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EXPOSICIONES

 
XVI Festival Internacional de la Imagen - ISEA2017
Junio 11 - 18, 2017
Manizales - Colombia
 
 
 
Nuevos lenguajes interactivos que proponen diversas lecturas del arte, el cine, la fotografía, el sonido, la experimentación tecnológica y la creación audiovisual digital.
 
 
 
     08.Interactive instantiation of artworks

Interactive Instantiation of Artworks

 

Raivo Kelomees / USA
Estonian Academy of Arts

 

Casos de Diseño

 

www.artun.ee

 

 

This paper provides a two examples of interactive emulations of analogue artworks by Estonian artist Raul Meel. These meta-artworks allow to preserve, to instatiate and open the artworks for the audience.

 

My object of interest is Estonian artist Raul Meel and two of his works: "Under the Sky" (beginning of 1970ties) and "The Dice" (1994, original idea 1969).

 

New digital emulators allow the audience to experiment with artists original ideas, to create their own compositions and to approach artworks as they were initially made for open participation.

 

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     sinfoto

Al otro lado de el diseño estratégico para lo trans-disciplinar

 

Francisca Keller / Chile
Universidad de Playa Ancha

 

Casos de Diseño

 

www.redhacedores.cl

 

 

En la mayoría de los sistemas de gobernanza, las políticas públicas buscan impulsar la sectorización para medir el crecimiento del país. El éxito de los planes estratégicos de los gobiernos se encuentra determinado por la estratificación en sectores productivos sesgados que se alejan de una concepción holística de la experiencia humana.  La tendencia a generar acciones de exclusión y selección privilegiada a partir de una definición sectorial impuesta, crea espacios de opacidad que impiden la emergencia de experiencias que propongan nuevas lógicas de organización desde la combinación insospechada de lo transdiciplinar.

 

El diseño estratégico emerge en las instituciones para, desde  el uso de nuevas tecnologías y el nuevo valor de la publicidad, hacer emerger una experimentación que aporta a la superación de brechas como la desconfianza a las instituciones. 

 

La investigación aborda dos ejercicios de co-diseño, transdiciplinariedad y cultura digital, enfrentado por un grupo transdiciplinar de creativos de la Universidad de Playa Ancha en Valparaíso, Chile. Creando una analogía al viaje de Alicia a través del Espejo de Lewis Carroll,  se aborda el contacto con la disfuncionalidad de los sistemas impuestos por jerarquías,  incapaces de flexibilizar la estructura frente al movimiento y las necesidades de la transversalidad.

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     03.Ways of knowing creative pedagogies for digital literacy

Ways of Knowing: Creative Pedagogies for Digital Literacy

 

Catalina Alzate / India
Srishti Institute of Art, Design and Technology

 

Casos de Diseño

 

Esta muestra de diseño incluye dos ejemplos de proyectos que consideran la alfabetización digital como un acto político con el potencial de empoderar a la gente. La premisa básica es que la alfabetización digital no es un componente educativo y técnico aislado para las comunidades sino algo significativo que debe derivarse de las prácticas sociales y culturales actuales, y encontrar escenarios donde la tecnología aporte valor, pues la alfabetización digital es una experiencia y no un producto final. Los dos proyectos se llevaron a cabo en las zonas rurales del estado de Karnataka, India, con dos comunidades de mujeres, que se dedicaron a un proceso pedagógico utilizando herramientas digitales. Durante las sesiones participativas, revisamos constantemente cómo la tecnología puede ser parte de los acuerdos sociales donde las personas tienen más control sobre sus propias vidas individualmente. Este enfoque da prioridad a los significados culturales y plantea dispositivos digitales como artefactos incorporados por las personas y puede extender su capacidad de comunicación y transformación.

 

 

 

     02.DataBlocks a tangible interface for data visualization

DataBlocks - A Tangible Interface for Data Visualization

 

Ana Jofre, Stephen Tiefenbach Keller, Lan-Xi Dong, Samaa Ahmed, Steve Szegeti and Sara Diamond / Canada
OCAD University

 

Casos de Diseño

 

Presentamos un prototipo para una interfaz de usuario tangible, diseñado para la visualización interactiva de datos, que creemos será útil para facilitar el trabajo colaborativo en el análisis de datos. Nuestro sistema híbrido combina una interfaz de usuario asimilable de mesa con una pantalla de visualización bidimensional. Los usuarios interrogan los datos manipulando ‘tokens’ en la mesa y la pantalla, lo cual muestra los resultados de la consulta del usuario. Demostramos nuestro sistema con datos demográficos de la ONU, pero hemos diseñado lo hemos diseñado para que el usuario pueda ingresar sus propios datos para visualizarlos.

 

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     01.Experiments at the interface between art

Experiments at the interface between art, anthropology and science to re-design health campaigns against mosquito-borne diseases

 

Alejandro Valencia-Tobon / Colombia
Universidad Autónoma de Occidente

 

Casos de Diseño

 

www.alejandrovalenciat.com

 

La realidad es que el número de personas que se infectan con enfermedades transmitidas por mosquitos es mayor cada año. El dengue se clasifica como la enfermedad viral más importante transmitida por mosquitos. Presento las enfermedades transmitidas por mosquitos desde otro punto de vista, lo que sugiere que la "sobre-automatización" de las campañas de salud debe ser reemplazada por nuevas formas de ver y pensar en ellas. A través de la creación de Vampiros (https://goo.gl/Da7Yyn), el Mosquito Kite (http://goo.gl/oQt2gV), Serotype (http://goo.gl/NnTg6P) y Buzzing (https: / /goo.gl/Zjjzmu), argumento que la comprensión simplista de las enfermedades transmitidas por mosquitos centradas en la eliminación de sitios de reproducción de mosquitos solo nos lleva a tener observaciones inexactas e imprecisas de la relación hombre-mosquito-virus.

 

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     51.Rover

ROVER: The Reactive Observant Vacuous Emotive Robot

 

Hanna Wolfe / USA
University of California Santa Barbara

 

 

ROVER, el Observatorio Reactivo Vacuous Emotive Robot, es una escultura interactiva que navega por la galería y canta emotivamente cuando encuentra gente. Basado en la investigación de audio y emoción, ROVER modula cualidades de audio como timbre, frecuencia fundamental, contorno, modo y tempo para retratar la emoción. También aprende el espacio, trazando obstáculos y personas, mientras navega usando sensores de proximidad, bump y heat. ROVER es una plataforma experimental para la interacción robótica humana y se ha utilizado para realizar investigaciones sobre la respuesta afectiva del ser humano a los sonidos emotivos producidos por un agente encarnado. ROVER tiene dos modos, un modo activo en el que se mueve alrededor del espacio en busca de personas con las que interactuar y un modo pasivo donde está parado y sólo interactúa cuando se acerca. ROVER es una forma extraterrestre biológicamente incómoda que intenta aprender a comunicarse y expresar emociones.
 

 

 

 

 

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     50.Interstellar  

Interstellar: Cross-Scale Space-Scapes

 

Clarissa Ribeiro, Mick Lorusso and Herbert Rocha / Brazil
CrossLab, University of Fortaleza

www.clarissaribeiro.com

 

 

Conceived as a peaceful and playful exploration of the interstellar space, the augmented reality soundscape installation – “Interstellar: Cross-Scale Space- Scapes” invites the audience to access the experiential dimension of space technologies and how the huge amount of data derived from space exploration can be accessed, processed and visualized. Walking through a softly illuminated room where a few transparent cables come from the ceiling having small augmented reality markers in its extremities, holding an ipad mini one will find him/herself immersed in a soundscape populated with 3D animated models derived from actual nanoscale stardust particles’ images. The soundscape, or the soundtrack for navigating this Augmented Reality interstellar space, is made up of a combination of sounds derived from images of stardust particles in nano scale available in online databases taken (its pixels) as rawdata for sonification projects. Both the exercise of designing the 3D representations for the Augmented Reality application from original nano scale image samples of stardust particles and the sonification projects, are part of an interventionist creative practice where different strategies for editing and data visualization were explored, producing data-environments as informational sensorial experiences – somehow touching the untouchable space between the stars

 

 

 

 

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     49.Data maping of 2016 u.s Pretidential

Data Mapping of 2016 U.S. Presidential Election Twitter Activity

 

Jiayi Young, Weidong Yang and Shih-Wen Young / USA
University of California, Davis

jiayiyoung.net

 

 

The proposed installation transforms the 2016 United States Presidential Election data into a large-scale immersive environment to provoke thought as to how social media assumes form and dominates the shaping of the future of a nation. By mapping election data into flickering lights, ticking sounds, and the exchange of fluid between IV bags, the installation recounts Twitter activates on the topic from February 2016 to the election date of November 8, 2016. It exposes the inner mechanisms of a world where true human tweets and tweets generated by Twitter Bots mutually influence each other and propagate inseparably as a combined voice. The installation allows the examination of the machine world infiltration that shifted the generative entropic propagation of social media influence on this U.S. election, and provides a physical space for contemplating the significant challenges social media post in our understanding of the social fabric and the radical transformation of the ways in which we now relate to each other.

 

 

 

 

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     48.Distiller of the self

Distiller of the Self

 

Natalia Rivera Medina / Colombia
Mutante Lab

natalialarivera.com/

 

 

Distiller of the Self is an interactive installation made out of glass, which reads the pulse of a person through a mobile app and turns it into bits, waves, and particles to tell a short story about the science and the soul. The artwork, based on neuroscientific studies, represents the transition to a truly scientific thought, questions the relation between beliefs, discrimination and conflict, and proposes how to confront our human existence with its unavoidable lack of certainties.

 

Created at the Berlin University of the Arts in 2016.

 

 

 

 

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     47.Hivemind

Hivemind

 

Gwyan Rhabyt / USA
California State University East Baynone

www.gwyanrhabyt.net/

 

 

Hive Mind connects an active beehive in the Santa Cruz mountains of coastal California with a gallery installation built of over 1750 individually programmable LEDs in a creative, abstract visualization. The beehive is tracked in real time with sensors monitoring the temperature, humidity, sound level, activity level, population, honey reserves, and, via cameras and computer vision algorithms, the arrival and departure of each bee as it forages. This information streams live from a small computer at the hive to another computer at the gallery which uses the data to control LEDs hanging from an aluminum frame in a 3D configuration. It is wall mounted with core dimensions of 193cm x 160cm x 61cm. The software guiding the visualization are custom written by the artist in the Processing and C++ languages. The viewer in the gallery sees all 1750 LEDs in the work, with a lower core representing the most profound rhythms with colors and volume responding to the slow changing data from inside the hive (temperature, population etc), this is overlaid with patterns responding to sound and activity levels and and above this sudden small flashes on the periphery of the piece that correspond to the transits of individual bees.

 

 

 

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     46.Bed of oblivion

Bed of Oblivion

 

Alejandro Jimenez Londoño and Liliana Maria Vergara Zambrano / Brazil
Pontificia Universidad Javeriana - Cali

 

 

An extensive visual experimentation and new languages that relate to different technologies from basic informatics have marked XXI Century. This new media meets with multiple visual representations that generate effects and changes in the image’s symbolic construction so that education and communication models art transformed. Digital art as a new expression media, where digital image has turned, within these few decades, in the new iconographic form. It has allowed technical procedures such as Video Mapping exploration to boom and constantly evolve in diverse contexts both graphic and audiovisual, yielding relevant changes in space and image perception, technique and interactivity, therefore promoting a progressive digital culture.

 

Our core topic is established as Video Mapping approximation applied to Three-dimensional objects and its relation to contemporary artistic creation. The purpose for this investigation is to find out how Contemporary Visual Arts apply media and digital resources to create artistic experiences, referring to public art, ephemeral art, as categories to be analyze, as well as reflection on the space concept and the importance of the viewer as an active figure. Simultaneously, its questions on how these artistic experiences are created from Video Mapping as a technological resource and its application in the artistic scene.

 

 

 

 

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     44.Matters of gravity

Matters of Gravity

 

Nahum Romero and Ale de la Puente / México
Independent

www.nahum.xyz

 

 

Two years of reflection and a few seconds in zero gravity were the origins of a series of artist works that have been completed at the Yuri Gagarin Cosmonaut Training Centre in Star City, Russia. There, on board the iconic Ilyushin 76 MDK, 9 artists and 1 scientist from Mexico were subject to an environment of weightlessness. A few seconds were enough to experience eternity, to tell a story, to break a paradigm, to liberate a molecule, to have an illusion, to experience movement without references, to create poetry out of falling bodies, to make the useless become useful and to search for the impossible embrace.

 

 

 

 

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     42.Escaping Chair

Escaping Chair

 

Takeshi Oozu, Aki Yamada and Hiroo Iwata / Japan
University of Tsukuba

 

 

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".

 

 

 

 

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     41.Anatomia para El movimiento Linea 3

Anatomía para el Movimiento: Línea 3

 

Mónica Bate Vidal / Chile
Universidad de Chile, Fundación Flores

etab.cl/monica-bate

 

 

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).

 

 

 

 

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     40.Diligent operator

Diligent Operator

 

Byeongwon Ha / USA
Virginia Commonwealth University

www.bwonha.com

 

 

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.

 

 

 

 

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     38.Floating Painting

Floating Painting

 

Byeongwon Ha / USA
Virginia Commonwealth University

www.bwonha.com

 

 

Floating Painting explores visitors’ passive role as a portrait model in interactive art. This visualizes the process of drawing a painting over a long time just as drawing a real portrait painting. A webcam scans a visitor’s face into an 18-by- 32 pixilated image, and the LED canvas emits one color pixel of the image per three hundred milliseconds in order, then the webcam simultaneously re-photographs the LED colors on the canvas. Next, viewers can see the drawing process that illustrates the face on the wall. Unlike most interactive art projects with real-time closed-circuit video systems, in Floating Painting, visitors as passive models experience temps mort, or dead time to see their slow portraits, and to rethink their role in interactive art.

 

 

 

 

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     37.GeoObs Geometry of The Observation

GeoObs/Geometry of the Observation

 

Daniel Cruz / Chile
Universidad de Chile

www.masivo.cl

 

 

“GeoObs” is a mixed media installation which observe the relations of three layers, Device, Image and Data, to build a dialogue to define the blurred definition of the privacy in the actual system of the visual representation in the global net.

 

The installation explore the joints, cracks and displacements the contemporary context of the global net, confronting models a nd complex systems to build alliterations and iterations through visuals strategies like site specific action, social and geopolitical relations, as also territorial gestures to relieve the concepts of invisibility , transparency, tracking and trace.

 

 

 

 

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     36.Pobably possibly

Probably/Possibly?

 

Johan Kuchera-Morin, Luca Peliti and Lance Putname / USA-Italy
University "Federico II" of Napoles

www.peliti.org

 

 

PROBABLY/POSSIBLY?, es una composición / instalación inmersiva, visual, auditiva, interactiva sobre las probabilidades que tiene un electrón de un átomo de hidrógeno mientras está en superposición, combinando dos o tres funciones de onda de probabilidad diferentes, de acuerdo con la ecuación de Schrodinger. La rotación en el eje x del electrón, se muestra a través de diferentes combinaciones de tonos y colores que dejan ver  el ‘spin-up’ y ‘spin-down’ del electrón, lo que arroja como resultado una posibilidad de hasta 6 relaciones de spin en el eje x, solo entre las tres combinaciones de funciones de onda.

 

 

 

 

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     53.The Common flow

The Common Flow

 

Luis Camargo / Spain

 

 

“The common flow” is an exhibition made in the Archeological museum of the Caldas University, proposing to make a relation between the cultural knowledge and natural reality in daily life of the original cultures and new discoveries of science on relation with fractal geometry, and flow simulations. The original pieces in the museum of Early Quimbaya cultures have linear patterns related with water shapes and flow. In the exhibition through videos of the flow of the human heart, the flow of the river and the flow of the solar system and a big format back- iluminated fractal images, the visitor will have the sensorial experience of self- similarity on an image much bigger than our own body in 2 images 2x3 meters size.

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     33.Rainy Garden

Rainy Garden

 

Annie Sungkajun and Jinsil Hwaryoung Seo / USA
Texas A&M University

 

 

Rainy Garden is an interactive installation that creates a moment of sensory awakening and playfulness through tangible and immersive interactions. It is comprised of seven umbrellas hung from the ceiling and an Arduino compatible circuitry embedded in each umbrella to create sensory immersion. Rainy Garden is inspired from our childhood memories about nature: jumping in the rain, gardening, fresh smell from a garden, etc. Nature is a refuge that provides shelter and comfort. Nature is a nostalgic inspiration and becomes one of core aesthetic components of our work. Rainy Garden becomes a refuge of nature, an idealized immersion, immersion without vulnerability. A touch to each umbrella handle creates a personal boundary with distinct sensory stimulations and a unique floral design print. In the gallery, umbrellas look like big flowers in the floating garden. UV LEDs attached to the outer surface of the umbrellas slowly animate creating raindrops effects. Once a visitor holds a handle of the umbrella and stay underneath of it, the space responds to the viewer and evokes narratives through visual, haptic and sound experiences. Depending on the quality of touch by a visitor, hidden visual patterns, vibrations, cricket-like sounds will appear and create a sensory-rich environment.

 

 

 

 

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     29.Phallaina

Phallaina

 

Marietta Ren, Pierre Cattan and Alexandrine Stehelin / France
Small Bang

 

 

Phallaina is the first scrolling graphic novel. A hybrid narrative device by Marietta Ren and the Studio Small Bang, composed of a digital graphic novel designed for tactile screens, as well as a 120 meters long physical fresco with an interactive audio system.

 

 

 

 

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     28.Dark Matter Dark Energy

Dark Matter Dark Energy: Soulful Media

 

Bushra Burge / United Kingdom
Bushra Burge Studio

www.bushraburge.com

 

 

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.

 

 

 

 

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     27.Clouds Falling

Clouds Falling

 

Yuk Yiu Ip / Hong Kong
School of Creative Media of Hong Kong

www.ipyukyiu.com

 

 

A creative annex of CLOUDS FALL (2014), CLOUDS FALLING is a virtual camera obscura of an imaginary post-apocalyptical world, a dark mirror of the current state of world affairs and a critical probing of the shifting boundaries between the real and the virtual in our hyper-technologized everyday reality.

 

 

 

 

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     26.Web Mindscape

Web-Mindscape

 

Claudia Robles-Angel / Germany
Independent

www.claudearobles.de

 

 

WEB-MINDSCAPE is an interactive installation joining diverse aspects, such as social network, sound, brainwaves and visual elements. It creates an immersive audiovisual environment, which is site-specific, where sound is diffused in surround, and the visual elements consist of light produced via electroluminescent wires (EL wires).

Visitors are invited to interact with the audiovisual environment (light and sound) by using an EEG interface, which reads their brain activity. Thereby, they are confronted to messages from a social network (in this case, Twitter). The tweet messages are turned into audible sound, and the computer measures thereafter the cerebral activity of the visitors, and analyses their emotional reactions to both the environment and the tweets, transforming this data into visual and audible signals, which reproduce how the inner of the subject is influenced by the outer environment and at the same time, having an impact on the installation’s audiovisual environment.

 

 

 

 

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     25.Empathy Box And Empathy Amulet

Empathy Box and Empathy Amulet

 

Sophia Brueckner / USA
University of Michigan - Ann Arbor

www.sophiabrueckner.com

 

 

"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. 

 

 

 

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     24.Cogito ergo sum

Cogito Ergo Sum

 

Grefory Lasserre - Anais Met Dan Ancxt / France
Scenocosme

www.scenocosme.com

 

 

This interactive artwork is composed of a salt skull and a quadriphonic headphone. The skull is made of several interactive zones which produce sounds with electrostatic contact of the visitor. The spectator puts the headphone in order to explore with his hands the different zones of the salt skull. This intimist staging generates a symbolic mirror between the salt skull and the head of the visitor.

 

 

The positioning of the hands over the different areas of the work affects the quadraphonic sound spatialization. The quality of gestures, the intensity of contacts and electrostatic energies reveal and change the various polyphonic sound textures associated with each of the areas of the soundscape. It offers a sound exploration, meditative and intuitive of this terra incognita that contains our thought.

 

 

This sculpture is made of salt, material both hard, precious, fragile and porous. Salt is one of the indispensable components of the human body, found inside bones, blood or cells as well. It is not only a part of our internal biological landscape but also landscapes that surround us : in its form strong and rocky, or liquid, diluted in the sea. Containing and content are thus mirrored in that skull of salt.

 

 

 

 

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     23.List of insults

List of Insults

 

Raivo Kelomees / Estonia
Estonian Academy of Arts

www.kelomees.net

 

"List of Insults" is artwork involving collaborative participation. Visitors should reach each other hand and in same time hold the metal tubes on the wall. Videos on the TVs start to work, presenting dialogues between fictional personalities who are discussing art, politics, and poetry. The participants could be two or more than two, but one person is not able to reach tubes on the wall. In that sense, single visitor should engage somebody in the exhibition room to be able to experience the artwork.

 

 

 

 

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     22.Silent Music Plane 1967

Silent Music Plane 1967

 

Chi Wo Leung / Hong Kong
City University of Hong Kong

www.leungchiwo.com

 

 

In this installation, a paper plane was made of the magazine cover of LIFE (June 2, 1967), which ran a story of the escape of famous Chinese musician Ma Sitson from China. It flies on strings at variable speeds synced with the tempo and level of two songs: Long Life Chairman Mao (1966), and Yesterday (1965). But the playback music is barely heard by the audience.

 

In May 1967, a year after the nationwide Cultural Revolution took place in China, large-scale anti- colonialist riots broke out in Hong Kong. Lots of Chinese propaganda slogans and music were broadcasted from the loudspeakers at the Bank of China Building in Central, Hong Kong. It was loud and heard everywhere in Central. Then the Hong Kong government installed 6 large military speakers on the roof of the nearby Government Information Services office building, playing loudly the jazz and western pop music including The Beatles to counteract the propaganda. In the “Hong Kong Under the Gun” issue (July 31, 1967) of Newsweek magazine, there is a line in its cover story, “Many of the rich and the middle class have had their airline tickets bought and paid for months, or even years.”

 

 

 

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     20.FLOW

FLOW | Representing nature through waves of real time data

 

Mathieu Le Sourd / Canada
MAOTIK

www.maotik.com

 

 

FLOW es una instalación interactiva de inmersión, especialmente diseñada para la pantalla de medios de 8k. Inspirado por el fenómeno natural de las mareas, el entorno multimedia ofrece una sensibilidad y experimenta principios poéticos, juguetones y estéticos de la subida y caída de los niveles del mar. Invita a los visitantes a sumergirse en la fascinante ciencia, a través de la inmersión interactiva. El espacio multimedia tiene como objetivo crear un entorno de datos inteligentes en el que la información puede expresarse en una representación dinámica y mejorar la percepción del espacio físico. El proyecto tratará de envolver al público en un universo virtual lo suficientemente abstracto como para permitir el ensueño y la interpretación libre. Todo el contenido está diseñado y ejecutado en tiempo real. La idea es crear un sistema con un proceso de creación aleatoria, en una gama de configuraciones definidas por la naturaleza.

 

 

 

 

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     19.InTouch Werables

InTouch Wearables: Exploring Ambient Remote Touch in Child-Parent Relationships

 

Jinsil Hwaryoung Seo, Annie Sungkajun, Meghan Cook / USA
Texas A&M University

 

 

InTouch Wearables is a set of wearables that consist of dresses and shoulder pieces that allow mother and child share remote touches through garments with ambient feedback. This was developed to explore how remote touches can convey emotion and help people stay connected between remote locations. This project was created based on the lead artist’s personal experience with her child. In InTouch Wearables, a parent can increase the vividness of her conversation with a child through contextualized touch, and the loved ones may enhance the affective tone of their communication using a remote touch technology. All the electronic components of the garment for sensing human touches and actuating color-changing garment are integrated on the main fabrics. If accepted, we will be available to exhibit two dresses and four shoulder pieces on mannequins and hangers. Audience will be able to touch and activate interaction between garments.

 

 

 

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     18.Pillflower App

Pillflower App

 

Lynee Heller / Canada
OCAD University

lynneheller.com

 

 

The Pillflower Project consists of scanned images of pills and tablets, digitally manipulated into flowerlike Mandelas, as well as actual medicinal pills physically assembled into miniature flower sculptures. These two and three dimensional pillflowers are then used to decorate both functional and sculptural work to create a veritable pillflower world. The Pillflower App is a gamification of the project where the user can grow, gather, play with, dream with and gift the pillflower designs. The grow function allows user to challenge themselves to recreate pillflowers. The gather function leads to collecting all 200 plus pillflowers that have been designed. The play option allows users to interact with their collection of pillflowers rearranging them, expanding and contracting the individual designs as well as multiplying them. The dream function is a relaxing mechanism in which a meditative Mandela of gently changing pillflowers loops along with music of the user’s choosing. Finally the gift function allows users to superimpose their collection of pillflowers on real world photos and then gift them to others. The app is simple to use with humble aspirations.

 

 

 

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     17.Columbiritmos MAnizales coffe drip

Columbiritmos - Manizales Coffe Drip

 

Reza Safavi and Max Kazemzadeh / USA
Washington State University-Gallaudet

www.maxkazemzadeh.com

 

 

"Columbiritmos" (“Columbi”: Columbia “ritmos”: Algorithms) is an interactive, digital, kinetic, geo-location performance project that uses algorithmic functions calculated in a custom GPS tracking phone application to direct the field-user to navigate the city of Manizales, which is presently the main center for the production of Columbian coffee. Influenced by the Situationists who, before the time of computer code, experimented with numerous rules for navigating Paris with the intention of breaking from routine to re-experience Paris from new perspectives, "Columbiritmos" will use a custom phone app that, when the phone is shaken, uses an algorithm to direct field-users to move in specific directions for specific distances, sample local coffee that is GPS tracked for region of the city, listen to and transmit GPS located stories acquired from the locals, which are all transmitted back to the gallery space to activate of multiple automated kinetic coffee dispensers that deliver coffee with varying degrees of intensity from areas within that region to gallery visitors. Depending on the passenger experience as they navigate, the phone application directs the field-user to respond to a “field- intensity” meter, which in effect makes stronger or weaker cups of coffee for gallery visitors.

 

 

 

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     11.White Cart Loom

White Cart Loom

 

Vicky Isley - Paul Smith / United Kingdom
Bournemouth - Boredomresearch

www.boredomresearch.net

 

 

White Cart Loom se desarrolla en respuesta a la investigación científica que busca interpretar y comprender los datos codificados en el proceso biológico de formación de conchas en, ahora en peligro de extinción, mejillones de agua dulce. El proyecto conecta la biodiversidad con la creatividad humana y su primera expresión a través de la programación, con los diseñadores textiles que usan la primera máquina programable, Ell telar Jacquard. En Paisley Escocia, este proceso se utilizó para explorar las posibilidades creativas del modelo Paisley de renombre mundial. La rápida industrialización de la producción textil contribuyó a la destrucción del hábitat y los mejillones de agua dulce se han extinguido localmente. La apertura de un espacio para reflexionar sobre la interacción entre los procesos industriales y la sostenibilidad en un mundo poblado por 7,4 mil millones de seres humanos - cada uno con un fuerte sentido de identidad única -. Boredomresearch está integrando la biología y la computación para crear una única perla nacarado para cada humano vivo en la tierra . Al hacerlo, han re-imaginado el patrón de Paisley como si hubiera crecido en la concha de un mejillón de perlas de agua dulce, reconectando el diseño con sus orígenes bio-inspirados.

 

 

 

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     12.Gradual Slip

Gradual Slip

 

Daniel Miller / USA
The University of Lowa 

www.danmillerart.com

 

 

In Gradual Slip, a peristaltic pump drips water onto thermal electric cooling plates (TEC) to form mini “glaciers”. After a time of buildup the system shuts down and the plates role rapidly reverses. The plates heat up and the ice slides off onto a tray of dirt and seed. From this point the seeds grow into grass flourishing in the melt water or drying out in its absence. Here the natural element is coping with artificial stresses that are introduced by anthropomorphic forces. The natural environment has evolved into a system in equilibrium. In ecosystems there is a threshold, a limit where the system can no longer function when pushed beyond this boundary. Gradual slip acts as a model of a natural system, exploring this boundary, opening itself up for a dialogue around climate change.

 

 

 

 

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     09.Robotic voice activated word kicking machine

Robotic Voice Activated Word Kicking Machine

 

Neil Mendoza / United Kingdom
Independent

www.neilmendoza.com

 

 

The Robotic Voice Activated Word Kicking Machine is the ideal device for anyone that feels that their verbal communication needs a little extra kick.

 

 

 

 

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     08.Electronic peace Garden sonic well

Electronic Peace Garden, Sonic Wellian

 

Clothier / New Zealand
Artist / Intercreate Research Center

ianclothier.com

 

 

Un contexto importante, tanto para Colombia como para el mundo, es el de la Paz. También es de vital importancia la relación humana con el medio ambiente, un proyecto que articula e inicia una conversación entre Colombia y  Aotearoa, Nueva Zelanda, utilizando tecnología para la Paz y datos en Apoyo al medio ambiente. El jardín electrónico de la paz consiste en una planta viva y cinco plantas digitales colocadas alrededor de un montón de piedras. Las plantas digitales emiten y parpadean datos ambientales - nivel de luz, temperatura, humedad y el nivel de voltaje de la planta viva. Dentro de la pila de piedras, es un Sonic Well, un portátil / micrófono y altavoz, que permite la interacción en línea. Durante la exposición, el pozo sonoro se utiliza en un momento específico para conectar y tener conversación con los pueblos indígenas de Parihaka en Aotearoa, Nueva Zelanda. Este lugar tiene fama mundial como lugar de paz y ha sido visitado por representantes de las familias Martin Luther King y Mandela. Diálogos como este son importantes para la humanidad, el medio ambiente, el mundo académico y la creatividad.

 

 

 

 

 

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     15.Membranes

Membranes

 

Gregory Lasserre - Anais Met Den Ancxt / France
Scenocosme

www.scenocosme.com

 

 

"Membranes" es una hibridación entre el elemento natural y la tecnología digital. "Membranes" es una nueva escultura sonora interactiva compuesta por dos cueros sensoriales estirados sobre un marco circular. Es posible interactuar solos o juntos en ambos lados. Los cuerpos reaccionan a los contactos electrostáticos de las manos. Cada contacto produce sonidos escalables, dependiendo de la calidad del enfoque y la profundidad del contacto. Las dos superficies cutáneas están compuestas por una puntuación polifónica sensible. Están separadas por un intersticio, que se reduce bajo la acción de los contactos. Este trabajo juega con grados de proximidad entre dos cuerpos que interactúan juntos. Permite ser oyente y sensible a otro visitante que interactúa para crear, experimentar sonidos producidos juntos.

 

 

 

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     16.SOPRO THE BLOW

Sopro (the Blow)

 

Milton Sogabe, Carolina Perez, Fernando Fofliano, Fabio Oliveira Nunes, Soraya Braz and Cleber Gazana / Brazil
UNESP

grupocat.wordpress.com

  

“Sopro (The Blow)” is energized by the audience through the force of their breath in a propeller. This art proposal is based on the use of a simple technological system, the poetic of breath and primary scientific principles. The present system in the work also reveals tune with current energy and sustainability issues, inserting them in the context of the art technology.

 

 

 

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     05.Googled Sculpture Series

Googled Sculptures Series 2017

 

Sam Blanchard / USA
Virginia Tech

www.samblanchard.com/googledsculpture

 

 

La serie Googled Sculpture explora este concepto de presencia de objetos ‘crowdsourced’, examinando las tres esculturas más buscadas en la historia del arte occidental. Utilizando solo las fotos turísticas seleccionadas de los resultados de búsqueda de imágenes de Google para "Venus de Milo", "Miguel Ángel David" y "Pensador Rodin", las similitudes erróneas e incompletas se cosen en un software de fotogrametría, renderizado e impreso en 3D. La figura dentada resultante es una manifestación física de la presencia en la web. Áreas de alta y baja resolución hablan de los puntos focales y las perspectivas frecuentemente capturadas por los visitantes a los iconos de la escultura occidental.

 

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     04.The Digital Skin Series

The Digital Skin Series

 

Emilio Vavarella / Italy
Harvard University

www.emiliovavarella.com

 

 

The Digital Skin Series is composed of self-portraits in which I pose “under the digital skin” of strangers I’ve crossed paths with in the past. To create this series, I first used a 3D scanner to obtain an accurate tridimensional model of my face. Then I used a camera-prototype to acquire HD portraits of strangers. Finally, I applied their portraits to my digital skull as if they were simply an additional layer. The result is a series of photographs where bidimensionality and tridimensionality collide in an intimate and unpredictable way. In the past, myths about skin were common across cultures and related to radical biological metamorphoses. For example, in the Navajo tradition–which considered the skin a mask–if you were to lock your eyes with those of the skinwalkers, they could project themselves into your body and transform into you. In today’s network society, bodies have left that organic condition and are characterized by transient statuses: individuals have become di-viduals, data aggregates, samples, signals. The last boundary between us and the world, our skin, has become a transient membrane that changes along with the trans- and meta- human forms under it. The space that was occupied by the skinwalkers of the past has been taken over by infinite reconfigurations and mediations. What remains the same is that to be human still means to constantly shift through generative metamorphosis, corruptions, and de-generations that escape any clear categorization.

 

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     03.The Woodpecker

The Woodpecker

 

Richards Vitols / Latvia
E-Labs

 

 

Mi trabajo es una investigación para ver si podemos reemplazar algunas de las especies de aves, con otras artificiales, para tratar de mantener a los insectos que comen plantas, hacer nueva población en los árboles, explorar la comunicación entre los insectos, los árboles y los pájaros carpinteros. La instalación consta de dos impresiones digitales 70x100, documentación en video, pájaros carpinteros artificiales y datos recolectados. 

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     02.Wayfinding

Wayfinding

 

Raphael Arar / USA
IBM Research

rarar.com

 

 

In his seminal work The Image of the City, Kevin Lynch coined the term “wayfinding”, which describes the process of using spatial and environmental information to orient oneself and navigate to a destination. Lynch elaborated to define four unique stages in this process: orientation, route decision, route monitoring and destination recognition. Throughout history, many approaches have been used to accomplish the four stages of wayfinding, and one of the most powerful devices and symbols has been the compass. While we have all experienced wayfinding and its four stages in a spatial sense,how does this principle analogize to the path one chooses in life, and its potential ever-changing influences by society? Furthermore, how does the notion of wayfinding evolve and morph as our sense of destination is largely unknown and ultimately impacted by the people we meet and their subsequent aggregate of chosen paths? By abstractly paying homage to the design principle of wayfinding coupled with the theme of metamorphosis, this responsive installation serves as a metaphoric representation of an electro-mechanical compass that seeks to reflect on the paths one chooses in life, the individual and societal offshoots and the subsequent periods of chaos and harmony. 

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     01.Hypergradient

Hypergradient

 

Andreas Lutz / Germany
Kasuga

www.andreaslutz.com

 

 

Inspired by the theory of Hermeneutics, Hypergradient analyzes the different interpretations of an impartial consistent statement. The installation repeatedly changes between two states: the "statement" state and the "interpretation" state. The statement state displays a sequence of characters of a distinct semiotic system, which can be described as a deputy for all known semiotic systems. These abstract propositions don't follow human dwelled principles, they posses inherent logic. In this state, the space containing the installation and the installation itself islit up with fixed light sources. When the installation reaches the interpretation state, the whole space changes into darkness and the surface is illuminated by four light sources, which are arranged around the installation. Throughthe constant change of light, the physical deformation of the surface and the consequent modification of perception, the original statement now has to be interpreted by the observer.

 

 

 

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