glowing pulse of plants.

    In this project, Bennett engages with ‘vegetal thinking’, a concept of critical plant studies that considers our symbiotic relationship with plants (Gibson 2018). This theoretical context is placed alongside the practice of ‘digital gardening’, of “seeds of thought cultivated in public” (Ness Labs) through slow thinking and organic speculation. Indeed, these domains of the vegetal and digital come together in post-human philosophy (Haraway 2016) and notions of compost and soil, seeking to subvert subject/object dichotomies. Mediated through an autistic queer lens (Yergeau 2018), Bennett’s work sides with the object, creating encounters that collapse the spectral, floral and machinic.

  • https://alisonbennett.net/2021/10/14/vegetal-digital-2021
  • ISEA2022: 27th International Symposium on Electronic Art
  • Ventriloquist Ontology
  • 2022 Overview: Concerts & Performances:
  • Recinte Modernista de Sant Pau
  • Ventriloquist Ontology is a media performance that conceptually stems out of philosophical ideas that are rooted in the realms of Posthumanism, Actor Network Theory and Object-Oriented Ontology. Inspired by Alejandro Jodorowsky’s dystopian theatrical play The School of Ventriloquists, it encompasses the creation of a modular wearable, trained using Natural Language Processing to create its own language that manifests in the form of speech and movement actuation. It explores the idea of soft control and points of hybridization between human and machine through the relationship of a performer and a wearable entity. This soft modular entity speaks through text generated using the GPT-2 language model, trained on a dataset of texts around biopolitics, algo-governance, the surveillanced body, and queer theory. The softness aspect of its control refers to the plasticity of the interface, the malleability of its hardware connections, the suggestive nature that the GPT-2 generated text pertains to, and the indicative nature of the movement of the actuators. Sequentially, it brings forth the soft data of the body inextricably linked to ideas of care and intimacy, as well as to the pliability of the different levels of interpretation between the human and the machine. The aspect of control is tied to the cybernetic idea of steering the body to its optimal movement through a feedback loop between machinic language, and human assimilation. It also deals with the hardness of the linear actuators and the microcontroller that manipulates them, to the domination of these mechanical components over the softness and vulnerability of the human flesh. Ultimately, the idea of ventriloquism is used to give agency to an ontological entity comprised of subtle suggestive wearable modules, human flesh and cognitive motor abilities, born-digital, able to produce novel language, but also conditioned to reproduce the biases of its algorithmic parts.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Veritable Vicissitudes
  • American University in Dubai
  • The audience enters an interactive maze of live sound and videos. Sharing the maze is a solo dancer, whom the audience can choreograph through the use of symbolic signs.

  • http://seanclute.net/veritable-vicissitudes-dubai/
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Vertical
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • Anke Eckardt
  • Vertical is part of SONIC SPACES, a series of installations on elements of architecture

    Vertical 1 
    A vertical line of loudspeakers plays a downward sliding tone which is followed by a heavy subbass punch on the ground, very present in the installation, too low and therefore not audible in the video documentation.

    The punch seems to trigger an ‘eruption’ in a tank, which is filled with black liquid. The liquid erupts in the form of a round wave, which disintegrates and splashes in all directions. Over the duration of the exhibition a black speckled, dirty image thus forms on the initially clean, white floor.

    What compromises do we make when we interpret the world by the ambiguous information we receive from our senses?
    Because of the temporal and spatial conjunction of the two independent events, the ‘falling sound’ and the visual impact right after, we interpret the scene as cause and effect. Synaesthetic perception enables the physical experience of an intermodal illusion. The exploration of the phenomenology of the senses culminates in the investigation of illusions, this raises the issue of the fallibility of the senses. As we seek consistency in the perceived world we reduce it to a fragment, which appears coherent when related to our life experience. Technological advances offer us ever greater reason to distrust our senses, though.

    Vertical 2 Audiovisual Installation (2016): Interfacial Microphone, 1 Loudspeaker, Wooden box, two mirrors, LED lights

    In Vertical 2 confusion, disinformation and communication are provoked by a small white cuboid standing in a large exhibition space. It can be entered by one person at a time.

    Contradictory, even paradoxical spatial information are produced via visual and audible stimuli. Low and small from the outside, the space gains unexpected height and thereby largeness when entered. The absence of consistency between the inner and outer perspective is furthermore deepened by another aspect to be experienced inside. The cuboid not only seems to open up vertically, but also downward below the feet. The space seems to become an open vertical tunnel. Neuronal information about direction is given via reflected light, information about size via acoustic impulse responses and shepard effects. It might catch the visitor’s eye that the constructional elements of the cuboid are visible from the outside in a reductionist manner. Its building style lies open; there seem to be no secrets. All the more visitors are left alone with the ambivalence of their sensation.

    The realness of the outside world is considered to be independent of human observations. In this regard Vertical 2 appears to be an intentional aesthetic object that questions realness and enables visitors to synthesize virtuality.

    Vertical 2 is a continuation of a series of artworks by Anke Eckardt on elements of architecture called Sonic Spaces: Vertical 2 (2016), Ground (2014), Wall (“Between | You | And | Me” 2012), Vertical 1 (“!” 2010). In this series, the artist explores the ambivalence of sensation. [source: ankeeckardt.com/]

  • http://ankeeckardt.com/
  • ISEA2022: 27th International Symposium on Electronic Art
  • Vestibular_1
  • El Centre d’Art Cal Massó
  • Marc Marzenit and Albert Barqué-Duran
  • May 27-July 23, Centre d’Art Cal Massó de Reus, Beep Collection: OriginsPublic event.

    VESTIBULAR_1 is an immersive audio-visual installation that invites the audience to wander inside a vestibular system structure. In specific, the installation induces illusory sensations of self-motion by temporarily disrupting the audience’s vestibular functioning via specific patterns and configurations of audio and light stimuli.

    Any organism moving through its environment receives a constant stream of sensory signals about self-motion: optic flow inputs from vision, proprioceptive information about the position of the body from muscles, joints and tendons, and inputs for acceleration via the vestibular system. This latter seems particularly important for self-motion (Green & Angelaki, 2010).

    Under normal circumstances, the brain optimally combines sensory signals for self-motion, which are successfully integrated to produce a coherent representation of the organism in the external environment. However, conflicts between sensory modalities may occur when sensory signals carry discrepant information. If the vestibular system is altered with conflicting sensory information, we easily realise that the usual way in which we perceive objects of human expression, such as visual forms, music, and art, does dramatically change (Gallagher, M., Dowsett, R., & Ferrè, E.R., 2019).

    ​The installation VESTIBULAR_1 is based on the innovative research from the VeME (Vestibular Multisensory Embodiment) Lab at Royal Holloway, University of London, which investigates the role played by vestibular signals in the perception and representation of the body and the external world and how it affects aesthetic preferences.

    ​Co-Producer: .BEEP { collection;} – NewArtFoundation.
    Technology Partner: Protopixel
    Technology Collaborators: Sfëar – Eurecat.
    Silentsystem.
    In collaboration with: Elisa Ferrè (Vestibular Multisensory Lab – Royal Holloway, University of London),
     https://vemerhul1.wixsite.com/vemerhul.

    [Source: https://www.beepcollection.art/albert-barqu%C3%A9-duran-marc-marzenit]

  • ISEA2022: 27th International Symposium on Electronic Art
  • Vibrant Landscapes
  • Santa Mònica
  • We live at a time where there are a set of predictive calculations occurring for any given action. This might be most obviously when we are online and as a result of data mining highly targeted ads appear. But predictive analytics powered by Artificial Intelligence is already being deployed throughout all levels of our social structure, from policing and medicine to models of climate change. The sheer persuasive utility of these AIs underwrite particular the logics of their practice. The amplification of the value of functionality accounts for their ever-increasing deployment even in the face of known problems such as the way in which they can retain or extends cultural bias. In this context using AI in a non-functional way is an act of resistance.

    The ai generated videos included in Vibrant Landscapes are based on movement through real ecologically fragile landscapes. The work acknowledges how our expansive technologies have led to crises; yet its aim is restorative. The AI algorithm, trained on original footage I shot of these landscapes, generates new sequences by predicting and adding new frames. The spatial trajectory of the source footage troubles the AI’s process of “understanding” patterns of relation. The resulting videos have an animate sense of desynchronization, an aesthetic strategy that reveals the copresence of multiple durations, temporalities, and tempos. The representational drift evokes upheavals in geological time, an ever-changing reshaping: destruction, renewal: vibrancy. We’ve tried to contain the natural world, to dam its living rivers and stop its fluctuations, but here they’re set adrift in the unresolved contingencies of our times. Comfort and crises.

  • AI generated videos
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Video Circle
  • Danny Yung
  • Ellen Pau writes on Danny Yung: “At the time [1984], I frequently visited the clubhouse of experimental theater company Zuni Icosahedron to watch European New Wave cinema. There, I met the founder and artistic director Danny Yung. (…) In 1996, Danny invited me to take part in his video installation, Video Circle. The piece expanded on his concept of co-creation and collaboration, this time in providing a platform for video artists. In Zuni’s theater and workshops, Danny always created space for interaction, experimentation and brainstorming in order to cultivate collaboration. I would describe these creative processes as a dialogue, between ourselves and between us and the audience. In a similar way, dialogues are fed as inputs intoVideo Circle, the outputs of which are then visible in the black-box space of the videos. Video Circleis inspired by the I Ching. There are 32 identical monitors that are placed in a circle. The screens of the monitor face inward, so the audience is required to walk into the circle in order to view the videos. Yin and yang are present in this work; the screen is the bright “yang,” like the face of a coin. However, we don’t see all of the yang when we stand in the circle; some of the screens fall out of sight. Video Circle operates on an automatic playback platform in which each VHS player, attached to an individual monitor, plays an artist’s work in a staggered sequence, creating a loop across the 32 screens in either a clockwise or anticlockwise direction. In terms of time, two adjacent machines will have a playback lag of about five to eight seconds. The tape is played many times over the day and each work only begins after another has ended. Yet the tension of the tape, and the mechanics of the VHS players do not function perfectly. Over time, the differences between video playbacks increase.
    This platform—comprising VHS players, artists and audience—creates a different viewing experience. Video Circle brings forth not only the idea of automatic writing and reading but also comments on dualism: in machines and humans; in positives and negatives; in breathing in and breathing out. I found Video Circle fascinating, similar to John Horton Conway’s “Game of Life.” Danny presented more than six editions of Video Circle. Over 100 artists from Asia, Europe and the United States contributed. The project witnessed not only differences in artistic practices but also geographical and generational differences.” [source: 
    artasiapacific.com/Magazine/112/EllenPauOnDannyYung]

  • ISEA2014: 20th International Symposium on Electronic Art
  • Video Savant: The Drowned
  • American University in Dubai
  • Live Cinema, collaborative improvisation with music and images responding to each other in real-time. Cross cultural dialogue in which this US based visual artist engages with local UAE based musicians.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Video Savant: The Drowned
  • The Fridge
  • Live Cinema, collaborative improvisation with music and images responding to each other in real-time. Cross cultural dialogue in which this US based visual artist engages with local UAE based musicians.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Vincent and Emily
  • American University in Dubai
  • Carolin Liebl and Nikolas Schmid-Pfähler
  • Vincent and Emily are two self-willed robots that show the viewer the solitude of a partner relationship and simultaneously the involvement of the partners in society and their impulses.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Virtual Graffiti
  • KZNSA
  • Ivana Druzetic and Christian Geiger
  • This participative live art project was This participative live art project was implemented by the PS2 Team from the “Trails of Memory…” subproject in Düsseldorf, led by Ivana Druzetic and Chris Geiger of the Düsseldorf University of Applied Sciences. At the KZNSA Gallery Durban the project offered people to infuence the urban sphere through a virtual art practice and combined the virtual and the physical space. Artists, visitors, neighbors, and especially kids were invited to become creative in the re-design of their public space by drawing virtual graffti and “painting Durban together with Durban”.

    Whether by writing a message, making a drawing or creating a simple abstraction all participants were given the opportunity to create their own mark in a public space with the help of digital tools. By using a camera connected to the controller, the users were able to shoot a photo in the endless pallet of their real surroundings and choose local sights, objects, faces or random details as patterns for their VR graffti artwork. At the same time, the process was visible for the observers as a projection on a real nearby wall. Drawing on the symbolism of graffti art, this participative public activity offers an opportunity for personal expression in urban space. Multiple questions arose from the activity: However perishable and ephemeral on brick-and-mortar, can this virtual tool reproduce the contested terrains of the city walls while avoiding the controversies often attached to it? Can the virtual walls be vandalized? Can the virtually extended space be appropriated?

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

  • Participative live art project
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Virtual Memory Box – Wuhan
  • Kll Art Village
  • Rebecca and John are creating a project which can be split into three parts. Each part tied to the other, and leading from the other.

    1. The Wuhan Virtual Memory Box.
    2. A performance based on memories of Wuhan.
    3. A gallery installation in Hong Kong showing the Wuhan Virtual Memory Box, and a representation of the performance in Wuhan.

    The Wuhan Virtual Memory Box is a piece where we perform the act of archiving memories of participants’ engagement with the city. We have an empty shell of a website which I am specifically tailoring to Wuhan. Within a 90 min workshop we will fill this site with memories. These can be audio recordings, text, video, and images. A diverse range of people will be involved from connections we make. The final piece will allow the viewer to search out memories on a blank canvas, watching these memories, and then leaving a mark on the canvas of these memories. As new memories are explored old memories fade, though the old memories can be re-remembered. The single most important element of this piece is the range of people. Where it is easier to have memories from recent times, retrieving memories from the past requires a deeper engagement with the place.

    Throughout this first week we worked on building these relationships and are excited to have a commitment from an Architectural Historian living in the city to be part of the project. Of course another incredibly important element is getting to know the city ourselves, and although given the short time we are here, we will only have a surface level interaction with the city, we will be excited to include our memories of the city in the project. It’s already been an adventure exploring the local area around the art village, and the technology malls, street markets, and local cuisine. One of highlights for me as a technologist is to be able to have relatively sophisticated conversations with people, given the language barrier, using modern translation apps on my smart phone.

    The performance piece will be a live improvisation replaying and interacting with the memories of the city. There will be many screens which we can in real time push images, videos, sounds, colours, and text to. Deciding and acquiring the technology for this performance, and writing the software are the tasks I’ve set for myself for the first half of this residency. I’m excited I’ve already bypassed several technological hurdles, and set up some new ones!

    Over the coming weeks I will be creating a mockup of the performance space in my studio, and Rebecca and I will continue to collect and curate material for the performance.

  • https://www.thestandard.com.hk/section-news/section/12/170825/Wuhanese-memories-in-art-form
  • ISEA2020: 26th International Symposium on Electronic Art
  • Virtual States of Entanglement
  • susy.technology
  • susy.technology presents Virtual States of Entanglement, a multi-channel audio-visual installation exploring themes of non-locality, entanglement and the collective consciousness. As technologies continue to amplify an increasing interconnectedness between individuals and the collective sensorial experience, we consider the ways by which these systems shape, form and distribute feeling. The work presents a dialogue that is existential in focus and that directly relates to what it means for us to sense pain, conflict and discordance emerging at a global scale.

    Speculating on the implications that quantum mind theory and the many-minds interpretation may have on our near future relationships to sentience, Virtual States of Entanglement addresses an increased meta-awareness that rapid technological advancements continue to nurture. As a collective, susy.technology draws inspiration from lived experience in ways that support our exploratory research concerning societal relationships to and dependencies on technology and our collective understanding of these systems and experiences.

  • Multi-channel audio-visual installation
  • AV Installation, multi-channel, video, and sound art
  • ISEA2014: 20th International Symposium on Electronic Art
  • Visible From Space
  • 2014 Overview: Video Screenings
  • Zayed University - Dubai
  • Paul Catanese
  • ISEA2022: 27th International Symposium on Electronic Art
  • Visualizing the Illkun (Anger)
  • MACBA - Convent dels Àngels
  • Marcela Antipan Olate
  • Visualizing the Illkun (Anger) is an interactive screen installation for the interpretative visualisation of anger in the province of Malleco, Chile. The installations seeks to reflect and discuss the concept of screen by relating it to the memories of dissidence. Thus, it takes as a case study the book Las Razones del Illkun/Rabia (The Reasons of the Anger), trying to visualise through images-diagrams the subjectivities arising from the feelings of dispossession in the Mapuche conflict in the Malleco region. In this way, the images-diagrams and the designed device seek to mediate spaces and territories of memory that conflict the notion of history in Chile. A problematic narrative that dates back to the times when Chile was a Spanish colony and later, as a republic, using openly repressive state policies and territorial usurpation. Situation that unleashed the wrath of one of the first indigenous peoples of the aforementioned territory; the Mapuche.

    The process of study and creative development of this project was divided into four stages: first, a study of the concept of the screen, which was analysed to understand the technical and conceptual characteristics that relate it to a memory apparatus. Secondly, a defined the theme of representation and the type of data to systematise, in this case, a historical book. Third, a way of representing anger by the abuses described in the aforementioned book; that is, through a subjectivist paradigm through the interpretation of the written archive. This decision is based on an interpretative view of a complex subject and totally opposed to a scientific naturalist paradigm; non-objective information goes from being delivered to uncertainties that are captured and interpreted; first by myself as the creator of a system of visual codes and then, by the individual facing the interface.

  • Installation art
  • https://marcela.io/2020/08/25/visualizing-the-illkun/
  • screen, memories of dissidenc, installation, apparatus, and data interpretation
  • ISEA2022: 27th International Symposium on Electronic Art
  • Visually reading the pandemic: Translating an Open Access Archive into an immersive interactive Artwork
  • MACBA - Convent dels Àngels
  • Elian Carsenat and Eveline Wandl-Vogt
  • The presented artwork is a cross-organisational, cross-sectoral, transatlantic collaboration between the art:scientists Dario Rordrighiero and Eveline Wandl-Vogt, the social entrepreneur Elian Carsenat and Ars Electronica Solutions as well as Garmantis. During the first year of the pandemic, the authors developed two pre-conceptioptions of 2D visual artworks based upon open data of a COVID19 related open access archive, namely the “COVID19 cartography” on the one hand, and the “Chinese Sea” on the other. During 2021 and funded by DARIAH.EU, the team scaled up and created an immersive, 3D production for Deep Space at Ars Electronica, launched at Ars Electronica Festival 2021.

    The artwork is not just a unique piece of art, it invites the participant to experience knowledge created at the moments of exploration in a playful approach. In their presentation the authors will refer as well to the guiding questions related to the innovation and implementation process, workflows, funding, scaling up and how the applied methods and technologies may be meaningful and applicable for other archives.

  • Data Visualization Installation art
  • 3D Installation, COVID19, visualization, immersive artwork, and Deep Space
  • ISEA2014: 20th International Symposium on Electronic Art
  • W3FI: Dubai
  • Zayed University - Dubai
  • Laleh Mehran and Christopher Coleman
  • W3FI is an immersive and interactive installation fusing the digital and the physical, inspiring viewers to consider how our digital selves interact with one another in our increasingly connected world.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Waiting for a Revolution
  • Denis Hurley Centre
  • Jeremiah Ikongio
  • The project, which fuses staged studio and street portraiture and archives (newspaper headlines scans), explores, investigates and subverts some of the defining feature of memes. The photos can either be seen as Prints or Animated GIFs. Moreover, this part of a broader art project, “E-Go-Better?” which explores protest as an art form by using Social Media and Installation Art. The underlying idea is to question the effectiveness of ‘virtual’ protest by investigating the possibilities that modern technology present to ordinary people.

  • Multimedia artwork
  • ISEA2022: 27th International Symposium on Electronic Art
  • Waiting for Other
  • Santa Mònica
  • Nooroa Tapuni
  • The indigenous cultures of the Pacific believe material and immaterial worlds are connected, wherein the present exists, our past and future. Centred in this multi-layered and multidimensional understanding of the world, genealogy (akapapa, whakapapa) manifests interconnection and continuity through inherent recursive strategies.

    Through the lens of genearchelogy  (Refiti, 2008), the manifestation of our ancestor is made present through the body. Here the notion of self (I) in the singular is positioned in relation to self as other as in ancestor as in the multiple. That is to say, the notion of self is understood as the binding relation of one’s ancestors through one’s gene archaeological matter, manifesting the past in the present.

    It is through this understanding of self that the thematic consideration for this work begins. The project explores the extent interconnection and continuity, from an indigenous Pacific lens, can be explored through digital means.

    The project has a two-forked approach. The first sequences body parts in relation to indigenous pacific cosmological beginnings. The animated sequence of body parts is a reorientation of ‘self’ and ancestor. The second looks at the relation between the skin of the body and skin of the digital image. Crucial to this exploration is the notion of tu ke (to stand in difference),as in the negative stereotype applied to black skin, and te’ta’i, (to stand as an(other) as in ancestor). This two-fold approach calls into question what ancestors manifest through the skin of the body and the skin of the digital image, and to what the digital interface surfaces in us.

    Reference:
    Refiti, A. L. (2008). The forked centre: duality & privacy in polynesian spaces & architecture. Alternative: An International Journal Of Indigenous Scholarship, 4(1), 97 – 106.

  • GIFs
  • ISEA2018: 24th International Symposium on Electronic Art
  • Wake
  • Ushaka Aquarium and Beach
  • Rena Detrixhe and Grace Grothaus
  • Wake is a video piece documenting the installation of the same name created for a gallery space. Constructed from shipping containers, Wake investigates water and its use in our infrastructures, particularly oil extraction. In this multi-sensory immersive installation water is animated by wave disturbances created via sound played through submerged speakers. Recordings of industrial water usage gathered by the artists across Oklahoma are composed into an audio track which rises and falls based on a ten-year graph of the state’s seismic activity, aggravated in recent years by the rapid increase in hydraulic fracturing (fracking). The water’s movement is reflected onto the interior walls, rendering the soundscape in shadow and light.

  • Video
  • https://vimeo.com/251049626
  • ISEA2018: 24th International Symposium on Electronic Art
  • Wakpon Museum Project: Off the Wall
  • 2018 Overview: Public Events
  • BAT Centre
  • Pierrick Chabi
  • Wherever they are in the world, WAKPON takes its users on a journey to discover 10 contemporary Beninese artists whose work is featured in the Ouidah Museum collection and offers them a totally new experience, using specially-designed QR codes as AR markers to offer the viewer a guided tour through the gallery. Designed under the technical direction of Mr. Pierrick Chabi, it makes use of the possibilities afforded by the technology known as “augmented reality”.

  • Featured artists are: Samuel Fosso, Bruce Clarke, Gérard Quenum, Frédéric Bruly Bouabré, Cyprien Tokoudagba, George Lilanga, Omar Victor Diop, Soly Cissé, Romuald Hazoumè & J.D.’Okhai Ojeikere,

  • App
  • http://wakponapp.org/