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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.
 
 
 
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Holografía y Video Mapping

 

Andrey Castillo / Colombia
Arquitectura Audiovisual

 

Casos de Diseño

  

Montaña Digital es un montaje audiovisual (Holografía & Video Mapping) propuesto por Arquitectura Audiovisual y Zdey.

 

En Montala Digital se conjuga todo un universo visual y sonoro inspirado en las montañas de Antioquia, experimentando con texturas coloridas, lineas y mallas que identifican las periferias de nuestra área metropolitana.

 

La música acentuará cada momento con sonidos espaciales de sintes y vocoders que darán fuerza y dinamismo a la experiencia sonora y visual. Toda una banda sonora con voces en español e inglés guiarán al espectador por la ciudad de la innovación.

 

Dentro del repertorio musical se disfrutará de toda la nueva propuesta musical de Zdey donde escucharemos sonidos house, trap, dubstep entre otros, siendo estos sonidos y el desarrollo visual quienes captarán la atención del público.

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     09.Evolution

Evolution

 

Mateusz 'Marpi' Marcinowski / USA
Obscura Digital

 

Casos de Diseño

 

marpi.pl

 

A history of evolution of my generative design. I’ve been working on biological/evolutionary algorithms for almost a decade now, migrating through different mediums and technologies, currently settling in the VR, working on a digital, infinite universe.

This talk is the history, research and everything i found on the way.

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     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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     07.Anthropological perspectives avatar life review with older adults

Anthropological perspectives: Avatar life-review with older adults

 

Semi Ryu / USA
Virginia Commonwealth University

 

Casos de Diseño

 

www.semiryu.net

 

This presentation will discuss experiences of older adult participants and the artist as a mediator and participant, based on 10 avatar life-review sessions that were held at Gayton Terrace senior living, in Richmond, VA, from March to June 2016. The avatar system was designed with interactive components such as lip-synchronization, motion detection, and sentiment analysis, to playfully engage a senior’s life-review process. The system offered female and male interactive avatars for 4 developmental stages: childhood, adolescence, young adulthood, and elderhood.

In this presentation, the participant’s experience will be explained in terms of a mode of personal and communal ritual that has emerged in public theater environments. The therapeutic possibility of the system will be discussed in the user’s personal engagement with the avatar, in the sense of anonymity, distancing effects and emotional release. Every life review session was followed by lengthy community talks, building strong empathetic bonds between the storyteller, the artist (mediator) and the audience (residents). Moreover, the avatar movie screening brought everyone together, reflecting all those stories told via avatar, and sharing together. Later, the avatar movie was distributed to the participant's family members and grandchildren, promoting intergenerational relationships.

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     06.Douppler

Duoppler

 

Juan José Rendón, Juan Salamanca, Juan Sebastián Reina, Cristian Montoya, Andrés Tello, Julián Stiven Madrid Pérez, Luis Contreras, Felipe Barbosa, Daniel Pérez, Hendel Cuartas and Carlos Mario Campo / Colombia 
ICESI

 

Casos de Diseño

 

www.smartartifact.com

 

The gaze is among the strongest element of human interaction. In many non-verbal situations it is the cover letter that conveys our mood, even with other mammals, insofar as it is possible to create silent and spontaneous emotional boundaries ranging from love to antipathy, or even hostility depending on context. Therefore, the gaze is use strategically in social situations.

Based on the above, the facility developed encourages unintended visual communication through mirrors with the aim of triggering a primary social interaction. The gaze on someone can hinder rather than attract mutual action, but a playful interaction through reflections turns the whole situation in game.

As in Greek mythology, Perseus can look at Medusa only through his reflecting shield, otherwise he runs the risk of being petrified. In our installation we use video processing to dynamically track the position of visitors and adjust the Perseus shield to the correct angle of reflection between two of them. If the two mirrored visitors coordinate, they can direct the mirror to a third person in the room, which would become stone.

Our bottom line reflection is on the mediating role of computational technologies that trigger our prudent ego in simple yet deeply human interactions.

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     05.Caminandar

"Caminandar" expanded book Collaborative creation practices in the interface: La Plata (Bahía Málaga) - Hipermedia Laboratory 

 

Christian Lizarralde / Colombia
Universidad del Valle

 

Casos de Diseño

 

hiperlab.univalle.edu.co

 

Creation Social Interface (ISC) is a doctoral research about  the interactions between two knowledge interfaces: the community of the island of La Plata in Bahía Málaga, located in the Colombian Pacific of the Valle del Cauca, and the Hipermedia Laboratory (HiperLab) Of the Univeridad del Calle (Colombia), with the purpose of designing collaborative artistic practices as a device for the conservation of the ancestral knowledges of the South Pacific of Colombia. 

 

The ISC are configured as an area for the encounter between different types of knowledge, recognizing the existence and the realization of the other. A scenario where it is possible to imagine, design and constantly recreate reality through the creation of responsible artistic practices with our natural, urban and telematic environment. 

 

 The instrument and the axis that articulates all the investigative work has been called "Caminandar", an exploratory field journal that gathers each of the encounters, inquiries and creative practices developed by the interface. "Caminandar" is first and foremost a travel journal, an expanded book that explores the possibilities offered by the hypermedia and transmedia narratives, using different means of plastic expression that go from drawing to virtual reality.

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

 

Francisca Keller / Chile
Universidad de Playa Ancha

 

Casos de Diseño

 

http://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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     55.American Arts Incubator

American Arts Incubator

 

Nathan Ober and Kate Space / USA
ZERO1: The Art & Technology Network


nathanielober.com/portfolio

 

 

En colaboración con el Departamento de Estado de los Estados Unidos, AAI envía artistas digitales y de nuevos medios de comunicación al extranjero para colaborar con jóvenes. A través de 65 proyectos de AAI en 13 países, ZERO1 continúa perfeccionando su metodología basada en las artes para que diversos grupos de personas exploren colectivamente y aborden los desafíos sociales y ambientales de una manera única Formas creativas. En este divertido y rápido taller, los asistentes serán guiados a través del enfoque de la AAI, usando técnicas de arte de nuevos medios y herramientas colaborativas de resolución de problemas para explorar un desafío social dado. Al hacerlo, los asistentes serán capaces de identificar maneras de aplicar lo que han aprendido en sus propias vidas para enfrentar los desafíos en sus organizaciones y comunidades.

 

 

 

 

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     54.Touch Me Here

Touch Me Here

 

Sahar Sajadieh / Spain
Media Arts and Technology Department at University of California, Santa Barbara

saharsajadieh.wordpress.com

 

 

Touch Me Here” is a participatory performance/installation artwork, which invites the participant to virtually touch and paint (using our custom-built augmented reality painting application) on the body of a female artist in the same closed intimate space. This interactive digital artwork explores and challenges the ethics of live- interaction, while simultaneously blurring the line between private and public. The dialectic between micro and macro gesture, motions and emotions, and the separation of sensation are the main themes of this work. “Touch Me Here” is a digital reenactment of Valerie Export’s “Tap and Touch Cinema (1968).”

 

 

 

 

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Metamorphosis

 

Béatrice Ortiz / Canada
Koan MediaLab

www.beatriceortiz.com

 

 

This project deals with the question of the importance of time within the representation of the metamorphosis and on how the integration of virtual into reality, allows the materialisation of this phenomenon in constant transformation through augmented reality, interactivity, virtual sculpture, rapid prototyping and the digital manufacturing.

Through the progress between the various stages of the exhibition, the public is  invited to make a reflection on the concept of metamorphosis and on the difficulty of its representation through the matter. This project of exhibition, inspired by Ovide’s myths and its heritage in visual art, invites the public to walk between 4 different works which respectively make reference to the symbolic, formal, temporal and interactive dimensions of the metamorphosis.

The interrelations among design, art and technology, gives to the public the opportunity to experience who virtual worlds and the transforming mirror of interactivity can bring back to these days ancient symbols belonging to our collective unconsciousness.

 

 

 

 

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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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     45.Museum of invisibles

Museum of Invisibles

 

Lucas Bambozzi and Gissele Beiguelman / Brazil
FAU USP

www.lucasbambozzi.net

 

El Museo de los Invisibles es un documental colaborativo sobre los grandes centros urbanos, entendido como un campo biopolítico en el cual choca la visibilidad e invisibilidad. Originalmente se concibió en la ciudad de São Paulo, como un proyecto centrado en los cuerpos tradicionales, en la historiografía, y su discurso sobre la ciudad: mujeres, gays, trans, negros, espacios suburbanos, habitantes de las afueras y los sin techo. Este formato colaborativo involucra estudios de la participación del grupo en recursos y tecnologías, que permitan la incorporación de testimonios de manera online, desde la integración entre plataformas como WhatsApp y  Wordpress. El proyecto se desarrolla como un documental en línea (cine en tiempo real), lo que crea nuevas relaciones entre imágenes, testimonios y temas.

 

 

 

 

 

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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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     43.Ripple Effect

Ripple Effect

 

Anastasia Tyurina / Australia
Griffith University

 

 

Scientific photography aims to record and illustrate data and experiments that differ according to specific disciplines. Although scientific photography can be considered non-aesthetic, since its main purpose is not to convey beauty but rather accurate information, its ability to record material in addition to that which is merely informative allows it to also serve expressive, subjective, and aesthetic purposes.

In my project, I use scientific photography to achieve an objective (scientific) resemblance of individual water drops to their subject, but the resulting images are highly selective in what they show and how. I try to create ‘expressive portraits’ of water drops.

My artistic intervention of a scientific process through experimenting with the SEM is a way to find what potentially different things my images can say about water to a viewer. Transforming the micro-world to a macro level, I play with the meaning of presented images.

My images and digital installations evoke an interest in that water composition is shown as being beautiful. This causes a dilemma for viewers, particularly because the gallery space is different from a laboratory.

 

 

 

 

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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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     39.California Drough Impact

California Drought Impact

 

Yoon Chung Han and Shankar Tiwar / USA
California State University, Fullerton

yoonchunghan.com

 

 

California has been experiencing its most severe drought in the past five years. Drought has affected water 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.

 

 

 

 

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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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     35.Future Cenum

Future Cenum

 

Toni Quiroga
None

toni666quiroga.tumblr.com

 

 

“He stood there for a moment looking around the silent room, shaking his head slowly. All these books, he thought, the residue of a planet’s intellect, the scrapings of futile minds, the leftovers, the potpourri of artefacts that had no power to save men from perishing.” Richard Matheson, I am legend+ The installation is set in a dystopian future, where the income gap impedes the majority of the population access to media. The artist’s new medium is trash and the e-waste dump. Liberated from the digital black box he/she is now forced to use earth, found metals and urine to power electronic waste materials.

 

 

 

 

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     34.Ice Core Modulations

Ice Core Modulations: Performative Digital Poetics

 

Andrea Wollensak, Bridget Baird and Judith Goldman / USA
Connecticut College (art dept./Ammerman Center for Arts and Technology)

 

 

Ice Core Modulations is an inter-disciplinary collaboration involving electronic generative art and simultaneous live performance (approx. 13mins). In each unique enactment, a visual artist, a poet, a computer scientist, and a composer engage with collectively developed processes for exploring and creatively interpreting the climate data on the Earth’s atmosphere from ancient through contemporary times, collected from Antarctic ice core samples.

The visual-graphic elements of Ice Core Modulations have been developed in Processing visualization language. Data on changing CO2 levels through geological time are used as a driver to shift the behavior and appearance of representations both of CO2 bubbles trapped in the ice and of ice cracking due to global warming.

Ice Core Modulations’ poetry component includes both visual and composed sonic elements, using language culled from scientific research on ice as atmospheric archive. As the poet performs, textual fragments appear and visually interact within the landscape of evolving and dissolving gaseous and crystalline forms. This on-screen generation of phrases and live voice is processed in real-time and utilizes effects such as reverb and distortion. With the ice’s CO2 content increasing over time, the processing of the poet’s reading becomes more extreme.

 

 

 

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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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     31.Pas de Trois Adagio

Pas de Trois: Adagio

 

Marco Pinter / México
Independent
http://www.marcopinter.com/

 

 

“Pas de Trois: Adagio" explora un límite ambiguo entre lo corpóreo y lo tecnológico. El trabajo utiliza estrategias coreográficas del dominio de la danza, realizadas a través de motores robóticos. Cada uno de los tres "bailarines" está incorporado en un material diferente: una cuerda, un conjunto de bufandas y un panel de lycra / spandex extruido. Cada uno de los objetos responde de una manera única, según sus propiedades materiales inherentes. Más concretamente, cada elemento material recibe órdenes a través del control motor, por medio de "gestos" coreografiados. Estos gestos sufren manipulaciones de tempo y calidad para crear una gama de cualidades de movimiento. Los gestos escultóricos fueron creados en colaboración con coreógrafos y bailarines humanos. De esta manera, el movimiento y la danza sirven de motor para la estética de la obra.

 

 

 

 

 

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     32.Chromaris

Chromaris

 

Andrés Jurado and Enrico Mandirola / Colombia
Kinolab

www.andresjurado.com

 

 

Chromaris proposes a universe of stimuli & signals as an approximation to the chromatological universe of Sci – fi and ancestral tales stories and cosmologies. The color experience of Kris Kelvin in Solaris, the description of the light in the ritual of Yuriparí, the pink light in V. A. L. I. S. Described by Amacaballo Fat. A series of tales about how the different bodies feels and sense the spectrum.

The performance is a synesthetic experimentation with color and smell of essential oils applied directly to the film, considering the film as a live matter, the heat of the light will be warming the film to expel different smells from sacred plants. This happens while some voices, sounds and readings whispers into the space a selection of diverse synesthetic experiences taken from different sources randomly. With two 16mm and two super 8 mm hacked and rebuild projectors with LED and controllers (hybrid, controlled with Arduino, software and sensors, we get signals from the plants to control sound and light), we create a performance- improvisation in which the light, the smell and the environment together, create a delirious dialogue with the voices and words describing affectively the cosmic experience of color.

 

 

 

 

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     30.El Quijote En La Luna

El Quijote en la Luna

 

Juan José Díaz Infante and Miguel Cervantes / México
Colectivo Espacial Mexicano

altamiracave.com

 

 

Quixote Moonbounce is a poetic action of bouncing the Quixote on the moon. This action was originally created for the Festival Cervantino 2016 in conmemorating of the death of Cervantes. This work has to phases. Phase 1, Bouncing of a signal on the moon, as a performance. Phase 2, Exhibition of the material and registration of the performance. The exhibit is of 20 photographs that unfold as an NASA Moon Apollo mission report, it includes, photographs of the tranmsission, moonmaps and photographs of the moon, among other materials.

Description of the materials. The books that were scanned for the transmision belong to the Palafoxiana Library, which is the oldest library in the continent. The books are editions of Ibarra of 1780 and of the widow of Ibarra in 1789. Registration of the transmission . Materials as were received after bounced in the moon. A video that explains the process of moonbouncing. Actual books of the Quijote by Cervantes. Other fiction books as references by Borges and Calvino.

 

 

 

 

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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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     21.New Spacetime

New Space Time

 

Viviana Troya / Colombia
None

vivianatroya.com

 

 

This project consists of a series of three hands created in PLA (3D print), which replicate the gestures of the human hand as these interact with sources of digital media such as cell phones, tablets and computers. Each piece is mounted on a base and is accompanied by an LED display synched to each movement to calculate the time, effort and distance in meters that each hand travels.

 

Gestures are among the most difficult aspects to identify in a society. However, the digitization of our era has made scrolling a universal gesture which is simple yet extremely powerful, becoming the gesture of the 21st century. Through the simple contraction of our index finger or thumb, cyberspace and cybertime, become as infinite or ephemeral as we desire. "New Spacetime" seeks to translate cyber spacetime generated by a scroll to a physical experience, it also strives to demonstrate how distances, ie space, seem to vanish in the contemporary world as a result of the immediacy of the digital world, and never ending instant news feeds.

 

 

 

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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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     14.Where Have you Been

Where have you been?

 

Lasse Scherffig / USA
San Francisco Art Institute

lassescherffig.de

 

 

“Where have you been?” is an installation investigating the personal data leaked by networked mobile phones. It consists of a projection displaying seemingly random scenes from Google StreetView. These scenes, however, depict places members of the audience have visited in the past: a frequently used airport, a favorite café, or the own front yard.

This information is harvested from the mobile devices entering the exhibition space, which search for available WiFis and by that reveal the networks they were connected to before. “Where have you been?” tries to link these networks to geographic origins, using WiFi location data collected by a wardriving community. It is based on passive WiFi scanning – a simple surveillance technique that is employed by government agencies and advertisers alike – and it relies on data from a public counterpart to the private location information inside the databases used by Google and Apple.

 

 

 

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     13.EDEN-Ethical Durable Ecology Nature

EDEN - Ethical Durable Ecology Nature

 

Olga Kisseleva / France
Sorbonne

www.kisseleva.org

 

 

EDEN es un nuevo tipo de red orgánica basada en el medio vegetal. Las especies vegetales pueden comunicarse con su entorno. Utilizan diferentes tipos de emisión molecular. La comunicación puede establecerse entre árboles de la misma especie, pero también puede dirigirse a un organismo diferente: insecto, animal, incluido el humano. Esta aptitud ayuda a los árboles a optimizar sus mecanismos vitales y a protegerse de potenciales agresores. EDEN, realizado en colaboración con la empresa Orange Telecom, transforma esta comunicación cifrada, en una red completa y abierta. Los árboles incluidos en el proyecto, pueden hablar con los seres humanos a través de Internet y hacerles saber acerca de cualquier peligro que podría ser percibido por vegetal antes de que lo supiéramos. El proyecto podría ser adaptado en Colombia para una de las especies locales en peligro de extinción.

 

 

 

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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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     10.Touch Me

Touch Me

 

Yiannis Kranidiotis / Greece
Independent

kranidiotis.gr

 

 

Por favor, tócame. A diferencia de otras obras de arte que nos aconsejan mantener distancia, esta escultura te invita a tocarla. Con referencia a los antiguos ídolos cicládicos, esta cabeza negra está oscura, como un visitante extraterrestre, esperando un encuentro. En respuesta, emitirá luz azul y violeta fría a través de cientos de fibras ópticas que se ajustan en su superficie. Al mismo tiempo se generará un paisaje sonoro basado en los movimientos de las manos que tocan la escultura.

 

 

 

 

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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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