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
  • ISEA2017: 23rd International Symposium on Electronic Art
  • @ISEA_bot_2017
  • Ana Jofre
  • ISEA_bot_2017 is a bot that will live indefinitely on Twitter, a pseudo-life-form that subsists and consists of the work presented at ISEA2017. The bot bases its tweets on the papers from the proceedings of ISEA2017, and re-generates the texts using a Markov chain algorithm.

  • Net Art
  • https://twitter.com/iseabot2017
  • ISEA2010: 16th International Symposium on Electronic Art
  • CoolMediaHotTalk Show
  • Dortmunder U – Centre for Art and Creativity
  • .Semantic Disturbance, Yoga session on your trip to the Brahama’s,
    Martial Artists for UN, Domain-Squatting Business Model, and more…

    Cool Media Hot Talk Show
    programmed online by the public

    http://www.coolmediahottalk.net

    features

    TOPIC: Creative Resistance, New Media as Soft Arms
    SPEAKERS: A. Andreas, Peter Luining, Casting International
    QUESTIONS: ask-it-yourself now and during the show at: http://
    www.coolmediahottalk.net

    Special: performance Ey’ Ar

    Friday, September 14, 20.30 CET
    video stream and interface for online participation: http://
    www.coolmediahottalk.net/livepage.jsp
    location: De Balie, Amsterdam www.debalie.nl (bring your laptops and
    mobiles)

    “How to avoid life itself becoming an immaterial product?”

    ABOUT THE SPEAKERS:

    A. Andreas (.nl) is an artist and publisher of Nictoglobe, a quartely
    web artzine online since 1986, curator for the online Gallery d+n+r.
    Projects: Semantic Disturbances, Web Uebermahlung.

    Peter Luining (.nl) is an artist, curator and theorist, author of the
    interactive web based project ‘clickclub’, interactive public art
    work BGO MUI*5, and others.

    Casting International(.nl) stands for an artist and filmmaker,
    initiator of ‘Reality TV of the Purple Knights’, the proposed audio-
    visual troops of the UN. Producer of a.o. ‘One Way Ticket Homeland’,
    a DVD about the position of refugees in The Netherlands.

    PERFORMANCE
    Ey’ Ar: your virtual flight to Eleutheropolis, the capital of the
    Brahama’s. An inner journey into yourself, guided by the Brahamian
    Intelligence Service. Critical audiovisuals combined with live Yoga.
    The public is encouraged to participate.

    MORE INFO about this edition of Cool Media Hot Talk Show: the topic,
    speakers, their statements and projects, can be found at: http://
    www.coolmediahottalk.net

    ARCHIVED VIDEO STREAMS of the previous editions of Cool Media Hot
    Talk Show: http://www.coolmediahottalk.net/archive.jsp

  • ISEA2015: 21st International Symposium on Electronic Art
  • gridCycles
  • Simon Fraser University
  • Bill Miller
  • gridCycles is a series of 8 webpages. Each page is made up of the same set of HTML, CSS, and Javascript, with changes to specific characteristics and variables in each one. The works form a free-floating environment that creates a multiplicity of image and language, intended as a speculative visual text system. Because the animations are entirely code-based, each one is a unique iteration from within the gridCycles cosmology.

  • Website
  • http://gridcycles.net/
  • ISEA2020: 26th International Symposium on Electronic Art
  • Image Atlas
  • Aaron Swartz and Taryn Simon
  • Image Atlas is a minimalist work that raises complex questions about language and translation, socio-cultural differences and communication and information technologies. The internet user accesses a sparse black page with a search bar and two options for sorting the results, either alphabetical order or Gross Domestic Product (GDP). The results of his or her search are lists of the most popular images according to local search engines. These images are associated with 20 countries, from Afghanistan to the United States.

    As a remediation of the traditional atlas, the work encourages a reflection on the organization of knowledge and its accessibility. It reveals the claim to objectivity and the Eurocentric bias of the traditional atlas while unveiling the ideological filters of search engines. Image Atlas decompartmentalizes the web by bringing these images together on the same page and encourages a comparative look that is both political and playful. The simplicity of the interface appeals to internet users who can enjoy the differences in the meaning of a word or its differing interpretation.

  • Digital artwork
  • http://www.imageatlas.org/
  • digital art, Internet Based, Search Engine, and New Media
  • ISEA2015: 21st International Symposium on Electronic Art
  • RL2000
  • Abel Korinsky, Carlo Korinsky, and Max Korinsky
  • Imagine that sound never fully disappears and is present in our universe forever. What would it sound like to hear all the sounds of the past and present? RL2000 presents an immersive idea inspired by the recent announcement by researchers at the Harvard-Smithsonian Centre that they have documented sound waves produced by the Big Bang soon after the birth of the universe. The audience is invited to imagine the implications of hearing sound from the deep past, and to place themselves in a situation where perceptions of time, space and place might be disrupted.

  • Sound, Light, Sculpture
  • https://korinsky.com/RL2000-Experimenta-Biennial-Melbourne
  • ISEA2015: 21st International Symposium on Electronic Art
  • Collocations
  • Goldcorp Centre for the Arts
  • Abraham Avnisan
  • Collocations is an interactive work of experimental writing designed for tablet computers. It appropriates two key texts from Niels Bohr and Albert Einstein’s historic debates about the complementary relationship between position and momentum on the one hand, and determinacy and indeterminacy on the other. In quantum mechanics that relationship is mediated by an experimental apparatus through which the experimenter observes the phenomenon in question. In Collocations, the tablet computer is that experimental apparatus, and the user’s manipulation of its position in space allows certain poetic texts to emerge at the expense of others. As the user moves the device, certain words from within Bohr and Einstein’s original texts begin to vibrate, becoming highlighted and forming poetic subtexts. Striking a delicate balance between completely predetermined and randomly generated texts, these poems embody the fundamental indeterminacy of matter. At the intersection of science, art, language and code, Collocations posits a new quantum poetics that disrupts classical notions of textuality and offers new possibilities for reading.

  • http://abrahamavnisan.com/collocations
  • ISEA2015: 21st International Symposium on Electronic Art
  • Screensaver
  • Simon Fraser University
  • Adam Castle
  • In this work the artist explores a bodily relationship to digital imagery in the internet age. The video focuses on the absurdity of being able to order a towel printed with a .jpg. A floating landscape of digital debris contains verbatim recitals of chatroom conversations about towel printing, videos painted onto fingernails using iCloud nail polish, spinning 3D CAD scans of towels, and YouTube tutorials about how to make CGI towels. Through this work, the artist examines what it means to bring the digital image into the physical world, and creates a vision for how to feed these objects back into the realm of the digital.

  • Video
  • https://adamcastle.com/Older-works
  • ISEA2012: 18th International Symposium on Electronic Art
  • Build Your Own Cities
  • Downtown (Central Ave)
  • Adam Manley
  • Build Your Own Cities is a stationary interactive work intended to open a dialogue about land use, development and place through playful involvement. Visitors create their own vision of domestic development atop the sawhorse reconstruction of a pool-speckled neighborhood: each person reimagining their own occupation of place.

  • ISEA2012: 18th International Symposium on Electronic Art
  • 4Hands iPhone
  • 2012 Overview: Performances
  • Adam & Atau exploit a commonly available consumer electronics device, the Apple iPhone, as an expressive, gestural musical instrument. A live duo, gestural music performance, running Pure Data on iPhones, transforming this object of music consumption into an expressive visceral musical instrument that captures performer gesture. One device in each hand, in 4 hands duo, a chamber music for live sampling, time stretching, and granular synthesis. With sensors, signal processing, synthesis and sound output embodied on one device, it is a self contained digital musical instrument for the performance of post-laptop music.

  • Concert
  • ISEA2015: 21st International Symposium on Electronic Art
  • Ocean Waves
  • Simon Fraser University
  • Adrian Pijoan
  • In this video Adrian Pijoan creates a synthetic ocean by feeding the white noise from a CONAIR Soothing Sounds Machine into a Max patch. The generative audio and video field becomes part of the landscape within a museum diorama of an alien planet.

  • Video, Microphone, CONAIR Soothing Sounds Machine
  • http://adrianpijoan.net/oceanwaves.html
  • ISEA2015: 21st International Symposium on Electronic Art
  • Hakenaï
  • 2015 Overview: Concerts & Performances
  • Claire Bardainne
  • Hakanaï is an interactive solo choreographic performance that unfolds through a series of images in motion in which a dancer gives life to a space somewhere between the borders of imagination and reality. The interactive space is composed of on-stage animations that move in physical patterns according to the movement of the dancer and the rhythm of the live sound. Hakanaï takes the audience on an immersive experience exploring the imaginary and the spatial, the liminal and the ephemeral. Curated by Philippe Pasquier and Sarah Fdili Alaoui. Hakanaï is a Japanese word defining the ephemeral and the fragile. It is the union of two characters, one meaning “man” and the other “dream”. Starting from these premises, the French company AM/CB created a unique interactive choreographic solo performance that offers a dreamlike environment where a single dancer moves within a cube, interacting with the images projected on its walls, tracing arcing parabolas and sine waves with hands, arms, and feet. Among the artistic and technological stakes, the attention is focused on the human being and their body through the use of interactive technology. Hakanaï is a 45-minute interactive solo that becomes an installation and allows the audience to experience the interactive visuals for 80 minutes. Hakanaï has been performed all around the world and has gained worldwide recognition since its debut in 2013.                                                                                                     Soundscape: Christophe Sartori & Loïs Drouglazet. Dancer: Akiko Kajihara

  • ISEA2019: 25th International Symposium on Electronic Art
  • African Robots in the City of Light
  • Asia Culture Center (ACC)
  • The proposal for this artist residency is to explore local craft and vernacular design cultures in Gwangju, along with the street-level electronics scene, and subcultural activities such as sound-system scenes, hacking and toy culture, combining these elements to create locally-relevant automatons. The artist will bring his design, interactivity, sculpting and fabrication skills to the project. The resulting work will reflect a combination of influences, those brought by the artist, combined with those of the locale, in the creation of hybrid, affective objects made from local material, which bridge cultures, ‘high’ and ‘low’ art and technology.

  • https://theculturetrip.com/africa/south-africa/articles/meet-ralph-borland-the-artist-behind-playful-african-robots/
  • ISEA2012: 18th International Symposium on Electronic Art
  • (x)trees
  • Albuquerque Museum of Art & History
  • Agnes Chavez and Alessandro Saccoia
  • (x)trees is a socially interactive, virtual forest generated from search words found in tweets and text messages. It is a collaborative experiment in data visualization, video mapping, and participatory art. The artists have collaborated to create an indoor installation of the (x)trees with multilayered elements such as interactive branches, leaves, flowers, and sounds collected from nature.

  • Interactive multimedia installation
  • ISEA2009: 15th International Symposium on Electronic Art
  • Spatial Frictions, A Contemporary Exploration of the Basque Country
  • PS2, Paragon Studios Project Space
  • Alana Avery and Edward Molloy
  • This piece is an audio/visual exploration of the contestation of space in the Basque Country focusing on occupied zones, street festivals and the struggle over what is seen and heard.

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

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

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

  • Two printed books & web page
  • https://www.albertinemeunier.net/google_search_history/google_search_history.htm
  • New Media and Search Engine
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Leviathan
  • Alejandro Brianza, Emilio Ocelotl, and Jessica Rodríguez
  • Leviathan is an interactive musical system still under development and experimentation that links musical and visual creation resulting in a live electronics piece for Paetzold recorder with live visuals.

    Leviathan attends performance interactivity but also the historically shaped relationships between the agents involved: composers, performers and computer. The specific indications for Leviathan are a series of indications directly related to the supercollider code control routines. The indications suggest to the performer many actions to change between fixed and variable states interacting with the live electronics.

    This project works with two elements: real time and fixed time, exploring de differences and similarities between them through three dimensions: technical, musical and conceptual. From a technical point of view, this project is working with a system called “Machine listening”, so the piece can generate itself taking as inputs the sound events from the Paetzold recorder. The same happens with the visuals, there is a video generated in real time, which is mixed and processed with many different effects constructing a very special audiovisual context.

  • Paetzold, electroacoustic and video
  • https://emilioocelotl.github.io/index.html#cursos
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Temporary and distributed libraries, Breaking boundaries, Creating new resources
  • 2017 Overview: Art Exhibitions
  • Alessandro Ludovico
  • The central role of the library as a central cultural system is transforming into a still undefined new type of cultural body influenced by the spontaneous creation of different types of DIY libraries interconnecting at some point (or not) to the centralised library system. Libraries should evolve from their historical and “monumental” role, which delivers socially relevant services, into an extended, networked and shared infrastructure of knowledge, rivalling the online type of “instant” knowledge in facilitating social and cultural exchange. Two of the possible approaches to start this kind of process, which would be meant to open and socialise even more the library system, is to create “temporary libraries”, in order to fill specific knowledge needs during cultural events becoming then permanent, and “distributed libraries”, in order to integrate relevant collections of specialised knowledge accumulated elsewhere in the traditional library system without structurally intervene in it.

  • INSTALLATION
  • ISEA2015: 21st International Symposium on Electronic Art
  • Untitled
  • Fortune Sound Club
  • Alex (Yaxu) McLean
  • This work is a from-scratch “blank slate” live coding performance, improvising percussive techno, and occasionally bringing in and remixing elements from Peak Cut EP.

  • Live Coding
  • ISEA2015: 21st International Symposium on Electronic Art
  • Hermeneutics
  • Simon Fraser University
  • Alexei Dmitriev
  • The work is a war film and a visual exploration of hermeneutics. The artist appropriates footage from World War II and reconfigures it in order to manipulate the expectations of the viewer.

  • Video
  • ISEA2015: 21st International Symposium on Electronic Art
  • Stalking Self
  • Simon Fraser University
  • Alexis Grey Hildreth
  • Stalking Self is part of an ongoing series of animated narratives using image and sound sourced from popular media. This work explores ideas such as individuation, the relationship between predator and prey, and the erasure of personal history.

  • Video, Found Images, Multimedia
  • https://www.gozertoast.com/stalking_self.html
  • ISEA2019: 25th International Symposium on Electronic Art
  • Interférences (String Network)
  • 2019 Overview: Concerts & Performances
  • Asia Culture Center (ACC)
  • Alexis Langevin-Tétrault
  • Interference (String Network) is an audiovisual performance that explores the possibilities of embodiment of an electroacoustic work in real time through gestural interaction with a unique audiovisual device. On stage, an audioreactive play of light unfolds gradually: Alexis Langevin-Tétrault (CA) builds a network of strings with which he interacts to create a sound universe between the industrial noise, electronica and acousmatic music. Through the staging of corporality and the dialectical relationship between the human and the machine, Interférences (String Network) presents an allegory of the globalized and interconnected modern world in which the individual seeks to derive meaning from his experience and attempts to preserve its freedom of action. Composer and musician from the post-rock, acousmatic and electronic scenes, Alexis Langevin-Tétrault proposes a singular brutalist universe and infuses a dynamic of live music to a musical genre rarely incarnated by the performance.

    Credits:
    Alexis Langevin-Tétrault: Concept, device manufacturing, programming, composition and performance
    Lucas Paris : Design and manufacture of lights
    Nicolas Bernier : Advice on the artistic direction
    Anne Thériault : Advice on dramaturgy

    This project was created thanks to the support of the Conseil des Arts et Lettres du Québec, the Château Éphémère – Fabrique sonore et numérique (Fr), the Université de Montréal and the Social Sciences and Humanities Research Council of Canada.

  • https://alexislt.com/interferences-string-network/
  • ISEA2012: 18th International Symposium on Electronic Art
  • eyeSwap
  • Downtown (Central Ave)
  • Alice Alexandrescu, Timothy Scaffidi, and Marc Tomko
  • eyeSwap uses technologies to help humanize its participants. It is a collaborative team-building workshop that swaps the vision of two participants using custom made stereoscopic head-mountcd displays. eyeSwap switches between competitive and collaborative game-play mechanics and is a truly beneficial and memorable experience for the participants and audience alike.   timothyscaffidi.com/collaborations/eyeswap

  • ISEA2020: 26th International Symposium on Electronic Art
  • Shadowpox: Citizen Science Fiction
  • Alison Humphrey
  • In a world plagued by a deadly new disease composed of viral shadows, young, healthy volunteers across the globe step forward to test a breakthrough vaccine. Using motion-tracked generative effects projection-mapped on the body, the Shadowpox storyworld re-imagines immunity as an acquired superpower, but one whose bearers are framed as villains as often as they’re hailed as heroes. This research-creation doctoral project explores how a participatory science fiction storyworld can help young people build scientific, civic and media literacy by exploring immunization and vaccine hesitancy through a networked superhero narrative.

    The project’s first phase, a full-body videogame for gallery installation titled Shadowpox: The Antibody Politic, debuted during the 2017 World Health Assembly in Geneva, where The Lancet called it “one of the most powerful and playful ways to illustrate both the individual and population-level implications of community immunity.” With the advent of COVID-19, the team created a new, online version of the game, Shadowpox: #StayHome Edition, shifting the focal decision from vaccination to physical distancing.

  • Motion-tracked generative effects projection-mapped on the body
  • https://shadowpox.org/game/
  • game, interactive, and Sci-fi
  • ISEA96: Seventh International Symposium on Electronic Art
  • Hours Remaining in the Life of Allan Giddy
  • 1996: Art Exhibition
  • Rotterdam World Trade Centre
  • Allan Giddy
  • This work is the second I have constructed to deal with this (light-based) theme.lt is a digital construction. “Die verbleibende Stunden im Leben des Allan Giddy” is a backwards counting machine. I calculated how many hours I would have left to live based on the average for a New Zealand male born in the 1960’s, this I then programmed into my small machine and set it running. I took care, allowing the machine to retain memory (using capacitance) during “night-sleep” periods when the display disappears while the “machine” counts more slowly. Somewhat more theoretical than “CLOCK”, this piece, while counting the hours remaining until my presumed demise, is in fact an autonomous agent, freed from its maker while contracting its rhythms and pace towards demise from its independent reaction to the light around it.

    Both pieces (Clock and Hours Remaining in the Life of Allan Giddy) are provoked by Rudolph Steiner’s questionable statement,”everything in the universe is made from light”. I hypothesised that if everything was indeed made of light it would therefore be deconstructed by light’s incessive bombardment, and that the time that this deconstruction would take, for any given mass and light intensity, could be calculated. With this in mind I constructed a device capable of ‘evaporating’ a round of wood. After consulting physics Professor, John Smith of the University of New South Wales, Sydney, Australia, I came to realize that this deconstruction did in fact take place with many materials.

  • Electronic components, LCD’s, solar panels, pillow, chair, light bulb, broken light bulb
  • ISEA2009: 15th International Symposium on Electronic Art
  • Unknown Title
  • Millennium Court Arts Centre
  • alorenz
  • ISEA2012: 18th International Symposium on Electronic Art
  • Sonic Fabric: The Universe is Made of Sound
  • Alyce Santoro
  • Using high-tech, hand-held recording devices, students from Amy Biehl High School (Albuquerque) take sonic samples from their environment, and analyze and manipulate them to create intricate collages of sound. Teacher Alyce Santoro is an interdisciplinary artist and inventor of Sonic Fabric, a textile woven from 50% polyester thread and 50% audiocassette tape recorded with intricate collages of sound. The students’ sound projects are featured during Intel Education Day, along with a talk and demo by Santoro. Produced in partnership with OFFCenter Community Arts Project.

  • ISEA2015: 21st International Symposium on Electronic Art
  • Cave Plexum
  • Simon Fraser University
  • Alyson Ogasian and Vivian Charlesworth
  • Cave Plexum is a wall-mounted black rotary telephone from the 1950’s posited as a recruitment tool for a group of dissidents who are infiltrating a government entity with the intent to blow the whistle on corruption. The phone is part of a larger project and acts as a rabbit hole which allows further interactions with the dissident group, and will ultimately let members participate and collaborate with the artists (a.k.a. the Operator) over time.

  • Programming, Electronics and Performance
  • https://www.viviancharlesworth.com/portfolio_page/surveillancephone/
  • ISEA2019: 25th International Symposium on Electronic Art
  • The Visibility of Blackness
  • Asia Culture Center (ACC)
  • Amala Groom
  • The Visibility of Blackness(2018) is a performance of the remembering of BE- ing by Amala Groom; of the past, present and future. In iterating and existing single channel work, The Invisibility of Blackness(2014) the artist moving from the present into the past, now in unison incanting on the left; the future moves into the present moving into the past and on the right; the past moves into the present moving into the future.
    The contrast between the two works is in the nature of what the artist accounts as both the invisibility and now inhering, the visibility of the Aboriginal experience as what is visible to some is not always visible to others as we tend to only ‘see’ out of the lensd of our own ‘experience’.
    The progression across the iteration not only manifests in uniting the western linear notions of time with the Aboriginal aspect of its indivisibility for the artist his is personal; a reflection upon ‘growing up’, of maturing into her cultural remembering, moving from the desire to have her externa sovereignty recognized by Colonial Project to embodying the knowingness that her self- sovereignty matters most.

  • 1′ 30″, 4K UHD video with sound. Two channel synchronized.
  • http://amalagroom.com/The-Visibility-of-Blackness
  • ISEA2015: 21st International Symposium on Electronic Art
  • Whispering Galleries
  • Goldcorp Centre for the Arts
  • Amaranth Borsuk and Brad Bouse
  • In a domed whispering gallery, even the quietest sounds are carried from one end of the room to another: communication across great distance. Whispering Galleries delivers messages across time — helping a voice lost to history reach a contemporary audience. Visitors to Whispering Galleries see their own image reflected and distorted on a screen, and on its surface, a glowing text appears to float: an entry from an anonymous 1858 diary. The author worked with his hands in many roles: as a woodworker making handles, a dry goods clerk sweeping up and making trade, and a violinist making music at home and church. In daily entries, his week is measured by handwork. Visitors to Whispering Galleries use their own hands to sweep the dust from his diary: gesturing over a Leap Motion controller, they scatter pixels from the text, leaving behind a web of whispers: erasure poems that tell a hidden narrative of 19th-century life, labor, and art.

  • Net art with Leap Motion
  • http://www.amaranthborsuk.com/projects/whispering-galleries/
  • ISEA2015: 21st International Symposium on Electronic Art
  • Mycelium Mock-up
  • Simon Fraser University
  • Amber Frid-Jimenez and Joe Dahmen
  • Mycelium Mock-up is an architectural installation composed of a wall built of mushrooms with embedded screens that play looped videos and image sequences pertaining to urban aspirations and failures of the last two decades in Vancouver. The walls are constructed of environmentally sustainable blocks of agricultural waste and mycelium. Mycelium is the root structure of mushrooms, a thread-like fungus that plays an essential role in natural world, aiding in the decomposition of materials and converting them to biologically available elements. Vancouver utilizes global capital in an effort to reinvent itself as the world’s greenest city. This ambition, when combined with the mechanism of global speculative development, produces a paradox. Despite the presence of some of the most progressive and experimental urban planning policies in North America, how can global capital, with its attendant pressures to produce short term gains, construct a sustainable city? When space is a commodity exchanged on speculation, why not build as cheaply as possible? The installation engages with the cycles of demolition and speculative construction that embody these tensions through the use of video and next-generation sustainable construction materials.

  • Mycelium blocks, LCD screens
  • https://amberfj.com/projects/myceilum-mockup/
  • ISEA2015: 21st International Symposium on Electronic Art
  • New American Sweatshop
  • Simon Fraser University
  • Amelia Marzec
  • Imagine a future where the American dollar is worthless. To re-build the economy, citizens must use the only resource available: decades of post-consumer waste. With no way to afford expensive international electronics, but with a deep human desire to connect, they sift through obsolete products searching for working parts. The goal is to build a new communications infrastructure that is community-controlled and far from the prying eyes of any government. Amelia Marzec’s New American Sweatshop manifests itself as an installation that models a functioning manufacturing plant. It relies on volunteer labor to hand-build semi-functioning prototypes of what our technology could look like in the future. All supplies, furniture and uniforms are created from local salvaged goods.

  • Mixed Media
  • http://www.ameliamarzec.com/newamericansweatshop/
  • ISEA2020: 26th International Symposium on Electronic Art
  • We are fragmented
  • Amira Hanafi
  • We are fragmented invites us to consider our methods for arranging and organizing information, and the differences and similarities between a sociological and an aesthetic approach. The work consists of a modeling of data previously obtained through research at the crossroads of the humanities and legal sciences. This survey by the Centre for Applied Human Rights aimed to collect, in the form of interviews, the testimonies of several human rights activists in different at-risk countries (Colombia, Kenya, Mexico, Indonesia, Egypt). Hanafi reuses this material for artistic purposes, who created a data bank allowing us to read the testimonies and navigate between them according to different classification criteria: geographic or affective.

    The archiving is carried out while refraining from reducing personal experiences to an informational heap that is only meaningful in terms of accumulation. This characteristic of the work—maintaining the irreducible complexity of the experiences while granting a broad overview—places us, as spectators, in the active posture of a “researcher” as we navigate through the scattered excerpts according to an arbitrary and non-linear path.

  • Digital artwork
  • http://wearefragmented.amiraha.com/
  • archive, Internet Based, New Media, and Human Rights
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Landscape
  • 2017 Overview: Screenings (“Media Art”)
  • Anabela Costa
  • Landscape is what can be seen, and not in physical terms but as an outward expression of human perception: “a landscape is a cultural image, a pictorial way of representing, structuring
    or symbolising surroundings”, so it will always be a personal take over an area of land, of human elements buildings or structures with a cultural and aesthetic dimension.

  • Screening/’Media Art’ Piece
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Anatomía para el movimiento: línea 3
  • 2017 Overview: Art Exhibitions
  • Monica Bate Vidal
  • Anatomía para el movimiento: línea 3 is a project where you can see wire that has the characteristic of being composed of two materials (Niquel and Titanium) that react differently when they are exposed to a certain temperature. This makes that this object, called generically Muscle Wire, appears to be an object gifted with life that twists itself when stimulated with electricity as if it was a little Frankenstein. The act of observation has become scarce in this fast-paced world. In Anatomía para el movimiento, the author turns this wire in an observation subject, in the same way that the scientists comtemplate a flower, an animal, a part of the body or any natural phenomena; to then translate these observations to a medium that can make that act (the observation) to last through illustrations. What builds the installation of Anatomía para el movimiento: línea 3, are then modules that refer to the representation (illustrations / drawings) and to what is represented (Muscle Wire), where the drawing translates time into space (sequence).

  • INSTALLATION
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Zwölftonform
  • Andreas Lutz
  • Following the formal rules of dodecaphony, for “Zwölftonform” twelve consecutive titles are composed exclusively with twelve consecutive frequencies. The basic structure for each title is made by up to twelve different sound samples from a generated sine waveform. Built on this basis, these arrangements reference and illustrate especially over time the complexity and increasing compression of the original shape. Following the serial character of the composition concept, the titles were published consecutively as EPs. For the visual translation and presentation as a live performance and audio-visual installation, the sinusoidal waveform is abstracted along the album convention. Following parameterized principles, twelve visual embodiments of this basic shape arise. The increasing complexity is now visible and the prevailing simplicity at the beginning inverted by the end. This evolving aesthetic is punctuated with a grid, that divides the base with the value of the sample number.

  • https://www.andreaslutz.com/zwoelftonform/
  • ISEA2012: 18th International Symposium on Electronic Art
  • e-poetry
  • 2012 Overview: Residencies and Special Projects
  • Andreas Maria Jacobs
  • Andreas Maria Jacobs of the Netherlands, recipient of this e-poetry residency, is the editor of the online Nictoglobe Magazine: A Journal of Transmedial Arts & Acts. He is creating an e-poetry project on ISEA2012 themes during a stay at a rural New Mexico retreat.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Nalareksa 0.3: Acidic-tive
  • Andreas Siagian
  • “Nalareksa 0.3: Acidic-tive” installation was part of M.A.R.I.N. Ecolocated: Littoral Lives exhibition for ISEA2009. The instruments for the first time was used to analyze salt water sample taken from Belfast harbor where M.A.R.I.N catamaran was docked during its’ participation in ISEA2009. For the installation several sensors were developed on the instruments to create sounds effects from the main sound generator which is the physical impact of air and water.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Chromaris
  • 2017 Overview: Art Exhibitions
  • Andrés Jurado and Enrico Mandirola
  • ISEA2012: 18th International Symposium on Electronic Art
  • RE/F/r.ACE
  • Downtown (Central Ave)
  • Andy Best, Merja Puustinen, and Victor Khachtchanski
  • RE/F/r.ACE is a participatory video performance. Images uploaded by the audience  are processed to create unique animations representing the diversity of human life in the city. An intensive and psychedelic sound environment adds to the visual mix creating a dynamic composition reflecting the rythm and flow of the urban experience.

  • ISEA2015: 21st International Symposium on Electronic Art
  • Saturated Highway Forest Death Psych Synth Panic
  • Goldcorp Centre for the Arts
  • Andy Weir
  • Saturated Highway Forest Death Psych Synth Panic (2015) is a three second pulse of collective musical intelligence composed by metadata. It proposes itself as a new genre, approaching – but never touching – a collective generic distillation of TOTAL DARKNESS. The ongoing composition is tagged as Saturated Highway Forest Death Psych Synth Panic and plugged back into the generic metadata system so that the flashed image becomes a label for the new genre. For ISEA2015 the work is presented as a loop that infects the space: three seconds of sound/image, then three minutes of silence. Each day the file will be updated so that it grows and develops over the event.

  • Sound installation
  • ISEA2015: 21st International Symposium on Electronic Art
  • Three Hollywood Grammars: Conversation, Chase, Shootout
  • VIVO Media Arts Centre
  • Angela Ferraiolo
  • Three Hollywood Grammars is a computational video made by deconstructing three classic scenes from Hollywood cinema: the A/B walk-and-talk conversation essential to police procedurals, the “mano à mano” shootout of neo-noir thrillers, and the gritty urban chase scene of 70s Hollywood realism. Each of these iconic cinematic patterns was deconstructed, edited, color graded, and exported as single frames. For exhibition, these frames are then reconfigured through the use of sequencing grammars and computer algorithms to generate a disrupted video montage that emphasizes pattern over story. Sound is distorted through the use of granular synthesis. The result is a portrait of the structures and routines that form the basis of American movie montage. Viewers engage the deep structure of Hollywood cinema rather than any forward progression of story. The results feel both familiar and startling, informative of the visual patterns residing as archetypes in popular cinema. Beyond this, the repetitions and pattern making revealed by algorithmic recombination make these experiments arresting visual statements in their own right.

  • Video
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Lanzamiento Libro “El Misterio del Kirma, Quimbayas Hoy”
  • 2017 Overview: Public Events
  • Anielka María Gelemur and Guillermo Rendón
  • General Event statement

    Book Launch

    Part I – Guillermo Rendón G.
    Etnohistoria and Orígenes
    Territorialidad: The Virrey – A reliable document.
    Linguística: General principles – Phonetics – Lexical – Grammatical Functions.
    Los Números: Cardinal – ordinal – operational structure – archaeological and archaeolinguistic
    supports.
    Dioses de la Antigüedad y del Presente: From totem to the only God – Tinarkama, practice of collective introspection.
    Organización del Cabildo: dignitaries – councils, meetings –
    Reafirmación: Quimbaya, an active society, a living culture and its current strengthening.

    Part II – Anielka Ma. Gelemur
    Culto Matriarcal: Sinifaná, the moon goddess – lunar calendar – Symbols of the periods that form the lunar cycle – the four sacred nights.
    The Taixaraka, introspection, orientation and balance.
    The five tutelary hills.
    The orphic interpretation – methodological models
    The Quimbaya diet, millennial formulas.
    Housing settlement.
    The Quimbaya right.
    The naurikirma, Mario Guerrero Guerrero – Mario Guerrero Cañas, illustrator of the book – Quimbaya visual magic.

  • ISEA2012: 18th International Symposium on Electronic Art
  • If you’d like to…Albuquerque
  • Downtown (Central Ave)
  • Anna Keleher and Claire Cote
  • Part pet, part machine, ‘If you’d like to…Albuquerque’ is an audio hybrid with strong adaptive potentials that allow it to explore diverse habitats. Based on the familiar phone menu format, participants are invited to listen in to site-specific options, press a key to register their choice and take an imaginative leap.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Dark Path #6
  • Anna Terzaroli
  • This piece is a part of the “Dark Path” series. This electroacoustic music focuses on sound marks of a sonic landscape. It embodies a sense of history beyond itself. Beyond the analysis of the used recordings, there is a history that is personal. The piece aims to examine and explore the transformative possibilities of the computer music.

  • http://www.annaterzaroli.info/
  • Black Gold, Palm Burka, Color Synesthesia VI and Measuring the Desert
  • This work was developed during a three weeks artist residency at the Liwa Oasis.

    1. Black Gold: painted camel bones, wood boxes, sand.
    2. Palm Burka: a sculptural figure in sewn date palm tree bark,
    3. Video projection installation of Color Synesthesia VI with sound by C.C. Hennix, and fog machine. Installed in an empty transparent greenhouse.
    4. Measuring the Desert: a performative land intervention.
  • ISEA2014: 20th International Symposium on Electronic Art
  • Black Gold, Palm Burka, Color Synesthesia VI and Measuring the Desert
  • Anne Katrine Senstad
  • This work was developed during a three weeks artist residency at the Liwa Oasis.

    1. Black Gold: painted camel bones, wood boxes, sand.
    2. Palm Burka: a sculptural figure in sewn date palm tree bark,
    3. Video projection installation of Color Synesthesia VI with sound by C.C. Hennix, and fog machine. Installed in an empty transparent greenhouse.
    4. Measuring the Desert: a performative land intervention.
  • Supported by Production Network for Electronic Art Norway.

  • ISEA2015: 21st International Symposium on Electronic Art
  • New York Unfolding
  • Simon Fraser University
  • Anne Morgan Spalter
  • For Manhattan Unfolding 1 Spalter shot original footage from a helicopter over the city, exploring Manhattan’s iconic yet ever-changing landscape. Custom software allowed the artist to interfere with normal viewing practices, merging east with west and representation with abstraction. The piece offers glimpses of a city constantly unfolding in time.

  • Digital video
  • ISEA2012: 18th International Symposium on Electronic Art
  • Sunrise over Rockefeller Center, NYC
  • Anne Morgan Spalter
  • Sunrise over Rockefeller Centre, NYC is a geometrically patterned video generated from aerial style footage shot from the 45th floor of an apartment building. The piece features iconic New York City landmarks, including Rockefeller Center. The rhythmically structured compositions isolate and abstract features and motion in the landscape, highlighting the passage of yellow taxis down Fifth Avenue, for example.

  • Animated video
  • ISEA96: Seventh International Symposium on Electronic Art
  • Birth of the Gargoyle
  • Rotterdam World Trade Centre
  • Annette Loudon
  • ISEA96: Seventh International Symposium on Electronic Art
  • Echofles
  • Rotterdam World Trade Centre
  • Annette Loudon
  • ISEA96: Seventh International Symposium on Electronic Art
  • Sky
  • Rotterdam World Trade Centre
  • Annette Loudon
  • VRML
  • ISEA2012: 18th International Symposium on Electronic Art
  • Escape
  • 516 ARTS Gallery
  • Anthony Goh and Neil Mendoza
  • This installation takes familiar, often stressful and annoying devices and creates an alternate reality that uses disposable, unwanted phones and unwanted noises and turns them into something beautiful. Each bird consists of a load of broken phone junk. The working phone communicates via serial to a device that then decides how the bird should move, when it should answer calls (from the public or other birds), and when it should make calls.

  • Mobile phones, tree, Arduino
  • ISEA2015: 21st International Symposium on Electronic Art
  • Frictional/Puzzlebook
  • Vancouver Art Gallery
  • n.a.

  • DJ
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Vanishing Walks
  • Antoine Gonot and Diego Ortiz
  • Vanishing Walks is a show without actors. It is “acted” in its totality by the public on stage with the help of tablets. Taken together, viewers are connected to a device that is going to be inseparable from the theatrical performance. The device is both an expression space and a tool that determines the rules and restrictions of the show. Viewers follow the instructions of a text that appears on the screen of their tablet. This has the form of a classic theater text, with the stage direction, for the indications of play, and a text “dialogued” intended to be read aloud. As much as the scenographic factory that supports reading, the tablets are connected to all the scenic elements: from video projections to lighting, to music. Each viewer intervention is synchronized with the writing of music or video projections, giving them an additional dramatic “responsibility”. Two stories are told simultaneously: the story of a community that is disintegrating -within the story- and the appearance of a new one -the spectators- actors on the scene. Vanishing Walks describes the events that led a group of people to shed their body wrapping in favor of a purely virtual existence. Vanishing Walks describes the events that led a group of people to revel in their bodily wrapping in favor of a purely virtual existence. The characters belong to the Furry community and their group was created in Second Life before alternating their encounters between the real and the virtual. Following their will to transgress their human condition, they found a way to discharge their consciousness in a computer machine, seduced by the promise of an immortal life in the form of an artificial intelligence. But this new life, far from being singular, reduces them irremediably to a form of computer life without autonomy. Converted into executables through a computer program, the “consciences” became script lines. Deprived of humanity, turned into computer language but incapable of developing their intelligence, “consciences” do not try to recover their human condition or escape from their new life, they simply repeat the lines of command constantly, for in this has become their function. Vanishing Walks proposes a reflection of our relation to virtuality through a spectacle without actors. It is a form of participatory and immersive theater that aims to break the barrier between performing arts and new technologies, in particular, the inclusion of mobile technologies on stage. It also breaks the boundary between the viewer and the actor, between the audience and the stage.

  • ISEA2015: 21st International Symposium on Electronic Art
  • Ranger-Déranger
  • Simon Fraser University
  • Antoine Schmitt
  • Ranger-Déranger is an abstract composition of white pixels set up inside a black rectangle. The pixels change places one at a time. Two opposing forces are in play: On one side the software endeavours to arrange the pixels in neat, straight lines. On the other side the machine works to displace the pixels at random. It is a model for the universal struggle between order and chaos.

  • Projection, Software
  • https://www.antoineschmitt.com/ranger-deranger/
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Körper
  • Antonio D’Amato
  • Körper is an acousmatic piece entirely based on the elaboration of an acoustic pulse sequence which was produced in the course of a MRI diagnostic test. The aesthetic idea implied in the composition refers to the topical and controversial theme known as “global control and censorship”. Through the examination of the constant and continuous information flow, which is either consciously or unconsciously produced by everyone, it is possible to accomplish a condition of control; that condition ought to benefit the national and global security. The question is: How deep or intrusive should the control on individuals be in order guarantee global well-being and security? If nowadays cameras and sensors constantly watch movements of the individuals in cities and buildings, can we assume that in the future cells and chemical reactions in our bodies will be scanned and examined in order to gather information to be collected, stored and processed? Technically speaking the composition uses exclusively a short audio recording of a MRI test. Spectral editing and resonant filters are chained in order to isolate restricted areas in the whole sound object. The foundation material is clearly revealed only at the very end of the piece.

  • https://soundcloud.com/antonio089/korper
  • ISEA2015: 21st International Symposium on Electronic Art
  • R-evo
  • Antonio D’Amato
  • R-evo is a short acousmatic piece about the idea of change by means of disruption, evolution or revolution. Sometimes a change can be a fusion of different points of view, other times it is as simple as a change of habit. In this work, short vocal samples extracted from Joseph-Maurice Ravel’s choreographic symphony “Daphnis et Chloé” are processed with acoustic instrument samples and synthesized with other elements.

  • Stereo Acousmatic Music – Audio File
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Une rencontre
  • Antonio D’Amato
  • Une rencontre is intended as a “virtuoso” piece where short vocal samples are deeply processed together with acoustic instruments samples and synthesized elements in order to achieve or at least tending toward a total fusion of these elements. It is not just a mixing work, but instead it is the fusion of more sound objects in one, mainly through convolution algorithms. In this way I especially researched for a spectral merging of voice and acoustic or electronic instruments. I intentionally propose an artificial procedure where the allocation of formantic regions is extracted from audio samples of singing voices, and subsequently superimposed to audio samples of traditional acoustic instruments or even to synthesized sounds. In few points an overload of harmonics has been deliberately caused in order to experiment an emphasis of the expressive strength and emotional communication of the resulting timbre. The title reveals the aesthetic sense of the work, where a relevant meeting can be not just an encounter, but also the occasion for a mutual exchange, therefore everything and the whole of the world are in continuous transformation, by means of mutual confrontation.

  • https://soundcloud.com/antonio089/une-rencontre
  • ISEA2012: 18th International Symposium on Electronic Art
  • Beluga
  • International Albuquerque Balloon Museum
  • Antony Nevin
  • BELUGA invites participants to transform their experience of human interaction into visible light and movement. The Belugas are winged blimps floating in space, which, through the use of embedded sensors, are aware of their surroundings, people, and conversations. As people talk, the Belugas react, gently illuminate, and then flap toward the source of the conversation. As people gently touch the Belugas, they respond and change colors.

  • Latex balloons, LEDs, custom circuits, processing software
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Weeping Bamboo: resonances from within
  • 2017 Overview: Public Events
  • An­dreas Kratky and Juri Hwang
  • General Event statement

    Weeping Bamboo: Resonances from Within is an exploration of new forms of communicating and preserving indigenous forms of oral culture. It is a locational sound art piece offering a sitespecific, reactive soundscape that is experienced in public at the Plaza de Bolívar of Manizales, Colombia.

    The project builds on the notion of resonance, the correlated vibration of bodies, to transmit sonic, tactile, and gestural experiences. It creates a rich layering of different stages of the
    history of Manizales through an augmented reality experience that merges environmental sounds with a spatialized soundscape. Through a custom made headset a spatialized audio experience is transmitted by way of the bone structure of the skull, which makes it seem as if it were coming from the space within the listener’s head. The multi-channel soundscape merges with the environmental sounds perceived through the ear. Beginning with narratives of indigenous myths in concert with today’s environment, the project offers a narrative soundscape that is correlated with the actual geography of the plaza through a GPS location-tracking unit, inertial sensors and a microphone.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • I Love You, Keep Going
  • 2017 Overview: Screenings (“Media Art”)
  • Ari Gold and Arya Ghavamian
  • I Love You, Keep Going was born in a heavy traffic jam in California. I wondered if it might be possible to invoke a story about nature, and my country’s addiction to oil, in such a way that an
    audience could feel these opposing forces in their bodies rather than simply their minds. Working with Iranian film editor Arya Ghavamian, whose nation’s history is entwined with oil, I created three looping films which invite the visitors to mount bicycles and “change the story.”
    In Chapter One, where nobody bikes, the oil industry destroys the heart of the world. In
    Chapter Two, where one person rides, the fear of death and destruction are activated. In Chapter Three, where multiple cyclists join forces, transcendence and harmony with nature
    become possible. Viewers may passively watch the world’s destruction, or become part of the
    story and change the future.

  • Screening/’Media Art’ Piece
  • https://arigoldfilms.com/love
  • ISEA2015: 21st International Symposium on Electronic Art
  • Beats By Gesmi
  • Fortune Sound Club
  • Arne Eigenfeldt
  • GESMI is a fully autonomous computationally creative system that generates style-specific electronic dance music based upon a machineanalysed corpus. The corpus consists of 24 Breakbeat and 24 House tracks that have been transcribed by human experts. Aspects of transcription include musical details, timbral descriptions, signal processing, and descriptions of overall musical form. This information is then compiled in a database, and machine-analysed to produce data for generative purposes. GESMI began producing complete breakbeat tracks in March 2013.

  • Generative System developed in MAX
  • ISEA2019: 25th International Symposium on Electronic Art
  • Afterlife
  • Asia Culture Center (ACC)
  • Arno Deutschbauer, Herwig Scherabon, Lukas Fliszar, and Michael Ari
  • Afterlife is an immersive virtual reality experience inspired by Buddhist contemplation techniques where we can escape the sensory overload of our physical environment for a moment. Everything in this world is designed to focus the attention to simple things like colours, light and droning sounds or to let the spectator experience the vastness of space. The work created in collaboration with Herwig Scherabon, Arno Deutschbauer, Michael Ari and Lukas Fliszar, commissioned by sound: frame, aids in understanding the inconsistency of life and to detach oneself from one’s ideals and expectations. The experience invites the audience to be just a spectator and let go of his or her thoughts, expectations and worries.

  • Audiovisual Experience in Virtual Reality, Computer, chairs, Oculus Rift, projector, screen, speakers
  • https://scherabon.com/Afterlife
  • ISEA2011: 17th International Symposium on Electronic Art
  • Meandering
  • Nuru Ziya Hotel
  • Aroha Groves
  • “Meandering” intends to ‘meander’ through varying ideas, emotions, environs, levels and forms of consciousness, and styles, to take the viewer on a journey of the soul.

  • ISEA2012: 18th International Symposium on Electronic Art
  • Oblique Reflections
  • Downtown (Central Ave)
  • Assegid Kidane, Blakely McConnell, David Tinapple, and Bobby Zokaites
  • Oblique Reflections utilizes the Southwest’s abundant sunshine to create daytime pojections. Through mapping sunlight onto the architecture of a building, the work re-imagines them as canvases for large scale reflection patterns. These expressive visual elements contribute to the interplay between architecture, site and human presence.

  • ISEA2020: 26th International Symposium on Electronic Art
  • Asian futures, without Asians
  • Astria Suparak
  • Asian futures, without Asians is a visual analysis of 40+ years of American science fiction cinema. It draws from the histories of art, architecture, design, fashion, film, food, and weaponry. The multipart research project analyses how white Western sci-fi filmmakers depict futures inflected by Asian culture but devoid of actual Asian people. With coronavirus fears manifesting in irrational anti-Asian racism and conspiracy theories, this selection of images highlights how an old, xenophobic trope has persisted over two centuries.

  • Various forms, including a video, illustrated presentations, digital projects, and visual essays
  • https://astriasuparak.com/2020/02/13/asian-futures-without-asians/
  • multi-channel, Sci-fi, appropriation, Futurism, and ethnocultural art
  • ISEA2015: 21st International Symposium on Electronic Art
  • Second Livestock
  • Simon Fraser University
  • Austin Stewart
  • Second Livestock is a virtual reality world for battery-farmed chickens. By performing a straightfaced parody of virtual reality platform Second Life, the project attracts non-traditional art audiences to a conversation about the consequences of people choosing to spend more of their lives in virtual spaces, and questions the differences between how we treat animals and how we treat ourselves. The artist performs the presentation in the persona of the CEO of Second Livestock. The vocabulary and visual language of the presentation mocks the hype of technology firms who are perpetually introducing new, disruptive technologies. After the presentation the audience is invited to experience the VR world through the CCI (Chicken-Computer Interface), a prototype consisting of an Oculus Rift VR Headset and a custom-made omni-directional treadmill.

  • Performance, Website
  • https://www.theaustinstewart.com/secondlivestock.html
  • ISEA2004: 12th International Symposium on Electronic Art
  • Primetime and Lunch Hour: Trevleaven
  • Silja Line (Olympiaterminaali)
  • Primetime and Lunch Hour included Trevleaven’s punk film of spit, sex and cult recruitment.

  • Video Art
  • ISEA2004: 12th International Symposium on Electronic Art
  • Electric Sound
  • Silja Line (Olympiaterminaali)
  • AV-Arkki
  • Late-nite is characterized by the Electric Sound program, broadcasting broken signals and images to the ferry’s night hawks.

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

  • Video Art
  • ISEA2004: 12th International Symposium on Electronic Art
  • Primetime and Lunch Hour: Japan Media Arts Festival
  • Silja Line (Olympiaterminaali)
  • Primetime and Lunch Hour will mark a full survey of what ISEA TV has to offer, presenting all works related to the festival activities. Works will include: Japan Media Arts Festival reel.

  • Video Art
  • ISEA2004: 12th International Symposium on Electronic Art
  • TAX FREE
  • Silja Line (Olympiaterminaali)
  • AV-Arkki
  • Breakfast begins with TAX FREE, a playful program echoing the festivities from the night before.

  • Video
  • ISEA2015: 21st International Symposium on Electronic Art
  • The Heart Of Tones: The Avatar Orchestra Metaverse In Performance
  • 2015 Overview: Concerts & Performances
  • Ten artists meet in a virtual world to experiment with sonic phenomena, telepathy and collectivity, between flesh realities and wired technology. In the first performance, PwRHm, two virtual sine tone instruments are tuned to the harmonic series of the AC frequencies of North America and Europe. Separated by continents, networked performers play with breath, avatar movement and light emissions to explore this pure sonic relationship in virtual intimacy. In the second work, Heart of Tones, a tone is minutely explored within a half tone above and below a prescribed pitch, through subtle timbre variations and movements by performers on virtual instruments. The resultant beats, timbre shifts and audio illusions create rhythms, transformations and textures that are precisely mirrored in colour spectrum shifts on virtual screens and capes worn by the avatar performers. With the final work in the series, Aleatricity, two hundred years of science, technology and cultural history are exposed when the accidental discovery of the nerve-system by Luigi Galvani and the world’s first science-fiction novel Frankenstein are brought into visual and acoustic proximity.

    1. PwRHm by Tina Pearson
    2. The Heart of Tones by Pauline Oliveros
    3. Aleatricity by Andreas Müller

    Avatar Orchestra Metaverse (AOM) is a globally dispersed telematic collective based in the virtual online environment Second Life. AOM investigates possibilities of networked audiovisual performance with virtual instruments that enable each member to trigger sounds, animations and visuals independently while playing together in real time. AOM’s experiments with sonic phenomena, perception, culture, artistic practice and identity in sometimes provocative contexts have led the group to revelations about technology and its intersections with thoughts, feelings, processes and interactions. Since its formation in 2007, AOM has created over thirty audiovisual works by sixteen composers screened live in eleven countries.

  • Live networks virtual reality performance
  • ISEA2013: 19th International Symposium on Electronic Art
  • Ordinary On Any Given Day
  • Ayoka Chenzira
  • Transmedia storytelling provides engagement opportunities around what it means to ‘be’ in the world and the moral choices that further a goal of making the world a better place.

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

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

  • ISEA2020: 26th International Symposium on Electronic Art
  • framed scrolling
  • Baron Lanteigne
  • In Framed Scrolling, you are stuck on “rails” in an endless tour of a virtual museum filled with screens on which you can watch Baron Lanteigne scroll through different pieces from the online exhibition Re|Search. This virtual exploration is a reflection on our relation with screens and space and how those can impact our perception of artworks. His aim was to generate something pointless and cumbersome by how it aspires to present artworks which are now trimmed and distorted. Their integration in physical space disfavours how we consume the works.

  • The following works can be partly seen within the piece:

    Critical Atlas of Internet by Louise Drulhe
    mollysoda.explosed by Molly Soda
    We are fragmented by Amira Hanafi
    I’m Google by Dina Kelberman
    PRÖSPECT by Isabelle Gagné & Paul Gascou-Vaillancourt & Stéphane Archambault
    The New Organs by Sam Lavigne & Tega Brain
    My Google Search History by Albertine Meunier
    Désordre by Philippe de Jonckheere
    Network Effect by Jonathan Harris & Greg Hochmuth
    Predictive Art Bot by Disnovation.org & Jérôme Saint-Clair
    Baby Come Home by Foundland Collective

    You can access these works and many more on the online exhibition Re|Search website.

  • Single channel seamless loop
  • https://baronlanteigne.com/framed-scrolling-2/
  • video, Infinity, and digital experience
  • ISEA2020: 26th International Symposium on Electronic Art
  • tangible data
  • 2020 Overview: Concerts & Performances
  • Baron Lanteigne
  • Tangible Data explores and infiltrates an online community that develops a “virtual” art market for a cryptocurrency-hungry public. The project consists of a series of animated loops created and monetized according to the consumption requirements of this community. The loops are then deployed on several online platforms ranging from Twitter to Discord.

    For ISEA2020, you are invited to navigate from one platform to another, recreating the artist’s trajectory—mapped on the website—and to immerse yourself in a community little-known to the art world. The average time for exploring the work is fifteen minutes. The animations as well as the website that hosts them serve as prototypes for a physical installation planned for 2021 and reflect the transmedial and evolutionary nature of a project that is already unfolding within three distinct exhibitions: the group exhibition Principia Discordia presented by SuperRare x Felt Zine, the online exhibition [The art happens here] by Annka Kultys Gallery and the online exhibition Re|Search by the Archiver le Présent Collective.

  • Tangible Data receives financial assistance from the Première Ovation – Arts Numérique grant program.

  • A series of animated loops
  • http://www.tangibledata.art/
  • animation, cryptoart, performance, and online community
  • ISEA2015: 21st International Symposium on Electronic Art
  • Thalé
  • Wil Aballe Art Projects | WAAP
  • Barry Doupé
  • “Barry Doupé’s Thalé experiments with the phenomenology of light and colour through fiber-optic flower arrangements. Doupé’s animations are inspired by the Thale Cress plant, which is commonly used in biological mutation experiments. His rotating electronic floras, which resemble neon lights, sex toys and fireworks, glow in the dark digital void.”                                          _Amy Kazymerchyk, Fabulous Festival of Fringe Film

  • Computer Animation
  • http://www.barrydoupe.ca/videos/thale
  • ISEA2015: 21st International Symposium on Electronic Art
  • Octophonic Soundscape Compositions From Vancouver
  • 2015 Overview: Concerts & Performances
  • This is an octophonic concert of soundscape compositions by Vancouver composers, presented in an 8-channel surround-sound format. SFU is the home the World Soundscape Project, founded in the early 1970s by R. Murray Schafer, and its audio documentation practices have created some of the materials heard in these works. For instance, Barry Truax’s Pacific Fanfare includes several Vancouver soundmarks from the 1970s and recently, heard both in their original state, and digitally resonated and time-stretched so they can “resonate” in our own memories. In Ben Wilson’s Sediment, layering plays a key role as it does within sedimentary formations, heard as descending (or ascending) through a rock formation, passing through each level of strata. Maureen Liang’s No Destination is about a melancholy individual openly sharing her emotions with Siri — the virtual assistant on her mobile device. Hildegaard Westerkamp’s Into the Labyrinth is a sonic journey into India’s culture on the edge between dream and reality, similar to how many visitors experience this country. Yves Candau constructs a magical and delicate soundscape within an imaginary forest, and Truax’s Earth and Steel takes the listener back to a time when large steel ships were built in enclosed slips, and rich metallic resonances rang out.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • “Rapchiy”: Enquiry Into Brain Readers’ Hidden Designs
  • Bart Vandeput
  • With “Rapchiy” the ISEA participants/audiences – or people in the mentioned public space – will have the opportunity to engage with brain reading devices and in particular contribute to the revelation of the hidden designs that were subconsciously integrated in their conceptualization and fabrication by the initial device developers/makers. In the course of embodied research with brainactivity reading technology, particular aesthetic properties emerge whilst altering the topological stance: reducing the 3D typical use of the neurodevice to a flat surface constellation. Departing from that observation, hidden designs are sought for in the entanglement of human head, neurosignal detecting machine and paper in between. They are revealed by following the contours of the device with the help of a pen and vegetal ink. The 2D drawings can be transformed again into 3D with the help of scanning and 3D printers (ceramics or wood/PLA filament). Depending on the availability.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Basic transMutation/alien-MiGration
  • Aniara Rodado and Jean Marc Chomaz
  • In Transmutation de base (Basic Transmutation), choreographer Aniara Rodado and artist physicist Jean-Marc Chomaz create a participatory space for immersive human-plant interaction. While the dancers perform movements derived from scientific research into the movement of plants, into mechanical transduction, morphogenesis and collective plant movements, the audience is invited on stage to be immersed into the olfactory scope produced in real time by the large distillation apparatuses that are blown, on purpose, as ‘glitches’. In order to address and destabilize human stereotypes of how plants are considered, Rodado distills symbolically highly charged plants. Contact microphones and hydrophones amplify the microfrictions emerging from a ‘sound kitchen’, a ‘alchemist factory’, completing the immersive smell scape with a sound scape to create intriguing effects of synesthesia. This piece aims at emphasizing the need to slow down to a ‘plantamorphized’ temporal scale, and engage in other sensorial interaction modes than the human-centered sight beyond cognition in times of environmental crisis and anthropogenic excesses.

    Music created by: Jorge Barco

  • https://aniara-rodado.net/2016/05/26/basic-transmutation-alien-migration/
  • ISEA2011: 17th International Symposium on Electronic Art
  • Art in Process
  • Bello Benischauer and Elisabeth Maria Eitelberger
  • We critically engage with a number of issues/behaviours specific to cross-cultures and consumer culture in our work and develop projects that use new media/technology as a fusing and transmitting element.

  • ISEA2015: 21st International Symposium on Electronic Art
  • KindleGlitched
  • Simon Fraser University
  • Benjamin Gaulon
  • KindleGlitched is a series of glitched kindles donated, found or bought on eBay, signed by the artist. The generated visuals are unique and permanent. The work can be contextualized in relation to Retail Poisoning, which is the act of intentionally injecting critical/corrupt/fake/ glitched data and/or hardware into existing online and offline retail outlets.

  • Kindle
  • http://recyclism.com/kindleglitched.html
  • ISEA2015: 21st International Symposium on Electronic Art
  • Computers Watching Movies
  • Simon Fraser University
  • Benjamin Grosser
  • Computers Watching Movies shows what a computational system sees when it watches the same films that we do. Software written by the artist uses computer vision algorithms and artificial intelligence to allow the system to decide what to watch. Clips from six popular films are used in the work, enabling viewers to draw upon their own visual memory of familiar scenes. The work asks viewers to consider the implications of computer vision for contemporary culture.

  • Computationally-produced HD video with stereo audio
  • https://bengrosser.com/projects/computers-watching-movies/#:~:text=Computers%20Watching%20Movies%20shows%20what,audio%20from%20the%20original%20clip.
  • ISEA2020: 26th International Symposium on Electronic Art
  • Tracing You
  • Benjamin Grosser
  • Tracing You employs the IP address as a trail of breadcrumbs in order to trace the internet user who consults the home page of the work. From this identification number, the site speculates on the user’s geographical position and displays a series of six tiles presenting photographic images accompanied by geographical coordinates. Leveraging data collection processes and monitoring infrastructures, Tracing You links the information obtained to available images of places in the vicinity of that position. The purpose of these images is to reveal the location and immediate environment of the individuals who visit the website.

    As stated by the artist, the result is sometimes surprisingly precise, and others very approximate. This randomness woven into the work conveys its dual aim: making the surveillance mechanisms to which we are subject visible, while at the same time alluding to the inconsistent documentation of physical spaces and the erratic effectiveness of tracing devices.

  • Online display of six tiles presenting photographic images accompanied by geographical coordinates
  • https://tracingyou.bengrosser.com/
  • assemblage, Internet Based, photography, Google Street View, IP address, interactive, and New Media
  • ISEA2012: 18th International Symposium on Electronic Art
  • Bipolar (Bird-Human) and Bipolar (Wild-City)
  • Albuquerque Museum of Art & History
  • Benjamin Johnsen
  • Bipolar is a group of binaural sensory studies. Diptychs of static images, such as ocean and grassland or wilderness and city, are paired with split channel headphone audio. Visually the two remain distinct. Listening to the corresponding audio, the sounds blend together as the dissonance becomes harmonic.

  • Digital print, wood, headphones, audio recordings
  • ISEA2015: 21st International Symposium on Electronic Art
  • Along the Frontier of Resolution
  • Simon Fraser University
  • Besler & Sons
  • Along the Frontier of Resolution is a three-channel video installation that depicts screen recordings from Google Earth. Each recording shows a sustained tracking shot along the threshold between the digital model of the city and the flat, unmodeled digital terrain that is adjacent to it.

  • Video
  • https://www.ianbesler.com/frontiers/
  • ISEA2015: 21st International Symposium on Electronic Art
  • System
  • Wong Theatre
  • BetaFeed
  • Inspired by new technologies and network theory, System uses custom software and generative audiovisual synthesis, manipulated and controlled by gestural interaction and touch interfaces, to explore relationships between modern society and individuals, communication strategies, power and technological progress. The work offers an allegory for a globalized and interconnected world in which individuals seek to make sense of their experience and attempt to retain some freedom of action. The performers assume the role of this individual, interacting in real-time with audiovisual processes that affect the formation and behaviour of their output, while responding to the network of data and information generated by sound and image. The aim is to avoid chaos or a totalitarian takeover by the system. Projected onto a giant screen, System illustrates the reflexivity and tension at the core of a contemporary experience mediated by technology.

  • Audiovisual performance
  • https://alexislt.com/betafeed/
  • ISEA2015: 21st International Symposium on Electronic Art
  • Tempo Rubato
  • Simon Fraser University
  • Billy Sims
  • In Tempo Rubato, a rapid and sporadic flow of commercial imagery is anchored by the natural human disposition to posit facial and bodily features. The disparate characteristics of the source images – magazine covers, advertisements, publicity photos, and stock imagery – become a flurried average that both articulates and complicates notions of identity.

  • Digital animation with appropriated images
  • http://www.billysims.net/work/tempo_rubato.html
  • ISEA2015: 21st International Symposium on Electronic Art
  • By the Road
  • Simon Fraser University
  • Bjørn Erik Haugen
  • As a sculptural installation, By the Road takes up notions of detritus, nostalgia and liminal spaces. Vinyl records are placed in boxes, as though left behind. The 8 soundtracks consist of the sound from car chases in famous movies translated into Death Metal music. By the Road also refers to The Roadside Picnic that the film Stalker is based on. As a character in the book says, “the objects left behind seem as though aliens just had a picnic by the roadside and left, moved on.” In this way, By the Road intends to generate an experience of the in-between spaces.

  • Sculpture, Records
  • ISEA2012: 18th International Symposium on Electronic Art
  • My Land My Light
  • 2012 Overview: Residencies and Special Projects
  • Blue Wade, Kura Puke, and Matahiado
  • This exhibition is, in part, a culmination of a three-week international project, where artists and idigenous youth participate in a cultural exchange. My Land My Light creatively integrates science, technology, and indigenous knowledge to realize a series of illuminating interactive artworks. The collaboration investigates how science, technology, and indigenous knowledge can be utilized to create meaningful visual culture promoting identity, agency, and autonomy.

  • Data, rapid prototyping plaster
  • ISEA96: Seventh International Symposium on Electronic Art
  • Spontaneous Reclamation
  • 1996: Art Exhibition
  • Rotterdam World Trade Centre
  • Bonnie L. Mitchell
  • Spontaneous Reclamation

    The transition between end and beginning involves an understanding of the irony of these words. Because of the interconnectedness of natural elements and the influence one event or entity has upon the other, there can be no ending status in nature. Spontaneous Reclamation deals with the juxtapositioning of decay and rebirth; old and new; and organic form and geometric structure. The evolution of natural, organic elements into structured entities is governed by an understanding of the nature of reclamation. As an artist, I attempt to reclaim the essence of an experience and in return the experience gives birth to an idea. I massage the idea into tangible form and work in harmony with the medium. The chosen medium guides the process as well as provides challenges for defying the limitations of the medium. Therefore the birth of the tangible form of the idea is no more a beginning as it is an end.

    The changing of the seasons marks a beginning to some individuals and an end to others. Spontaneous Reclamation is part of a series of images inspired by the decay and selective perseverance of natural elements in autumn. The essence of life begins to succumb to the grips of death yet an alternate form of life evolves from the decay. The image deals with alternate forms of spatial perception. The illusion of depth and translucency works to connect the elements into an interwoven array of rebirth and decay. Visually we are allowed to traverse the spatial arrangement of elements yet we have no grounding in reality. We must carry with us the concept of up, down, in and out. We make connections between visual experiences in our life and the spatial arrangement of the elements. Spontaneous Reclamation attempts to capture the essence of experience and challenge our notion of beginning and end.

  • Archival Inkjet Print
  • ISEA2015: 21st International Symposium on Electronic Art
  • Dark Storm Phials
  • Simon Fraser University
  • Boredomresearch
  • In Dark Storm Phials boredomresearch creates a world of fragile, growing forms that have a brief opportunity to release sonic pulses of energy before being destroyed by a mysterious rumbling force in their environment. The delicate forms are related on the level of the computer model to the vulnerabilities that exist in the natural world and exhibit behaviours that are not dissimilar to that of the commercial high street or a financial system. This work addresses the uncomfortable relationship we have as a culture with destructive processes, despite them being essential for growth.

  • Custom software
  • https://boredomresearch.net/wp/portfolio/dark-storm-phials/
  • ISEA2019: 25th International Symposium on Electronic Art
  • Old light (refraction)
  • Asia Culture Center (ACC)
  • Brad Darkson
  • The video work Old light (refraction) stems from research into different modes of knowledge and the time scales in which they are situated. Inspired by a news article linking scientific discovery and First Nations Australian oral history, this work distils a 1,200km journey taken by a cabbage palm seed some 30,000 years ago into a single minute.
    In relation to the human inability to fully understand deep time, First Nations Bunorong/Kulin writer Bruce Pascoe states “sixty-five thousand years is forever”. This year’s theme for ISEA Lux Aeterna resonates with the concept of linkages between deep time and the present moment, as found in Old light (refraction). The work encompasses notions of solid and fluid, of static and motion, intimating the multiple ways knowledge is dispersed across space and time. By projecting onto large public spaces interstate and internationally, a temporal shadow of the work is briefly transposed onto the wall and witnessed in a fleeting moment in the bystander’s life.

  • 60″, HD Video
  • https://www.darkson.art/old-light-refraction
  • ISEA2006: 13th International Symposium on Electronic Art
  • Boris and Bianca
  • Anno Domini Gallery
  • ZeroOne opening Night:

    Brad Isdrab’s Boris and Bianca is a fantasy game, a “choose your own adventure” movie. This immersive experience bridges the gap between Sculpture, Storytelling and Technology. By interacting with characters and objects within the game the user makes decisions, guiding the story. The dynamic narrative plays out differently depending on the choices made by the user. The ultimate goal: to help Boris find his love, Bianca, and reach enlightenment.

    Meticulously crafted in stopmotion animation, visually reminiscent of the films of the Brothers Quay. This is a symbolically charged fairytale inspired by Beauty and the Beast, constructed from scenes based on the Kabalistic Tree of Life and the Major Arcana of the Tarot. It offers glimpses into another world, a place of fantasy and visual metaphor.

    The interactive video will be presented in an environment created from installations of the actual puppets and props,and accompanied by the cello compositions of Zoë Keating. Keating uses live electronic sampling and repetition to layer the sound of her cello, creating multi-layered compositions which explore the boundary between the familiar and the strange, the ugly and beautiful, the dark and the transcendent.

  • Interactive Fairytale
  • ISEA2015: 21st International Symposium on Electronic Art
  • We Are With You: Mirror
  • VIVO Media Arts Centre
  • Brady Ciel Marks
  • Techinically, We Are With You: Mirror, is a 9 Cubic Foot, True 3D Volumetric Display based on persistence of vision, or briefly the Hologram from Star Wars. Originating from the artist run centres and DIY communities in Vancouver, it is a bold shot across the bow of “3D” TV. Conceived by media artist Brady Marks, this 3D Display prototype was built at VIVO Media Arts Centre, shown at Maker Faire Vancouver (2014) and Science World (2015). It is both an artwork and meta work, or Platform for 3D Kinetic Experimentation, continuing the tradition of putting new and emerging technology in the hands of artists to explore the medium’s scope.

  • 2500 diffuse while LEDs, Peggy 2 Light Emitting Pegboard, 3 Phase Motor, HAL Effects Sensor, Beagle Bone White Linux Computer, Plexiglass, Metal Work (Rob Symers), Custom Software (C/Processing), iMac
  • ISEA2015: 21st International Symposium on Electronic Art
  • Mean Time
  • Simon Fraser University
  • Brian J. Johnson
  • In Mean Time, two figures walk the neighbourhoods of Woodstock in Cape Town and the Downtown Eastside in Vancouver. They are mirrored by their movement, by the architecture that surrounds them, and ultimately by the urban revitalization that is the totalizing framework of their activity. The work explores questions of how we speak of – and how we might mitigate – the power and control that are at the centre of gentrification and colonialism. The work features compositions by mira calix and Jesse Zubot.

  • 2-channel video
  • ISEA2012: 18th International Symposium on Electronic Art
  • The New Mexi-Bus: Mobile Alternative Energy and Culture Station
  • Downtown (Central Ave)
  • Britton Evans, Damon Garcia, Matthew Gwin, and Jasmine Quinsier
  • This mobile art installation and sustainable energy demonstration is an aesthetically beautiful, fully functional power and art station. Started with a 1981 Ward School Bus and outfitted with photovoltaic panels, high-capacity batteries, an HHO generator and a backup gasoline generator, the artists added an air compressor, a bank of solenoids, air brushes and a DJ station, in their quest for expressive applications for sustainable energy.

  • ISEA2012: 18th International Symposium on Electronic Art
  • Sisyphus VI
  • New Mexico Museum for Natural History and Science
  • Bruce Shapiro
  • Sisyphus is a series of kinetic sculptures that control the path of a large ball bearing as it rolls through a field of sand, leaving dunes in its wake. It is made possible by DIY CNC technology. Sisyphus VI melds current developments of a lightweight mechanism and furniture and the ability to control the mechanism via WiFi.

  • Multimedia
  • ISEA2015: 21st International Symposium on Electronic Art
  • Destruction Laboratory
  • Simon Fraser University
  • Bruno Vianna
  • The Destruction Lab is a happening that takes place in a public space in which the artists perform different processes of destruction. These include chemical, such as dissolution in solvents and electrolysis, physical, such as heat from furnaces, or use of power tools, and abstract, such as erasing digital files. The public is invited to participate through a variety of means, creating a coordinated artistic process.

  • Open Workshop in a Public Space
  • ISEA2017: 23rd International Symposium on Electronic Art
  • California Drought Impact
  • 2017 Overview: Art Exhibitions
  • Yoon Chung Han and Shankar Tiwari
  • California has been experiencing its most severe drought in the past five years. Drought has affected wáter changes, biological phenomenon and the ecosystem, which has become an inspiration and great resource to artists and designers because it had a significant impact on the sustainability and the environment. These questions and issues have been our inspirations, and we create an interaction tool to depict the causes and impact of the drought and promote awareness of water consumption and ecosystem. California Drought Impact, an interactive multimodal data artwork, visualizes and sonifies multivariate data describing California’s drought using lasercut wooden sculptures and digital visualization with sonification using hand motions and camera tracking. This work aims not only to explore new aesthetically meaningful visualizations but also to allow users to learn about the causes of drought by examining the past and present and predicting the future of the California water system as both an art installation and a potential educational application. It depicts the past, present, and future of the drought by altering water morphology (water metamorphosis), which occurs as a result of climate changes. This data representation also leads to a new media interactive interface utilizing audio synthesis, visualization, and real-time interaction.

  • INSTALLATION
  • http://yoonchunghan.com/portfolio/california-drought-impact.html
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Three-dimensional
  • 2017 Overview: Screenings (“Media Art”)
  • Camilo Hermida
  • The video explores the construction of three-dimensional spaces and questions the generation of artificial worlds, where organic is represented by poligonal geometry. It invites to the immersion of the viewer in environtments which mutate digitally, but where evolutive processes and transformations are modeled from reality fragments. Contruction of objects are not just developed with 3D tools as visual contruction, it is also generated thereafter parameters of programation which reconstruct fiction and imagination in an aleatory way.

  • Screening/’Media Art’ Piece
  • ISEA2017: 23rd International Symposium on Electronic Art
  • SUB
  • Carlos Gárate Marquerie
  • SUB is a sound performance that aims, by exploring the acoustic activity of the underground, to make audible sound spectra that normally go unnoticed. With ?SUB Carlos tries to explore the sounds of the Anthropocene, the geological epoch that follows the Holocene. In this era ?humans have become the most relevant geological force on Earth.? Human activity has irreversibly changed the composition of the atmosphere, the oceans and even the Earth’s crust. The causes of this scenario can be found in the physical infrastructure of capitalism: big cities, industrial complexes, massive transport systems, etc… Carlos considers that this infrastructure produce acoustic activity on the underground, a space that vibrates and where the sounds of natural origin of immense scale such as earthquakes and the rotation of the Earth itself melt with the sounds produced by the human activities. Sounds that are projected to the underground and are an unmistakable sign of the Anthropocene. Carlos also tries to put in connection the ability of the Earth to create and process sonic energy and to question reality beyond human’s perception as well as th need of digital software ot understand things that are bigger than us.

  • https://soundcloud.com/carlos-g-rate/sets/sub
  • ISEA2015: 21st International Symposium on Electronic Art
  • Neon Circle
  • New Media Gallery
  • Carsten Höller
  • n.a.

  • Aluminium, 186 neon tubes, electro-distributor single-phase transformer, computer, cables.
  • ISEA2012: 18th International Symposium on Electronic Art
  • Indeterminate Hikes + IH
  • Downtown (Central Ave)
  • Cary Peppermint and Leila C. Nadir
  • Indeterminate Hikes + IH is a mobilc media app that transforms everyday landscapes into sites of bio-cultural diversity ard wild happenings. Join ecoarttech for an Indeterminate Hike at the Downtown Block Party.

  • ISEA2006: 13th International Symposium on Electronic Art
  • Catfive Performance
  • SoFa Lounge
  • Catfive has been producing their own brand of sonic mayhem for the last 6 years, combining sounds and images of the world in which they exist into a semi-critical, semi-humorous reflection of popular culture. Through the use of laptops, turntables, television and radio, Catfive seeks to reinterpret the mainstream media, and break it down into digestible chunks, danceable beats, and give something back to the community.

  • DJ Performance
  • ISEA2011: 17th International Symposium on Electronic Art
  • Random War (2011)
  • The Museum of Contemporary Art Zagreb
  • Charles A. Csuri
  • Random War (2011) realizes Csuri’s original 1967 intention – that people experience art as a real-time virtual event. His vision of Random War (1967) as an interactive art object is only being realized as he celebrates his 89th birthday.

  • ISEA2015: 21st International Symposium on Electronic Art
  • Extemporary Land Art on Google Earth
  • Simon Fraser University
  • Chiara Passa
  • Extemporary Land Art on Google Earth presents a new series of Net-AR artworks created and usable exclusively on Google Earth. The works, Augmented Forces on Google Earth, Augmented Sky-Trip on Google Earth – the Strawberry Ice Storm, Augmented Cave – the Dispersed Parthenon, and Augmented Desert – the Liquid Gale, are a series of site-specific artworks that aim to create virtual land art. The works construct a sort of mise en abyme or droste effect in which one element shifts the other in depth. This merges the Google Earth environment with the augmented area in order to create a new space.

  • Net-art/AR
  • http://www.chiarapassa.it/GoogleEarthExtemporaryLandArt.html
  • ISEA2012: 18th International Symposium on Electronic Art
  • Ant Farm Media Van V.08 (Time Capsule) 1970-2008
  • Downtown (Central Ave)
  • Chip Lord
  • In 1970 the radical art and architecture group Ant Farm (1968–1978) travelled cross country in a “Media Van” shooting video and networking with other artists. Ant Farm Media Van v.08 (Time Capsule), an interactive sculpture made in 2008, invites users to leave a “donation” to a digital Time Capsule, but also functions as a small video theater showing works made in 1970. This on-going project migrates across time and space and intersects with new ubiquitous technologies.

  • ISEA2015: 21st International Symposium on Electronic Art
  • Death Of An Alchemist
  • Goldcorp Centre for the Arts
  • Chris Rodley and Andrew Burrell
  • Death of an Alchemist is a novel written with data: a literary narrative generated in real time from online information. In the story, a present-day narrator logs onto the Internet to investigate the death of Johannes Trithemius, a German abbot and alchemist who died in 1516. He left behind a mysterious book, the Steganographia, which is to contain the hidden secrets of the universe disguised in code. The work consists of a wall of projected text and symbols that is generated by scraping a range of online data sources for news headlines, social media posts, gifs, memes and more. As the text flickers and updates with each new piece of data that is received, readers are invited to follow the clues to unravel the mystery of the Steganographia and discover who killed Trithemius and why.

  • Database novel
  • ISEA2015: 21st International Symposium on Electronic Art
  • Recursive Dictation
  • Goldcorp Centre for the Arts
  • Chris Vandegrift
  • As of version 10.8 (July 2012), Apple Inc.’s Mac OS X desktop operating system has included Dictation, a feature modeled on Siri, the iPhone voice-recognition interface. When activated, this feature cross-references spoken audio input against an online database of speech data and, using this data, transcribes the audio into text. The accuracy of this transcription is variable. Mac OS X also features a speech synthesis utility capable of “reading” text selections aloud in a variety of differently accented computer voices. The verisimilitude of these various voices is, likewise, variable. In Recursive Dictation, Mac OS X text-to-speech output is recursively routed to the Dictation feature and vice versa. The result is an iterative stream of text and synthesized speech that, due to the limitations of the speech synthesis and speech recognition software, is both ever mutating and never endin

  • Experimental text and speech, with SIRI and Dictation for iPhone
  • ISEA2015: 21st International Symposium on Electronic Art
  • VEX
  • Wong Theatre
  • Chris Vik and Brad Hammond
  • Vex is broken geometry. You can hear it screech and groan as it undulates under pressure, until the moment it snaps and explodes into a furious and broken – but perfectly synchronised – dance of both sound and form. A behavioural computation model directs Vex’s geometric movements, which in turn conducts its granular soundtrack. Vex never repeats itself. Its visual and sonic contours tightly follow a seemingly natural pattern of movement, randomly disrupted by the broken algorithms that drive it. Vex takes you on a journey between the ambient and the violent.

  • Performance
  • https://chrisvik.com/portfolio/vex-2013-ethno-tekh/
  • FISEA: First International Symposium on Electronic Art
  • Tuber’s Two Step
  • Jaarbeurs
  • Short 1985 film created by Chris Wedge at Ohio State University. Though visually sparse, the film marks a significant turning point in computer animation, both for eschewing the usual chrome-and-perfect-geometric-shapes of the era, and for extensively applying traditional animation techniques — follow-through, squash-and-stretch, etc.

  • Computer Animation
  • ISEA2012: 18th International Symposium on Electronic Art
  • Seed Broadcast
  • Downtown (Central Ave)
  • Chrissie Orr and Jeanette Hart-Mann
  • Seed Broadcast Mobile Seed Story Broadcasting Station will be holding a Seed Broadcasting event in partnership with Valle Encantado and Dragon Farms, at the ISEA2012 Block Party. This project explores grassroots efforts to save, share and grow seed and food sovereignty through broadcasting these passionate voices across the airways of our nation. Everyone is welcome to come by and explore the solar powered broadcasting station and its interactive multimedia library. The artists also will be conducting audio interviews, so bring your personal seed stories to broadcast.

  • ISEA2013: 19th International Symposium on Electronic Art
  • Celebra
  • Parramatta River Foreshore
  • Christian Clark, Fabrizio Devoto, and Pablo Gindel
  • Possibly ISEA2013’s most beguiling experience! Surrender to beauty and wonder when entering this responsive ‘cloud’. Its creators recommend that participants “walk through the cloud, touch the balloons, avoid cables, contemplate the electronics components at close hand, make noise, and move freely” – but also suggest spending some time standing back and enjoying the cloud as a whole, whilst other visitors trigger interlinked audio and visual responses with their sound and movement, and ‘virtual’ visitors also tinker with the cloud’s coloration. Prepare to be enchanted!

  • Supported by Parramatta City Council, Comisión del Bicentenario, UdelaR and Bondi.

  • ISEA2009: 15th International Symposium on Electronic Art
  • Primary Colours and the Surrealists
  • PS2, Paragon Studios Project Space
  • Christoff Gillen
  • ISEA2015: 21st International Symposium on Electronic Art
  • METRO Re/De-construction
  • Simon Fraser University
  • Christopher Coleman
  • In this work, the artist rode the Denver Light Rail with a handheld 3D scanning device in order to capture real journeys and distill them into something new. The fragmentation and gaps in data are defined by the physical bumps, speed, and curves in the movement of the train. While the final models are still, they are in fact documents of time, perspective and perception.  Sound Design by George Cicci.

  • Video
  • http://digitalcoleman.com/METRO-Re-De-construction
  • ISEA2012: 18th International Symposium on Electronic Art
  • Symphony 505
  • Downtown (Central Ave)
  • Christopher Marianetti and Mary Margaret Moore
  • 516 ARTS presents Symphony 505 by composer Christopher Marianetti and dancer/ choreographer Mary Margaret Moore, who create a ‘symphony’ in which lowrider cars become the instruments of a new music and dance work. As music emanates from the cars’ internal sound systems, the cars become like a vehicular orchestra, each car sonically projecting a different part of the whole composition. The drivers manneuver their ‘instruments’ in a spatial choreography. Before the performance, the audience will have the opportunity to play or DJ the cars. After the show, the audience can meet the cars, drivers and artists. The participating car club is the Down Low Car Club.  youtube.com/watch?time_continue=106&v=QKgA3CDDVQA        cnet.com/news/lowrider-symphony-hot-hopping-car-orchestra-performs

  • ISEA2012: 18th International Symposium on Electronic Art
  • 1 Beat Project
  • Christopher Marianetti
  • Symphony 505 creates an orchestra of automobiles and re-visions their mechanic motion as dance. Working with a group of people within the lowrider community that have built and customized their cars, their lowriders will be further transformed, in their familiar landscape, into both musical instrument and dancer. Using wireless audio technology and suped-up sound systems, a conductor (or audience) will be able to “play” the cars as the drivers perform a series of movements and gestural sequences. Embedded within the architecture of Albuquerque, the vehicles’ ability to respond to and dominate their environment is the catalyst for this moving symphony.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Ruido, live cinema with live soundtrack
  • CICLUX Colectivo
  • Using old and recycled technologies side by side with new ones, RUIDO will born as the story of a city, in this case Medellin… some old photos, handcrafted projectors and a lot of NOISE around us, around you, around everybody. CICLUX will make a live cinema performance with eighteen people moving around, improvising, building a film brick by brick; the piece will be unique and the act can be a audiovisual experience full of movement mixed with the environment. We design our own software and hardware to bring this real-time film always new to you.

  • ISEA2012: 18th International Symposium on Electronic Art
  • Boskoi: Wildfood Expedition
  • Downtown (Central Ave)
  • Cocky Eek and Theun Karelse
  • There are many wild inhabitants living in the city with us. Many wild plants are edible and even quite delicious. This field tip departs at 5 pm to spot, map, smell and taste the edible landscape, decoding the urban grid. Boskoi is a free wildfood app for Android smartphone.

  • ISEA2012: 18th International Symposium on Electronic Art
  • Project Analemma
  • 2012 Overview: Performances
  • Why does the universe behave like it does? Is it acting out its own drama regardless of the audience? Or does the mere presence of an audience forcibly choreograph the show in front of them in dynamic ways? Project Analemma has sent its crew to the furthest reaches of space to answer these questions, and they have come back with surprising answers. Join project director, Dr. Patrick Alexandre, and the crew members, Alan Rosseter (physicist) and Ryan (photographer), to hear them discuss their latest mission, showcase unprecedented photographs, and explore the exciting implications that could change the nature of reality.

  • ISEA2009: 15th International Symposium on Electronic Art
  • DRMCHN
  • PS2, Paragon Studios Project Space
  • Colm Clarke
  • DRMCHN is an audio/visual installation wherein the viewer is asked to close their eyes to observe. The pulsating lights stimulate the optical nerve to alter the brains electrical oscillations. The dream machine was originally conceived by Brion Gysin/William Burroughs (who were inspired by Walter’s ‘The Living Brain’). DRMCHN is being reformatted in digital and analogue form with accompanying audio translated from Bey’s Temporary Autonomous Zones.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • COME/IN/DOC
  • Arnau Gifreu-Castells
  • COME/IN/DOC / Collaborative Meta Interactive Documentary / is a transmedia meta-documentary that reflects on the interactive documentary. It consists of 3 interconnected parts: a documentary series, a multimedia platform and exhibitions. This is the result of four years of intensive research (2012-2016) conducting interviews with experts in the field of interactive documentary with the aim of answering a basic question: what is an interactive documentary? The idea is to reflect about this emerging field using different platforms. The project could be described as a “meta-interactive-doc”, an experimental interactive documentary that reflects himself on the new genre.

    COME/IN/DOC is a collaborative project because many people selflessly worked on it in one way or another. But especially thanks to the experts in interactive documentary who made the project a collaborative work in the broadest sense. COME/IN/DOC is a meta-documentary that attempts to explain a kind of documentary based on that actual genre. COME/IN/DOC is interactive because its platforms and interfaces, social networks and training make it possible for people who are interested to participate, contribute and even generate content. COME/IN/DOC is a documentary created through theoretical and applied research and has become a unique and valuable tool for training and teaching.

  • NET ART, Collaborative Meta Interactive Documentary
  • https://www.comeindoc.com/about.html
  • ISEA2009: 15th International Symposium on Electronic Art
  • PLAY (Live)
  • PS2, Paragon Studios Project Space
  • Conan McIvor, Imogene Newland, and Dave Bird
  • Play (Live) is a site-specific realization of an experimental film that addresses issues of intimacy, ambiguity and eroticism. Utilizing video projection, manipulated sound and live choreography, the piece attempts to reveal the potentiality of piano playing as a choreographic device by making its relationship to the live material ambiguous

  • ISEA2012: 18th International Symposium on Electronic Art
  • Wilderness Machine
  • 2012 Overview: Performances
  • Cory Metcalf and David Stout
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Sound Dialogues
  • Cristian Camilo Valencia, Daniel Castañeda, Daniel Osorio, Daniel Ramírez, Deyvis Betancourth, Gonzalo Biffarella, Gustavo Alcaraz, Juanita Madrid, Julio Catalano, Marc Augé, Piedad Constanza Botero, Sonia Gili, and Yovanny Betancur
  • ABC Trío Grupo de investigación y producción en artes mediales, Facultad de Artes de la Universidad Nacional de Córdoba, Argentina

    Integrantes: Gonzalo Biffarella, Gustavo Alcaraz, Julio Catalano. abctrio.blogspot.com.ar

    Esta propuesta se complementa con el seminario – taller “Diálogos Sonoros” propuesto para ser desarrollado en el área académica. Del ISEA 2017, ya que el programa del concierto multimedia, incluiría la presentación del resultado del seminario – taller, presentado como work in progress.

    1. Memorias del Miedo con la participación de la coreógrafa y bailarina Sonia Gili.
    La obra se realiza luego de la lectura del texto “Los Nuevos Miedos” de Marc Augé. A partir de allí se realizaron sesiones de diálogos telemáticos con el antropólogo francés, quien asesoró al grupo, durante el período de construcción de la obra. Se generaron bases de datos con testimonios y capturas televisivas y radiofónicas.

    Los sistemas de manejo de bases de datos de sonidos e imágenes en tiempo real, fueron diseñados por el ABC Trío. vimeo.com/172124049

    2. Sound Dialogues.

    Resultado del seminario – taller, presentado como work in progress. ABC Trío + Ensemble de la Universidad de Caldas.

    EMC ENSAMBLE DE MUSICA CONTEMPORANEA DE LA UNIVERSIDAD DE CALDAS

    1. Yovanny Betancur – Flautas y Dirección – *
    2. Alejandra Buitrago – Flautas*
    3. Deyvis Betancourth – Clarinetes
    4. Juanita Madrid – Violín
    5. Daniel Osorio – Viola
    6. Piedad Constanza Botero – Violoncello*
    7. Daniel Ramírez – Piano *
    8. Daniel Castañeda– Percusión
    9. Cristian Camilo Valencia – Percusión

    *Profesor Universidad de Caldas

    3. Memorias de las Estrellas

    La obra surge de un trabajo conjunto con los responsables del Museo del Observatorio Astronómico de Córdoba – UNC. Se generó un trabajo grupal, interdisciplinar, que propone una obra basada en las dos imágenes astronómicas, más influyentes en el siglo y medio de la especialidad en el cono sur. La primera foto de la Luna desde un telescopio (Gould 1875) y la primera foto digital de la Vía Láctea (ESO – 2012) . El proyecto se centra en desarrollar sistemas de control de bases de datos que permitan la combinación de imágenes y sonidos en un discurso multimedia, a través de programación orientada a objetos (Max-MSP–Jitter).

    Los sistemas de manejo de bases de datos de sonidos e imágenes en tiempo real, fueron diseñados por el ABC Trío. vimeo.com/167424345

    Artists

    1. Cristian Camilo Valencia
    2. Daniel Castañeda
    3. Daniel Osorio
    4. Daniel Ramírez, Professor, Universidad de Caldas
    5. Deyvis Betancourth
    6. Gonzalo Biffarella
    7. Gustavo Alcaraz
    8. Juanita Madrid
    9. Julio Catalano
    10. Marc Augé
    11. Piedad Constanza Botero, Professor, Universidad de Caldas
    12. Sonia Gili
    13. Yovanny Betancur, Professor, Universidad de Caldas
  • ISEA2012: 18th International Symposium on Electronic Art
  • Nervous Structure (field)
  • 516 ARTS Gallery
  • Cristobal Mendoza and Annica Cuppetelli
  • Nervous Structure is a site-specific, interactive installation consisting of a string and fabric structure illuminated with interactive computer graphics that react to the presence and motion of viewers.The piece consists of three planes that intersect: the physical plane (the structure), the virtual plane (the projection), and the perceptual plane (the viewer and his/her interaction).

  • Interactive installation
  • ISEA2013: 19th International Symposium on Electronic Art
  • Is Starlight A wifi Signal?
  • The Portals
  • Crystal Thomas, Nancy Mauro-Flude, and Nick Smithies
  • A networked performance, a meditation on how our consciousness can be, and indeed is, distributed across space, time and locale. These omnipresent signals are a new kind of fictional species that exist with/in us, regularly and increasingly, our habitual use of networked communication systems (GSM, Bluetooth, WIFI, RFID, QR, AR, Radio). The work asks what it means to be human by giving a poetic account of how, as a species, we engage with ubiquitous transmissions. An expanded audience can interact with this contemplative work, via twitter: a #starlight will embed into the work’s mise-en-scene. sister0.org/?is-starlight-a-wifi-signal
    networked-performance.eternal.name

  • ISEA2014: 20th International Symposium on Electronic Art
  • Cultural Camouflage: Cultural Data Visualization and Local Identity
  • A4 Space
  • Levi Hemmett
  • Cultural Camouflage is a series of design projects that seek to explore and document unconventional cultural patterns and local identities.

  • ISEA2012: 18th International Symposium on Electronic Art
  • Performance at ¡Globalquerque!
  • D-Numbers
  • ¡Globalquerque! is an annual music festival held each September at the National Hispanic Cultural Center in Albuquerque, New Mexico. Along with evening concerts, the festival also features a free Global Fiesta community day on with workshops, films, presentations, inter-activities and performances, as well as the Global Village of Craft, Culture & Cuisine. The performances also reach tens of thousands of listeners in the U.S. and Canada through live broadcasts on Native Voice 1 and Southwest Stages. en.wikipedia.org/wiki/%C2%A1Globalquerque!
    A number of ISEA2012 presentations (papers, panels, artist talks, etc) took place at the location of ¡Globalquerque! 2012.  globalquerque.org/archive/2012.html

  • ISEA2012: 18th International Symposium on Electronic Art
  • Seventy Flights in Ninety Minutes
  • 516 ARTS Gallery
  • D. Bryon Darby
  • Seventy Flights in Ninety Minutes was made from the top of Hayden Butte in Tempe , Arizona. For 90 minutes, the artist photographed every airplane that flew overhead and then digitally stitched together the photographs, re-creating the experience of living in a flight path by compressing an hour and a half into one apparently single moment.

  • Archival pigment print on cotton rag
  • ISEA2011: 17th International Symposium on Electronic Art
  • Intimacy Black and Lotus 7.0.
  • Daan Roosegaarde
  • The connection established between ideology and technology results in what Roosegaarde calls “techno-poetry.”

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

  • VLF natural radio antennas
  • https://dantappersounddesign.wordpress.com/a-machine-to-listen-to-the-sky-3/
  • installation, sound art, and VLF
  • ISEA2015: 21st International Symposium on Electronic Art
  • Tomorrow I Will Be Thinking About the Future
  • Simon Fraser University
  • Dana Dal Bo
  • Once upon a time there was limited distraction and an abundance of hours. Dana Dal Bo’s Tomorrow I Will Be Thinking About the Future combines footage of the Curiosity Rover landing on Mars with smartphone video of our moon being passed by a cloud. These events are brought together to create a feeling of nostalgia for our former imaginings of the future.

  • Video
  • http://www.danadalbo.com/video#/tomorrow-i-will-be-thinking-about-the-future
  • ISEA2017: 23rd International Symposium on Electronic Art
  • What do we know of time when all we can know for real is now?
  • 2017 Overview: Screenings (“Media Art”)
  • Daniel Buzzo
  • How long is a moment ? How does a moment feel ? What is the past, what is the future ?

    The Moments project investigates the perceptual length of ’a moment’ of attention and of the historical tension be- tween the argument for and against time in the universe.

    Introduction
    With scientific estimates of what a perceptual ’moment’ often hovering between three and four seconds but opinions across the worlds of art, perception, philosophy and cognition often disagree widely. [1] The project investigated just how long a ’moment’ might be and then asks the question;
    ’what is it to see the now, remember the past and anticipate the future, though we can conceive of the things are they truly real, do we truly experience them ?’
    The ’moments’ project recorded instances of noticing, mo- ments of attention, and records them. Collating video since early 2014 the project has so far recorded close to a thou- sand separate video clips. Contrasting this huge library of intimate moments of ’attention and ’presence’ is a series of extended walking self-portrait video ’derives’ inspired by Guy Debord, the French situationist and would-be father of psychogeography.

  • Screening/’Media Art’ Piece
  • http://buzzo.com/what-do-we-know-of-time-when-all-we-can-know-for-real-is-now
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Homenaje al Maestro Guillermo Rendón en sus 55 años de compositor Estreno Mundial de su Sonata para Guitarra Sola OP.89, No.1.
  • Daniel Forero and Atemporánea
  • Guillermo Rendón García is in all aspects, one of the most important Colombian composers from the XXth century, still active at his 81 years of life. Son of Manizales city (host of this great event) he represents one of a kind generation of Colombian artist and composers from all sort of places that set a path for present-day musicians and performers. Daniel Forero, Colombian classical guitarist and director of Atemporanea GQ, has been committed to rescue all this vast archive of guitar music written by Rendón, mostly works only performed at their first audition at the 80’s, and putting them again on stages in the country and abroad, doing performances and recordings of this music from the first time. This task that began more than 10 years ago, generated a whole new interest on Rendón’s guitar music on new performers today. Therefore, this recital presents a summary of the most representative guitar works from Guillermo Rendón: his Ciclo del exilio which is his very first and most important guitar piece, his guitar quartet Trémolo tremulante, a dramatic and touching musical marvel remembering the Armero’s devastation by the Ruiz Volcano (part of Manizales landscape as well) and the premiere of his first Guitar Sonata Op. 89 performed for the first time by Daniel Forero.

  • ISEA2015: 21st International Symposium on Electronic Art
  • Nearest Costco, Monument or Satellite
  • Simon Fraser University
  • Daniel Jolliffe
  • Nearest Costco, Monument or Satellite is a networked sculpture that accurately points to the nearest Costco, monument or orbiting GPS satellite(s). As an artwork it explores how we form our sense of of place in the contemporary environment. It merges together ideas from sculpture, locative technologies and the subjective human sensation of where we are. The work is arranged as an array of networked electronic pointing sculptures in fl ight cases, with each sculpture containing the electronics required to control a pointing arrow held above the case by a telescoping mast. In practice, a central control unit directs the sculptures to locate the familiar (Costco or a local monument) and the unfamiliar (the locations of orbiting GPS satellites). This performance of technologically-assisted direction fi nding, produces a swaying field of arrows that point to locations in choreographed poetic movement, and is governed by materiality more than information.

  • Electronic Sculpture
  • https://www.danieljolliffe.ca/ncms/ncms.htm#:~:text=Daniel%20Jolliffe%20%2F%20Nearest%20Costco%2C%20Monument%20or%20Satellite&text=Nearest%20Costco%2C%20Monument%20or%20Satellite%20is%20a%20networked%20sculpture%20that,place%20in%20the%20contemporary%20environment.
  • ISEA2015: 21st International Symposium on Electronic Art
  • Articulating Blind Movement #1 & I No Fun
  • Wil Aballe Art Projects | WAAP
  • Daniel Kent
  • n.a.

  • Articulating Blind Movement #1: Venetian Blinds, Motor, Power (2014) Dimension variable I No Fun: Acrylic, plastic, fake velvet, Pall Mall (2013) 12 x 8 x 0.37 inch
  • ISEA2015: 21st International Symposium on Electronic Art
  • Light Pattern
  • Simon Fraser University
  • Daniel Temkin
  • Light Pattern is a programming language that uses the meta-data from photographs that are taken with an Arduino-controlled camera for source code. In effect, this work writes code in photographs instead of in text-based code such as “GOTO 10”. Variations in the colour and exposure between photographs are interpreted by the computer as commands. When installed in the gallery setting, the Arduino-controlled camera takes a continuous stream of photographs, which builds a perpetual series of new Light Pattern programs. These programs are shown in video form, and stand at the intersection of photography and code.

  • Programming Language, Installation
  • http://lightpattern.info/
  • ISEA2015: 21st International Symposium on Electronic Art
  • Plasma
  • Daria Baiocchi
  • Plasma is referred to as the “Fourth State of Matter” because the number of electrically charged particles it contains are suffi cient to affect its properties and behaviour. Plasma also refers to the liquid component of blood that holds the blood cells in suspension. This work references energy, thunder and blood, and uses a percussion instrument called a sinori.

  • Electroacoustic-fixed music
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Dark Matter Dark Energy: soulful media
  • 2017 Overview: Art Exhibitions
  • Bushra Burge
  • It is 2030. We have managed to find a way to see more than just 5% of our reality. We have now penetrated the shroud of mystery of dark matter and dark energy that make up around 95% of our reality; and harness it to create transcendental communication. This garment of 2030 allows us to teleport ourselves into each other across time and space to different degrees by mutual consent to create a pure spiritual connection undistorted and untarnished by social constructs. This garment facilitates and supports us to be emotionally naked with each other. Social media has finally become soulful media.

  • INSTALLATION
  • https://www.bushraburge.com/darkmatter
  • ISEA2009: 15th International Symposium on Electronic Art
  • Title Unknown
  • Irish Museum of Contemporary Art
  • Dave Lawrence
  • ISEA2013: 19th International Symposium on Electronic Art
  • Tele-Present Wind
  • David Bowen
  • My work is concerned with aesthetics that result from interactive, reactive and generative processes as they relate to intersections between natural and mechanical systems.

  • ISEA2011: 17th International Symposium on Electronic Art
  • Gateway and Theatre
  • The Museum of Contemporary Art Zagreb
  • David Cotterrell
  • Two journeys through Afghanistan: the first accompanied by the field hospitals and medics. The second, outside the military environment, considered the landscape and communities in the North.

  • ISEA2011: 17th International Symposium on Electronic Art
  • Green Room
  • Şirket-i Hayriye Sanat Galerisi
  • A looped single channel video, documenting the anticipation and preparation for treatment of mass casualties within conflict.

    After two years of negotiations between the Wellcome Trust, Imperial War Museum and Ministry of Defence, Cotterrell was invited to observe the Joint Forces Medical Group at Camp Bastion in Helmand Province, Afghanistan. He underwent basic training, was taught the rudiments of battlefield first aid and was issued with body armour. In November 2007, he flew in an RAF C17 from Brize Norton to Kandahar, the sole passenger in a plane loaded with half a million rounds of palletised munitions and medical supplies to join Operation Herrick 7.

    A companion piece to Serial Loop, Green Room is an alternative vision of the same event: the arrival of casualties at Camp Bastion for treatment after a Major Incident. Medics prepare for the entrance of their assigned patients. Doctors, nurses, technicians and observers shuffle, chat and arrange the scene, their bodies and faces concentrated on the tasks to come over the next four hours. Like actors preparing to enter the stage, the players here come forward and withdraw from the cameras gaze as they consider the work ahead of them.

  • High Definition Video projection
  • http://www.davidcotterrell.com/projects/4225/green-room-v/
  • ISEA2015: 21st International Symposium on Electronic Art
  • The Ostrich Effect
  • Simon Fraser University
  • David Cotterrell
  • The Ostrich Effect is built using commercial automated call-centre servers, customising their IVR (Interactive Voice Response) programs to broadcast and handle telephone campaigns while programming individual call centre systems to dial and trigger each other. The work is a generative installation that explores the recursive loops that might occur in a hypothetical scenario. The computer-based conversation will never be resolved and continuously re-attempted. This installation focuses on the commercial and social power of these systems. Away from potential domestic customers, it instead explores the limited, comic, frustrating and, at times, sinister, permutations of these interactions.

  • Custom IVR Call Centre Software and Hardware
  • ISEA2012: 18th International Symposium on Electronic Art
  • Frozen Music Ensemble
  • 2012 Overview: Performances
  • Frozen Music Ensemble is a unique vehicle for the development and implementation of a novel kind of extended electro-acoustic music presentation, at times lasting upwards of thirteen hours. Each performance is a kind of acoustical ‘tuning’ or redrawing of the existing aural landscape through direct sound generation and amplification.

  • 24-hour live performance
  • ISEA2015: 21st International Symposium on Electronic Art
  • CAMERA 2067
  • Simon Fraser University
  • David Guez
  • CAMERA 2067 is an image-capture device that takes photographs and sends them to a database in the cloud, where they will be hidden until the year 2067. The project engages the form of the camera as an intimate object that is at the same time a black box. Relaying transmissions between the present and the distant future, it engages the internet as a guarantor of memory and therefore history.

  • Camera, Android Application
  • http://www.cam2067.net/
  • ISEA2009: 15th International Symposium on Electronic Art
  • Love Bytes
  • Millennium Court Arts Centre
  • David Lu
  • ISEA2012: 18th International Symposium on Electronic Art
  • Voice Track
  • 2012 Overview: Performances
  • Participants discuss and experience ideas of technology and non-technology; voice and objects; black boxes and out-of-the-boxes. David Moss, considered one of the most innovative singers and performers in contemporary music, says, “Consider this: a spoon is technology; your vocal chords are technology; a song is technology…technology is transfer of power.” Presented by The Outpost Performance Space.

  • ISEA2015: 21st International Symposium on Electronic Art
  • Materialism/Antagonism
  • Simon Fraser University
  • David Sanchez Burr
  • In this work a scale model of a luxurious dinner table built from crystal is deconstructed over time by the amplifi ed sound frequencies of a vintage 70s organ. The work is intended as a critique of class inequality and focuses on how the intimate scale of relationships in our social systems are linked to the deterioration of democratic process.

  • Video, Mixed Media and Electronics
  • ISEA2011: 17th International Symposium on Electronic Art
  • Name Readymade
  • Davide Grassi, Emil Hrvatin, and Žiga Kariž
  • What is a personal name? What is its role in the society?  Name Readymade is a project presentation dealing with a wide range of issues related to the “name changing” gesture perpetrated by three Slovenian artists

  • ISEA2015: 21st International Symposium on Electronic Art
  • Hauling Ice
  • Simon Fraser University
  • Davis & Davis
  • Hauling Ice is an experimental setup and narrative environment featuring an animatronic sasquatch rowing a small, wooden boat. The boat, floating in a wading pool, tows a large, hissing, inflatable iceberg, in front of a wall-mounted, marine-glacial panorama backdrop. Wall text, charts and graphs included as part of the installation indicate the artists’ experimental design. It is an attempt to answer the question: Can a sasquatch tow an iceberg with a rowboat?

  • Installation
  • ISEA2015: 21st International Symposium on Electronic Art
  • Edge: A Super–Architectural Typeface
  • Simon Fraser University
  • Dawid Górny and Jacopo Atzori
  • Architecture outlines an urban realm that is rife with default flows and physical policies. In Edge, A Super–Architectural Typeface, Dawid Górny and Jacopo Atzori transmit the motion of skateboarding into a dynamic typeface that is realized through performance. Bringing skateboarding into relationship with typography in the context of the built environment allows the alphabet to become a functional structure, inviting a performative critique of architecture.

  • Software and Computer
  • http://dawidgorny.com/p/edge/
  • ISEA2015: 21st International Symposium on Electronic Art
  • The Obsolescence Project: the Usefulness of Useless Things
  • Simon Fraser University
  • Deanne Achong
  • The Obsolescence Project brings the artifacts, noises and silences of our analog past back from the dead, where they are reanimated through a series of projected photographs. These 30 images are culled from Achong’s year-long daily photographic blog of obsolete things, selected to echo the calender format. The blog and images are a kind of quest for the consideration of obsolete things, whether real, owned, borrowed, imaginary or metaphorically obsolete. The work pursues notions of longing, time, trash, residue, and waste, and embraces the residual trace of objects and memories that are discarded, left behind, or junked.

  • Projection, blog
  • https://deanneachong.com/obsolescence-project/
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Deeper than Digits: Tepid Night Erased
  • Britta Kallevang and Michael Krzyzaniak
  • Deeper than Digits: Tepid Night Erased is a poetry generation algorithm with humans in the loop.It composes and displays a new short poem every few minutes to enrich the thoughts of passersby. Additionally, anyone may edit the poems generated by the algorithm or suggest new words or phrases. Not only will these edits be displayed until the next poem is composed, but the algorithm will re-use them when composing future poems. In this regard, the human is influenced by the poems written by the computer, and the computer is in turn influenced by the human, resulting in a collaborative relationship. Likewise, subsequent people that edit the poetry then also interact with the previous people who did so through the algorithm, and the resulting poetry is a sort of crowd-sourced collective intelligence as mediated by a machine.

  • NET ART
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Wake Vortex
  • 2017 Overview: Screenings (“Media Art”)
  • Dejan Grba
  • Wake Vortex is an ongoing series of generative videos and images built around the idea that digital raster image can be treated as a three-dimensional object and viewed not just frontally but also from any other side. This process can be understood as line-scanning of digital imagery. Viewed orthogonally from the side, the image is perceived as a one-pixel wide line, while orthogonal scanning of a stacked set of video frames creates a new set of images which can be animated, and certain combinations of source materials and scanning sides/directions produce interesting results. Wake Vortex employs (re)creativity with orthogonal scanning of the artworks and cultural artefacts which were themselves developed through various modes of innovative combinatorics. Dimensional collapse in orthogonal scanning reveals new formal values and facilitates layered observation. While visually estranged, the generated imagery retains the suggestiveness of the original so the viewer intuitively regards it analytically. In aviation and seamanship, wake vortex is often a dangerous, unpredictable turbulent trail generated by the craft’s motion. In this project, it points to the complexity of the imperceptible or unregistered default values of an artwork or cultural artefact, to their unforeseen expressive, cognitive, ethical and political consequences.

  • Screening/’Media Art’ Piece
  • http://dejangrba.org/art-projects/en/2016-wake-vortex/index.html
  • SISEA: Second International Symposium on Electronic Art
  • Greenhouse
  • 1990 Overview: Art Exhibition
  • Delle Maxwell
  • ISEA2009: 15th International Symposium on Electronic Art
  • k456_g8
  • PS2, Paragon Studios Project Space
  • Dextro
  • ISEA2015: 21st International Symposium on Electronic Art
  • Stuck To The Wall
  • Museum of Vancouver
  • Diana Burgoyne
  • Diana Burgoyne, renowned for her intensive durational work, is considered a pioneer in the electronic media art community. For Lively Objects Burgoyne performs Stuck to the Wall, animating the museum and enlivening the site itself. On entering the gallery the audience is confronted with high frequency sounds emanating from circuits mounted to the wall. Two performers attempt to silence the incessant din by pressing on predetermined points. They hold their respective poses until fatigue causes them to release the switches and the sound. As they repeat the performance several times the viewer becomes distinctly aware of the co-dependence of machine and body. Like a hungry animal the wall cries out for interaction, for attention in order to cease its relentless chorus. Stuck to the Wall is one of two historical electronic media artworks incorporated into this exhibition. Its inclusion is intended to demonstrate the long commitment of Canada’s media art community to the investigation of human-machine interaction. Burgoyne’s use of sound to implicate her audience has come in numerous forms, but always through the most efficient electronic circuitry. Her performance art is grounded, embedded in the everyday, whimsical, and terrifyingly accurate in its implications regarding our collective relationship to technology.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Diligent Operator
  • 2017 Overview: Art Exhibitions
  • Byeongwon Ha
  • Nam June Paik (1932-2006) exhibited a progressive music environment for audiences, Random Access (1963) in his first solo show. It allowed audiences to make their own sound
    collages by interacting with visual audiotapes on a white wall. The interactive approach of Random Access was mainly intertwined with his musique concrète composing experiences. This paper examines the relationship between Paik’s work and musique concrète, and articulates Paik’s contributions to making a prototype of musical interactive art. Based on the study, Diligent Operator (2016) suggests a creative musical space with Max/MSP Jitter and Arduino.

  • http://bwonha.com/Works/Diligent_Operator.html
  • ISEA2020: 26th International Symposium on Electronic Art
  • I'm Google
  • Dina Kelberman
  • I’m Google is born at the conflux of the information overflow on the Net and the artist’s stream of consciousness.

    The images and videos sourced from Google Images and YouTube are assembled by Dina Kelberman and linked according to formal or thematic links. The content is presented in a grid on the work’s Tumblr page, where one can scroll through the constantly evolving series, or click on one of the elements to go back to its source and begin one’s own drift towards unexplored possibilities. Through its creative process and interactivity, I’m Google doubly mirrors the experience of navigating the twists and turns of the web.

    Although they appear to be automated by an algorithm, Kelberman’s research and organization processes are done manually, giving the project’s title its full meaning. The artist reclaims the search engine’s methods to better divert towards a form of reverie.

  • Images and videos sourced from Google Images and YouTube
  • https://dinakelberman.tumblr.com/
  • Internet Based, New Media, and Data-Based Art
  • ISEA2014: 20th International Symposium on Electronic Art
  • Discovery Art: The Cities Series
  • Zayed University - Dubai
  • Ezennwa Ukwuoma
  • Aheilos is an online virtual interactive 3d environment. The idea of Aheilos is to promote diverse creative, educational and informative activity on the edge of art, science and technology.

     

  • http://etmca.com/dubai
  • ISEA2010: 16th International Symposium on Electronic Art
  • DJ Performance
  • Dortmund’s U-Tower
  • Electro / Cosmic Disco / Balearic / Indietronics

    The closing party expands at 23:00h when the E-Culture Fair 2010 opens the vaulted cellar under the Dortmunder U, jointly organized with ISEA2010 RUHR, providing an opportunity to get to know each other in a relaxed atmosphere, accompanied by electronic music.

  • ISEA2009: 15th International Symposium on Electronic Art
  • DJ Performance
  • Belfast Club
  • ISEA2012: 18th International Symposium on Electronic Art
  • Art Cars
  • Downtown (Central Ave)
  • Doc Atomic and Rusty Tidenberg
  • Check out a selection of fantastic local art cars including Doc Atomic’s Circuit Board Truck, Rusty Tidenberg’s Copper Motorcycle and more.

  • ISEA2015: 21st International Symposium on Electronic Art
  • Subtle Territory
  • Donna Legault
  • Subtle Territory manifests imperceptible sounds of the immediate surroundings. This presentation is an audio documentation of the reactive installation environment. The experience introduces listeners to an expanded field of sound from frequencies and distances at the threshold and beyond the limits of human hearing. The architecture of surrounding buildings act as acoustic surfaces by transmitting urban and environmental tremors to a sensitive microphone. Using a custom Pure Data program, infrasonic and low frequency sounds are isolated from the live input and extended across the audible frequency range to reveal a liminal sonic field. Environmental resonances are heard as modulating drones and pulses. These sounds are joined by incidental harmonic melodies that emerge from the activity of pedestrian and local traffic. People’s expectations of a familiar audio-space are disrupted when sound data is transformed into a soundscape composed by contributions from the public and the city itself.

  • Computer, Mixer, Custom Pure Data Program, Microphone, Public Announcement System
  • http://donnalegault.com/subtle
  • ISEA2020: 26th International Symposium on Electronic Art
  • GSO: Genetically Sonified Organisms
  • Doug Van Nort
  • This piece creates an evolving interplay, in sound, between various agents that include humans and non-humans, both computational and biological. The physical GSO artifacts are a set of solar-powered ‘creatures’, designed to interact with one another and the larger sonic field in which they are immersed. The means of communication begins as a call/response from a set of simple tones/noises that introduce this new species into the sonic environment.

    Each creature responds to sounds that are similar to their known vocabulary, evolving their call over the course of months based on the difference found between their own lexicon of calls and those that they hear around them. These artifacts, though, are merely vessels: rather than meditating on the technological objects themselves, though this piece I invite you to listen to this new sonic presence as it is woven into the fabric of an existing, dynamic and diverse acoustic ecology.

     

  • Solar-powered ‘creatures’, designed to interact with one another and the larger sonic field in which they are immersed
  • http://dvntsea.com/gso/
  • Bio Art, Ecosystem, and technology2
  • ISEA2015: 21st International Symposium on Electronic Art
  • Palimpsestic
  • Doug Van Nort
  • Palimpsestic uses documents of past electroacoustic improvisation as raw source material. The sessions centre around a form of multidimensional turntablism”, in which fragments of past sonic memories – captured moments of various sonic contexts from natural recordings to systemic glitches – are recalled, reframed and juxtaposed. Some are left untouched while others are scrubbed, frozen, or stretched into layers. The sonic matter is inflected with a process of manual sculpting that merges gesture with material.

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

  • ISEA2012: 18th International Symposium on Electronic Art
  • Observation and Interventions
  • Drew Browning, Annette Barbier, Erin Hudson, Jasmin Bèlisle, Andrea Polli, and Melissa Ramos
  • This selection of contemporary documentary films contrasts urban and rural experience and presents various interventions that challenge this dichotomy and offers alternative modes of living in a rapidly changing environment.

  • ISEA2015: 21st International Symposium on Electronic Art
  • Layvitation Attempt #3 and 06/22/13
  • Wil Aballe Art Projects | WAAP
  • Dustin Brons
  • n.a.

  • videos
  • ISEA2015: 21st International Symposium on Electronic Art
  • Gain Stage
  • VIVO Media Arts Centre
  • Ed Osborn
  • Gain Stage is a kinetic sound installation that sounds out and shapes acoustic space in relation to a series of physical and mechanical tableaus. Each tableau focuses on a single device or object that involves a process of mechanical amplification or motion. The movements in each tableau are amplified so that their sounds are heard in varying combinations from speakers that are spread throughout the space. The sounds are processed to produce an elliptical relationship between the tableau and the sound of the movements it shows: they are filtered or delayed, and often heard at a distance. This processing changes over time, so that as each tableau unfolds, the sounds associated with it move in and out of acoustic focus. The title comes from the technical term for electronic signal amplification. Here it refers both to the forms of mechanical amplification on display and describes the situation of the piece itself as a platform for multiple experiences of gain staging.

  • Sound installation
  • https://www.roving.net/gain-stage/
  • ISEA2004: 12th International Symposium on Electronic Art
  • Electronic Music Performance
  • Estonian artist Ars Intel Inc. has taken part in several experimental sound art projects and exhibitions. They will present their new album at Flux in Tallinn.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Electronic Music Performance
  • The group Ciutausk from Lithuania explore minimal digital sounds, sine waves, noise, glitch and microwaves.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Electronic Music Performance
  • Joel Tammik’s (En music is best described as dubtechno driven by abstract electronica). He will present his new album at Flux in Tallinn.

  • ISEA2004: 12th International Symposium on Electronic Art
  • Electronic Music Performance
  • Taavi Tuley iEE1 labels his musical style as APM – abstract party music.

  • ISEA2012: 18th International Symposium on Electronic Art
  • Explora
  • Downtown (Central Ave)
  • Elena Baca
  • ISEA2019: 25th International Symposium on Electronic Art
  • Omikuji
  • Asia Culture Center (ACC)
  • Elena Knox and Katsumi Watanabe
  • An AI robot tells your fortune.
    Omikuji are short personal fortunes obtained at Japanese temples and shrines. Exhibition visitors are invited to play the artists’ ‘Belief Machine’. You can receive omikuji in the form of a personal mini sound-artwork, made by the robot and delivered directly to your phone!
    Omikuji began as a live-stream event taking place between Japan’s National Museum of Emerging Science and Innovation (Miraikan) and major international art precincts. It is part of Knox + Watanabe’s art–science experiments Alter versus Deep Belief.
    Alter is an android robot with an experimental AI system that is stimulated by sensor input. It is created by Ikegami Lab and Ishiguro Lab. Alter can sense, learn, and sing. It uses a self-organising neural network to classify its surroundings. Such AI strategies include deep belief networks, through which machines determine certain inputs to be believable. Alter is beginning to believe things about the world.
    Knox+Watanabe make art– science projects exploring sensory and computational perception and conviction in robots and artificial lifeforms. We observe how a nascent robot learns and embodies its ‘beliefs’. If the goal of artificial neural networks is for machines to discern phenomena in a humanlike way, Alter is outputting its discernment of sensory data via its machine body; by this performativity, its belief and behaviour evolve.
    Belief systems are maximally contentious in our globalised world, and are important to both the inter-harmony and the preservation of culture/s. We create artworks to uncover and express the layers of Alter’s budding belief system, in their naïve mutability and contingency, even their idiosyncrasy.
    People may be prompted to ask: How are we transmitting our beliefs to and through machines? How sure are we in our beliefs? How soft are they, and how hard?

    Acknowledgements
    Technical (belief machine): Boris Morris Bagattini, Lindsay Webb Robot: Takashi Ikegami, Hiroshi Ishiguro, Itsuki Doi, Kohei Ogawa Thanks: Yukio Yanagawa, Jenna Lee

    Omikuji was commissioned by Goethe Institut China for the international exhibition <A Better Version of You>. It has been supported by Japan’s National Museum of Emerging Science and Innovation (Miraikan), Waseda University through Japan Science and Technology Agency (JST CREST), and Japan Society for the Promotion of Science.

  • AI, electronic ‘belief machine’, interactive experiment, robot, sound
  • http://www.elenaknox.com/omikuji.html
  • ISEA2015: 21st International Symposium on Electronic Art
  • Effects of the Wind on a Small Tree
  • Simon Fraser University
  • Élène Tremblay
  • In Effects of the Wind on a Small Tree, artist Élène Tremblay brings a small ornamental tree into a wind tunnel at an engineering laboratory. Submitted to the maximum forces of the machine, the tree bends dangerously at increasing levels of risk until the machine is turned off. The work points to the increasingly sophisticated ordeals that living things face in a technological environment.

  • Video
  • ISEA2015: 21st International Symposium on Electronic Art
  • Light Reading: 1500 Cinematic Explosions
  • New Media Gallery
  • Elizabeth McAlpine
  • n.a.

  • Video + Sound installation on CRT monitor
  • ISEA2015: 21st International Symposium on Electronic Art
  • Digit Series: Digit Logic Lecture; Digit Recalls The Future; Digit Reproduces; Digit Porn
  • Simon Fraser University
  • Elizabeth Vander Zaag
  • Vander Zaag created Digit to be a digital foil for her analog identity. This early work is a basis of the artist’s concern with what it is to be the human in human-computer interactions. In “Digit Porn” (1976) sexually charged images from a computer magazine are coupled with lines from real porn literature in an effort to disrupt the male dominated narrative of ever more seductive computer hardware. In Digit Reproduces (1976), Digit appears as a young woman whose parents are of a different technological generation, to wit: “Mama and Data were both analogue.” Digit Recalls the Future (1978) is a futuristic animation made of  drawings,  programming text, and male and female voices in the style of a language lesson in which it is observed that ”everyone will wear little devices, which record audio and video of everything in their lives.” In Digit Logic Lecture (1980) the artist moves her body in disruptive postures to illustrate a philosophy about the fundamental difference between Digit and Man.

  • Video
  • ISEA2012: 18th International Symposium on Electronic Art
  • Trade Winds Revival: Stopping and Staying
  • Ellen Babcock and Jessamyn Lovell
  • ISEA2015: 21st International Symposium on Electronic Art
  • PÆDIA™
  • Simon Fraser University
  • Emerson (Aural) Pingarilho
  • PÆDIA™ is a platform that was created to discuss modular processing strategies for virtual life and immaterial geography. The vision of this work is to explore how virtual images can be collaboratively determined and created by decentralized, distributed groups. This piece deals with overloaded data and post-code and is part of the artist’s research on information flows.

  • GIF
  • ISEA2015: 21st International Symposium on Electronic Art
  • MNEMODRONE
  • Simon Fraser University
  • Emilio Vavarella and Daniel Belquer
  • MNEMODRONE is a transmedia memory-collecting drone project by artists Emilio Vavarella and Daniel Belquer. The work investigates social and philosophical issues of coexistence between humans and artificial intelligent agents. In the third installment of the MNEMODRONE series, the public will have the opportunity to contribute a memory to the drone’s archive. All the memories shared by the public at ISEA2015 will be analyzed and used to create an evolving artificial intelligence that includes a primordial drone language.

  • Intermedia
  • http://emiliovavarella.com/mnemodrone/
  • ISEA2015: 21st International Symposium on Electronic Art
  • Addendum To Coincidence Engines
  • VIVO Media Arts Centre
  • Performance for 50 Ikea clocks, metal surfaces, contact microphones and amplification (2013)  The performance is part of Madan’s ongoing engagement as part of the Montréal-based collective [The User] with the ideas of György Ligeti surrounding determinacy and  indeterminacy in complex mechanical systems. The performer selects from a large pool of ostensibly identical clocks, placing these on one of several metal surfaces to which contact microphones are affixed. The performance relies on the subtle differences between each of the clocks, their rhythmic and timbral distinctions highlighted by the resonating characteristics of the metal sheets.
    The Coincidence Engines series was begun by [The User] in 2008. Earlier works in the series
    include Coincidence Engine One: Universal Peopleʼs Republic Time and Coincidence Engine
    Two: Approximate Demarcator of Constellations in Other Cosmos.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Empathy Box and Empathy Amulet
  • 2017 Overview: Art Exhibitions
  • Centro Cultural Universitario Rogelio Salmona - Segundo Piso
  • Sophia Brueckner
  • “An empathy box is the most personal possession you have. It’s an extension of your body; it’s the way you touch other humans, it’s the way you stop being alone” “I had hold of the handles of the box today and it overcame my depression a little—just a little…I felt everyone else, all over the world, all who had fused at the same time” _Philip K. Dick, Do Androids Dream of Electric Sheep?

    In Dick’s novel, thousands of anonymous people connect haptically and emotionally through their empathy boxes in a fragmented and isolated world. Inspired by the story, the Empathy Box and Empathy Amulet are two networked devices that connect many anonymous people through shared warmth. Both devices use physical warmth to cultivate empathy and a novel sense of connection with anonymous others. The devices encourage their users to make a deliberate and generous choice to invest their time and energy in connection with strangers, and they incorporate reciprocity into their design, such that helping oneself means helping other people. The Empathy Box explores synchronous connection, while the Empathy Amulet uses asynchronous connection allowing the user to experience the shared warmth either consciously or unconsciously.

  • Installation
  • ISEA2017: 23rd International Symposium on Electronic Art
  • Encontros
  • 2017 Overview: Art Exhibitions
  • Centro Cultural Universitario Rogelio Salmona - Segundo Piso
  • Gilbertto Prado, Clarissa Ribeiro, Sergio Bonilha, Claudio Bueno, Daniel Ferreira, Nardo Germano, Lucila Meirelles, Luciana Ohira, Renata La Rocca, Valzeli Sampaio, Mauricio Taveira, Andrei Thomaz, Tatiana Travisani, Agnus Valente, and Dario Vargas
  • Two mobile phones exhibit videos filmed during a trip up the Amazon River composed of flows of water in two distinct tints: On the one side we have a predominance of black-colored water, on the other, brown-colored. The system searches for real-time information in such a way as to reflect changes in the tides and the phases of the moon, as opposed to the flow of accesses to the word “Meetings” in several languages. The spring, at the same time in which it extends, coils to mark the space and the course of the flow/movement. In the brief moments of near-touching, at the limit of the spring’s approximation and coiling, it is possible to notice a light combination of brown and black of the waters that mix and simultaneously, the impossibility of the encounter.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • WanderingScapes: an audiovisual performance
  • Enrique Franco Lizarazo and Karla Schuch Brunet
  • WanderingScapes is an audiovisual performance about journeys on nature. It is wandering on different scapes such as landscape, cityscape, townscape, roofscape; riverscape, seascape, waterscape, snowscape… It is going into field trips as nature immersions and bringing back a miscellaneous of videos and sounds. This audiovisual performance is the outcome of the lived experience in different environments. It is glitched, rusted, noised as the experience cannot be (re)lived. It is just performed with simple body movements, instruments and objects created by us.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Equidistant Subjects
  • 2017 Overview: Screenings (“Media Art”)
  • Fátima Edith Ramírez Domínguez and Israel Alejandro López García
  • Equidistant Subjects is a video installation, in which the data become the conceptual axis of the creative process, they are the source of the visual discourse, through a reappropriation of the source of information. This piece is part of the process of co-creation with different areas of knowledge derived from the DALA project, (Digital Arts in Latin America), which establishes the various experimental ways of approaching data visualization, generating a visual landscape that refers us to technological processes that deal with new ways of interpreting data, appealing to rhizomatic visions which become contractual and despair, we approach the deconstruction of
    epistemic process of technological condition.

  • Screening/’Media Art’ Piece, Data Visualization Experimental System
  • ISEA2013: 19th International Symposium on Electronic Art
  • Touchy
  • 2013 Overview: Public Events
  • Eric Siu
  • “I am a human camera. If you touch me, my shutters open and I take a photo!” Touchy is a wearable device that literally transforms a human being into a functioning camera. The wearer is deprived of sight until his/her skin is touched; this causes the shutters in front of the eyepieces to open, restoring the wearer’s vision, and when the physical contact is maintained for 10 seconds, the camera takes a ‘Touch-Snap’ which is displayed on the device’s LCD. Touchy is devised to encourage offline communication through touch, eye contact and photography (historically utilised to share valuable life memories and emotions). The Touch-Snaps remind us of the ephemeral richness of togetherness, and challenge the disembodying nature of social media, which dehumanises physical contact.
    Want to meet Touchy? Be photographed and become his friend? You can meet him online at
    facebook.com/touchycamera   touchtouchy.com

  • ISEA2015: 21st International Symposium on Electronic Art
  • ‘xoxox.com’, ‘phonics abrogate’ and ‘rust chortle effete’
  • Simon Fraser University
  • Erik Zepka
  • x-o-x-o-x.com is an evolving work of process and performance where categories fail and are disrupted, and where technical boundaries between types of knowledge are probed and questioned. Each category is explored through glitch and reconfigured toward new paradigms in which narrative is not quite decipherable.

  • Video, Web
  • ISEA2012: 18th International Symposium on Electronic Art
  • Fire on the bus, Yo! The DNA Fire Project
  • Downtown (Central Ave)
  • Erin Mankins, Matthew Gwin, Eric Peters, DJ Erin English, Jenny Cale, and Jasmine Quinsier
  • Working in conjunction with the converted New MexiBus, firedance company DNA Project brings high energy, firedancing, LED glow and circus performance to a live, resident DJ on the bus. Sure to be an unforgettable visceral experience.

  • ISEA2017: 23rd International Symposium on Electronic Art
  • Escaping Chair
  • 2017 Overview: Art Exhibitions
  • Centro Cultural Universitario Rogelio Salmona - Segundo Piso
  • Hiroo Iwata, Takeshi Oozu, and Aki Yamada
  • A furniture-device is the device having a furniture appearance and physical input and output functions. The Escaping Chair is a furniture-device capable of having physical and dynamic interaction with a subject to create self-awareness toward the intent of their actions and personification of the furniture-device. The chair interacts with the bystanders by trying to move away from nearby people. By doing this, the device tries to make a person unable to sit on it, stimulating their perception toward their sitting action, while also making the person consider the Chair’s “personality”.

  • ISEA2012: 18th International Symposium on Electronic Art
  • Ultrasound
  • 2012 Overview: Residencies and Special Projects
  • Evan Apodaca
  • Ultrasound is an electronic sound installation that actively involves spectators in sound manipulation and discovery. The piece is a network of stainless-steel wires that hold Electromagnetic memory of prerecorded voice audio that visually resembles an abstracted body lying upon an operating table. The wire construction is based upon organic and biological systems of tensional integrity which when clipped and rubbed produce various sounds. Participants discover the noise possibilities produced through the wire tension and the sound memories in each segment while wearing a recording transducer composed of reel-to-reel tape heads.

  • ISEA2020: 26th International Symposium on Electronic Art
  • Snowden Archive-in-a-Box
  • Evan Light
  • The Snowden Archive-in-a-Box (SAIB) is an offline wireless network and web server providing access to a replica of the Snowden Digital Surveillance Archive. Anybody in the vicinity can access the archive by connecting their wireless device to the Snowden Archive WiFi network and browsing to a website. Open the briefcase up and one finds a wood panel with a LCD inset, playing back the IP traffic of the archive’s current users. Thus, while an audience can access the Snowden documents and learn about mass surveillance from primary materials, they are also shown what data surveillance ‘looks like’.

  • Offline wireless network and web server
  • https://borderprobes.glendon.yorku.ca/snowden-archive-in-a-box/
  • digital art, surveillance, and privacy
  • ISEA2012: 18th International Symposium on Electronic Art
  • Invisible Landscape
  • 516 ARTS Gallery
  • Eve-Andrée Laramée and Tom Jennings
  • Invisible Landscape is a collaborative installation concerning the Cold War “atomic” legacy: uranium mining and radioactive waste from the nuclear power industry and its ‘parent machine’, the nuclear weapons complex. The installation includes video projections and sculptures, digital photography, and light-box and sound sculptures. It is a mash-up of works by Laramée and Jennings, and includes components from Jennings’ installation ‘Rocks and Code’ and Laramée’s installations ‘Halfway to Invisible’ and ‘Slouching Towards Yucca Mountain’.

  • Video, digital prints, lightbox sculptures (transparencies, lenses, LED lights, steel, plastic)
  • ISEA2015: 21st International Symposium on Electronic Art
  • Soundreaming
  • Simon Fraser University
  • Ewa Doroszenko and Jacek Doroszenko
  • Soundreaming is an interactive Internet presentation that takes the form of an audio-visual archive of locations around Barcelona. This website documents our site-specific compositions and sound impressions. Sounds are connected with visual elements or interspersed with videos, emphasising the autonomous power of ambient sound to appeal to the imagination. This project is a joyful rediscovery of urban places. The project was produced through an Art Residency Program at Fundacio AAVC Hangar in Barcelona, Spain, 2014.

  • Website
  • http://soundreaming.org/