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
  • Rio de Janeiro & Bruxelas
  • BAT Centre
  • Paulo Nimer Pjota
  • Paulo Nimer Pjota’s work is developed based on the nature of collectively originated phenomena. His research and practice concentrate on a profound study of a kind of popular iconography which can only be developed through complex processes conducted by countless sets of hands. We can thus think of his body of work as the representation of a dialogue that is pluralist and unsettled, whose understandings are in constant transformation, spanning multiple streams of consciousness. A conference of many voices with open channels of research in a time and space that is not homogenous, nor linear.

  • Cellphone photos
  • https://juligontijo.wordpress.com/2018/06/26/fracture-zone-an-exhibition-by-conversations-in-gondwana/
  • ISEA2022: 27th International Symposium on Electronic Art
  • RNR Project
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • Patrick Tresset
  • In the award-winning Human Study #1 series of performative installations, a human is drawn live by several robots during a 20-minute session, Both audiences and participants often mention the robot’s attention as a striking element. It is conceived as such, a camera mounted on the pan and tilt system enables the robot to observe the sitter with tiny saccades, occasionally comparing with the drawing, and most of the time following the pen’s movements. Although these movements are theatrical, they effectively convey a character and give the impression of the system paying attention to the human in an animal mammal-like way. Furthermore, the robot’s eye following the pen’s movement gives the impression that it is looking at what it is doing.

    I have been researching a forthcoming series of installations for the past three years, including developing a new robot (RNR). Instead of being strongly influenced by human behaviour that is perceived as familiar like the human study #1 robots, I am exploring ways to make it [RNR] perceived as alien, unfamiliar, and foreign.

    The RNR is an intermediary work, where I will specifically explore how having a robot looking at us with a different unfamiliar perceptual system affects our perception of it. As an animal, if attention is directed toward us, it needs to be evaluated instantly: can we eat it? Is it going to eat us? As humans, the way we are observed triggers a wealth of emotions. What if we can’t decode the intention of the observer? And what will the robot draw if it sees differently?

    The aim for the final installation would be for the emotions in the human being drawn during ten-minute performances to progressively move from unsettled to intrigued, reassured, captivated, and charmed.

  • ISEA2014: 20th International Symposium on Electronic Art
  • RoboterStück
  • Maraya Art Park
  • Arne Eigenfeldt
  • Every 15 minutes, a robotic percussion instrument performs a new generated composition that is the result of an ongoing negotiation between virtual agents. Each composition lasts between 3-5 minutes.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Roboterstück
  • 2013 Overview: The Musical Metacreation Weekend
  • The University of Sydney
  • Arne Eigenfeldt and Ajay Kapur
  • This footage was recorded at the Musical Metacreation Weekend in the University of Sydney, part of the ISEA 2013 exhibition. Credit: Arne Eigenfeldt, Ajay Kapur. Recording by Xavier Ho.

    Roboterstück is a tongue-in-cheek homage to Karlheinz Stockhausen’s famous total-serialist work Klavierstück XI, in which the performer glances at a sheet of music and randomly chooses to play from 15 notated fragments. In this case, agents negotiate a texture – from 16 possible combinations – based upon the following features: slow/fast; sparse/dense; loud/soft; rhythmic/arhythmic. When the same texture has appeared three times, the performance is complete. Unlike all of Eigenfeldt’s other multi-agents works, Roboterstück makes no attempt at anything human-like, either in conception, or performance, by the NotomotoN (an 18-armed robotic percussionist). Video: footage recorded at the Musical Metacreation Weekend in the University of Sydney. Recording by Xavier Ho

  • ISEA2014: 20th International Symposium on Electronic Art
  • Role Model
  • Creekside
  • Sheryl Oring
  • Role Model performances pose the question: What can Dubai teach the world?, while the installation shows answers from shows done in Russia and Brazil.

  • http://www.sheryloring.org/role-model
  • ISEA2002: 11th International Symposium on Electronic Art
  • Romeo and Juliet
  • Nagoya Citizens' Gallery Yada
  • Yoko Toma
  • acrylic, oil, screen print
  • ISEA2018: 24th International Symposium on Electronic Art
  • Run Dry
  • Ushaka Aquarium and Beach
  • Kristine Diekman
  • What does clean water bring us and why should we tell the story of its loss? Functionally, without water, we cannot drink, bathe, cook or clean. Essentially, it is indispensable for empowerment, health, dignity and economic security. Water is a human right, yet 10% of the world’s population, mostly living in rural areas, lives without safe water. While globally we use 70% of our water resources for agriculture and 10% for domestic use, catastrophic droughts are devastating parts of North and South America, Africa, China and Southeast Asia, worsening universal access to water.

    Run Dry is a film project told through personal stories, investigates the significance of water and reveals the systems of power that govern water distribution. The project addresses how water is accessed and resourced, what systems govern water resources, how they have developed over decades, and how they impact human well-being today. Audiences will learn specifically about the water crisis in Central California as a model for understanding how race, class, migration, water policy, hydrology and agricultural history combine to create this crisis.

  • Run Dry is in partnership with the Community Water Center, Self-Help Enterprises, CSUSM.

  • Film
  • http://www.rundry.org/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Running in parallel, four decade analogy: UAE and the Short History of the Electronic Art
  • American University of Sharjah
  • Collectively harvested data and an interactive AR presentation of the History of the Electronic Arts over the period of last four decades.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Runscape
  • 2013 Overview: Performances
  • Laurent Gutierrez and Valerie Portefaix
  • MAP Office will develop a project that deploys Parkour as a form of city mapping. In Runscape, performers run at high speed through the urban centres of Hong  Kong (2010), Berlin (2012) and Sydney (2013), cutting through crowded thoroughfares and jumping across the tops of buildings. Runscape HK is a fast-paced, high-energy video that explores a highly pedestrianized cityscape from an athlete’s viewpoint. The Sydney run was made in Sydney during February 2013 for Running the City and will be augmented by a running performance event in Sydney during ISEA in June, organised for the CBD in association with the City of Sydney and NIEA’s Curating Cities team. Source: xmedialab.com/mentor/valrie-portefaix

  • Runtime Error
  • ISEA2019: 25th International Symposium on Electronic Art
  • RuShi
  • Asia Culture Center (ACC)
  • John Wong
  • This work is about big data and prediction, fate and superstition, questioning what we really need or want in the age of big data and AI.
    RuShi (如是)) means “As Is”: nothing more or less, but the true colors of something. Every Buddhist scripture starts with these two words to show the scripture has no interpretation by anyone else and totally comes from Buddha.
    RuShi is a piece of algorithmic interactive installation art that uses the ancient Chinese fortune-telling algorithm “BaZi” (八字). In English, BaZi means “eight words.” BaZi is an application that uses eight words to analyze a person’s destiny. Every person’s date of birth can be used as data and converted into eight words and the eight words are all translated into five elements (metal/ wood/water/fire/earth). The interrelationship of the five elements can predict one’s character and happenings throughout his or her whole life, and it has become widely used since China’s Song Dynasty.
    What if big data and AI are the new superstitions? What if a fortune-teller or data scientist is only a storyteller? We allow ourselves to believe in something that we don’t understand, as if we are seeing a fortune-teller and hoping the mysterious algorithm can show us our future and tell us what we should do. Indeed, all of the questions we want to ask the fortune-teller are unconsciously built on fear.
    In RuShi, I’m using the ancient data analysis application yet taking out all the extra cultural signs and materialistic interpretations, there remains only the “As Is,” i.e. the five elements. It goes back to the basic. We can see no prediction of life from this machine, but only time, changes of color and the beauty of different people’s balance of life. Photo: 
    RuShi

  • Projection (x2)
  • https://www.johnwong.asia/rushi
  • ISEA2014: 20th International Symposium on Electronic Art
  • Saber The Brave
  • Amna Mohammed Al Suwaidi
  • ISEA2018: 24th International Symposium on Electronic Art
  • Safar (travel)
  • Ushaka Aquarium and Beach
  • Zahrah Alghamdi
  • During her residency at Eawag, Zahrah Alghamdi has accompanied the Stream Ecology research group on three excursions to the Roseg Valley in the Engadine. Taking her inspiration from the activities of the scientists in the midst of the mountain terrain with its countless rivers and streams, she captured her impressions in the form of works that make use of found materials, directly intervening in the landscape. She created the pieces either by hand or using simple tools, and made use of materials that she mostly picked up in the Roseg Valley — such as sand from a river bank, or dried plants. This process enabled Alghamdi to tune in to an unfamiliar landscape and leave her own imprint on it while at the same time offering up these imprints to the effects of impermanence. Having been documented in a series of photographs, the works represent a moment in time, as do the scientific data collected in the Roseg Valley.

  • Film
  • https://vimeo.com/287022747
  • ISEA2002: 11th International Symposium on Electronic Art
  • SAKASA
  • Assembly Hall, Nagoya Port Building
  • The immersion.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Saleh´s Adventure
  • Khulood Ghuloom Al Janahi
  • ISEA2018: 24th International Symposium on Electronic Art
  • Same, Same, but Different
  • Durbin City Hall/Durban Art Gallery
  • Andreia Machado Oliveira and Luyanda Zindela
  • Same, Same, but Different is a transdisciplinary collaborative project between the Laboratory of Art and Science at Durban University of Technology (South Africa) and the Interdisciplinary Interactive Laboratory (LabInter) at the University of Santa Maria (Brazil). This project brings together people from Fine Arts, Engineering, Computer Science and Video to create an interactive electronic artwork that uses water as a conceptual metaphor for access to internet bandwidth and information as a human right and commodity which should be widely available without restriction, as essential to human life, and to which every person is entitled. This project seeks to bolster existing collaborative transdisciplinary initiatives along a South-South axis between South Africa and Brazil, in light of the two countries facing similar artistic, cultural and socio-economic challenges.

    LabInter is composed by artists, teachers, researchers and students from visual arts, design, music, letters, architecture, cinema, computer engineering and computer science. The lab has developed research projects in game art, interactive applications, augmented reality, mixed reality, interactive installations, visual music, web art, telematic art, and, recently, a Fulldome proposal. LabInter is associated with the Graduate Program in Visual Arts at UFSM/Brazil. Andreia Oliveira, Cassio Lemos, Eduardo Custodio, Evaristo do Nascimento, Fabio Almeida and Indira Richter are members of the LabInter’s team.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Saturation Point
  • Durbin City Hall/Durban Art Gallery
  • Shannon Bennetts
  • The attention spans of users has become somewhat of a commodity to platforms such as Facebook, YouTube, Twitter, and others. Unfortunately, due to the constant bombardment of information and imagery from these sites, not only have the length of our attentions spans shortened, but many of us have become oversaturated with (and even addicted to) the easily digestible and almost comforting stream of distraction that our devices steadily provide us with. This project consists of a desktop PC running a fake YouTube browser. The browser leads participants to a single video made up of 10 overlaid videos playing simultaneous at various levels of opacity. This visual and audible bombard of faces and voices is a manifestation of the effect that this platform has on those who use it. In this way, it mirrors the effect that it has on others back onto itself. It creates a space in which nothing can be retained and focusing on any single aspect proves difficult. It is this state which I find myself in when I have overexposed myself to this sort of stimuli, and it is a state which I aim to not only portray, but hopefully also replicate in those who interact with the piece.

    Coding: Simone Beneke-Graham

  • ISEA2013: 19th International Symposium on Electronic Art
  • Say it like you want it
  • Art Gallery of New South Wales
  • Anne Landa Award for Video and New Media Arts 2013.

    James Newitt orchestrated a mock confrontation between two groups of demonstrators, although it is never clear what they are arguing about. [source: ttps://www.johnmcdonald.net.au)
    Say it like you want it is a video of staged protest/demonstration which incorporates signs, slogans and ideologies taken from opposing political positions which have been decontextualised from their original sources. The work was filmed in Liverpool UK within a community theatre space and reveals an artificial social encounter that brings together a group of non-professional actors who were provided with pre-made banners, masks, flags and disguises. The performers were paid an hourly fee for their time. https://jnewitt.com/work/say-it.html

    By participating in the ‘protest’ the performers were asked to try to temporarily erase their identity and personal ideologies and perform someone else’s words, which may or may not resonate with their own belief. The work explores the spaces between hearing something, saying something, understanding something and believing in something.

    The video is exhibited alongside documentation of an Orange Order march which was filmed in Toxteth, Liverpool – the site of the infamous 1981 Toxteth riots.

  • https://www.jnewitt.com/work/say-it.html
  • ISEA2020: 26th International Symposium on Electronic Art
  • SCAMP: Mont Royal
  • Steve Heimbecker
  • SCAMP: Mont Royal is an interactive, non-linear, geolocalized sound walk composed for mobile application on android and iPhone OS. This is the 2nd site-specific version of SCAMP to be created by Heimbecker. The production is sponsored by Sporobole Centre en Art Actuel, who first commissioned SCAMP: lac des nations for Espace [IM] Média 2019, Sherbrooke, QC.

    Heimbecker created the project interactivity concept along with the unique ambisonic audio track composed in a palindrome designed to play forward and backward, fast or slow. It is made from 40 layers of stereo field recordings of a forest similar to the forest of Parc Mont-Royal (Montreal, Canada). The composition uses sound filters and layers of harmonic processing that give a synthesized sense of both nature and abstraction together with the companionship of a family dog: her heartbeat and her voice.

    Scamp was my dog.
    She loved to run.
    If I ran, she ran.
    If I walked, she walked.
    If I stopped, she stopped.
    She was a good dog.
    She loved to play.
    She loved to be outdoors.
    She loved to be at the lake.
    She loved to be in the forest.
    She loved the sounds of nature.
    Would you like to go for a tour with Scamp at park Mont Royal?
    She would like that too!

    Walk or ride your bike… just take the path (with your mobile and headphones).

    SCAMP “forward play” starts at the Cartier Monument on ave du Parc.“Reverse play” begins at Le Serpentin path on ave du Pine O. between Redpath Crescent and rue Peel.

  • The production is sponsored by Sporobole Centre en Art Actuel.

  • App
  • https://art2020.isea-international.org/public-interventions/
  • app, interactive art, and Participatory
  • ISEA2013: 19th International Symposium on Electronic Art
  • scienceFUTURE: The Cloudlife of X
  • TIN SHEDS GALLERY
  • Christine Cynn and Valentin Manz
  • Can we imagine how the science of today might shape the world of tomorrow? You are invited to help create the world of X, a woman born in 2045, and be a part of the first demonstration of ‘xquisiteFUTURE’, a custom video software by Ollie Bown inspired by the Surrealist drawing game ‘cadavre exquis’ (‘exquisite corpse’). A mobile FUTUREpod will bring xquisiteFUTURE to the University of Sydney campus (11th-14th June) and feature live storyboarding by visual artist Valentin Manz.

    scienceFUTURE is a multi-year collaborative documentary experiment that will provide a dreamlike glimpse of the future in the present. By playing with both the good and bad potentials projected into our future, participants will explore the personal joys and dilemmas extrapoloated from our partly unconscious experience of accelerating change. The goal is not so much to predict the future, as to nurture deeper and more complex attitudes towards the eternal ‘becoming’ of the present. scienceFUTURE is in an early research and development phase.

  • ISEA2019: 25th International Symposium on Electronic Art
  • Searching Darkness
  • 2019 Overview: Concerts & Performances
  • Asia Culture Center (ACC)
  • Marcus Neustetter
  • In a search for the dark corners of lit cities we find ourselves searching the spaces between the rigidity of the organized systems and the city grids. We
    look for the respite from the connected, surveilled and illuminated spaces in an attempt to find and celebrate darkness and silence. Part of this search is to
    experience these found spaces, attempt to capture them in image and sound, acknowledge their juxtaposition to their surrounding activity, map them onto
    the city grid and publish these findings.
    This performative workshop and performance installation is in line with a trajectory of the artist’s 10 years of light interventions and community
    engagement projects questioning the meaning of darkness and silence in the context of South Africa, across Africa and Europe. The play of darkness and light is one that is not only easily accessible to participants and audiences, but can be read as highly critical of social conditions and behavior, the power of politics and propaganda, and evidence of control and surveillance.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Searching For Substance
  • Lobo Listone Gallery
  • Jodi Magi and Scott Michael Conard
  • Searching for Substance is an indoor video installation that examines the ideas of consumerism, manicured spaces, and manufactured environments.

  • ISEA2019: 25th International Symposium on Electronic Art
  • Secrets of the Dark
  • Asia Culture Center (ACC)
  • Matthew Mosher
  • Secrets of the Dark manifests both audio and visual noise in harmony with each other. Participants can manipulate visual effects on a projected live video stream by using the custom dual joystick interface in this artwork. The system rewards large hand gestures with increased prismatic video distortion. At the same time, these tangible inputs also drive an FM synthesizer that compliments the visual noise with scrumbly audio. From a distance, the projections and sounds draw people in, often enticed by seeing abstract representations of themselves. At this range, many people can engage with the work simultaneously, while at a more intimate scale, one person can play the interface for the gathered audience. By combing these elements the installation allows people to transform the world around them into one of colorful kaleidoscopic light through expressive movement.
    The interface is born of a hacked GameTrak controller embedded in a purple- heart wooden box. Exotic woods were used to mirror colors found at the extreme end of the digital video filters. The interface leverages craftsmanship, traditional methods, and warm materials not often found in digital projects. This materiality both invites people in and juxtaposes the high tech with tangible forms.
    The projections stem from a live video feed of the surrounding area. In its neutral state, they are grayscale with a flame effect. Upon manipulation of the interface, the visuals spring to life. The left joystick controls video rotation along the XY plane and zoom on the Z-axis. The right joystick controls horizontal and vertical pixelation on the XY plane and downsampling on the Z-axis. The Z-axes automatically retract, which provides a nice haptic resistance to the user’s input gestures. Combined with FM synthesis, these elements provide the user with a multimodal embodied experience.

  • Computer, GameTrak, Max7 Code, projector, Purple Heart, Red Heart, speakers, USB camera
  • https://mosher.art/portfolio_entry.php?art_id=114&category=
  • ISEA2022: 27th International Symposium on Electronic Art
  • See You at Home – The Domestic Spaces as Public Encounter
  • Santa Mònica
  • Joan Soler-Adillon, Bettina Katja Lange, and Uwe Brunner
  • #See You at Home is an interactive and immersive installation about changing the role of the private space in a time of crisis. It is part of an ongoing participatory project that reflects on our everyday domestic life between private and public spheres, and thus on our relationship with living spaces in general. The project consists of a collection of hundreds of three-dimensional documents taken between 2020 and 2021 in over 40 different countries during the most intense periods of self-isolation and home confinement.

    Following an open call, the collected videos were converted to 3D objects using the technique of photogrammetry. These imperfect objects (pointcloud images with gaps and unfinished endings) are the core content of the work’s archive, along with personal statements about the time of quarantine and the changing meaning of private spaces in the form of audio pieces and text.

    #See You at Home (SYAH) is a physical installation that includes 3D-printed objects, plotter prints on the wall, and interactive objects with QR codes leading to 360 degree virtual spaces that visitors can view through the ‘magic window’ feature of their phone. Additionally, the work expands on, and includes within, a previous work: the VR installation The Smallest of Worlds. With it, #See You at Home offers a journey within a journey that explores the private spaces as its possible forms develop and change, in a back and forth between the real and the virtual that is both conceptual and experiential.

  • ISEA2015: 21st International Symposium on Electronic Art
  • Seismik
  • Wong Theatre
  • Seismik is a dazzling, tension charged performance that taps into seismic waves, frictional  resistance and the Earth’s tremor related phenomena in real time. True to Kolgen’s temporal/ spatial conceptual preoccupations and radiographic approach, he again renders the invisible  visible: he has developed sophisticated software that picks up on the Earth’s magnetic fields and seismic activity from São Paolo to Kyoto, in turn generating abstracted sound and dramatic visual motifs. Exploring the ambiguity of realism in post human landscapes, Kolgen creates three-dimensional simulations through the instability of dynamical systems and converts them into large scale cinematic visuals. A dramatic display of terrestrial activity, Seismik plays on notions of physical, cerebral and emotional tension, in this case using vibrational data and vertical through-lines to explore seismic strains and fractures of varying  intensities, planting the audience squarely on terra (not so) firma.

  • Audiovisual performance
  • http://kolgen.net/performances/seismik/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Self-Organized Landscapes
  • Cuadro
  • Ben Bogart
  • Self-Organized Landscapes are print collages composed of thousands of closeup photos that are taken using robotic or hand-held cameras that pan and tilt to examine a visual context.

  • ISEA2002: 11th International Symposium on Electronic Art
  • SELF-PORTRAIT 78
  • Assembly Hall, Nagoya Port Building
  • It would not be too much to say that an artist’s self-referential perspective, which is the origin of all artistic perception, is concentrated in the self portrait.

    Each person’s life an d death is limited by time. Within these limits, in the momentary artistic consciousness, the artist’s whole way of thought is captured in a microcosm of a lifetime’s achievement, compressed and self-represented as a self-portrait.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Sensorium in correlations: A journey from the sea to the river
  • Al Fahidi Historical Neighborhood
  • Karla Schuch Brunet
  • This artwork is a visualization of the correlations of the data collected with 5 arduinos and 8 different sensors on a boat trip held by professors, university students and artists.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Shadow Net
  • The Portals
  • Jimmy McGilchrist, Matt Ditton, Tyler Solleder, and Johan Dreyer
  • How would you feel if your shadow wandered off to talk to someone else’s?! This interactive Kinect project prompts participants and viewers to reflect on the complex and often hidden relationships between people, networks and communities on the internet. The on-screen shadows of participants/passers by in Darwin and Sydney are integrated into a composite virtual scene,  broadcast on large public screens in the two cities. Abstracted by anonymity and physical separation, the shadows engage in intimate and playful, yet literally distant encounters; thus strangers engage in virtual relationships across vast distances, provoking contemplation of the impact of anonymity and intimacy in our ever expanding, highly networked world.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Shadow Showdown
  • A4 Space
  • Jenna Gavin and Matthew Martin
  • Shadow Showdown is a multiplayer, whole-body installation that encourages interaction between people, creativity, and physical activity.

  • http://dace.de/shadow.html
  • ISEA2014: 20th International Symposium on Electronic Art
  • Shadows of Aikia
  • American University in Dubai
  • Alessandra Leone
  • Shadows of aikia is a movement-based interactive audiovisual performance.

  • https://stratofyzika.com/Shadows-of-aikia
  • ISEA2019: 25th International Symposium on Electronic Art
  • Shared Senses: Intimacy Data Symphony
  • Asia Culture Center (ACC)
  • Karen Anne Lancel and Hermen Maat
  • How does an Artificial Emotional (AE) kiss feel? Can AI/AE support an intimate kiss?
    Artificial Intelligence (AI) increasingly shapes human empathic interaction. AI systems applied to Brain-Computer Interfaces (BCI) for mining and interpreting biofeedback data of social behavior, focus on automatization, categorization, patterns, and prediction. Design for sharing intimate, empathic relations, however, demands a new Artificially Emotional (AE) design approach. In interdisciplinary collaboration (art, design, technology, science, society), art-science duo Lancel/Maat fundamentally rethink AI/AE concepts and ethical design of mirroring empathy (Freedberg & Gallese 2007) in future neural networks. In live experiments and dialogue with public participants, biofeedback-data are interpreted in new ways, building on artistic and scientific insights, visual data-patterns, data-sonification, shared participants interaction – leading to video-works, prints, publications (Lancel et al. 2019).
    The poetic ritual and performance-installation Kissing Data proposes an AE/ BCI mediated multi-sensory syntheses of intimate touch, essential to empathy, well-being, and social resilience. People are invited as Kissers or Spectators to experience a shared kiss. While kissing, Kissers’ brainwaves are measured with Multi-BCI E.E.G. headsets. Real-time, their streaming E.E.G.-data-visualizations encircle them in a floor projection. Simultaneously, the Spectators’ brainwaves are measured (their neurons mirroring the activity of intimate kissing movements, resonating in their imagination). Both Kissers’ and Spectators’ data co-create an immersive visual, reflexive data scape, translated to an algorithm for a soundscape: a Kissing Data Symphony. Printed data-visualizations are exhibited as Portraits of a Kiss.
    Participants can share kissing or caressing each others’ faces. The artists thank Mondriaan Fund; Delft University of Technology; STEIM Amsterdam/ Tijs Ham (sound); Waag Society Amsterdam ‘Hack the Brain’ Horizon2020 European Union Programme; RIXC-Riga; TASML artists-residency Tsinghua University Beijing; TU Twente; Universities of Amsterdam, Vienna; TNO/NWO Netherlands Scientific Research; Baltan Laboratories, Fourtress, Holst Center and Phillips Eindhoven; Eagle Science Amsterdam; EMAP-EMARE Creative-Europe Programme.

  • interactive performance, EEG headsets, projector, computers, speakers
  • https://www.lancelmaat.nl/work/kissing-data/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Sheikh Kasain´s Regret
  • Mariam Mohamed Al Bin Ali
  • ISEA2014: 20th International Symposium on Electronic Art
  • Sheikh Saher And The Hyena
  • Dana Naser Al Mazrouei
  • ISEA2002: 11th International Symposium on Electronic Art
  • Shinjyuku-Platform-Light & Shadow
  • Museum of Contemporary Art, Nagoya
  • Daido Moriyama
  • The artist has been taking monochrome pictures with his unique technique since the 1960’s. He also displayed the pictures of “Misawa’s dog” in addition to those monochrome pictures. Furthermore, a movie, MORIYAMA Daido, which is a documentary on the artist’s activities was shown at the site.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Shooting Simulator (Simulateur de Tir)
  • Topographie de l’art
  • Victoire Thierrée
  • Fusion of the Possible, Topographie de l’art, April 15 – June 15

    2021
    Inkjet print on Hahnemuhle Rag Baryta paper, 33 x 50 cm.
    Courtesy of l’Adagp

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Shui Yuan Lin Legend I-IV
  • Run Run Shaw Creative Media Centre
  • Chen I-Chun
  • [This text is a translation from Chinese by Google Translate, edited by Michelle Lin]

    The Legend of Lin Shuiyuan series traces the young memory of the artist more than 30 years ago. By interviewing older families and villagers, trying to solve an exaggerated legend that is the story of oral history.

    The story of history. The artist was raised by his grandparents when he was young. Very young and unable to speak from a low perspective, to watch the villagers fear Fear and admiration of Feng Shui master. And because I can’t speak or take notes, I can only use from the perspective of the children watching, try to use cartoon-like colorful colors to visually and Feel to reproduce the heroic deeds of my grandfather. And this kind of common people’s transmission Said that it was involved in the role of General Su Aguai of Yunlin County in the reign of Emperor Guangxu of the Qing Dynasty, The story of a generation of bandits in Lin Yupu (Zhushan), Nantou. exist outside of 硘磘庄

    After the 36 officers in Fanzi were wiped out, the villagers took the entire army of General Su Tuan is buried in the tomb of Zhongyi. Later, Lin Shuiyuan, who was a farmer, passed by the general Tomb, whenever cows are moved past, the cows are always afraid to pass the general’s tomb and be late He didn’t want to go home for a long time, so Mr. Lin Shuiyuan faced the general’s tomb. Promise, if it goes smoothly in the future so that the cows are no longer afraid, they will enshrine the tomb of the generals Of the dead. But when things went well, Lin Shuiyuan forgot. Therefore, the woodcarver master in the village of Zhushan and Liaobao entrusted Lin Shuiyuan with the deity of the general’s tomb. Sheng, has carved the gods and sent them to the home for a fee, and the two understand each other after the origin, I was surprised, and promised and carried the technical care of Feng Shui master

    The responsibility of the villagers has caused a series of local anecdotes in the future.

    Before Lin Shuiyuan became a farmer, he went to China to learn traditional Taoist witches in his early years. He is a well-known Fengshui master in Zhushan. There were many places in Taiwan in the early years Of the people went to give pointers to the maze, and left behind many interesting legends pieces. This series of works is a story of Taiwan’s rural and local colors, with Hezhong’s oral history, and episodes of stories, inspire the artist to create a serialized legend. The artist tried to do more in a cartoon way color reduces the atmosphere of over-inspiration, so deliberately hopes that When watching such a legend, it can extend the viewer’s perspective and spiritual distance, Don’t dare to be afraid, you can use safe, cute, colorful distance, watch Taiwan’s historical and authentic cartoons. And now, this god also known as “Loyalty Tianzun” or Shengyi Marshal, or Hongqi Gong (红先 teacher), is a red-faced general, and is also Ruoru an artist for many years when he was a child patron saint. Now Master Hong Xian has been given away a few years after the death of Mr. Lin Shuiyuan back to heaven. So far, there are still many police officers in the police sector who have gone to solve the case. The mountain is looking for worship, and I have actually heard about the social news, which is an authentic Taiwanese. The true local legend has been passed down to this day. The artist’s creative motivation is to watch long years later, social and political issues are still turbulent, and people’s desires are difficult test, hope to inform the people that the heart the importance of being good. Chen Yichun mainly uses video art, experimental animation images, interactive art, composite media and painting are the main creations.
  • ISEA2014: 20th International Symposium on Electronic Art
  • Sibeel Water
  • Lobo Listone Gallery
  • An article in the National Geographic titled, Water, The Age of Scarcity Begins, inspired Ammar Al Attar to do a project about water. Moved by the fact that our most basic necessity is a scarce and precious resource, the artist chose the UAE in which to explore the contradictory notion that water is often given away for free; remaining easily accessible and freely available to many.

  • http://www.ammaralattar.com/sibeel-water.html
  • ISEA2002: 11th International Symposium on Electronic Art
  • Sights Paintings
  • Nagoya Citizens' Gallery Yada
  • Yuichi Kato
  • ISEA2022: 27th International Symposium on Electronic Art
  • Sightseeing
  • Recinte Modernista de Sant Pau
  • Thierry Fournier
  • A CCTV camera is filming a beach and we hear its voice, as if it were alive and thinking out loud. But the perfection of her intelligence has led it to doubt and burnout, and to not know what to do anymore: What is this? What should she look at? What is a suspicious behaviour? But above all, what is the point of all this? It compares itself to the click workers who feed artificial intelligences, questioning the meaning of its work with an anthropomorphism that raises its political stakes.

    Sightseeing (Penser voir) was initially created by Thierry Fournier in 2018 at the invitation of Pierre Beloüin and the Acoustic Cameras project, which invites artists and composers to annex the real time streams of webcams located in different places around the world.

    “With Sightseeing / Penser voir by Thierry Fournier, we quickly understand that we are not confronted with a real AI, but with an artifice, yet we fully adhere to the fiction of this awareness of an entity. Far from breaking our suspension of disbelief, the sound loop that reveals the deception, accentuates on the contrary our empathetic relationship to the AI that “goes off the rails”. It is literally in a loop on its machine condition, and thus on its condition of being (or rather of not being) in the world. While the landscape changes, it doesn’t come out of it, it can’t cope with it. Thus the sound loop is diegetized, appearing as a consequence of this state of burnout described by the artist.

    Paradoxically, it is because it is highly efficient that this AI starts to doubt and to malfunction. The machine’s dysfunction thus becomes a metaphor for the dysfunction of a whole world that should be questioned. For how can one continue in such a world? “Fuck. I can’t make it,” the AI repeats tirelessly, while echoing the invisible click workers, the majority of whom are underpaid, who have contributed to shaping it by feeding it. By worrying about its usefulness, it also challenges the injunction to perform, characteristic of our society, which seems to consider man only in terms of becoming a machine. Thus, the fictional narrative deployed by Sightseeing around these issues of knowledge and doubt, performance and failure, meaning and non-sense, appears to be not only philosophical but also eminently political.”

    Claire Châtelet, lecturer and researcher, University of Montpellier 3 (France), Les fictions de la machine sensible : l’œil, le faillible et la pensée [The fictions of the sensitive machine: the eye, the fallible and the thought], May 2021

  • http://www.thierryfournier.net/sightseeing
  • ISEA2015: 21st International Symposium on Electronic Art
  • Signal to Noise
  • Simon Fraser University
  • Nick Bratton
  • Signal to Noise archives pixels extracted from images found on the hosting service imgur. com. Images of memes, ads, porn, landscapes, and cats all live together on imgur’s servers. Navigation to any image requires appending a random five, six, or seven character file path to the address imgur.com/. Signal to Noise navigates the site’s servers to find a random collection of images as quickly as possible. Pixels at specified locations are copied from their parent images and archived, contextualizing the site’s visual data not by web address, thematic content, or popularity but by time and space. An accompanying booklet of saturation-sorted pixel archives offers an alternative arrangement of the site’s content.

  • Computer Program
  • ISEA2015: 21st International Symposium on Electronic Art
  • Signature Strokes
  • Simon Fraser University
  • Andres Wanner
  • Signature Strokes consists of ultra-short performative interventions in which a remotely controlled drone paints ephemeral graffiti in public space. The title is a play on signature strikes – the drone killings based on suspicious behavioural patterns thought to constitute proof of terrorist activity. But when the drone engages with graffitti, the marks it creates can be understood as a kind of signature. During ISEA2015, the drone will appear as an expressive agent that will unexpectedly intervene and leave visual commentaries.

  • Drone Painting Interventions
  • http://pixelstorm.ch/pro_signatureStrokes.php
  • ISEA2014: 20th International Symposium on Electronic Art
  • Sikka Still
  • Zayed University - Dubai
  • Kevin Badni
  • The artwork grounded on the region’s heritage, reacts inversely to the norms of interactive pieces. It begins as abstract shapes, only when one remains still does the image become tangible.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Sisyphus
  • Durbin City Hall/Durban Art Gallery
  • Colleen Alborough
  • The wall installation examines the legacy of mining in Johannesburg and how this industry has had a geographical, social and economic influence on Johannesburg. The works engage with how historical ghosts of Johannesburg’s past still influence urban living today. It also deals with the anxieties of Joburg living, where one’s sense of equanimity is constantly being tested. Physical computing components such as servo and DC motors are attached to found objects and fictious characters of the artwork. These characters and objects move backwards and forwards, spin endlessly and shudder on the ledges they stand.

  • National Arts Council

  • ISEA2023: 28th International Symposium on Electronic Art
  • SITE1 (2023)
  • Forum des Images
  • Auriea Harvey
  • Exhibition Symbiosis, artport x ISEA. Forum des Images, May 16 – 21

    Red blades spiral out in a circle over a black sky, with a yellow glow and more geometric shapes behind. In the center interlocking gold rings rotate over intricate and increasingly smaller details.

    In SITE1, a fly-through of a three-dimensional space takes viewers on a journey into an intricate, machinic object resembling a spinning wheel, which gradually evolves into a cave-like environment.

    The object is an abstracted star chart and computerized cosmology based on L.O.C.K., a previous work Harvey created as part of the artist duo Tale of Tales. The planetary constellations evoked by the spinning wheel—Mars, Mercury, and Earth itself—function as a chart that draws viewers into a cave. Embedded in it are elements of the characters depicted in Auriea Harvey’s sculpture Ox, which exists in physical form and as a virtual model. Among these characters are Fauna, based on a scan of Harvey’s head, and Minoriea, a futuristic goddess that is half woman, half bull and has been the artist’s avatar in virtual worlds since 2017. The virtual world of SITE1 represents an archaeological dig into the “origin site” of Harvey’s characters—an excavation of the universe that the artist is building from mythologies and personal stories. Just as Ox blends boundaries between virtual and tangible forms, SITE1 merges a virtual object and an environment. Viewers can navigate the work by scrolling, or hit the “enter” / “return” key for a continuous scroll.

  • https://artport.whitney.org/commissions/site1
  • FISEA: First International Symposium on Electronic Art
  • Skeleton Animation
  • Jaarbeurs
  • Procedural animation of human figure moving on sloped surfaces. PhD work of 1984 at the Advanced Computing Center for the Arts & Design, Ohio State University, USA.

  • Animation
  • ISEA2002: 11th International Symposium on Electronic Art
  • Skin hole project (trial project)
  • Nagoya Citizens' Gallery Yada
  • Nobuyuki Osaki
  • The man formed pinhole camera which modeled the artist self.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Sky of Dubai
  • Maraya Art Park
  • Anne Morgan Spalter
  • This video is based on original Dubai helicopter footage. Inspired by my interest in Islamic art, I used a custom geometric pattern-creating software to merge East and West.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Slipstream
  • Ushaka Aquarium and Beach
  • Alex Davies and Sara Retallick
  • Slipstream is a multichannel sound composition to be experienced in a unique embodied manner; underwater via submerged speakers. Sound materials collected from Durban and surrounds form a site-specific composition that considers the importance of water for a community living in a humid sub-tropical climate. Presented in public pools around Durban, Slipstream will bring art into the everyday ritual in playful and participatory ways.

  • Multichannel sound composition
  • ISEA2024: 29th International Symposium on Electronic Art
  • Slow Violence (Gospers Mountain, South Coast, Eastern Victoria, Orroral Valley)
  • QUT Art Museum
  • Anna Madeleine Raupach
  • The Slow Violence series depicts maps of Australia’s 2019/2020 Black Summer bushfires in the Blue Mountains, the South Coast of NSW, Namadgi National Park, and Eastern Victoria, embroidered into emergency thermal blankets.

    These pieces compile satellite imagery gathered from emergency service applications, the Google Earth Engine Burnt Area Map, and state and national open-source datasets of fire damage to vegetation. The resulting shapes combine scientific and personal resources and aesthetics to interpret extreme weather events through a materialisation of data. Designed to retain body heat and as a potential signaling device, the thermal blanket conveys fire as both restorative and catastrophic and the slow technique of stitching encompasses a repetitive and meditative practice that simultaneously destroys and repairs this grounding substrate.

    The term ‘slow violence’ (Nixon, 2011) refers to invisible implications of climate change that are temporally and spatially removed from sites of immediate destruction. In these works, the accumulated time and labour of individual actions dissolve to envelop the viewer in vibrant pattern as satellite imagery converges with a human scale. Through a tactile exploration of temporality and scale, they interweave personal experience and planetary forces to express a crisis both urgently present and crucially delayed.

  • https://isea2024.isea-international.org/slow-violence-gospers-mountain-south-coast-eastern-victoria-orroral-valley/
  • ISEA2022: 27th International Symposium on Electronic Art
  • Slow Violence
  • Museu Frederic Marès and Recinte Modernista de Sant Pau
  • This piece proposes a space to rethink some of the long-lasting effects, and formulates a visual exercise on the geological transformation and destruction of living ecosystems. We want to create a visual that reflects on the great acceleration of these changes (Anthropocene) and their repercussions on climate and biodiversity. A visual and living fresco that encapsulates the unstoppable disaster before our eyes, that devours and consumes nature in an exercise of terrible beauty and where we contemplate, in a very sensory and almost tactile way, the effects and changes produced on the earth’s surface.

    Using techniques to photograph frequencies outside our visible light spectrum (ultraviolet and infrared) and time lapse explores ways of seeing complexities, forces, and natural phenomena that are not obvious to the human eye. We want to work on the technique to take an exploratory, deep and conscious look and make visible the invisible forces of nature (erosion, thawing, floods …), observing it through a different perspective.

  • FISEA: First International Symposium on Electronic Art
  • Smallworld
  • 1988 Overview: Art Exhibitions
  • Jaarbeurs
  • Stephen Bell
  • Smallworld, a suite of interactive computer graphics programs was developed as part of a ten-year project initiated in 1984 to explore the potential of interactive works of art.

    The first Smallworld programs were developed whilst Artist in Residence at the Computing Laboratory of the University of Kent at Canterbury, sponsored by The Arts Council and South East Arts. Smallworld was developed further as part of PhD studies at Loughborough University of Technology Computer-Human Interface Research Centre (LUTCHI)

  • Computer Graphics Programs
  • http://stephenbell.org.uk/smallworld/index.html
  • ISEA2019: 25th International Symposium on Electronic Art
  • Smarter Home
  • Asia Culture Center (ACC)
  • Lauren McCarthy
  • The Smarter Home American Arts Incubator Workshop reimagines smart homes of the future. We all know the feeling of home, of belonging. But some people may not feel this sense of welcome belonging in all public spaces. What if smart architecture could create inclusive spaces for open conversation? In this one month workshop, we explore how art and technology can be used to address the issue of social inclusion. As a group, we make use of machine learning techniques and custom software to create an interactive installation as a prototype of a Smarter Home, trying to bring technology into personal space on our own terms. All together it offers a vision of a smarter home driven by human lived reality, rather than technological utopia.

  • Interactive installation with projection, custom software, machine learning, and mixed media.
  • https://lauren-mccarthy.com/Smarter-Home
  • ISEA2023: 28th International Symposium on Electronic Art
  • Snakable
  • Topographie de l’art
  • Samuel Bianchini
  • Fusion of the Possible, Topographie de l’art, April 15 – June 15

    2020, Robotic cable

    How can the content of a signal make the cable that carries it move, as in the case of a video broadcasting device? How would what this video represents then influence, dynamically, the movement of the cable which moves, tortures, struggles, slowly or by jumping, like a snake caught in a trap?

    A flat screen is hung facing a wall. It projects a halo of light and the cable feeding it with images is clearly visible: it comes out of the angle of this same wall, to twist and move according to the image thus diffused, that of a continuous news channel.

    If the communication industries, as well as the thinkers of this field, still tend to separate the questions relative to the content from those concerning the devices that give access to it, here, it is definitely not the case.

    Robotic realization: first version developed by Léo Quénéhervé with the advice of Kanty Rabenorosoa and the collaboration of Olivier Bienz and Didier Bouchon. The improvements of the current version were done by François Marionnet, Patrick Rougeot, Pierre Roux, Matthias Revol and Jérôme Saint-Clair. This project was based on a first robotic experiment developed by Yoann Dumas, Thomas Gaulier, David Kristanek and Léo Quénéhervé under the direction of Kanty Rabenorosoa.
    Stage designer assistant: Corentin Loubet

    Project developed in the framework of the Reflective Interaction Research Group of Ensadlab, laboratory of the École nationale supérieure des Arts Décoratifs (EnsAD–Université Paris Sciences et Lettres) in partnership with the École nationale supérieure de mécanique et des microtechniques (ENSMM), S.MART Franche-Comté, AS2M department / Joint Service of Mechanics / FEMTO-ST Institute with the support of the Chaire Arts & Sciences of the École polytechnique, the EnsAD – PSL and the Fondation Daniel et Nina Carasso.
    Thanks to Euroflex company, Pforzheim, Germany

  • https://dispotheque.org/en/snakable
  • FISEA: First International Symposium on Electronic Art
  • Snoot and Muttly
  • Omniversum
  • Joan Staveley
  • Computer Animation
  • ISEA2024: 29th International Symposium on Electronic Art
  • Soft Waters
  • QUT Art Museum
  • Soft Waters is a story of water and time.

    A water goddess bathes at her temple on a lake in the mouth of an ancient volcano. 30,000 years ago, as the volcano went dormant, she came down with the rainwater. She exists here forever between droplets of time.

    As the volcano contemplates extinction, a majestic shipwreck fondly recollects past conversations with cormorants, childish non-human animals ask questions about their ancestry, and an ancient forest speaks across eras about the benefits of a slow existence. Led by a precocious priestess, a mesmerised group of humans form a cult and dance in the honour of the goddess. Several millennia later, their descendants are still dancing, intoxicated, in the afterparty of an eco-rave, unknowingly competing to become the next priestess of the lake.

    The water goddess watches patiently over all of them. Up high, on the tallest crest of the volcano, satellites search distant planets for alien gods and bodies of water.

    Soft Waters is an experimental video game presented as a triptych with each screen synchronised to a different moment in time. Using a game controller, the viewer plays the role of the shapeshifting water goddess to explore the mythology of the lake.

    The piece is influenced by the Hydrofeminism of Astrida Neimanis which reminds us that we are all bodies of water on a watery planet. She writes, “As watery, we experience ourselves less as isolated entities and more as oceanic eddies: I am a singular dynamic whirl dissolving in a complex, fluid circulation.” Soft Waters is an exploration of non-linear time and place through the circulation of watery bodies. Here, water is a time machine that connects all moments in one fluid continuum.

  • https://isea2024.isea-international.org/soft-waters/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Solar Pink Pong Street Video Game
  • Zayed University - Dubai
  • Roland Graf
  • Solar Pink Pong is a sun-powered street video game, in which a moving sunlight reflection becomes the target and the street’s surface the screen.

  • ISEA2002: 11th International Symposium on Electronic Art
  • Sonic lnterface 2
  • Oasis21: Sakae Park
  • Akitsugu Maebayashi
  • ‘Sonic Interface‘ is his latest creation, in which a human being experiments with his own sense of hearing, its function having been amplified by technology, which in turn plays the role of an interface between the body and the environment. Equipped with a portable hearing device made of a computer and headphones, the subject is invited to enter and explore the urban jungle. Walking freely through public spaces such as shopping malls, train stations, and underground concourse in which he encounters random sound effects and levels, the subject perceives the sonic environment around him (including his own noises) in a modified sensory ambience.

    Three different types of software feed the headphones in sequence: the mosaic of sounds, the amplified delay effects and sounds, which repeat themselves and overlap on each other like a millefuille. The sonic ambience and the space in which the sounds were formed in the past are being remixed in the present. The subject, perceiving a shift between sight and sound finds himself in a new universe and, liberated from unified perception.

    According to Jacques Lacan, the defenseless ear is the “only orifice which the field of consciousness cannot shut off”. As an organ closely related to the brain, it not only perceives the ambient sounds but also influences the spatio-temporal perceptions which control our sense of equilibrium. It is obvious that the interposition of technology with such a vital organ will permit an expansion of senses, but might also trigger a sense of destabilisation and confusion. As Friedrich Kittler has noticed: “In our times, when it is technically possible to explode the ear, the story of the ear more and more becomes a story of madness”. Yukiko Shikata, exh. cat. Montreal 1999

  • ISEA2018: 24th International Symposium on Electronic Art
  • Sonic Organism
  • Ushaka Aquarium and Beach
  • Janus Fouché
  • Sonic Organism is a generative audio composition: a living algorithm that exists in realtime entirely as a synthesized generative digital soundscape. It has a pulse, interconnected cellularstructure, and decision-making nerve-centre. The result is a set of unique musical compositions, with common threads running through, and repetitions within themes. The music-composing algorithm was installed in the aquarium, running on a laptop with a set of speakers, around a cylindrical fish tank as the visual focal point. The idea was to add a completely artificial being to the aquarium, to be observed as sound instead of, or complimenting, the visual creatures. Being generative, the piece consists of an artificial-intelligence algorithm calculating and playing synthesized sound, and is never truly repeated. Once the algorithm runs, the network functions as a synapse system, where adjacent cells are triggered over time and musical combinations and shapes emerge based on a balance of previous decisions and the synaptic layout.

  • Performance
  • ISEA2020: 26th International Symposium on Electronic Art
  • Sono-lumínica-mano-morse: pulsating study for narrating hands
  • Hugo Solís García
  • Sono-lumínica-mano-morse: pulsating study for narrating hands is a sound installation that invites the public to interact and reflect with the world of non-hearing. I, Hugo Solís García, am going to exhibit this piece and present a short revision about the development process – since the idea conception until the making of- with the purpose of sharing my experience and reflections about the sense and machinic sensibility from the area of artistic production. Also, I want to expose my considerations about the relationship between the public and this type of creative works.

  • Sound Installation
  • http://hugosolis.net/en/projects/sono-luminica-mano-morse
  • interactive art and sound art
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Sound Calligraphy
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • Ulla Rauter
  • The project consists of calligraphic handwriting containing the spectral sound information of spoken words, which can be made audible by techniques of sonification. During a live performance, I draw calligraphic handwriting which is trans-formed into sound by means of a special scan-ner (camera and computer-software). I work at the interface between sound and fine art, exploring processes of transformation. In earlier works I focused on a special kind of sound visualization, on spectrographs (also called voiceprints): A spectrograph is a 2-dimensional time-frequency analysis of a sound. I am not only fascinated by the aesthetics of these images but also by their function as a medium — like a code, they contain a certain message as well as the in-formation about the original sound. With certain technology it is possible to convert them into sound again and recover their acoustic contents. In my work Sound Drawings (2010), I began to create hand-drawn spec-trograms: I reversed the process of sound-visualization and painted spectrographs of a human voice on the wall, which afterwards were made audible through an inverse Fast Fourier transformation.
    My interest lies in the fact that the combination of manual drawing and digital technology is able to create an artificial voice and the perception of speech. Apart from the poetic performative aspect of drawing voices, human speech and its perception are part of the focus of my interest. My drawings are in fact only layers of frequencies that imitate a human voice. It is not much more than noise and a cluster of sine waves, and it is artificial. But at a certain point in time, we can start to recognize words, maybe a sentence; we start to hear human speech. Due to the constructive behavior of the brain, we search for meaningful messages within the noise that we hear.

  • http://ullarauter.com/index_englisch.html
  • ISEA2013: 19th International Symposium on Electronic Art
  • SoundLabyrinth and Action A/V
  • UTS BON MARCHE STUDIO
  • Mark Pedersen and Roger Alsop
  • SoundLabyrinth explores the relationship between sound and the body, and the sense of meaning or ‘sacredness’ that emerges from that relationship. The work uses ambisonic sound and immersive video projection, set within a 6m diameter geodesic dome. Visitors will be able to explore a number of different sound worlds located within the space of the dome, comprised of material contributed by Indian and Australian poets Nazid Kimmie (Australia/South Africa), Jameela Nishat (India) and Alice Melike Ülgezer (Australia/Turkey), as well as field recordings and sound designs by Mark Pedersen.
    Utilising the immersive audio/visual infrastructure of SoundLabyrinth, Action A/V consists of three art objects, MOTION, SPEECH and VISION, which are designed to engage the perceiver both physically and mentally, and to represent that engagement through simultaneously showing the results of their physical and their mental interactions with it. The three objects overtly rely on the interaction and interpretation of the perceiver in order to become artworks. The work surrounds the perceiver, responding to subtle and intuitive interactions which entrance and fascinate.
    SoundLabrinth & Action A/V are being shown as part of the workshop Gesture, sound and place: an immersive exploration of body-mapped sonic territories in two audio/visual works: SoundLabyrinth & Action A/V.

  • http:// soundsublime.net/projects
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Soundtracking John Cage 4’3″
  • Otto Li
  • Li’s latest works delve into the arena of “soundscape” sculpture. Soundtracking John Cage 4’33” is an ethereal interactive sculpture derived from John Cage‘s seminal 4’33” work of silence. The work’s accompanying statement reads:
    Each second of silence or background noise is given a material physicality in the form of a transparent sound wave sculpture. The screen at the bottom shows video footage from the original performance […] The width of the gap corresponds to the thickness of each layer of sound wave [such that] light from the video illuminates the sculpture in accordance with the amount of ‘sound’ from the performance.
    [source: 
    artradarjournal.com/2016/07/06/no-references-9-hong-kong-video-and-new-media-artists-part-1/]

  • ISEA2018: 24th International Symposium on Electronic Art
  • Southern Identities Laboratory
  • Ushaka Aquarium and Beach
  • Cecilia Vilca, Francesco Mariotti, Elisa Arca Jarque, and José-Carlos Mariátegui
  • What is the South? How to build an identity when the mere act of searching is already a political act as the subject ceases to be an object of exotic study in order to define itself? This itinerant laboratory of epistemological decolonization uses scientific tools and methods for an artistic purpose. It is based on the idea that some disciplines regarded as neutral are tinged with a Western halo of tautological and epistemological construction. Technology understood not only as a device, but as a process, is perceived as a bridge to ancestral knowledge that evades the autocracy of Western aesthetics and narrative as it connects past and future.

    This screening showcased the results of the corresponding workshop.

  • Film
  • ISEA2014: 20th International Symposium on Electronic Art
  • Space Folding
  • Zayed University - Dubai
  • Zina Kaye
  • You encounter a feast of intense morphing light in a chamber structure. You feel ecstatic as you move inside the chamber through an aperture and experience bathing in transcending colour.

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Space Time
  • Lau Ming Wai Academic Building, City University of Hong Kong
  • Karl Heinz Jeron
  • Radio controlled clocks, custom electronics 

    With Space Time, Jeron presents a work that deals with digital synesthesia and space-time infrastructure. By making the time deviation audible, time can be experienced. Space Tme refers to several related phenomena where a clock does not run at the exact right speed compared to another clock. That is, aftersome time the clock “drifts apart” or gradually desynchronizes from the other clock. Everyday clocks such as wristwatches have finite precision. Eventually they require correction to remain accurate. The rate of drift depends onthe clock’s quality, sometimes the stability of the power source, the ambient temperature, and other subtle environmental variables. Thus the same clock can have different drift rates at different occasions. Atomic clocks are very precise and have nearly no clock drift. Even the Earth’s rotation rate has more drift and variation in drift than an atomicclock. The principle behind the atomic clock has enabled scientists to define time in terms of a fundamental physical constant, the rate at which a type of particle oscillates. Measuring these events discretely (withoutskipping an event) is what gives an atomic clock nearly zero drift.

  • http://jeron.org/space-time/?lang=de
  • ISEA2019: 25th International Symposium on Electronic Art
  • SpaceTime Helix
  • 2019 Overview: Concerts & Performances
  • Asia Culture Center (ACC)
  • Michela Pelusio
  • SpaceTime Helix is an audiovisual performance with an optoacoustic instrument by Michela Pelusio, forming a large helicoid up to the ceiling. The helix surface is bright and transparent, with waves running over it, disappearing into the future, more and more distant in space-time. The translucent standing wave climbs and arcs towards the ceiling as minimal sounds harmonize with its flux. Quantum physics meets audiovisual experimentation in this performance, exploring helical symmetries and infinity, frequencies and geometry, sonic visions and perceptions. The hardware and software of the helix were developed and custom-designed by Michela, allowing for precise control and interaction with light, sound, and touch.

  • https://michelapelusio.org/SpaceTimeHelix/
  • ISEA2023: 28th International Symposium on Electronic Art
  • Spaghetti
  • Forum des Images
  • Samuel St-Aubin
  • Focus Québec Exhibition. Forum des Images, May 16 – 21

    Spaghetti (stand-alone system)
    In Spaghetti, the viewer is confronted with a machine that compresses a strand of spaghetti with precision until it inevitably breaks. By watching this process, the viewer feels as though their own psychological and bodily tension is being transferred to the machine, experiencing the sensation of the body being subjected to pressure. Through this machine performance, the artist explores themes of technology, the body, and humanity’s relationship with machines in an increasingly automated world.

  • https://www.samuelstaubin.com/spaghetti
  • ISEA2023: 28th International Symposium on Electronic Art
  • Spatial Rhythm(s)
  • Vivianna Chiotini and Rémi Sagot-Duvauroux
  • Performance, Conservatoire National Supérieur d’Art Dramatique, May 19

    The research-creation project  Rhythm(s) of spaces” was born from a meeting between Vivianna Chiotini and Rémi Sagot-Duvauroux within the framework of the SACRe doctoral program and the desire to create a synergy between live performance and virtual reality. Our research comes together on two essential notions: The fragmentation of the space of representation and its influence on the setting in motion of the body.

    Three isolated bodies inhabit a rhythmed scenic space. The hybrid scenography consists of a physical triptych staircase, as its virtual version is gradually being revealed and radically transformed. Step by step, from loneliness to co-presence, the performers embody the expansion of their environments and the staircase symbolizes a movement towards a form of symbiosis. Their gestures and voices are augmented by a musician whilst their gazes become cinematographic images projected on a screen, allowing the spectators to perceive poetic relations between the real and the virtual.

    Performance: Logann Antuofermo, Anneta Chrysidou, Lucie Gallo
    Sound creation: Romain Blanc-Tailleur

  • https://remisagduv.com/rythmes_espaces/
  • ISEA2023: 28th International Symposium on Electronic Art
  • Spatialized Concert
  • La Station – Gare des Mines
  • Concert/Sound Event, La Station – Gare des Mines, May 21

    SoundWays Paris x Toronto – audio AR on mobile phone

    Outdoor presentation on SoundWays (geolocalized listening platform) of five immersive sound works by the duos Nova Materia (FR-CL), OttoannA, Parhelic Shell (FR), Laura Barrett X Slowpitchsound (CA) and Stefana Fratila (CA). Program proposed with the support of Toronto Transit Corporation, the City of Toronto, the French Institute and the City of Paris as part of an artistic exchange project conceived on the occasion of A More Beautiful Journey: a commission of 30 immersive sound creations for the city of Toronto.

    Cooperation by:

    1. Station – Gare des Mines
    2. CNM
    3. Région Île-de-France
    4. Dark Euphoria
    5. L’Institut Convergences Migrations (ICM)
    6. La Plateforme MAS (Musique – Audio – Sons)
    7. Radio france
    8. Institut français
    9. Ville de Paris
    10. Canada Council for the Arts
    11. Toronto Arts Council
    12. City of Toronto
    13. The Daniels Corporation
  • ISEA2023: 28th International Symposium on Electronic Art
  • Spatialized Concert
  • La Station – Gare des Mines
  • Concert/Sound Event, La Station – Gare des Mines, May 21

    SoundWays Paris x Toronto – audio AR on mobile phone

    Outdoor presentation on SoundWays (geolocalized listening platform) of five immersive sound works by the duos Nova Materia (FR-CL), OttoannA, Parhelic Shell (FR), Laura Barrett X Slowpitchsound (CA) and Stefana Fratila (CA). Program proposed with the support of Toronto Transit Corporation, the City of Toronto, the French Institute and the City of Paris as part of an artistic exchange project conceived on the occasion of A More Beautiful Journey: a commission of 30 immersive sound creations for the city of Toronto.

    Cooperation by:

    1. Station – Gare des Mines
    2. CNM
    3. Région Île-de-France
    4. Dark Euphoria
    5. L’Institut Convergences Migrations (ICM)
    6. La Plateforme MAS (Musique – Audio – Sons)
    7. Radio france
    8. Institut français
    9. Ville de Paris
    10. Canada Council for the Arts
    11. Toronto Arts Council
    12. City of Toronto
    13. The Daniels Corporation
  • ISEA2023: 28th International Symposium on Electronic Art
  • Spatialized Concert
  • La Station – Gare des Mines
  • Concert/Sound Event, La Station – Gare des Mines, May 21

    SoundWays Paris x Toronto – audio AR on mobile phone

    Outdoor presentation on SoundWays (geolocalized listening platform) of five immersive sound works by the duos Nova Materia (FR-CL), OttoannA, Parhelic Shell (FR), Laura Barrett X Slowpitchsound (CA) and Stefana Fratila (CA). Program proposed with the support of Toronto Transit Corporation, the City of Toronto, the French Institute and the City of Paris as part of an artistic exchange project conceived on the occasion of A More Beautiful Journey: a commission of 30 immersive sound creations for the city of Toronto.

    Cooperation by:

    1. Station – Gare des Mines
    2. CNM
    3. Région Île-de-France
    4. Dark Euphoria
    5. L’Institut Convergences Migrations (ICM)
    6. La Plateforme MAS (Musique – Audio – Sons)
    7. Radio france
    8. Institut français
    9. Ville de Paris
    10. Canada Council for the Arts
    11. Toronto Arts Council
    12. City of Toronto
    13. The Daniels Corporation
  • ISEA2023: 28th International Symposium on Electronic Art
  • Spatialized Concert
  • La Station – Gare des Mines
  • Concert/Sound Event, La Station – Gare des Mines, May 21

    SoundWays Paris x Toronto – audio AR on mobile phone

    Outdoor presentation on SoundWays (geolocalized listening platform) of five immersive sound works by the duos Nova Materia (FR-CL), OttoannA, Parhelic Shell (FR), Laura Barrett X Slowpitchsound (CA) and Stefana Fratila (CA). Program proposed with the support of Toronto Transit Corporation, the City of Toronto, the French Institute and the City of Paris as part of an artistic exchange project conceived on the occasion of A More Beautiful Journey: a commission of 30 immersive sound creations for the city of Toronto.

    Cooperation by:

    1. Station – Gare des Mines
    2. CNM
    3. Région Île-de-France
    4. Dark Euphoria
    5. L’Institut Convergences Migrations (ICM)
    6. La Plateforme MAS (Musique – Audio – Sons)
    7. Radio france
    8. Institut français
    9. Ville de Paris
    10. Canada Council for the Arts
    11. Toronto Arts Council
    12. City of Toronto
    13. The Daniels Corporation
  • ISEA2002: 11th International Symposium on Electronic Art
  • Special Exhibition of Media Art: Peter Benz
  • Nagoya Citizens' Gallery Yada
  • Peter Benz
  • The works of the 15 students were exhibited, They were enrolled in Dr. Peter BENZ’s seminar at the Media school of Bauhaus University.

  • ISEA2015: 21st International Symposium on Electronic Art
  • Spectral Cloud
  • Vancouver Art Gallery
  • Sara Ludy
  • https://www.saraludy.com/
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Spectral Flowers
  • National Palace Museum
  • Jeffrey Shaw
  • Original works of art: Gathering of Auspicious Signs, Vase of Flowers

    This interactive augmented reality installation re-creates Castiglione’s painted flowers as spectral 3D objects. On the screen of a hand held tablet, the flowers in vases appear like holograms standing on top of two designated plinths. On each plinth there is a circular printed image – a detail of the flowers – that is used by the tablet as a positional reference so the visitor can walk around the plinth and view the virtual vase of flowers from any angle. The exhibition visitor may also purchase these flower prints, and then, after downloading the ‘Castiglione’s Virtual Flowers’ app onto their mobile device, they can place and view this augmented reality artwork anywhere they wish.

  • https://theme.npm.edu.tw/exh105/hongkong/en/page-3_2.html
  • ISEA2022: 27th International Symposium on Electronic Art
  • Spectral Landscape
  • Santa Mònica
  • Erich Berger
  • My current artistic work takes place under the umbrella of Spectral Landscapes where I investigate radioactivity and the landscape. Since spring 2020 I conduct intense fieldwork in Finland. I am exploring sites with heightened natural radioactivity, originating from the decay of natural uranium and thorium mineralisations with some of those places being potential future sites of mining. There I collect data via custom-made sensors and software which allow me to portray the gamma radiation fields as bodies that protrude from the radioactive base-rock as intricate but intrinsic features of the landscape. Invisible but present, the constitution of these bodies is part of the innate processes of our planet in deep time. They conform with continental drift, the biogenic accumulation of oxygen in our atmosphere, the folding of mountain ranges, and their weathering and they follow the carvings of geophysical forms which produce the features of the landscapes we observe around us. I refer to these bodies as spectral because their presence is ghostly and can only be detected via extra-sensorial means, but then they are also spectral because they are fields of light, of photons, although located in a part of the spectrum not visible to the human eye. At the same time, Finland is building Onkalo, the first permanent deep geological spent nuclear fuel repository. It will be backfilled until 2120 and engineering claims that Onkalo can hold back the nuclear waste for the next one hundred thousand years, traveling into a deep future yet to become. Two stories connected by their materiality cover the full scale of planetary time. What can we learn from deep time for the present and a possible deep future, what about questions of intergenerational justice, is there a politic of scales, and what are possible artistic strategies to address such questions?

  • ISEA2023: 28th International Symposium on Electronic Art
  • Spectral Plain
  • École des Arts Décoratifs
  • Guillemette Legrand and Vincent Thornhill
  • Juried artwork. Exhibition ‘AI, Kombucha, and Cyberfeminism’ at École des Arts Décoratifs, May 16 – 21

    Spectral Plain is an interactive game-installation, exploring the capacity for AI and randomized technologies to foster forms of co-creation in- and between humans.

    In collaboration with Isaac Clarke, Zach Furniss, Mārcis Lapiņš, Filip Setmanuk, and Jim Zweerts. Supported by the Creative Industries Fund NL, V2_Lab for the Unstable Media (NL) and Stimuleringsfonds and Cultuur Eindhoven (NL).

  • https://www.mu.nl/en/about/agenda/spectral-plain
  • ISEA2018: 24th International Symposium on Electronic Art
  • Spectral Power: Cameras in Conflict Zones
  • BAT Centre
  • Liat Berdugo
  • Recently, visual studies scholars have turned toward conflict studies and proposed an examination of conflict through vision, itself. This radical approach means asking questions of how we see a conflict, visually — in place of how media might have re-represented what “really happened.” Such scholarship is only the first step in understanding the role, implications, and conditions of newly weaponized cameras in conflict zones. Since 2013, Berdugo has been researching the use of cameras in Israel/Palestine, and has gained unprecedented access to a video archive in the region (note that a distinguishing feature of the Israeli-Palestinian conflict is the freedom to record).

    This work traces the emergence of direct camera face-offs between Palestinian cameras and Israeli cameras — a trend Berdugo calls “shooting back at shooting back,” and which she has collected into numerous video pieces. This talk also analyzes how conflicts produce an inequality of visual rights , including rights to see and rights to be seen; rights to look and to surveil; rights to be out of sight; and rights to have one’s image circulated, posted, and trusted.

  • Short film
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Spectrum Manners ii
  • International Commerce Center (ICC) Tower
  • Teddy Yeung Man Lo
  • This is the animated version of the performance art light painting series by Teddy Lo. Spectrum Manners series is an abstract expression and exploration of programmable LED fixtures and body motions of the artist and long exposure photography by the photographer. For ICC Open Sky project, the artist reverse engineered the still photography into a motion graphic sequence for the media façade projection on the building.

  • Collaborator: Vahn Wan

    Sound by: DJ Gie

  • Projection Mapping Installation
  • https://www.teddylo.tv/spectrum-manners
  • ISEA2020: 26th International Symposium on Electronic Art
  • SPIEL: performance for prepared mouth
  • Peter van Haaften and Michael Montanaro
  • While absorbed in conversation you notice a stranger approaching. With a curious instrument affixed to their face the visitor leans in, and listens. The mouth opens, patterns of rhythm and sound emanate from within: voices recognizable as your own.

    Spun out of focus, words reveal their ingrained subtleties as the collector of conversation captures the sentence but not the sentiment. Vocal exchanges are recalled and reflected. Voices are transformed by physical formant inflections, while acoustic hallucinations seem to reference what might have been said.

    An étude on hearing lips and seeing voices, the performer’s mechanically augmented vocal tract reshapes and filters conversational spectra into new modes of mis-communication. Spiel physically unravels the tenuous synesthetic relationship between what is seen, heard and understood.

  • Performance
  • https://www.petervanhaaften.net/music/spiel/
  • performance, dance, and sound art
  • ISEA2022: 27th International Symposium on Electronic Art
  • Spiral of Words
  • MACBA - Convent dels Àngels
  • Predrag S. Sidjanin, Luka Z. Tilinger, Maja S Budžarov, and Nina B Zvezdin
  • SPIRAL OF WORDS is a platform for creative writing in VR, based on an idea realized in 1998. Three authors from three locations (London, UK; The Hague, the Netherlands and Novi Sad, Serbia) sent texts at defined time intervals, starting from words to sentences over paragraphs to short stories, all this took place via e-mail/the internet, creating a common narrative in a defined location that built a spiral of words in a fictional space.

    The VR project SPIRAL OF WORDS is a kind of ‘artistic recycling’ as well as an archive of the idea of a realized textual narrative performance.
    The narratives in SPIRAL OF WORDS have been partially modified, they symbolize the original idea in different colors. The project is refreshed, enriched, and different in relation to the original performance, it is actually a reinterpretation of a creative collaborative idea, in a way that VR media allows. And that is the direct interaction of the users, where they freely communicate with the given words, choosing them, moving them, and creating their own meta-text, in any form they desire. Certain words in the spiral, when selected, activate short audio and visual effects that are symbolic to them. All selected words of the newly created narrative can be changed, rearranged, or rejected. SPIRAL OF WORDS is currently an unrepeatable experience, in which user’s meta-text only lasts for the duration of the session.

  • VR installation
  • https://virtualunit.org/
  • creative writing, Virtual Reality, narrative, and performance
  • ISEA2016: 22nd International Symposium on Electronic Art
  • STATE I
  • 2016 Overview: Concerts & Performances
  • Run Run Shaw Creative Media Centre
  • Ulf Langheinrich
  • Ulf Langheinrich was commissioned to create a special project for the opening of ISEA2016 at the Run Run Shaw Creative Media Centre Theatre of the School of Creative Media.

    Audiovisual live-improvisation, duration circa 45 minutes
    remoulding reforming matter,
    changing extension, consistency, viscosity, transparency, temperature symphonic noise, pulsating fluid textures
    fields of oscillations in interference, in phase, in sync, in one vibration, from surface to deep space,
    a resonant matrix,
    a deep glow
    your body
    you have lost everything and it will be silent around you.

    In the works of Ulf Langheinrich, contexts, social settings, gestures and meanings are of no interest. The external features have been removed from the apparatuses with which images and sounds are produced. These works are media, but without a concrete mission—nothing is visualized, nothing set to music. Interest is focused on the materiality of the media, on its physics” _Marc Ries

  • https://soundcloud.com/ulf-langheinrich/isea-scm-remix-2016
  • ISEA2013: 19th International Symposium on Electronic Art
  • Statements of Profit and Loss
  • SNO Contemporary Art Project
  • Gary Warner
  • one/two … red/black … lost/locked … Looped sequences of similar short texts appear briefly on two screens mounted on monochrome boards (one red, one black) and are accompanied by two repeated sounds, with the asynchronous nature of playback causing slight rhythmic shifts. The work is a simple language play of lists; a meditation on the contemporary social fixation on acquisitive selfishness and ‘security’; a reminder of the inevitability of loss; and a poetic allusion to the romanticism of ‘lostness’; while the monochromes evince associative economic and political meanings built up around the colours red and black. Disassembled digital photoframe displays attached to the screens expose the technological complexity underpinning consumer culture, whilst also combining with the screens to present oddly anthropomorphic ‘torso and head’ figures.

  • ISEA2018: 24th International Symposium on Electronic Art
  • States of Public Mind / Wireless Birds
  • KZNSA
  • Carl Skelton and Stephan Siegert
  • Based at KZNSA Gallery this project by the New York City based artist Carl Skelton and member of M2C Institute Stephan Siegert related to the PS2 Subproject “Express Yourself/city.”. States of Public Mind / Wireless Birds proposed additions to the public language of road signs, in preparation for a time when the ubiquity of digital signage in “Smart” cities will make it possible not only to provide dynamic signage, but to do so based on the direct participation of local stakeholders in real time, about a much broader range of concepts relevant to safety and quality of life. ISEA2018 organizers, artists, visitors, neighbors, and everyone else could get into exchange with the artists and propose alert/ warning/ information/ command sign ideas to complement and extend not only the iconography, but also terms of engagement of the public realm at a hyper-local level. Participants could send a fnished graphic, a photo of a sketch, a description of an idea, or a single word. After one week over 20 new road signs were produced all picking up local particularities and nuisances in a humoristic way.

  • Supported by the PS2 Team, M2C Institute, City University of Applied Sciences Bremen, the Creative Europe Programme of EU and Carl Skelton, Gotham Innovation Greenhouse NYC, researcher in residence at PS2 in Bremen.

  • Participative live art and design project
  • SISEA: Second International Symposium on Electronic Art
  • STELARC at SISEA
  • 1990 Overview: Public Events
  • Amsterdam Cable TV
  • Rabotnik TV
  • Rabotnik TV is a weekly video/art magazine on Amsterdam’s cable network. After SISEA they broadcasted this programme, consisting of video of Stelarc’s main SISEA performance, documention of his earlier work and an interview with Stelarc.

    Floor cameras Fokke van der Veer & John Duncan. Interview by John Duncan.

  • ISEA2020: 26th International Symposium on Electronic Art
  • sTem
  • Nelly-Ève Rajotte
  • sTem is the sensitive encounter between the precariousness of survival and the sustainability of the machine. The device traces an unlikely landscape, it roams around the area and heads for the encounter with the tree chimera. It questions the machine and its capacity for poetic correspondence. In a crossing that tends towards the absolute, passengers will never touch the ground; they slip through the landscape sensitive to the sound of the intertwining of the murmurs of the wind, the polyphonic sequences of choirs and the dark scraping of strings – all this the result of algorithmic calculations (Turing machine).

  • Film
  • https://nellyeverajotte.com/stem/
  • algorithm, landscape, Turing Machine, and video
  • ISEA2013: 19th International Symposium on Electronic Art
  • Stereopublic (Crowdsourcing the Quiet)
  • 2013 Overview: Public Events
  • Jason Sweeny
  • How do you approach silence? Can you be alone and content in a city full of noise and people? Stereopublic (Crowdsourcing the Quiet), an attempt to both promote ‘sonic health’ in our cities and offer a public guide for those who crave a retreat from crowds, is coming to Sydney. It will recruit members of the public as ‘earwitnesses’. Can you find a quiet place in the city, silence in a crowd, a place of ‘accidental retreat’ in the built environment, down-time in a hectic space? To help preserve these quiet public spaces, contribute them to a collaborative ‘sound-map’. Via the project’s website (below) and iPhone application, submit your quiet space directly to the Stereopublic team. Sound artist Jason Sweeney will then create an individual quiet sound piece for you and your location, sending it back to you in exchange for your participation. Once this exchange is complete, your city-specific location will be placed on an ever-growing virtual soundmap of Sydney.  panoptiqueelectrical.com   unreasonablefilms.com

    Directed by Jason Sweeney. Creative Producer: Martin Potter. Designer: Amy Milhinch.  Interactive Producer: Nick Crowther. Architectural Consultant: Dale Wright. Design Studio: Freerange Future

  • FISEA: First International Symposium on Electronic Art
  • Still from Snoot and Muttly
  • 1988 Overview: Art Exhibitions
  • Jaarbeurs
  • Joan Staveley
  • Cibachrome print
  • ISEA2022: 27th International Symposium on Electronic Art
  • Still Life (Tornadoes) & Still Life (Swell)
  • Santa Mònica and El Centre d’Art Cal Massó
  • Marina Núñez
  • The works Still Life (Tornadoes) and Still Life (Swell) (2021) are a reformulation of the Neo-Barroc Still Life genre in several videos, allegorizing both the questions related to human existence and its relationship with Nature. Their pictorial tonality is very sophisticated, offering a fascinating hyper-reality approach that presents the viewer with specific details such as the movement of a piece of cloth or the spilling of liquid from a glass due to an inexplicable turbulence. Drama and beauty are intertwined in these works that explain this artist’s maturity.

  • http://www.marinanunez.net/naturaleza-muerta/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Stock Markets and Hemlines
  • Lobo Listone Gallery
  • Natalie Olanick
  • An exploration of graphs and boundaries in paintings and video. The work questions how colours and forms are used to signify wealth.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Storymile Cover Art Design
  • Noora Abdulla Al Ali
  • ISEA2018: 24th International Symposium on Electronic Art
  • Straights
  • BAT Centre
  • Clara Ianni
  • Straights 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.

  • Print based on the straight lines of 2017 world map
  • https://www.instagram.com/p/BkSWRzVBCtD/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Streaming Pools
  • Cuadro
  • Colleen Quigley
  • Streaming Pool is an interactive installation of clusters of wheel-thrown plates and bowls which contain speakers from which sounds of social interaction, nature, and art making come together to fill the space and to remind us of our everyday existence, the materiality of culture and ways in which we connect.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Street Ghosts
  • 2013 Overview: Public Events
  • Paolo Cirio
  • In this project, I exposed the specters of Google’s eternal realm of private, misappropriated data: the bodies of people captured by Google’s Street View cameras, whose ghostly, virtual presence I marked in Street Art fashion at the precise spot in the real world where they were photographed. Street Ghosts hit some of the most important international Street Art “halls of fame” with low-resolution, human scale posters of people taken from Google Street View. These images do not offer details, but the blurred colors and lines on the posters give a gauzy, spectral aspect to the human figures, unveiling their presence like a digital shadow haunting the real world. This ready-made artwork simply takes the information amassed by Google as material to be used for art, despite its copyrighted status and private source. As the publicly accessible pictures are of individuals taken without their permission, I reversed the act: I took the pictures of individuals without Google’s permission and posted them on public walls. In doing so, I highlight the viability of this sort of medium as an artistic material ready to comment and shake our society.
    streetghosts.net
    Street Ghosts locations in Sydney:
    1-2) Sydney, George Street on Alfred Street, New South Wales, Australia – 2010
    goo.gl/maps/9gL2m
    3) Sydney, George Street on Alfred Street, New South Wales, Australia – 2010
    goo.gl/maps/j3APo – Under the bridge George Town.
    4) Sydney, Hickson Road, Dawes Point, New South Wales, Australia – 2010
    goo.gl/maps/iiRBT – Jogging next to the bridge

  • ISEA2013: 19th International Symposium on Electronic Art
  • Study towards ‘Aftermath'
  • Powerhouse Museum
  • Peta Clancy and Helen Pynor
  • Hidden in a small side room is the other ‘heart’ of this show – the visceral one: Peta Clancy and Helen Pynor’s Study Towards Aftermath. A video documentation of the perfusion of pig hearts, performed at the Science Gallery in Dublin earlier in 2013, the work cleanly records a technical process, but this documentation is both disturbing and acutely poetic.

    From what I see, ‘perfusion’ entails taking the pig hearts, hooking them up to tubes, zapping them into apparent life with a defibrillator (don’t quote me on this), and pumping blood through them (or letting them do the pumping themselves); in this case into a large perspex ‘blood-catching’ apparatus. Against Gail Priest’s minimal soundtrack of gentle harmonic hums, soft and distant, we watch the set-up: the splattering blood as clamps are manipulated; the urinal-like containers into which the hearts bleed copiously; the audience clustered around. The cinematography is stunning: sharp-focused and built on primary colours, mostly red. The two hearts in their dead-but-animated state pump and bleed; at one point, one seems to hiccup blood – it’s gruesome. The cut arteries gape like too-soft mouths; the beating action is undulating, horribly sensuous, and riveting.

  • ISEA97: Eighth International Symposium on Electronic Art
  • Supercollider: Infection, and Guns
  • 1997 Overview: Electronic Theater
  • Animation shorts ‘Supercollider: Guns’​ and ‘Infection’​. Format – digital with 35mm output.

    ‘Supercollider:Infection’, is one of three 35mm animation shorts that make up the Supercollider cycle – the others being ‘Guns’ and ‘Boundaries of Mankind’.
    Marc Swadel – Director/Sound
    Paul Swadel – Director/Editing
    A ‘Swad Bros’ Production.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Supereverything
  • American University in Dubai and The Fridge
  • SuperEverything is a cross disciplinary performing arts project by the UK’s leading audiovisual artists, The Light Surgeons, which sets out to explore the relationship between identity, ritual and place.

  • http://www.lightsurgeons.com/art/supereverything/
  • ISEA2014: 20th International Symposium on Electronic Art
  • Supereverything
  • American University in Dubai and The Fridge
  • ISEA2016: 22nd International Symposium on Electronic Art
  • Superluminal
  • International Commerce Center (ICC) Tower
  • Luke Pendrell
  • “Ours is a world in vertigo. It is a world that swarms with technological mediation, interlacing our daily lives with abstraction, virtuality, and complexity.”*

    The fractured drift of the perpetual loop and harsh regression of the gif animation with its belligerent stutter both in their own way present new modalities, ruptures in our understanding of time, new paradigms, variant ontologies, recursive action, indefinite progression, endless reiteration. High frequency trading algorithms, twitter feeds, data flow, meme generators, click streams; modernity hums with relentless aetheric data coursing through the veins of our cities.

    * Cuboniks, Laboria, “Xenofeminism: A politics for alienation”

  • Projection Mapping Installation
  • ISEA2014: 20th International Symposium on Electronic Art
  • Supermajor
  • New York University Abu Dhabi
  • Matthew Kenyon
  • Drops of oil seem to hover unsupported in mid-air. At other times, the drops are in the process of a reverse slow motion splash onto the pedestal.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Supply Chain (Chaîne logistique)
  • Oli Sorenson
  • Focus Québec Exhibition. Forum des Images, May 16 – 21

    Video installation

    Oli Sorenson presents Chaîne logistique, a sequence of animations composed of simple geometric shapes in extremely vivid colors. Created in a hybrid style, this video recalls the square layout of Instagram, the pixelated landscapes of Minecraft as much as the works of american painter Peter Halley. Sorenson’s images thus feature a multitude of scenes, both abstract and figurative, to illustrate the ubiquity of networks that exert controls over our social relationships. Among these fiber optic matrices that feed the global digital economy, the artist tries to interweave other networks of roads, shipping lanes, pipelines, electrical cables and sewers, as well as the atmosphere saturated with WiFi and Bluetooth signals, in addition to carbon polluants and pesticides. These conduits and many others contribute to an acceleration of consumption flows at the heart of contemporary societies, particularly through the rapid obsolescence of technological devices, and other sectors of human activity which are accumulating on ever-increasing areas of land and sea, to the point of causing urgent ecological repercussions.

  • https://www.elektramontreal.ca/oli-sorenson-isea-2023
  • ISEA2023: 28th International Symposium on Electronic Art
  • Supreme
  • Plateforme
  • Marija Avramovic and Sam Twidale
  • Outland Exhibition April 7-23, Plateforme Paris

    Supreme is a symbiotic world on the back of a World Beast: a host life-form of lingering mycorrhizal thought; a projection of the mythic imaginary; at once a looking glass at our present interconnected ontology and a proposition for a radical reimagining of a symbiotic future.

    The oneiric universe of Supreme is home to a number of different non-human Critters which interact with each other and with the world itself. Their worldview consists of a series of myths about the workings of their universe.

    All non-human entities in this virtual universe interact using a animistic neural network system to give them life as an emergent property of the network. It is a virtual living symbiotic ecosystem which plays out as an infinitely unfolding animated story.

    This project is a journey through future animism, the symbiotic-real, storytelling, shapeshifting and mythic imagination. These themes are intertwined with ecology and extra-human relationships: the roots of our research on Slow Thinking.

    Supreme is also host being for tentacular writings by several authors and artists who wrote texts from a shared starting point: Symbiosis and interdependence. These writings are integrated in fractured form within the piece as artefacts scattered on the back of the beast.

    Our writing collaborators for this piece were: Serafín Álvarez (artist, Barcelona), Paul Robertson (professor – Cognitive Science of Religion, University of New Hampshire), Corinna Dean (Expanded Territories Research Group, University of Westminster), Phoebe Wagner (writer and editor of Sunvault), Roc Jiménez de Cisneros (artist, member of EVOL), Sofia Gallarate (VVAA collective).

    In 2022, we wrote an article about Slow Thinking based on the explorations of Supreme for the CCCBLab: https://lab.cccb.org/en/slow-thinking
    https://xenoangel.com

  • ISEA2018: 24th International Symposium on Electronic Art
  • Surreal Tangible Intangibility
  • Durbin City Hall/Durban Art Gallery
  • S’boniso Shelembe
  • Digital Art technology has allowed for the creation of a myriad of different types of art. There are very few limitations when it comes to creating digital art. As an artist, S’boniso Shelembe seeks to explore the possibilities presented by this technology. This work is a short series of digital sculptures exhibited as augmented reality objects. These sculptures are made to look like amalgamations of organic objects, creating forms which bring to mind the idea that the artwork could have, at some point, been alive. At their core, they are created to be curiosities. Abstract pieces that seek to make their audience question what the sculpture actually is, and what went into their creation, they explore the interplay between the intangible (the digital) and the tangibly real (physical space).

  • ISEA2023: 28th International Symposium on Electronic Art
  • Surveillance (Veillance)
  • Forum des Images
  • Louis-Philippe Rondeau
  • Focus Québec Exhibition. Forum des Images, May 16 – 21

    Interactive installation
    TV monitor, camera, aluminium, acrylic, electronics, computer
    Dimensions : 210 cm x 120 cm x 20 cm

    ​Veillance is an interactive installation that performs a full-size scan of individuals on a large screen. In doing so, it makes an inventory of all the people it has interacted with in a vast mosaic.

    Developed by Steve Mann, the concept of veillance is the state of mutual scrutiny that arises between citizens and institutions constantly snooping on each other. In Veillance, while we contemplate the scanned images of other individuals, the installation captures our portrait – and adds it to its archive. However, given the nature of the scanning process, we can evade capture via our gestures – altering our appearance over time – thereby hijacking the scanography process.

  • https://www.elektramontreal.ca/isea-2023-philippe-rondeau http://patenteux.com/wp/portfolio/veillance-2023
  • ISEA2022: 27th International Symposium on Electronic Art
  • Swarm Raid
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • “Swarm Raid” acts as an interspecies meditation on social life. In this music and dance film, two of the most social creatures on earth—ants and humans—converge in a surreal trip to the grocery store inspired by the highly coordinated food gathering missions of the army ant species Eciton burchellii. The central character in the film experiences a kind of fever dream borne of social anxiety in which she witnesses crowds of humans becoming ant-like workers bringing offerings of food to their “ant queen,” performed by a virtuosic soprano. The ant queen invokes the refined choreography of the army ants as she sings “Pheromones, show the way! Coordinate the corps, of our Eciton ballet.” Meanwhile, humans dance in and around shopping carts and circle islands of produce in Busby Berkeley-inspired formations. Ultimately, distortions in the speed of the film reveal a manic, ant-like quality to the humans’ search for food. In all, the film draws connections between the ways that humans and ants communicate and find food, and, more importantly, reflects on collective behavior and social hierarchy in ants and humans.

    “Swarm Raid” was inspired by the Carl and Marian Rettenmeyer Army Ant Guest Collection housed at the University of Connecticut, a world-class natural history collection of more than 2 million specimens. The music for “Swarm Raid” is scored for soprano and custom digital instruments and combines traditional through-composed music with musical textures developed using a generative approach to music composition modeled on biological processes. The film is directed by Anna Lindemann and Ryan Glista. Music by Lindemann; lyrics by Emma Komlos-Hrobsky; performance by soprano Lucy Fitz Gibbon, Lindemann, and fifty swarming members of the community.

  • video, opera, generative music, Bio Art, and ants
  • ISEA2014: 20th International Symposium on Electronic Art
  • Swarm Vision
  • Zayed University - Dubai
  • George Legrady, Marco Pinter, and Danny Bazo
  • Swarm Vision is an installation consisting of multiple autonomously behaving cameras simulating human vision that continuously map the space in which they are situated on large screens.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Swarm
  • Hyphen Hub
  • Nuits Sonores

    Swarm is an immersive, Biotechno, audiovisual performance envisioned by Colombian artist Juan Cortes and his group “Atractor” It takes an unconventional look at the complex structures of language between some insects that communicate through sound waves such fireflies, crickets and bees. The artist will transform the audio field recordings of these species recorded live in the Colombian mountains and through Arduino metamorphosing them into visually mesmerizing, immersive laser projections. The performance is enhanced by live electronic music developed by the artist and his team of engineers. This performance has been artistically directed by Asher Remy-Toledo director of HyphenHub.

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Swarm
  • Run Run Shaw Creative Media Centre
  • Yan Breuleux, Samy Lamouti, and Sam Chenennou
  • The notion of emergence result from the interaction of many component according to simple rules, it passes through the inert material , human and animal life. This concept also applies to the viewer’s perception . Specifically, the piece is presented in the form of a global environment composed with complex shape and organic forms constantly changing. Aesthetically, the work explores the relationship between clouds of particles and sound grains.

  • ISEA2018: 24th International Symposium on Electronic Art
  • Swim
  • Ushaka Aquarium and Beach
  • Kombo Chapfika
  • Swim was the last collaboration Kombo Chapfika created with Sarah Murphy, Erin Murphy, and Gemma Temlett before the Murphy family left Zimbabwe for greener pastures. This was created as a goodbye of sorts. The project emerged out of an urge to create something to express that heightened moment before imminent loss, the allure and risk of an unknown future.

  • Video Installation
  • https://vimeo.com/81494296
  • ISEA2012: 18th International Symposium on Electronic Art
  • SYN
  • Richard Levy Gallery
  • Mariano Leotta
  • SYN is an interactive installation activated by Internet data exchange. This acrylic artificial nervous system uses video mapping technology and social networking to function as a postmodern social brain. With a simple tweet, a participant initiates an audiovisual performance by activating the sculpture with a mobile device, simulating the activity of a central nervous system.
    SYN is a synchronization request packet on the Internet.
    SYN means “together” in ancient greek.
    SYN is the synapsis.
    Through the synapses a neuron exchanges informations with other neurons within a neural network managed by the brain.
    SYN installation represents an artificial neural system with a constant exchange of electrical inpulses. The constant exchange of electrical impulses is realised using QuartzComposer to set a precise videomapping activated by topic related tweets on Twitter and audience web-interaction. Using a mobile device (smartphone, tablet or laptop), anybody can send a spark, a creative contribution from the festival location or all over the city. Each spark will activate the installation and can be visualized on the dedicated app. Moreover, the videomapping can be realized as well within an audiovisual live performance. Video: ARlab | SYN [2011]
    Credits:
    Art Direction/IxD: Mariano Leotta
    Set Design: Marta Nardi
    Sound: Kaeba (Plaster) myspace.com/kaebasound
    Visuals: Aikia alessandraleone.com & Born Holmer
    Production: artereazione.org + Consonant

  • Multimedia
  • ISEA2023: 28th International Symposium on Electronic Art
  • Synaptique
  • Centre des Arts (CDA) Enghien-les-Bains
  • Peter Kogler
  • The exhibition of the internationally renowned Austrian artist Peter Kogler is a reminder of the familiar lexicon of his work from the bottom up, and at the same time an overview of more than 40 years of activity that highlights the go-forward of this prodigious artist, a pioneer in the use of digital technology in visual arts.

    For this exhibition the artist operates from floor to ceiling, on the walls and in the space, signing his elaborated vision of the interlacing the nets. We witness a constant desire to differ, to shift, to upgrade not in the sense of arrangements with the same but in the dialectical sense of advances specific to Viennese modernism because the questions of modernity are at the heart of his works.

    From https://www.cda95.fr/fr/agenda/peter-kogler :

    Visual language is a vocabulary in itself. (…) The meaning of a work depends on the place and the moment”  _Peter Kogler

    Peter Kogler is an Austrian artist, pioneer of computer-aided creation. Since the 80s, at the borders of painting, sculpture and graphic design, he has been inspired by post-modern society, its sprawling networks, its information and communication systems that compose it.

    The result is these environments composed of interlacings which are repeated within images where the organic and the electronic hybridize. A kind of mental landscape that the artist imagines as a representation of infinity and proliferation. Diverting architecture, the artist transforms our perception of space and our relationship to the work, notably by placing the viewer at the heart of the work.

    In the form of silkscreen prints, wallpapers, or even collages, sculptures, furniture, or immersive light devices, Peter Kogler develops a universe composed of tubular shapes, alignments, and graphics from computer software borrowed from the electronic culture. In his compositions, he uses the same patterns that he repeats on the surface and over time. Strong and universal symbols. The brain, which refers to the idea of ​​an organic computer, the ant, worker, and docile but master of the labyrinthine networks that the artist develops in reference to networks, flows, and social links, and more recently still, arms and a hand pointing towards the material as if to remind us that beyond technological innovations, without the hand, the machine is nothing.

  • ISEA2022: 27th International Symposium on Electronic Art
  • Syndemic Sublime
  • Santa Mònica
  • Laura Splan
  • Syndemic Sublime is an ongoing series of data-driven computer-generated animations created using COVID-19 data libraries and molecular visualization software. The animations intertwine molecular models of SARS-CoV-2 with both human and non-human protein structures such as antibodies and cell receptors. The generative movement is created using data from COVID deaths to disrupt the 20 amino acid residues along the protein structures. The resulting disruptions create mesmerizing tableaus that are sometimes spastic and sometimes sublime. Each animation has a unique starting and ending form as it slowly morphs from its biological folded form or “conformation” to its technologically distorted form. The generative quality of the process allows for unpredictable and unique transformations within each animation as the software creates unexpected visuals. The unraveling and collision of the proteins results in both jarring glitches and in soothing movements. The animations in the series combine models of proteins from the coronavirus with proteins from llamas, alpacas, cats, dogs, pangolins, bats and humans evoking our increasing interspecies entanglements in the contemporary biotechnological landscape. From zoonotic diseases to transgenic vaccine development to the use of animals as living factories to produce biological products, our understanding of what it means to be “human” in the “natural world” is becoming increasingly complex. The slow, quiet animations create liminal spaces for reflection, mourning, and wonder at the unseen molecular forces of the biological world affecting our daily lives in profound ways.

  • ISEA2023: 28th International Symposium on Electronic Art
  • Synthetic Landscapes
  • Musée Dehors
  • Varvara Guljajeva and Mar Canet Sola
  • Exhibition. Musée Dehors, Caen, June 15 – July 31

    The exhibition Synthetic Landscapes brings together artworks of Varvara & Mar that talk about new image-scapes, which emerge from neural networks and algorithmic dimensions. The artists’ curiosity towards synthetic landscapes is demonstrated in several artworks, like POSTcard Landscapes from Lanzarote I and II, and Phantom Landscapes of Buenos Aires. Their interest lies in exploring a place’s identity through its digital shadow, which often re-paints reality. In other words, images overpower the nature of seeing without screen mediation.

    Source: https://digitaliseum.org/exhibitions.html

    Phantom Landscapes of Buenos Aires is a video work generated by AI from images of the city of Buenos Aires. The artwork speaks of new landscapes that emerge like ghosts from the depth of the neural network, reminding us of an urban, empty, and deformed landscape. The work tries to reflect unusual views of the city in times of pandemics. The video work is accompanied by sound work created by Cecilia Castro.

     

    POSTcard Landscapes from Lanzarote draws attention to the influence of the tourist gaze on the landscape and identity formation of the Lanzarote island in Spain. Heavily dominated by the imaginative geographies that have been constantly reproduced by the visitors, create a conflict between desired touristic rituals that we are preprogrammed to reproduce when arriving at the destination and the reality. Hence, as states Jonas Larsen “[…] circulating images overpower reality: ‘reality’ becomes touristic, an item for visual consumption.” (Larsen 2006, 242)

    We downloaded all circulating reality of imaginative geographies of Lanzarote from Flickr, dividing them into two: landscapes and tourism. After carefully preparing each pool of images, we applied the AI algorithm StyleGan2, which generated new images.

    The project consists of two videos representing a journey of critical tourism through the latent space of AI-generated images using StyleGan2. The first video work, POSTcard Landscapes from Lanzarote I, is accompanied by a sound work by Adrian Rodd. Adrian is a local sound artist from Lanzarote, whose idea was to add a social-critical direction to the work. The second video work, POSTcard Landscapes from Lanzarote II, is accompanied by a sound work by Taavi Varm (MIISUTRON). Taavi intended to introduce mystery and soundscapes to the imagescapes of the project.

    The new deep learning artificial intelligence age transforms the work of art and creates a new art-making process. In his book ”The Work of Art in the Age of Mechanical Reproduction,” Walter Benjamin anticipated the unprecedented impact of technological advances on the work of art. Benjamin argues that technology has fundamentally altered the way art is experienced. The new artificial intelligence is the latest technology that is hugely impacting cultural production and providing new creative minds tools.

    On the website, you can see snippets of the video works. The full length is 18min37sec each video. The project was commissioned by Veintinueve trece.
    https://var-mar.info/postcard-landscapes-from-lanzarote

  • https://digitaliseum.org/exhibitions.html
  • ISEA2014: 20th International Symposium on Electronic Art
  • T/HERE
  • 2014 Overview: Video Screenings
  • Vagner Mendonça-Whitehead
  • ISEA2002: 11th International Symposium on Electronic Art
  • Tamafure ver. 1 .4
  • ISEA2020: 26th International Symposium on Electronic Art
  • tangibleFlux φ plenumorphic ∴ chaosmosis.
  • Navid Navab
  • “tangibleFlux expresses the ontogenic moment that vividly moves around the cosmos. In its microcosms, the three-dimensional movement of spheroids under magnetic harmony, look like a paranormal phenomenon, like the dance of life itself.” – advertimes journal, Kotaro and Takashi Koguchi, Japan (2018.09.11)

    “I felt a mysterious force that makes me forget even the sense of time and space due to the whirlpool of movement of entities that cannot be seen at the beginning nor at the end.” – 100BRANCH Magazine, Shibuya, Japan (2018.10.15)

    In search for the hidden mysteries of matter from the borders of table-top astrophysics and natural fiction, three microcosms orchestrate states of sensory access to the phenomenological emergence of order out of chaos. tangibleFlux ? plenumorphic ? chaosmosis is an installation that invites participants to intimately encounter the ontogenesis of vital patterns through the spontaneous formation of temporal textures that emerge from material-energy fields.

    Physically investigated through collaboration with forces of complex harmonic motion, patterns-of-interaction between magnetism, gravity, and light spiral out of theories of complexity and into an improvisatory dance of hallucinatory forms. Eventually, the kinetic event unveils messy realness chaosing into balance: things doing… stuff seeking a minimum-energy-state under magnetic flux. Sensually binding, spatially confusing, and temporally unsettling, tangibleFlux pulls everything into immediate vibrational relation with its vertiginous ritual.

    Each microcosm engages unique entanglements. Microcosm no.1 “plenumeia” suspends a miniature ball above unstable magnetic fields. The ball shoots, twists, and turns towards a stability which it never sustains, leading to the spontaneous emergence of hypnotic patterns. Chaotic behaviour of the ball is then sonified and haptified in poetic sync, confusing the senses and bringing the body into prominence. No.2 “plenumélliptique périgée”, stirs a large array of spheroids in an intensive magnetic whirlpool. Elliptical textures emerge and morph to survive induced instabilities… energetic upheavals at the edge of chaos surrender to the seemingly static power of an underlying orbicular resonance of atomic topologies. No.3 “plenumophileia” holds a sensual swamp of voids, curves, and sog, where gestures prevail shapes: where pixel is lube, architecture is pollen, and objects are but excited clumps in a puddle of time.

  • Kinetic audio-visual-haptic sculptures
  • http://www.navidnavab.com/tangibleflux
  • sonic, video, and Light Sculpture
  • ISEA2023: 28th International Symposium on Electronic Art
  • Tanhamnu Warp Drive
  • Forum des Images
  • Sunjeong Hwang
  • Exhibition. Forum des Images, May 16 – 21
    Also ISEA2023 Artist Talk

    Sunjeong Hwang is an ISEA2023 selected artist

    Premiered and exhibited at ACC (Asia Culture Center), 2021. Also exhibited at New Art City (online) by the Arts Council Korea Art Museum, 2022.
    Mycelium is an organism on earth that occupies most of the earth’s geological period, far beyond the geological period called the Anthropocene. Artist named this to ‘metabolic organ,’ and through them, the coexistence explores from a natural and global perspective. Contains the human and mycelial ontological synthesized as an experience, this work includes the organic metabolism of the fungal system and the artist’s perspective on metabolizing the earth.

    While researching mycelium fungi, the artist unravels the relationship and network of fungi and the ‘indeterminism’ development of their growth process as a generative medium using new media and neural rendering, Ai and neural networks. And through this organism, the ecology system reveals the view that Eastern time implied.

    Tanhamnu Warp Drive Single Channel Video 14’05” 2021 _The Tanhamu Project begins with research on the network system of mushrooms (fungi), ecology metabolism, and symbiotic relationships, and contains thoughts about Earth-human metabolism in the current geological era. Through this project, named ‘Tanhamu’, which is a combination of the ancient Sanskrit words ‘Taṇhā’(desire)’ and ‘舞mu(dance), the artist has been working on symbosis and synthesis with species, connection of differences and Reflecting on the meaning of encountering through transformation. Tanhamu unleashes the posthuman interest in metabolism and organic communication through media works, both as a natural-artificial institution that extends human network system and symbiotic relationships.

    Director Creative Visuals / Cinematograph / Writer / Voice: Hwang Sunjeong
    Sound design / Genertive AI: Hwang Sunjeong,
    MoonGyuchul Neural Randering: Hwang Sunjeong, Sergio Bromberg
    human Cast: LeeJeongmin

  • https://futuretense.hk/vote/digital/2.html
  • ISEA2022: 27th International Symposium on Electronic Art
  • Tawa_
  • 2022 Overview: Concerts & Performances:
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • “walking toward the future always with the past ahead.”***

    In the Andean cosmogony, “Tawa” (four in Quechua) symbolizes two opposite balances that complement each other and reach harmony. Dichotomy and contradiction, stillness, and chaos, that in the year that summed up four (2020) knotted acceptance among uncertainty.

    The Andean Khipu is an information processing and transmission technology used since pre-colonial times. This tangible interface is one of the first textile computers known, consisting of a central wool or cotton cord to which other strings are attached with knots of different shapes, colors, and sizes, encrypting different information. The system was widely used until the Spanish colonization, which banned and destroyed many of these devices.

    In the performance is played the Electronic_Khipu_an instrument inspired by the traditional Khipus made for the interaction and generation of live experimental sound by weaving knots with conductive rubber cords. Their sounds are embraced with textures reminiscing about the Andes from a prepared charango and immersive rhythms that bring back the present moment.

    From a decolonial perspective, Tawa_is an homage to the Andean technologies, continuing the interrupted legacy of this ancestral practice in a different experience of tangible live coding and computer music. The artist takes the place of a contemporary *khipukamayuq* (Khipu knotter), weaving four sound Abstractions that knot the past with the present, creating the balance to face the future.
    Tawa  is the live performance of the eponymous album released in January 2021 by Vienna-based netlabel Smallforms. 
    https://smallforms.bandcamp.com/album/tawa

    ***The Quip Nayra (future – past) notion comes from an Aymara aphorism divulged by the Taller de Historia Oral Andina (THOA) refering to the re-actualization of the past as future through the present actions.
    Rivera, S. (2015). Sociología de la imagen Miradas ch´ixi desde la historia andina. Tinta Limón.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Te Kallisti: to the Fairest
  • Lobo Listone Gallery
  • Law Alsbrook
  • An interactive object that obstructs the action of viewing as a device to confuse, frustrate and ultimately question the act of gazing vainly.

  • ISEA2014: 20th International Symposium on Electronic Art
  • Tea For Impossible Paths
  • Cuadro
  • Mary Tsiongas
  • A framed video work shows a honeybee traversing botanical drawings of native plants from New Mexico, Greece and Dubai (the artist’s current home, native home, and location of conference)

  • ISEA2013: 19th International Symposium on Electronic Art
  • Temple of Din
  • Sydney Harbour Foreshore
  • Lucas Abela
  • ISEA2013 presents Lucas Abela’s Temple of Din, an audio arcade where sound generation – not scoring – are the games’ main objective; featuring:Balls for Cathulu (2013)A pentagram shaped pinball game emblazoned with fluorescent graphics by the Rev Kriss Hades depicting the lord of the deep ones. A multiplayer pinball game with five players stationed at each of the stars five points. The outer triangular walls of the star are made from ten guitars with their fret boards facing inward into the playfield, while in the central pentagon ten pop bumpers are connected to a drum machine. These are all connected to various audio effects triggered by targets positioned throughout the game. So when the balls bounce off the strings distorted open tunings are produced while the pop bumpers accompany the din with a chaotic drum solo.Pinball Pianola (2012). A Frankenstein experiment, combining the greatest musical invention of all time, the Piano; with the coolest amusement machines ever conceived; Pinball, to create an interactive sound installation like no other; ‘Pinball Pianola’ a musical device constructed by replacing the keyboard, hammers and front panelling of an upright piano, with a pinball cabinet butted up perpendicular against its exposed strings. Embracing high and low culture this instrument allows virtuosos and wizards alike to pit their skills in a game where musical compositions are created as metallic balls jettisoned into the game clash with the pianos resonating wires to make what Wired magazine called “terrible, beautiful music”.

    All machines devised and constructed by Lucas Abela. Audio effects: Hirofumi Uchino.  Additional electronic engineering: Danial Stocks. Pinball Pianola playfield art and decals: Keg de Souza allthumbspress.net. Balls for Cthulhu playfield art: Rev. Kriss Hades

  • ISEA2016: 22nd International Symposium on Electronic Art
  • Tentative
  • International Commerce Center (ICC) Tower
  • Henrik Elburn
  • The video shows gestural interaction with a building. A human figure explores the contours and surfaces of the architecture surrounding it. The tentativeness of touch contrasts with the massiveness of the highrise on which these images are being displayed. The figure plays with the boundaries of the architectural space to create and comprehend it as a space for the human body. The work alludes to the rise of touch as primary means of our interaction with media, and to the tentativeness of our grasp of how contemporary media architectures transform our existence.

  • Collaborator: Jan Tretschok

  • Projection Mapping Installation
  • http://bildware.com/Archive/cat14/icc-tower-hong-kong-tentative
  • ISEA2018: 24th International Symposium on Electronic Art
  • TentVision
  • Jürgen Amthor, Marion Bösen, and Patricia Lambertus
  • TentVision was implemented by the Bremen artists Jürgen Amthor, Marion Bösen, Patricia Lambertus. The three artists performed and exhibited art works in public space that were created together with by-passers and artists from Durban as a “re-survey” of urbanity as a social and cultural space with art as a medium of exchange between the spheres and people. Therefore the artists set up a tent at different places in Durban, KZNSA Gallery, BAT Center, City Hall, Durban Art Gallery, UShaka Marine World and DUT University. People could enter the tent and share images of Durban with the artists. In a looping slideshow all shared images piled up forming layers of memories and views. Not only locals shared images with the artists but also conference participants. Result was a collection of personal visual statements on Durban from the inside and outside perspective.

  • Supported by the PS2 Team, M2C Institute, IFA-Institute, the Senator for Culture of the Free Hanseatic City of Bremen, the Creative Europe Programme of EU.

  • Participative picture-sound collage in public space
  • https://tentvision.org/
  • ISEA2002: 11th International Symposium on Electronic Art
  • TERA Live Performance Oct 30
  • "Fuji" Antarctic Museum
  • ISEA2014: 20th International Symposium on Electronic Art
  • Terra Incognita
  • Zayed University - Abu Dhabi
  • Sarah Bagshaw, Tom Corby, and Gavin Baily
  • Discover glitch and lack of data on Google Maps, between digital error and social rules of representation.

  • https://here-are-lions.tumblr.com/
  • ISEA2000: 10th International Symposium on Electronic Art
  • Test Group Pod Art Event
  • This is a test art event for connection to the group pod.

  • ISEA2022: 27th International Symposium on Electronic Art
  • TH50PH10EK WALL
  • El Centre d’Art Cal Massó
  • Stefan Tiefengraber
  • May 27-July 23, Centre d’Art Cal Massó de Reus, Beep Collection: OriginsPublic event.

    The title of the work refers to the device designation of the used plasma monitor. It is a common device that has been used for many years in exhibition and event contexts. However, this monitor has become obsolete due to recent technological developments. With the installation TH 50PH10EK – Wall, this object is transformed from a carrier of art into a work of art.

    ​A 50-inch plasma monitor is installed as a pendulum, which swings out freely on the wall after being triggered. As soon as the monitor comes to a standstill, it is pulled back into the original position with the help of a cable winch and is made to swing again – triggered by pulling a ripcord, a performative act that cannot take place without human intervention and which involves the exhibition supervisor in the installation. Each cycle ends when the monitor has come to a standstill and no sound and video is produced by its movement. The sound is generated by the amplification of the friction which the back of the monitor is subjected to on the wall. The visualization on the screen is a direct translation of the analogue audio signal into an analogue video signal. Voltage and frequency are represented by a loudspeaker in sound on the one hand and as flickering horizontal white lines on the monitor itself on the other. There is no processing of the signal, for example by a computer or an effects device.

    ​In his works, Stefan plays with the meaning of the function of the devices and objects used, breaks with their predetermined purposes and modifies them. This experimental approach and exploration of old and new technologies and their combination can also be found in this work. http://www.stefantiefengraber.com/th_50ph10ek_wall.php
    ​[Source: https://www.beepcollection.art/stefan-tiefengraber]

  • ISEA2014: 20th International Symposium on Electronic Art
  • The 404th Wall
  • GEMS Wellington International School
  • Anthony Schrag, Alexia Mellor, and Dominic Smith
  • A portal was created in the 404th Wall between 30th October and 8th November 2014 when Alexia Mellor and Anthony Schrag crossed the threshold to explore what lies on the other side. During this period they used Italo Calvino’s Invisible Cities and Six Memos for the Next Millenniumas guidebooks for their explorations. Each day, they navigated this new land with one of Calvino’s memos: lightness, quickness, multiplicity, exactitude, visibility and constancy. Their findings were sent back to the team of Extra Dimensional Explorers (EDE) and invited guests at the NewBridge Project Space in Newcastle who interpreted and responded to a variety of artefacts. Mellor and Schrag connected with the EDE team using livestreams, which have been archived in a top secret vault. As a new recruit to the EDE team, you can access these videos as you prepare for your own mission of crossing the 404th divide. Search the archive below. Don’t worry. There is no need for a chewing-gum stretching machine afterwards.

  • ISEA2023: 28th International Symposium on Electronic Art
  • The Avatar Alert
  • MSH Paris Nord
  • Étienne Armand Amato and Claire Sistach
  • Symbiosis and Humanity(s) Exhibition, MSH Paris Nord, May 17- 27

    The Avatar Alert of Etienne Armand Amato & Claire Sistach, ISEA2023 selected artists, occurs in the mild spring of 2023, in the middle of an Electronic Art Symposium, and among many other announcements of catastrophe, it attempts to confront humanity with its present and past choices concerning the virtual. Will the message find an echo? The diversity of possible futures is announced, with its nuances and its chasms. Which one will be made by humans, with the help of the clairvoyance of their digital partners, the avatars of yesterday, today and tomorrow.

    In 2011, in full expansion of immersive worlds, the Avatar Society was founded, bringing hope and identity emancipation. She wants to promote symbiotic collaboration between digital avatars who deserve more fair consideration and humans whose role would be to take care of them and evolve together. In 2023, hitherto discreet, this organization is bringing out its reserve to alert humanity, because today our future is decisively at stake, while colossal ideological and economic forces are taking hold of the metaverse. According to its prospective studies, and thanks to mysterious “very well placed” informants, four more or less worrying or desirable futures are announced, which depend on our current choices. Taking advantage of ISEA2023, this avatar alert sheds light on the year 2056. Will we succeed in cultivating an alliance between humans and avatars or cannibalize each other? What role will AIs play? How to avoid a hopeless fascination?

  • ISEA2022: 27th International Symposium on Electronic Art
  • The Blue Dot
  • CCCB: Centre de Cultura Contemporània de Barcelona
  • The altar of a temple built by the Church of Christ Scientist in San Francisco, incessantly buzzes with the sound of data flow. As you enter the building and go up the staircase, the humming becomes hypnotic. The trance leads you to the altar, where you find yourself surrounded by huge windows that stain the entire room with an intense yellow light. The temple houses six towers of digital servers arranged at the two sides of the main altar. The sea of data flowing through these hard drives—and others not visible to the public—comprises the Internet Archive (IA), the largest digital library in the world.

    In most genesis stories life originates in water. Just like our origin stories, our digital cosmology is bound up in the language of fluidity. Our world, the Blue Marble, is a vast ocean of data, where each droplet of water is a bit of potential information. As data flows from cloud to cloud, back into electrical currents in vast oceans of data, water is revealed to us as the initial stage of being, each particle containing the possibility of knowing ourselves—of sensing our individual and collective consciousness.

    The evaporation of information from the ocean, with its swirling cables, is forming unprecedented clouds. All climate predictions today suggest that the poles are rapidly melting, sea levels are quickly rising, and large dark clouds are forming over our global networks. Some even think that the depth of these dark digital clouds is larger than the depth of our cosmos. We live in the eye of this hurricane, every time we swipe our phone or turn our screens on. The storm of data pushed by the winds of capital and surveillance seems almost unstoppable. If all predictions are correct, what will this storm of data look like when the clouds finally break?

  • video essay, infrastructures, water, Internet, and archive
  • ISEA2016: 22nd International Symposium on Electronic Art
  • The Bones
  • International Commerce Center (ICC) Tower
  • David Fodel
  • Original footage shot in high speed as a 360-degree panorama of a street sculpture. Sound by david fodel.

  • Projection Mapping Installation
  • ISEA2014: 20th International Symposium on Electronic Art
  • The Burst of Pleasure
  • Lobo Listone Gallery
  • Chloe Cheuk Sze Wing
  • The Burst of Pleasure is an electronic installation which builds up the excitement and relief holds the audience’s breath and emotion and serves as a certain art therapy.

  • ISEA2014: 20th International Symposium on Electronic Art
  • The Canvas of Resonance
  • Al Fahidi Historical Neighborhood
  • Kenny Chi-Chuen Wong
  • The work creates an experience from physical vibration into various sound compositions. The analog properties transformed into a canvas of audio-visual imagination beyond the range of vibration and resonances.

  • ISEA2023: 28th International Symposium on Electronic Art
  • The Cloud
  • Topographie de l’art
  • François Ronsiaux
  • http://28emeparallele.com/
  • ISEA2019: 25th International Symposium on Electronic Art
  • The Course of the Journey
  • Asia Culture Center (ACC)
  • Jung Hee Han, Yeon Ho Seong, Mi Jung Mun, Jeen Soo Choi, Ha Eun Cho, Sea Hee Park, and Yoon Jung Choi
  • ISEA2018: 24th International Symposium on Electronic Art
  • The Creature
  • Durbin City Hall/Durban Art Gallery
  • Simone Beneke-Graham
  • This artwork is an exploration of our reality and augmented reality. The Creature is an example of how we have created another environment, another world through technology. This environment is something we interact with daily, It is the internet of things, the digital space; whether it be Facebook, Instagram or Google; this artificial reality has become both real and alien. We can engage with the internet to connect with people virtually, create social networks, play multiplayer games and make friends, however we interact on a capacity that is disconnected, without a medium to engage with this environment all of these connections are lost. The Creature has been designed to visually portray the fragility and alien like environment we have created, the Creature is from this artificial technologic world as it attempts to interact and ingest aspects of the real world it grows frustrated in finding that it cannot actually grasp reality, it is a futile attempt. Whilst it can see us and try to interact, it can only be seen through the tools we have created, and even when we can see it and react to it, we can't truly interact with it.

  • http://celtic-balverine.deviantart.com/
  • ISEA2020: 26th International Symposium on Electronic Art
  • The Egg
  • Marco Barotti
  • Ten thousand years ago, there were 1 million people living on the planet, fifty years ago there were 3 billion of us and, by the end of this century, we are estimated to reach a population of 10 billion people! We have modified almost every part of our planet and, as we continue to grow, our need for vital resources increases exponentially. We human beings are the main force behind every global problem we face.

    Marco Barotti’s new work is a kinetic sound sculpture resembling an egg. The cycle of life, reflected in the shape of the sculpture with neither beginning nor end, symbolizes fertility and reproduction – and thus questions the impact of overpopulation. Driven by real-time data generated by the Worldometer, the sculpture constantly changes its shape.

    The data produced by the Worldometer counter recording births and deaths is converted into bass frequencies. These frequencies are pitched below what is audibly perceptible by human beings, infrasound. They are too low to be heard but powerful enough to drive the subwoofer to produce movements, air pressure and sound vibrations to interact with the flexible membrane of the structure. This creates unpredictable patterns that continuously reshape the sculpture.

  • Sculpture made out of natural rubber, a high-tech latex material produced from tree bark.
  • https://www.marcobarotti.com/the-egg
  • Bio Art, kinetic art, Sound Sculpture, sound art, Media Art Installations, and Worldometer
  • ISEA2016: 22nd International Symposium on Electronic Art
  • The Emperor’s One Hundred Horses: New Media Animation of the One Hundred Horses
  • National Palace Museum
  • National Palace Museum and Digimax Original
  • Original work of art: One Hundred Horses by Giuseppe Castiglione

    Giuseppe Castiglione painted many horse scenes. His horses are very life-like thanks to the shadows and fine details that brought painterly realism to a new height. To remain faithful to the original painting, the latest most sophisticated animation technology was utilized to render and vividly portray images of horses engaging in playful activities: nudging each other, resting, galloping and fording.

  • https://theme.npm.edu.tw/exh105/hongkong/en/page-3_2.html
  • 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
  • ISEA2002: 11th International Symposium on Electronic Art
  • The girth: Without they stay there ...
  • Nagoya Citizens' Gallery Yada
  • Kohei Takahashi
  • sugar, polyester resin, others
  • 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
  • ISEA2002: 11th International Symposium on Electronic Art
  • The Moon-Orai
  • Nagoya City Science Museum (NCSM)
  • A Planetarium is not only a place for virtual experience of the night sky, but the dome space can be used freely for moving images and sound with various media. For this occasion, we programmed beautiful music and moving images with scientific commentary under the theme “Moon”.

  • 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/
  • ISEA2002: 11th International Symposium on Electronic Art
  • The Web of Life
  • Warehouses 4 & 20 on the Garden Pier in the port of Nagoya
  • Michael Gleich and Jeffrey Shaw
  • The Web of Life is an interdisciplinary project giving a form to the emerging field “network” by connecting arts and sciences. The project was designed by the critic Michael GLEICH and the media artist, Jeffrey SHAW. Artists, designers, architects, scientists and technicians produced and are running the project from March 2002 to December 2003 at Zentrum für Kunst und Medientechnologie Karlsruhe (ZKM), Germany. It was the premiere of the project in Asia and Pacific area at ISEA2002 Nagoya. We experienced the art networked among Karlsruhe, Beijing and Japan.