The International Image Festival is an event of electronic arts and digital culture organized by the Visual Design Department at the Universidad de Caldas in Colombia since 1997. This year, the Festival will host ISEA2017, one of the most important symposiums on Electronic Art in the world, and for the first time will be held in a Latin American country.
At the same time, the Festival will be part of selected cultural events in the ’Crusade Season France-Colombia’ initiative, led by the French Institute and the Ministry of Culture.
In this space, you’ll find the reunited programming for the 16th International Image Festival and ISEA 2017. This app enables you to create your own schedule for attending certain events during the Festival.
"Art + Digital Culture <-> Public Policy" will join invited expert speakers and will be open for participation of the general public too, considering that many people attending ISEA are also experts coming from a variety of electronic arts fields.
There will be test-cases and people presenting about their experience and perspective on public policies related to digital culture in general and electronic art/art & science in particular.
Among the organizers of this open discussion + workshop we have at this stage:
Other invited speakers, also with a well-known knowledge of electronic arts and digital culture policies will be joining the team, together with public policy makers.
“A good science fiction story should be able to predict not the automobile but the traffic jam.” - Frederick Pohl
For decades, science fiction authors have explored both our wildest dreams and greatest fears for where technology might lead us. This workshop ties science fiction with speculative/critical design as a means to encourage the ethical and thoughtful design of new technologies.
Reading science fiction is like ethics class for inventors, designers, and engineers. Science fiction looks at current technological and social trends and extrapolates them into the future. It speculates on the consequences of these trends, both good and bad, if they continue unchecked. During this workshop, participants will use J. G. Ballard's "Answers to a Questionnaire", a story made up of only answers and with the questions omitted, as a jumping-off point to write one-sentence science fiction stories. Avoiding both blind optimism for technology as well as its polar opposite of overly Luddite thinking and cynicism, this constrained exercise will encourage the formulation of imaginative and whimsical ideas for new technologies with an attitude of critical optimism...hopeful yet careful.
Domains, publics and access is an ongoing research in media archaeology of the present. The core of the research is a wiki where everybody can collaborate with cataloguing, preserving and documenting projects that offer access for the general public to the domains of art, culture, science, economics, politics and technology. The collection brings together projects that have emerged in different countries from the second half of the 20th century to the present day related to open access, open content, open government, open science, open design, open education, open spectrum, citizen journalism, citizen science, collaborative economy, commons, co-ops, crowdfunding, crowdsourcing, cryptocurrencies, DIY, free software, free culture, community currencies, solidarity economy, grassroots media, p2p, piracy, tactical media, etc.
The main goal is to preserve the memory of projects that appear and disappear day by day in different countries using the online tools such as Wayback Machine and MediaWiki. The reason for this is that historically the limits of access have never been stable and will continue to change but we are losing the traces of the present for future generations without even noticing it.
The Guerrilla Grafters graft fruit bearing branches onto non-fruit bearing, ornamental fruit trees. Over time, delicious, nutritious fruit is made available to urban residents through these grafts. We aim to prove that a culture of care can be cultivated from the ground up. We aim to turn city streets into food forests, and unravel civilization one branch at a time.
For ISEA 2017, we demonstrate how to graft urban fruit trees in the Recinto district of Manizales. The Guerrilla Grafters teach participants how to use their internet tools and different kinds of tagging — from graffiti to electronics to attach to branches (disseminating information about the graft to humans and bees), and offer take-home grafting kits. We provoke a discussion on how specific cultivation practices can resist capitalist and colonial regimes of power. Here, conflicts between a variety of fruit eaters might be recast as something to be embraced, and not positioned as the opposite to peace.
We invite messy, rebellious solutions to the ways information can be shared for the purposes of expanding the urban commons in ways that simultaneously collapse binaries between public and private, nature and culture.
Shoptalk: Field Tools for Critical Making engages participants to practice methods of thinking and making to promote social resiliency, art for social change, and participatory action for peace. This half-day workshop will give participants the opportunity to collaborate and build their own submissions for the Field Tools for Peace ISEA exhibition and online gallery, and explore new approaches to making.
Workshop leaders will start with short presentations about their own community arts practices and case study overviews. Workshop participants will then have the opportunity to introduce themselves and brainstorm topics and mediums to create projects with. Methods for collaboration through rapid prototyping and problem solving will include creative acts of listening, and shared narratives and visions of possible futures in both digital and public art installation.
Croix is a new audio and visual performance by french sound explorer Franck Vigroux. Vigroux’s multifaceted and challenging body of work sits at the crossroads of electroacoustics, noise, and industrial music. With is analog and digital instruments, Vigroux's music is made of pure and distorted drones, polyphonic noises and harsh industrial rhythms.
Croix's generative video has been created by artist Antoine Schmitt. The visuals of Croix are centered around the figure of the Kasimir Malevitch’s cross, symbol of the artistic consciousness.
The figure itself is constituted of thousands of individual pixels, which explode in space according to the levels of energy of the audio. In silence, they reform the cross. The generative system is connected to the live music during the performance. It provides a quasi-literal visualization of the dynamics of the music all the while being the fixed point around which it revolves.
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.
“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.
The artwork seeks to create a peaceful space where we can explore the nature of our universal connection through shared genetic code. DNA is the technology of life, and the piece utilizes modern technology to express our biological code in novel, accessible ways. By transforming the raw DNA sequence data for a set of individuals into music, and sampling a single chromosome from each person to create the final composition, our individuality and collective connectedness are simultaneously celebrated.
The stone circle becomes a comfortable womb in which the participants can experience and reflect on the beauty of existence and the core connection we have to each other, with the projected visuals from above making the participants themselves a central component of the artwork while they explore the space. The tactile and multi-sensory nature of the piece reveals what is otherwise abstract in a visceral and universal way that is hoped to inspire discussion and profound wonder... and above all, bring us together.
This workshop will introduce an innovative therapy platform designed for older adults, with interactive avatars reflecting users’ speech, gestures, and emotional states in real time. This transdisciplinary project integrates electronic arts, gaming, computer science, gerontology, storytelling, and therapy rooted in Korean
shamanistic practice.
This system was designed to strive to enhance seniors’ quality of life, fostering communication among peers, caregivers, and family members, promoting intergenerational relationships by eliciting memories invested with emotion and buoyed by engaging play. Seniors act out reminiscences at various ages (child, teenager, adult, elder), embodying their life stories and those of significant others through configurable avatars. Avatars’ affective gestures and sound reflect results of sentiment analysis algorithms detecting the emotional contents of the user’s live speech.
This workshop will examine diverse aspects of the project: conceptual foundations, multimedia production, research findings based on formative testing with the senior target population, and avatar life-review system opening to public.
When life puts you in difficulty you can either run away from it, or embrace that obstacle and figure out how to take advantage by developing a creative method to benefit from it. Being born with a heart condition, I have always been exposed to biofeedback devices and it always intrigued me the sound and visuals that were created through these devices using my body as source for their input.
As part of my academic research, I started to incorporate my own physical condition into the creative process of art making. In that process I discovered techniques that allow us to control our vital signs, particularly meditation. Meditation is the practice of self-awareness and has effects in how we engage with our daily situations. Its practice can help people build strongest connections with their mind and body which can be used to create generative sound and visuals that is fed back into the person creating a feedback loop. This is particularly helpful for people with physical disabilities because they can use their vital signs to generate and control audio-visual content. This tutorial will teach attendees the technique of meditation, while wearing biofeedback devices to control an interactive audio-visual piece.
This workshop will focus on understanding the meaning and possibilities of different physiological signals (biosignals) and the technologies available to measure them. We will demonstrate the use of different biosensors and discuss the creative methods used in our work at Emovere project, which focuses on developing interactive dance performances that utilize biosignals to amplify, understand and connect with the internal functions of the human body. We use physiological signals such as electromyography (EMG), electrocardiography (ECG) and electrodermal activity (EDA) as materials that access an intimate and – usually – inaccessible biological dimension that is in constant change, affected by external and internal stimuli.
The workshop will explore the rationale behind interaction designs, compositional techniques and outcomes of different artistic pieces that utilize biosignals in performance scenarios. Participants will join in a co-creative experience using their heart rate and speech with the objective of creating a collaborative sound environment that builds on explorations around sound poetry and biofeedback.
In this workshop we will approach critically towards data, considering it as a human political construct and learning to connect several representations of it: numerical, symbolic (code) and graphical (visualization) to speak and potenciate citizen voices, which is becoming more and more important in these times of data collection and releasing and in the particular context of post-conflict and the peace building efforts to come.
We will code and create data visualizations and use them to show twitter voices of several actors related with peace building in Colombia.
The ESP8266 is an Arduino-compatible microcontroller that integrates WiFi capabilities in a miniature footprint, making it an appealing tool for artists and designers who need to deploy projects requiring remote or networked interactions between different components in an installation.
The workshop introduces participants to the ESP8266 showcasing three fully-fledged projects that expose different sensors and actuators that capture input from the environment and control physical objects.
We’ll cover a design process for prototyping and developing custom devices based on the ESP8266 showing how to sketch a circuit in a protoboard, making bakelite boards by DIY methods, and finally using Open Source CAD software to model boards for industrial manufacturing. The process emphasizes on good documentation as pivotal in collaborative projects where members contribute work on different schedules and locations.
Participants will go thru the experience of building one of the exposed projects and integrate its components from kits provided. The three projects consist on: the “Biostation”, with sensors for measuring humidity and temperature on air and soil, as well as gases and dust density; the “Automaton showing how to control an electrical or mechanical object; and the “eMotion”, a wearable that uses an accelerometer/gyroscope sensor to detect motion accurately.
We are interested in providing participants an introductory course in parametric and interactive design within an architectural environment. Computation has become ubiquitous, is embedded in virtually every facet of our lives and is currently showing real promise to augment of lives in the way that Engelbart, Sutherland, Beer, Ashby and Pask were dreaming of when they introduced us to cybernetics. Within the field of architecture, the contemporary digital discourse has gained a significant level of maturity over the past 30 years. Computers have been absorbed, adapted, modified and evolved into a robust infrastructure that is changing the landscape of design conception, development, simulation, engineering, management, communication, construction and of planning the life-cycle of a building. It is within this context that this workshop has been developed. The scope includes an introduction to; modeling with Grasshopper in Rhino, digital fabrication processes, and interaction with Arduino. The course is oriented for participants who are new to these technologies. This day long workshop should help each student obtain fundamentals in parametric modeling and interactivity.
In this workshop we will approach critically towards data, considering it as a human political construct and learning to connect several representations of it: numerical, symbolic (code) and graphical (visualization) to speak and potenciate citizen voices, which is becoming more and more important in these times of data collection and releasing and in the particular context of post-conflict and the peace building efforts to come.
We will code and create data visualizations and use them to show twitter voices of several actors related with peace building in Colombia.
The workshop "Villages of the world", a technological aesthetic mediation of identities and territories, consists of the creation of a video installation based on the collective construction of contents based on identity, memory and heritage.
The video installation seeks to generate new ways for the habitants of the San José sector of the city of Manizales, Caldas, Colombia (known for their problems of territorial organization) to relate to each other and to their territory through technological mediation, collective construction and participatory approach to community social empowerment.
"Las Aldeas del Mundo" consists of three moments (diagnosing and reflecting, questioning and doing, concluding, proposing and visualizing) characterized by experiential dialogues about identity, memories and heritage in relation to the territory, generating the video installation as a product.
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.
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.
"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.
PROBABLY/POSSIBLY? is an immersive, visual, aural, interactive, composition/installation that tracks the probability currents and gradients of a hydrogen-like atom’s electron while in superposition, combining two to three different probability wave functions according to the time dependent Schrodinger equation. Spin on the x-axis of the electron is displayed through different hue-color combinations that show spin-up and spin-down of the electron, resulting in a possibility of up to 6 spin relationships on the x-axis alone, among the three wave function combinations.
We present our studies in composing elementary wavefunctions of the hydrogen-like atom and identify several relationships between the physical phenomena and musical composition that has helped the process. The hydrogen-like atom accurately describes some of the fundamental quantum mechanical phenomena of nature and supplies the composer with a set of well-defined mathematical constraints that can create a variety of complex spatiotemporal patterns. PROBABLY/POSSIBILY? explores the visual/aural appearance of these various combinations of two and three wavefunctions of an electron with spin in a hydrogen-like atom, highlighting the resulting symmetries and symmetry changes as visual/aural narrative.
White Cart Loom has been produced in response to scientific research looking to interpret and understand data encoded in the biological process of shell formationin the now endangered freshwater pearl mussel.
The project connects biodiversity with human creativity and its first expression through programming, with textile designers use of the first programmable machine; the Jacquard loom. In Paisley Scotland, this process was used exploring the creative possibilities of the world renown paisley pattern. Rapid industrialisation of textile production contributed to habitat destruction and freshwater pearl mussels are now locally extinct.
Abstract: The performative act of seed sculpting and seed balling is meant increase public awareness of politics and responsibilities surrounding anthropogenic effects on the environment. Through the creation of public installation of sculptures made of organic local edibles, exotics and import species, the computer-aided landscape design of urban architecture was disrupted by the lab’s participants. The pedagogical goals of the lab were to:
1. aid in public understanding of the relationship between ecoart and the environment
2. implicate participants in anthropogenic ecological effects
3. take an active and hands-on tactical stance on these issues and help in public analysis of eco-activist risks and benefits
4. get beyond the feeling of being merely living props or ornaments inside the design aesthetics of the urban outdoors
5. comprehend the politics, the ease and the responsibilities involved in the intentional release of exotic, non-local and mutant species into our living world
Today, in the age of drone media, satellite photography and CCTV, image-making is increasingly decoupled from human agency and human vision. It can also literally show us the end of the world. The notion of “nonhuman creation” proposed in this talk will expand the human-centric idea of image-making to embrace imaging practices from which the human is absent: from the contemporary high-tech examples provided by traffic control cameras, space photography and Google Earth, through to deep-time impression-making processes such as fossilization. The Anthropocene, understood as a global ecological-economic crisis in which the human is said to have become a geological agent, will frame the analysis to highlight the interweaving of image-making processes with chemistry, minerals, fossil fuels and the sun. By examining a number of visual projects, including some from her own practice, Joanna Zylinska will argue that the Anthropocene becomes visible to us through altered light, and through the particulate matter reflected in it. In line with the theme of this ISEA symposium, she will also suggest that experimental, posthumanist image-making can allow us humans to “unsee” ourselves from our own narcissistic parochialism – and to take some steps towards envisaging new forms of biocreation and peace.
Bed of Oblivion
Ko Rangi Ko Papa Ka Puta Ko Rongo
The Common Flow
White Cart Loom
The Digital Skin Series
Empathy Box Empathy Amulet
Distiller of the self
Hypergradient
Music on a Bound String
PrayStation
Your hearing them
Googled Sculptures
Probably Possibly
Hivemind
Dream Garden
Il y aurait aujourd’hui, selon Norbert Hillaire convoquant Marcel Duchamp, un coefficient de digital dans chaque œuvre. Quand celui-ci s’exprime diversement selon les pratiques plurielles d’un art contemporain singulier. Et comment pourrait-il en être autrement, en ce monde du tout numérique ? A commencer par les artistes qui effectuent leurs recherches initiales au travers de moteurs aux algorithmes déterminants. Sans omettre celles et ceux qui, de l’Internet, extraient les matériaux même de leurs créations en devenir afin de les contextualiser enfin au sein de white cubes. Les objets de notre quotidien s’autonomisant, il est aussi des artistes aux cultures open sources pour les en détourner afin de nous inciter à reconsidérer nos relations au monde des machines. Considérant les prémisses d’une étrange relation de l’art aux technologies que l’on peut aujourd’hui dater de la fin des années soixante, il aura fallu une cinquantaine d’années pour qu’enfin le digital ait contaminé l’intégralité des médias artistiques. Des images ou sons aux objets comme du traitement à l’usinage. Afin, au-delà des tendances, de devenir le médium essentiel d’un art contemporain.
Triana will describe how she uses her creative process to penetrate intangible aspects of nature, in search of a deeper understanding of how nature's traits and behaviors are linked to the very existence and development of music and poetic expression.
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.
This talk will introduce methodologies and strategies associated with recent participatory sonic arts projects in the UK (Sounds of the City, Belfast), Brazil (Som da Maré, Rio de Janeiro) and Portugal (Sou Cigano, Castelo Branco). These projects explore how sound is related to ideas of place, identity and the everyday. Participatory strategies rooted in authors such as Paulo Freire and notions of relayed creativity (Georgina Born) inform this work which aims to assert sonic arts as a vehicle for social intervention, documentation and change. These projects have identified the power of sound when in comes to contested space, territorial politics and conflict. Belfast’s sonic histories reveal both segregated and shared conditions, articulated by sound memories and stories. Rio favela’s territorial conflicts manifest themselves in sound as events such as military occupations are meant to control local discourse and politics. The sonic arts function as an environment in which to explore these tensions of identity and territory in the context of everyday life. Field recordings, interviews, sensory ethnography, sound sculptures, immersive audio are all strategies which engage participants in revealing their own sound stories which are intrinsically rooted in space. The talk will share recent work in the context of two research projects funded by the Partnership for Conflict, Crime and Security Research.
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).
Two mobile phones exhibit videos filmed during a trip up the Amazon River composed of flows of water in two distinct tints: On the one side we have a predominance of black-colored water, on the other, brown-colored.
The system searches for real-time information in such a way as to reflect changes in the tides and the phases of the moon, as opposed to the flow of accesses to the word “Meetings” in several languages.
The spring, at the same time in which it extends, coils to mark the space and the course of the flow/movement. In the brief moments of near-touching, at the limit of the spring’s approximation and coiling, it is possible to notice a light combination of brown and black of the waters that mix and simultaneously, the impossibility of the encounter.
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".
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.
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.
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.”
COME/IN/DOC / Collaborative Meta Interactive Documentary / is a transmedia meta-documentary that reflects on the interactive documentary. It consists of 3 interconnected parts: a documentary series, a multimedia platform and exhibitions. This is the result of four years of intensive research (2012-2016) conducting interviews with experts in the field of interactive documentary with the aim of answering a basic question: what is an interactive documentary? The idea is to reflect about this emerging field using different platforms. The project could be described as a “meta-interactive-doc”, an experimental interactive documentary that reflects himself on the new genre.
COME/IN/DOC is a collaborative project because many people selflessly worked on it in one way or another. But especially thanks to the experts in interactive documentary who made the project a collaborative work in the broadest sense. COME/IN/DOC is a meta-documentary that attempts to explain a kind of documentary based on that actual genre. COME/IN/DOC is interactive because its platforms and interfaces, social networks and training make it possible for people who are interested to participate, contribute and even generate content. COME/IN/DOC is a documentary created through theoretical and applied research and has become a unique and valuable tool for training and teaching.
In A Prayer for the Dead, subjecting the body to the purifying power of water evokes ideas and feelings of renewal and cleansing. This project started as an impulse to communicate through water. It slowly took form in its attempt to portray the universal experience of release. Unexpectedly, the work mirrored rituals of which I wasn’t aware, like the Buddhist funerals, where “water is poured into a bowl placed before the monks and the dead body. As it fills and pours over the edge, the monks recite: ‘As the rains fill the rivers and overflow into the ocean, so likewise may what is given here reach the departed’.”
That’s how the mass behavior analysis manifest: the days, the evenings and the nights connected amongst themselves showing a whole idea of the cultural coffee landscape with common sounds full of social chaos caused by these networks where time goes fast and showing how everyday passes by, full of lights and the independent beings inside their “own world”, but dependent on a network created with an identity of masses and informal fraternity. The ceremonial and ritual behaviors are, without a doubt, important elements that contribute to producing the “us”, which is the self-representation without which the group can’t exist.
We must understand how the connections between the countryside and the city caused a complete transformation of these two, affecting their environment and changing the identities that made them different from each other…they unify and begin to understand the same language, their behaviors and the chaos itself.
It’s the kind of self individuality of the metropolis that has sociological bases that defend around intensifications of the common stimulus of beings which comes from subtle and continuous changes on the reception of different types of impulses to maintain, internally or externally, mechanized for the appropriation of our environment.
Grasshopper is a HD looped video showing a couple leisurely enjoying a late afternoon on the beach. The interpretations of time, the meaning of space are explored the way one might bounce off one reality to the next while thrown into the chaos of alternative dimensions. The fragments of existence were reassembled, displaying incoherent timelines existing within a single digital video. “Time is supposed to be intangible and invisible, yet its signs are clearly visible all around us. We can sense the passage of time when we feel the wind blowing; we can see time flowing through the waves of the ocean, and the passage of time is embodied by our footprints in the sand – tracing the multiple trajectories of our frenetic activities. Like grasshoppers, sometimes we stop and we deceive ourselves with the idea that lying down while enjoying the world is all we should to do in our lives. It’s a peaceful feeling, one of connection with the environment, but also one of disconnection from the struggles hidden within our environment. And then we start moving again, frantically struggling for a missed instant. Like jumping grasshoppers we navigate the world as if it were a hypertext. In this new digital world the classical idea of continuity is abandoned in favor of jumps and deviations from linearity: multiple layers are hidden within the most mundane views, and different timelines intersect each other in unpredictable ways.”
A continuous video of moving satellite imagery captured along the 49th parallel, the Canada/US border, "parallel" mobilizes imagery from Google Earth's historical database to expose discrepancies in the archived image of the planet. As one follows the pan, anomalies in the image become apparent: digital artifacts having to do with when a given area came under the eye of a satellite, and at what resolution. As the virtual camera moves, the physical border appears, disappears, is replaced and displaced by both geographical features and media artifacts.
Blurrings, double exposures, seams between satellite tiles, images from different seasons or times, all create a parallel landscape with its own boundaries, topography, areas of density and intensity. Digital and material realms mingle, charged with the politics of two nations and the legacy of colonial epistemology. Soundtrack comprises found audio, and ambient sound from ISS and an MQ-9 Reaper drone.
"parallel" is an evolving, frequently updated project. Previous iterations have been screened at: Coder et Decoder la Frontiere, Anti-Atlas of Borders, Université Libre de Bruxelles (April – May 2016) Once is Nothing, Inter/Access Gallery, Toronto (Feb. 2015); Movable Borders Furtherfield Gallery, London, UK (May 2013), Another Atlas, RAW:Gallery of Architecture & Design, Winnipeg (April, 20
Is a hybrid machine in which various multimedia elements are revealed, a sound object that works through a system of artificial vision through which a process is tracked of the surface of Latin American textiles generating a sound abstraction of the textile patterns designing various sound pieces in real time.
The incessant search of the human being for generating identity and belonging, there is a process of construction where the individual defines himself in close relationship with his environment, in this context is where we can define the use and importance of the Textile activity in the history of the human being, thus configuring their collective practice, their identity and also their heritage. media arts establish a relation with the tradition to understand the socio-cultural transformations, establishing a conceptual apparatus through the textiles and the cultural identity.
Textiles and their ritual and ceremonial connotation emphasizing their use in symbolic form of representation, through the geometry and weaving technique.
In recent decades, China has had a severe environmental crisis with millions of people suffering from bad air, polluted water and vegetation degradation. Instead of finding sustainable solutions, some local governments make a “big show” of decorating landscape surfaces by using “artificial colors”, such as paint, fabric, or printed imagery to physically cover the no-longer naturally colored environments. At Laoshou Hill, thousands of square meters of mountain were painted green to hide red coal mine pits. In Beijing, the sky surprisingly became blue and clear during special “showing” days like the Olympic Games to let “guests”forget the extremely high concentration of PM2.5.
In this work, I use the standardized/ industrial meadow green to highlight this “artificial color”. I call it “The Green Project”, a camouflage by the government that uses fantasy to maintain power structures. In this situation, the environment becomes an artificial landscape where citizens are forced to exist within it. The green is a portal to travel between the decayed reality and the fictionalization nature, it blurs the boundary between fantasy and reality, covers the truth with layers of deceit, which makes people’s trust in the government evaporate. The more layers of color, the “greyer” the truth becomes.
Can media art, now deeply influenced by the diffusion and power of emerging technologies, help us feel again in a deep, spiritual way? Can emerging media arts help us rediscover a long lost sense of connection with nature? Could that be a key factor in the effort of re-balancing our sociopolitical global situation? In the face of planetary-scale computation and digital realities spinning out of control I look for a renewed sense of peace and harmony. People today are losing the ability to focus and contemplate, submerged by a constant flux of signals, images and sounds.
Will media art necessarily contribute to this trend or can it help us rediscover ourselves? I’ve always been looking for the extraordinary in the ordinary. I started my career as a fine art photographer, however, in the last five years, my work has been deeply influenced by both emerging technologies and by the new technical and conceptual possibilities offered by them. My latest works are suspended between Henri Cartier-Bresson’s idea that to photograph is to hold one’s breath with all faculties converged in an effort to capture fleeting reality, and the belief that flowing processes that transcend reality cannot be entirely captured by static images. My goal is to capture the natural world, illustrating my motivations and emotions, looking for the precise moment when mastering a composite moving image becomes a great physical and intellectual joy.
Wake Vortex is an ongoing series of generative videos and images built around the idea that digital raster image can be treated as a three-dimensional object and viewed not just frontally but also from any other side. This process can be understood as line-scanning of digital imagery. Viewed orthogonally from the side, the image is perceived as a one-pixel wide line, while orthogonal scanning of a stacked set of video frames creates a new set of images which can be animated, and certain combinations of source materials and scanning sides/directions produce interesting results.
Wake Vortex employs (re)creativity with orthogonal scanning of the artworks and cultural artefacts which were themselves developed through various modes of innovative combinatorics. Dimensional collapse in orthogonal scanning reveals new formal values and facilitates layered observation. While visually estranged, the generated imagery retains the suggestiveness of the original so the viewer intuitively regards it analytically.
In aviation and seamanship, wake vortex is often a dangerous, unpredictable turbulent trail generated by the craft’s motion. In this project, it points to the complexity of the imperceptible or unregistered default values of an artwork or cultural artefact, to their unforeseen expressive, cognitive, ethical and political consequences.
Social media offer novel strategies for preserving endangered languages. The emergence of YouTube offers one platform to couple videography with the oral tradition to preserve features of the spoken word such as accent and cadence. Blogs and apps hold potential for sharing stories in aboriginal languages, but the critical mass required to keep a language vibrant often exceeds the number of native speakers. Therefore best the strategy may be to start sharing aboriginal languages with members of the general public to create the critical mass needed and to inject them with new energy. Starting the conversation will be difficult since there are purists who prefer a community centred approach despite the dwindling number of speakers. I will examine the status of this project and make the case for expanding the Blackfoot language beyond its cultural boundaries.
Mi visión es – Inspirar-Elevar, curar a través de la naturaleza y la creatividad.
Soy un ARTISTA. Siempre he sido un artista desde el día en que nací, aunque no siempre lo he sabido. No fue hasta que dejé la escuela, cuando estaba libre de los límites y las limitaciones del sistema educativo que descubrí el artista en mí. Mi arte es una extensión de mí. Se extiende a todas las áreas de mi vida. Tengo una pasión por la vida, el amor y el cuidado de la tierra. Todo lo que creo tiene una razón - a veces esa razón es sólo para honrar la creatividad dentro de mí.
Se pretende delinear cierta relación sobre la acción social-comunitaria, el empleo del arte, como su respectiva producción (creación), en sinergia con la tecnología y la ciencia, para proponer una posible resignificación de la memoria e identidad cultural de determinada comunidad, en este caso, de una comunidad nahua (Cuauhtotoatla –San Pablo del Monte, Tlaxcala, México-), como determinadas formas de producción y práctica artísticas, que posibiliten dar con ciertas estéticas de algunos elementos propios-comunitarios. Estéticas que puedan ayudar, en segundo momento, a reforzar la reflexión de la situación colectiva concreta.
Retomamos el altepetl (lit. Cerro con agua en su interior) como pueblo, comunidad e inclusive barrio, en tanto espacio socio-artístico de colectividad. De esta forma, el altepetl deviene en un espacio donde la interacción-relación y participación social, como las respectivas experiencias-saberes subjetivas y colectivas florecen en la rememoración y reapropiación del territorio comunal, con relación a la producción y práctica artística desde/con la comunidad misma. Así, de tal espacio socio-artístico pueden resultar tanto procesos de resignificación y reapropiación colectiva como creaciones artísticas que manifiestan una estética singular del espacio sociocultural; en este caso, dichas creaciones están ancladas en el arte de los nuevos medios y su relación con diferentes saberes, lo cual puede pensarse, también, como un arte con enfoque transdisciplinar.
Projects Chairs Intercultural University Maloca Students representing 6 indigenous communities (Putumayo, Nariño, Cauca, Amazonía)
Hasard Pendulaire
I love Transmedia
Timée
Zero point two
Organs
Wayfinding
Dark Matter Dark Energy
Intouch Wearables
Encontros
List of Insults
Silent Music Plane 1967
ROVER
Escaping Chair
Anatomía para el movimiento: línea 3
Gradual Slip
Pillflower App
V Design + Creation Fellowship
Experiments at the interface between art, anthropology and science to re-design health campaigns against mosquito-borne diseases
Surófona
ZERO1
IceCore Modulations
Colombiritmos
Dynamic Crossings
Sopro
Where have you been
Interstellar
Matters of Gravity
California Drought Impact
Diligent Operator
Pixeldust
Floating Painting
Chromaris
Mirror IV : Stranger is a two-screen installation developed to explore the nature in which trust and suspicion is confronted when empathy is being established within a context of polarisation. Mirror is conceptualised as a series of two-screen works considering polarised perspectives, drawing alternatively on assumption and objectivity; this project is designed to explore the common human characteristics that could provide a stronger empathetic bridge between strangers than their contexts, roles and attire might suggest. Portraits of individuals are constructed in a manner that they transcend or challenge place, prejudice, projection, assumption and fear of the other – while at the same time providing insight into nuanced internal negotiations and narratives.
At a time when the extraordinary polarisation of half a century of war, appears to be coming to a close, we propose the development of a new research-based artwork modestly considering the enormous challenges of reconciliation and forgiveness. The project Mirror IV : Stranger is a collaboration between the UK- based visual artist, David Cotterrell and Sri-Lankan screen-writer, Ruwanthie de Chickera. It is a contemplative study of the process and obstacles to the normalisation of individual interaction within a context of deep historical division.
The mystery of the Nazca lines and the lines called "Ceques" at the Bolivian Plateua, lead us to explore different conceptual and aesthetical speculations of this technology lost in time. The Quechua concept of "Pacha," (Time and Space) was one of the worldviews that shaped this majestic artwork and it was created by lost civilizations before the indigenous communities that inhabit currently these areas.
We had the opportunity to walk throughout several of these lines at the Sajama national park in Bolivia; collecting audiovisual material meanwhile commuting with the indigenous inhabitants of the area, who told us several fantastic stories hidden in these pilgrimage routes which connect several worlds.
According to the inhabitants the civilization who built the lines, disappeared the day when the sun raised. These perfectly straight pathways can only be seen from satellites. Later on the lines were readapted by the Inca Empire to connect the entire South America. They were also related to their calendar; the movement of the stars; geomagnetisum and spiritual paths. They connected the mountains, springs and other sacred places where the gods lived and controlled the destiny of the inhabitants.
The mystery of the Nazca lines and the lines called "Ceques" at the Bolivian Plateua, lead us to explore different conceptual and aesthetical speculations of this technology lost in time. The Quechua concept of "Pacha," (Time and Space) was one of the worldviews that shaped this majestic artwork and it was created by lost civilizations before the indigenous communities that inhabit currently these areas.
We had the opportunity to walk throughout several of these lines at the Sajama national park in Bolivia; collecting audiovisual material meanwhile commuting with the indigenous inhabitants of the area, who told us several fantastic stories hidden in these pilgrimage routes which connect several worlds.
According to the inhabitants the civilization who built the lines, disappeared the day when the sun raised. These perfectly straight pathways can only be seen from satellites. Later on the lines were readapted by the Inca Empire to connect the entire South America. They were also related to their calendar; the movement of the stars; geomagnetisum and spiritual paths. They connected the mountains, springs and other sacred places where the gods lived and controlled the destiny of the inhabitants.
Since a couple of month the colombian state has taken a little more consciousness about the need to protect one of the most vital resources for every living creature: the water, the element that most value should have for the human being, which is only 0,4% (potable water) in the entire planet, which is, nowadays, a big part contains contamination traces, result of unconscious human actions; one of the protection measures that are being realized in Colombia I am interest in stick out one of them, located in Villamaría, in Gallinazo county, place where mining activities were intended and would directly affect the river and all the nearby water sources; these tasks were recently suspended for legal actions implemented by people of town.
I want to highlight all this fights that have the objective to looking for the wellness of everybody and I want to make a call of attention with the proposal to continue supporting this goals that make this world a better one, we want to join more people to fight with us, and partner this world with the nature enjoying all that it does for us.
After the disentanglement of the terms ‘life’ and ‘nature’ – both terms putatively non-technological – the concepts ‘green’ and ‘nature’ need to be uncoupled as well. Investigations into biomediality have shown that contemporary art forms which employ biotechnologies as a point of departure, emphasize – paradoxically – both their ‘aliveness’ and authenticity on the one hand, and their explicit technicity and artificiality on the other. We encounter a similar problem with the culturally pervasive greenness trope: Aliveness and greenness are linked through ‘biofacticity’, the idea of biological artifacts that at the same time grow and indeed are technically constructed from the beginning.
In this media archaeological talk, ‘green’, symbolically associated with the ‘natural’ and employed to hyper-compensate for what humans feel they have lost, will be addressed as the most anthropocentric of all colours, in its inherent ambiguity between alleged naturalness and artificiality. As ‘green’ has become a pervasive trope across a broad range of disciplines, and its meanings have migrated across different cultures of knowledge, inherent contradictions have emerged. Far from having universal meaning, ‘green’ marks a dramatic knowledge gap prone to systematic misunderstandings: Engineers brand ‘green technologies’ as ecologically benign, while climate researchers point to the ‘greening of the earth’ itself as the alarming effect of anthropogenic CO2 emissions. ‘Green growth’ aims to reconcile economic and ecologically sustainable development, while in philosophy ‘prismatic ecology’ rebukes the use of green to represent binary ideas of the other-than-human world as an idealized nature. More concept than colour, ‘green’ is frequently being reduced to a mere metaphor stripped of its material, epistemological and historical referents.
There has been little reflection upon – and much abuse of – ‘green’ in its migration across different knowledge cultures. The resultant confusion increasingly obstructs, rather than enables, an interdisciplinary dialogue between the humanities and the natural sciences – a dialogue which is urgently required in light of anthropogenic effects on climate and biodiversity: Researchers, policymakers and citizens lack a common terminology to address real world problems, meanwhile green-washing greenhouse effects away. This interdisciplinary paper presents a novel art, media studies, science and technology studies, and natural sciences based approach to reinvestigate the unique role of greenness in human self-understanding as colour, percept, medium, material biological agency, semantic construct and ideology.
This paper proposes ways of designing processor like devices operating with nothing else than natural flow of water to execute basic physical computing. Such types of fluid processors carry the potential to form the fundament of future fluid computing devices allowing for complex forms of ecological computing integrated directly into our environment. The proposed design works on natural principles of physics, uses no electricity at all, lasts almost forever and can literally be thrown around. That might sound like a radical, game- as well as life changing form of computing. And it will be. If we up-engineer the many and proven designs of old mechanical, analogue and physical ways of doing computing. So, what is the solution? Future and emerging computers will be carved out of and into stone. Their ornamental design will be more than environmental aesthetics, it will enable physical principles known from fluid and liquid dynamics to interface and interact with our world in multiple and –for now- speculative ways.
Körper is an acousmatic piece entirely based on the elaboration of an acoustic pulse sequence which was produced in the course of a MRI diagnostic test. The aesthetic idea implied in the composition refers to the topical and controversial theme known as "global control and censorship”. Through the examination of the constant and continuous information flow, which is either consciously or unconsciously produced by everyone, it is possible to accomplish a condition of control; that condition ought to benefit the national and global security. The question is: How deep or intrusive should the control on individuals be in order guarantee global well-being and security? If nowadays cameras and sensors constantly watch movements of the individuals in cities and buildings, can we assume that in the future cells and chemical reactions in our bodies will be scanned and examined in order to gather information to be collected, stored and processed? Technically speaking the composition uses exclusively a short audio recording of a MRI test. Spectral editing and resonant filters are chained in order to isolate restricted areas in the whole sound object. The foundation material is clearly revealed only at the very end of the piece.
The following research-creation will talk about the pollution in rivers, streams and its impact on the coffee cultural landscape. To this goal the sound bridge will be approached as an ethnographic tool and a way for the artistic creation. The prevention of the environment is a topic that acquires relevance in the expressive forms of the contemporary art. It sees the need to manifest how pollution in all its variants puts in danger our ecosystem, economy and cultural identity. No matter our work, social status, race or religion; we must to react to this devastating scourge that has become the common factor today, because the lack of planning in the management of our waste.
Elements that are transformed into moving image in this Project that, more than critical it becomes a pedagogical act that invites reflection on our behavior and responsibility with the environment.
As if I didn’t is a hyper-real soundscape of a dream. Composed of field recordings, it tells a story of an individual’s struggle with waking up, as she tries to find her way through a synthetic environment of abstract and real objects. The piece starts with a gloomy atmosphere that includes very few representational sounds. But as the piece moves forward, a balance between concrete and abstract sounds emerge to signal the individuals “ascent” to consciousness, This consciousness, however, swings back and forth between reality and a dream. The final gesture blows the whistle on the narrative of the piece.
The present work looks into the specificity of the artist's palette with new media, focusing the analysis on the association between bits and atoms within the artistic field. The concepts of materiality, immateriality and neomateriality are examined to describe the particular features assumed by the dichotomy tangible/intangible in Art with New Media. Through the analysis of a corpus of works, we present a set of possibilities, issues and questions from our times, examined in context under the light of artistic movements from the 20th century like Conceptual Art and Pop Art.
Finally, we explore the role of computer code—and the datum—in the expansion of the expressive palette
This paper presents the continuation of our interdisciplinary work connecting art and technology at Purdue University (USA) and Universidad de Antioquia (Colombia). In particular, this presentation will analyze retrospectively the research, methodology and outcomes of the course experience “Open Studio / Estudio abierto:
Interactive art and 3D animation”, during 2014 and 2015.
We will also evaluate the course in order to provide improvements for the upcoming 2017 course. The academic exchange reflects on the topic of cartography in the digital era, introducing the concept of the journey as the starting point for reflection and artistic creation. Our methodology encourages cooperative work between students and professors, establishing a dialogical relationship without the traditional teaching hierarchies. The participants of the experience (students and professors of Purdue University and U.de A.) create a bridge for an interdisciplinary, geographic and cultural exchange. The social and cultural projection of this pedagogical research experie
The use of DIY methods in the guidance of students in their own formation process are just as important as any research process now days, the access to open information and technology are growing at a fast rate and with a bit of a tinkering mind the periods of time it may take to build your own embedded acoustic instrument(Berdahl, 2014) is widely lessened with the technology available such as 3D printers or raspberry pi’s. Contemporary practices like network music become also more accessible thanks to the advance of the possible communication protocols and device robustness; in less than 40 years if we count from those experiments with low level assembler for hacking a chip and serial protocol for its communication(Gresham-Lancaster, 1998) to interfacing a couple of raspberry pi’s through OSC protocol.
This paper summarizes the process of cohesion of an electronic device ensemble where students and researchers live new expression practices throughout the use and misuse of technology, enhancing music interpretation and ensemble robustness through the practice of network music.
Over the years the emergence of interactive digital communication has added new narrative structures to the audiovisual media ecosystem. Dividing this ecosystem into fictional and non- fictional narratives, the evolution of the representation of reality has led to a new area called "interactive non-fiction". Colombia is an interesting example of the use of this new area for two main reasons: it is one of the South American countries that has invested most in the development of digital projects in recent years, and it is now in a historical moment in which it is deciding which direction peace could take. This article would like to promote debate and discussion on how producers and audience could benefit from the non-fiction interactive formats and genres to promote peace in Colombia in the forthcoming years. To explore the potential of certain narratives combining with interactive media and the peace process, we will focus on four main forms of non- fiction according to their importance and presence in the current media ecology: documentary, journalism, educational formats and museology.
With “Rapchiy” the ISEA participants/audiences – or people in the mentioned public space - will have the opportunity to engage with brain reading devices and in particular contribute to the revelation of the hidden designs that were subconsciously integrated in their conceptualization and fabrication by the initial device developers/makers.
In the course of embodied research with brainactivity reading technology, particular aesthetic properties emerge whilst altering the topological stance: reducing the 3D typical use of the neurodevice to a flat surface constellation. Departing from that observation, hidden designs are sought for in the entanglement of human head, neurosignal detecting machine and paper in between. They are revealed by following the contours of the device with the help of a pen and vegetal ink.
The 2D drawings can be transformed again into 3D with the help of scanning and 3D printers (ceramics or wood/PLA filament). Depending on the availability.
Asher Remy-Toledo is the co-founder of Hyphen Hub, a nonprofit organization that discovers, promotes, and presents new live works by artists that integrate art and technology. Based in New York, Hyphen Hub showcases cutting edge work in a variety of formats and platforms and actively develops a global network of emerging and established multimedia artists, curators, innovators, thinkers, and producers of events with a strong focus on nascent technology.
Asher is also the co-founder of No Longer Empty, a New York-based nonprofit group that takes over empty spaces and creates site specific installations and co-founder of Latin American Cultural Week in New York. He founded and directed the Remy Toledo Gallery in New York and has produced numerous exhibitions including for Art Miami, Liverpool Biennial, and FACT Liverpool.
_nybble_ is an audiovisual, formal and spatial performance which aesthetics fluctuates between « digital minimalism and organicity ». Two poles of a same continuum. The formal fluctuation is made by a generative visual where various forces impose, to a particle system, both natural movements and more or less complex geometric movements. The modular synthesizer replaces the musician in the heart of the proposal and brings the musical fluctuation desired by the project. The stage design allows the audiovisual medium to deploy in space via a specific structure composed with 4 transparent screens and 4 points of sound diffusion. It offers to the public a quadriphonic and quadriscopic image for a total synaesthetic experience.
_nybble_ is coproduced by Arcadi (Paris, FR), Stereolux (Nantes, FR), Alex Augier Studio (Paris, FR) and supported by La muse en circuit (Alfortville, FR)
Zen-borg is an audio-visual, biofeedback piece. The idea consists in creating a musical experience that is directly influenced by the performer's vital signs. By wearing brainwaves and heartbeat detectors, the data coming from these devices is sent to different parameters inside the music system. This creates a cyclical interaction between the performer, the sound, and the environment which then re-influences the performer and affects the outcome once again. The intention of this is to explore the implementation of a tool that was developed for medical purposes in a creative application. It also constitutes a personal exploration about how to embrace your limitations and take advantage of them. Heart surgery at birth set up the base for a lifetime interaction with biofeedback devices. By taking a personal element that defined me, and merging it with a lifetime process of becoming an artist, I implement the biofeedback paradigm. The piece is intended to be performed in a meditative state. Meditation is the practice of self-awareness and has effects in how we engage with our daily situations. Depending the state of mind and the heart rate, the piece will go from a quiet and consonant state to a noisy and chaotic one.
The aim of our research is to develop artworks that are informationally ‘grown’ for the art-market to become part of an ecological economics.
In our performance/installation 'Hare’s Blood +' we designed a gene to allow the audience to speculate on artworks that incorporate animal relics in the light of a counter-economy as envisioned by Joseph Beuys. We opened one of the multiples in which Beuys had shrink- wrapped hare’s blood. We then isolated the catalase gene from the blood which protects against aging and spliced it into living yeast cells. We then programmed an interface able to activate the synthetic gene. The transgenic Beuysian creature was then put up for auction to act as an ‘eco-political agent,’ whose life would now be governed by the commercial interests of the auction attendees.
We currently assign economic systems to cellular processes with expanded xDNA alphabet. We use systems biology to program logic operations interfacing between the living artwork and the art consumers. Artworks thus become inalienable objects between artists and consumers who both are in a state of reciprocal dependence that establishes a qualitative relationship between the three transactors.
In this talk, I present the use of space curves as a fundamental construct for audiovisual composition. Curves provide an attractive starting point for audiovisual synthesis as they provide a natural translation between sound and graphics. Systems for producing curves for art, design, and scientific inquiry date back to at least the 18th century and we see similar constructs persisting across mechanical, electronic, and digital technologies. Digital technologies break with the past by allowing precise, interactive control of these curves that allows a much tighter perceptual-computational feedback loop. Contemporary uses of space curves will be presented through my own audiovisual compositions and collaborative projects including the recent "Mutator VR" virtual reality experience that dips the user into a multitude of procedurally-generated sci-fi alien worlds.
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.
As if I didn’t is a hyper-real soundscape of a dream. Composed of field recordings, it tells a story of an individual’s struggle with waking up, as she tries to find her way through a synthetic environment of abstract and real objects. The piece starts with a gloomy atmosphere that includes very few representational sounds. But as the piece moves forward, a balance between concrete and abstract sounds emerge to signal the individuals “ascent” to consciousness, This consciousness, however, swings back and forth between reality and a dream. The final gesture blows the whistle on the narrative of the piece.
Körper is an acousmatic piece entirely based on the elaboration of an acoustic pulse sequence which was produced in the course of a MRI diagnostic test. The aesthetic idea implied in the composition refers to the topical and controversial theme known as "global control and censorship”. Through the examination of the constant and continuous information flow, which is either consciously or unconsciously produced by everyone, it is possible to accomplish a condition of control; that condition ought to benefit the national and global security. The question is: How deep or intrusive should the control on individuals be in order guarantee global well-being and security? If nowadays cameras and sensors constantly watch movements of the individuals in cities and buildings, can we assume that in the future cells and chemical reactions in our bodies will be scanned and examined in order to gather information to be collected, stored and processed? Technically speaking the composition uses exclusively a short audio recording of a MRI test. Spectral editing and resonant filters are chained in order to isolate restricted areas in the whole sound object. The foundation material is clearly revealed only at the very end of the piece.
The following research-creation will talk about the pollution in rivers, streams and its impact on the coffee cultural landscape. To this goal the sound bridge will be approached as an ethnographic tool and a way for the artistic creation. The prevention of the environment is a topic that acquires relevance in the expressive forms of the contemporary art. It sees the need to manifest how pollution in all its variants puts in danger our ecosystem, economy and cultural identity. No matter our work, social status, race or religion; we must to react to this devastating scourge that has become the common factor today, because the lack of planning in the management of our waste.
Elements that are transformed into moving image in this Project that, more than critical it becomes a pedagogical act that invites reflection on our behavior and responsibility with the environment.
Understanding the symbolic system that lies behind a collective imaginary created around its historical cultural traditions and to recreate it through the use of technologies that allow a greater possibility of rapprochement between the digital and analogous environments can facilitate the understanding of its problems and through In order to promote the capacity of appropriation and ownership that is possessed over it.
The main purpose of Transmedia's proposal "Chronicles of the Edge of the World - Stories, Myths and Legends" is to disseminate the oral tradition that has built the collective imagination of Latin American identity throughout the history narrated by both indigenous peoples and Spaniards after the conquest, using as tools of diffusion, technology and animated arts, in a process of fictional reinterpretation that allows to approach multiple facets of said cultural context and to appropriate them in a process of contemporanization that reaches the target public.
Since a couple of month the colombian state has taken a little more consciousness about the need to protect one of the most vital resources for every living creature: the water, the element that most value should have for the human being, which is only 0,4% (potable water) in the entire planet, which is, nowadays, a big part contains contamination traces, result of unconscious human actions; one of the protection measures that are being realized in Colombia I am interest in stick out one of them, located in Villamaría, in Gallinazo county, place where mining activities were intended and would directly affect the river and all the nearby water sources; these tasks were recently suspended for legal actions implemented by people of town.
I want to highlight all this fights that have the objective to looking for the wellness of everybody and I want to make a call of attention with the proposal to continue supporting this goals that make this world a better one, we want to join more people to fight with us, and partner this world with the nature enjoying all that it does for us.
Wake Vortex is an ongoing series of generative videos and images built around the idea that digital raster image can be treated as a three-dimensional object and viewed not just frontally but also from any other side. This process can be understood as line-scanning of digital imagery. Viewed orthogonally from the side, the image is perceived as a one-pixel wide line, while orthogonal scanning of a stacked set of video frames creates a new set of images which can be animated, and certain combinations of source materials and scanning sides/directions produce interesting results.
Wake Vortex employs (re)creativity with orthogonal scanning of the artworks and cultural artefacts which were themselves developed through various modes of innovative combinatorics. Dimensional collapse in orthogonal scanning reveals new formal values and facilitates layered observation. While visually estranged, the generated imagery retains the suggestiveness of the original so the viewer intuitively regards it analytically.
In aviation and seamanship, wake vortex is often a dangerous, unpredictable turbulent trail generated by the craft’s motion. In this project, it points to the complexity of the imperceptible or unregistered default values of an artwork or cultural artefact, to their unforeseen expressive, cognitive, ethical and political consequences.
This paper explores brain systems that neuroesthetics and brainwave art have experimented, in order to consider a complex nonlinear system of a brain in terms of art, science and technology.
Semir Zeki created a field of neuroesthetics by trying to study the relationship between art, aesthetics and brain through fMRI technology. Since then, neuroesthetics has attracted the attentions of cognitive neuroscientists and elicited the vigorous discussions of aestheticians and artists. Nevertheless, recently neuroesthetics confronts lots of criticisms and skepticisms. It is involved in a problem that regards a brain of the most complex structure as a functionally specialized linear system. In contrast, artworks that use brainwaves view a brain as a nonlinear system rather than a linear system. In particular, brainwave sonification experiments a brain as a complex nonlinear system, focusing on sound generated from neural impulses caused by the complex interactions of neurons in a brain. Interestingly, EEG and auditory feedback are appropriate elements for exploring a complex nonlinear system of a brain.
‘Whose Weather is it Anyway’ is part of a series of interventions that seeks to decipher, expose and contrast informational patterns that exist in natural ecosystems and that of man-made informational representations of command, control and dissemination mediated by its infrastructural aspects.
Amidst narratives and decisions surrounding recreational tourism, festivities, food, livelihood, calamities and stock prices to which weather conditions are central, lies the colonization of local and global weather information into an intellectual property regime that often makes weather reporting and predictions through opaque informational conglomerates that fuel climate change debates and environmental policy. This project explores the interplay between ‘the climate of economies’ & ‘the economies of climate’ in the age of networked Big Data, critically examining these interfaces while engaging the audience using emerging methods in data sonification and networked media art practices.
Where are we come from? How do we define ourselves who are evolved from a chance occurrence of microbes’ random movement?
ABC Trío Grupo de investigación y producción en artes mediales, Facultad de Artes de la Universidad Nacional de Córdoba, Argentina
Integrantes: Gonzalo Biffarella, Gustavo Alcaraz, Julio Catalano
link: http://abctrio.blogspot.com.ar/
Esta propuesta se complementa con el seminario – taller “Diálogos Sonoros” propuesto para ser desarrollado en el área académica. Del ISEA 2017, ya que el programa del concierto multimedia, incluiría la presentación del resultado del seminario – taller, presentado como work in progress.
1. Memorias del Miedo con la participación de la coreógrafa y bailarina Sonia Gili.
La obra se realiza luego de la lectura del texto “Los Nuevos Miedos” de Marc Augé. A partir de allí se realizaron sesiones de diálogos telemáticos con el antropólogo francés, quien asesoró al grupo, durante el período de construcción de la obra. Se generaron bases de datos con testimonios y capturas televisivas y radiofónicas.
Los sistemas de manejo de bases de datos de sonidos e imágenes en tiempo real, fueron diseñados por el ABC Trío.
https://vimeo.com/172124049
2. Sound Dialogues.
Resultado del seminario – taller, presentado como work in progress. ABC Trío + Ensemble de la Universidad de Caldas.
EMC ENSAMBLE DE MUSICA CONTEMPORANEA DE LA UNIVERSIDAD DE CALDAS
Yovanny Betancur – Flautas y Dirección – *
Alejandra Buitrago – Flautas*
Deyvis Betancourth – Clarinetes
Juanita Madrid – Violín
Daniel Osorio - Viola
Piedad Constanza Botero – Violoncello*
Daniel Ramírez – Piano *
Daniel Castañeda– Percusión
Cristian Camilo Valencia – Percusión
*Profesor Universidad de Caldas
3. Memorias de las Estrellas
La obra surge de un trabajo conjunto con los responsables del Museo del Observatorio Astronómico de Córdoba - UNC. Se generó un trabajo grupal, interdisciplinar, que propone una obra basada en las dos imágenes astronómicas, más influyentes en el siglo y medio de la especialidad en el cono sur. La primera foto de la Luna desde un telescopio (Gould 1875) y la primera foto digital de la Vía Láctea (ESO – 2012) . El proyecto se centra en desarrollar sistemas de control de bases de datos que permitan la combinación de imágenes y sonidos en un discurso multimedia, a través de programación orientada a objetos (Max-MSP–Jitter).
Los sistemas de manejo de bases de datos de sonidos e imágenes en tiempo real, fueron diseñados por el ABC Trío.
https://vimeo.com/167424345
This is a concert focusing on recovering and make known part of the history of electroacoustic music from Latin American.
The political and economic instability in many Latin American countries have been deeply affecting the life of its inhabitants for decades. Support for artistic activities has usually been postponed to solve urgent social problems. In spite of that, the development in the region of the electronic arts in general and the electroacoustic music in particular, is really astounding. To name but a few examples: Mauricio Kagel composed eight electroacoustic studies in Argentina between 1950 and 1953, according to Hugh Davies’ International Electronic Music Catalog. José Vicente Asuar in Chile, Joaquín Orellana in Guatemala, Reginaldo Carvalho in Brazil, Horacio Vaggione in Argentina, Héctor Quintanar in Mexico and Juan Blanco in Cuba are only some of the many names in the ocean of electroacoustic music creativity that has always been Latin America.
The compositions on this program presents a significant sampling of music created between the 50s and 80s by artists from various Latin American countries. The program includes: “Valsa Sideral” (1962) by Jorge Antunes from Brazil and “Bolivianos…!” (1973) by Alberto Villalpando from Bolivia, among several other works.
Leviathan is an interactive musical system still under development and experimentation that links musical and visual creation resulting in a live electronics piece for Paetzold recorder with live visuals.
Leviathan attends performance interactivity but also the historically shaped relationships between the agents involved: composers, performers and computer. The specific indications for Leviathan are a series of indications directly related to the supercollider code control routines. The indications suggest to the performer many actions to change between fixed and variable states interacting with the live electronics.
This project works with two elements: real time and fixed time, exploring de differences and similarities between them through three dimensions: technical, musical and conceptual. From a technical point of view, this project is working with a system called “Machine listening”, so the piece can generate itself taking as inputs the sound events from the Paetzold recorder. The same happens with the visuals, there is a video generated in real time, which is mixed and processed with many different effects constructing a very special audiovisual context.
The project is a site-specific composition. The performance space and its architectural resonating characteristics are included. The main idea focuses on the body of a dancer as the main sonic source. The sound recordings of two performances in San Francisco and Switzerland were then composed at NOTAM in Oslo Norway, leading to a piece intended to be played in the dark and thus magnifiying the sonic memories of the audience. The project includes fifteen days field recordings at the border of Botswana, Limpopo Region, South Africa with a biologist and composer (Francisco Lopez). I conducted the research further as an expedition in other regions of South Africa on the base of a text of the Swiss writer Friedrich Dürrenmatt (The Viral Epidemic). The novel was published originally in the column of a Swiss newspaper, which describes a virus transforming the body of white persons into black ones. A text about privileges and how those are kept in a specific context. I explored the country with the text in mind and observed the division after the end of the apartheid. The composition includes layers of cut-up text, pictures, video and sound composed into a an electroacoustic piece, like a road movie.
Novelist, essayist, critic, publisher, filmmaker, vidéomaker, drawer, mutimedia artist, musician even, there are few fields in which Chris Marker did not excel.
This lecture will be mainly devoted to the series of works which, since Zapping Zone (1990) to The Hollow Men (2005), have developed as so called multimedia works (installations and CD-Rom), inventing new spaces and new constellations in a work wich has nevertheless been till its end faithful to cinema.
idMirror is an interactive installation which was previously demonstrated at Ars Electronica 2015 and at the ACM CHI 2016. In this paper we describe the idMirror installation from four viewpoints: Conceptual (introduction), development (section 2), technical (section 3) and the collected data analysis (section 4). The paper also presents our study of the idMirror installation participants’ emotional reactions on the idMirror installation. Artists can certainly play a role in educating the public in the sense of encourage critical thinking about the access and use of their data. Big data that includes visual social media, is a new artistic form that has recently become popular. The idMirror project can serve as an example of how we can use social media data to create aesthetic representations and experiences. This paper elaborates upon our earlier work, published as an extended abstract as part of the ACM CHI 2016 proceedings [1].
In the context of Colombia's reconciliation process, and in light of the dynamics of country reconstruction in which post-conflict is framed, it is necessary to create spaces for the construction of collective memory and future scenarios that allow the rapprochement between the actors of the Conflict to be able to consolidate a new vision of its reality. In this sense, alternatives should be sought that, in the light of the new forms of representation, allow the formation of narratives and facilitate the participants of this type of process to understand the new scenario that they pose and of which they are art and part for the consolidation of Truth and trust.
The development of transmedia scenarios, allows the generation of a re-dimension of the reality of a collective, and thus build a proper sense of narrative that facilitates to the actors of this type of conflicts the search of the channels that more conform to their Situation, the media that actually identify them, and the possibility of varying the information systems that serve as a sieve for the evidence of situations that in themselves have been difficult and should be ex- pressed for conciliation.
As if I didn’t is a hyper-real soundscape of a dream. Composed of field recordings, it tells a story of an individual’s struggle with waking up, as she tries to find her way through a synthetic environment of abstract and real objects. The piece starts with a gloomy atmosphere that includes very few representational sounds. But as the piece moves forward, a balance between concrete and abstract sounds emerge to signal the individuals “ascent” to consciousness, This consciousness, however, swings back and forth between reality and a dream. The final gesture blows the whistle on the narrative of the piece.
Körper is an acousmatic piece entirely based on the elaboration of an acoustic pulse sequence which was produced in the course of a MRI diagnostic test. The aesthetic idea implied in the composition refers to the topical and controversial theme known as "global control and censorship”. Through the examination of the constant and continuous information flow, which is either consciously or unconsciously produced by everyone, it is possible to accomplish a condition of control; that condition ought to benefit the national and global security. The question is: How deep or intrusive should the control on individuals be in order guarantee global well-being and security? If nowadays cameras and sensors constantly watch movements of the individuals in cities and buildings, can we assume that in the future cells and chemical reactions in our bodies will be scanned and examined in order to gather information to be collected, stored and processed? Technically speaking the composition uses exclusively a short audio recording of a MRI test. Spectral editing and resonant filters are chained in order to isolate restricted areas in the whole sound object. The foundation material is clearly revealed only at the very end of the piece.
The following research-creation will talk about the pollution in rivers, streams and its impact on the coffee cultural landscape. To this goal the sound bridge will be approached as an ethnographic tool and a way for the artistic creation. The prevention of the environment is a topic that acquires relevance in the expressive forms of the contemporary art. It sees the need to manifest how pollution in all its variants puts in danger our ecosystem, economy and cultural identity. No matter our work, social status, race or religion; we must to react to this devastating scourge that has become the common factor today, because the lack of planning in the management of our waste.
Elements that are transformed into moving image in this Project that, more than critical it becomes a pedagogical act that invites reflection on our behavior and responsibility with the environment.
A tipping point is a critical threshold at which a tiny change can dramatically alter the state of development of a system tipping past a point of no return. Exploring these thresholds through artworks provides an experience for the audience that encourages engagement and contemplation on the catastrophic effects of climate change. Human beings form bonds with the landscape in which they live, but losing a surrounding landscape while we still live in that same place creates a form of homesickness for which we had no word until recently. A new term was coined by Australian philosopher Glenn Albrecht (2005) after interviewing citizens living in farming areas surrounded by encroaching coalmines. The term “Solastalgia” means an emplaced or existential melancholia experienced with the negative transformation of a loved home environment. “Solastalgia is a form of homesickness one gets when one is still at ‘home’.”.
This state of mind is being reflected in a new global genre of artworks. “and the earth sighed” is an immersive media art installation that re-imagines the relationship between nature and culture by presenting aerial views of landscapes dynamically manipulated in ways that reveal their underlying fragility. The artists filmed landscapes and seascapes using drone technology and used post production techniques to create large-scale visual and sound environments.
Connecting to themes like Bio-Hacking and Bio-Creation the Impakt Festival will highlight a selection of themes, projects and artists it has recently presented. The presentation focusses on artists that discuss changing definitions of what is natural and human. The projects in the presentation present visions on post-natural environments where technology and the human body have become inseparable. Devoid of technophobia and technofetishism, the artist in this presentation address ethical and philosophical questions raised by contemporary technological developments. By showing the likely and the possible they encourage us to think about the desirable. The presentation will discuss the works of artists like Floris Kaayk (NL), Kurt van Mensvoort (NL), Jeroen van Loon (NL), Agi Haines (GB) and the Critical Art Ensemble (USA).
A presentation by Arjon Dunnewind, general director of Impakt
This design case includes two examples of design projects that look at digital literacy as a political act with the potential to empower people. The basic premise is that digital literacy is not an isolated educational and technical component for communities, but in order to be meaningful, it must derive from current social and cultural practices, and find scenarios where technology adds value. Therefore, digital literacy is an experience, and not an end-product.
The two projects were carried out in rural areas of the state of Karnataka, India, with two communities of women, who engaged in a pedagogical process using digital tools. During participatory sessions, we constantly relooked at how technology can be part of social arrangements where people have more control over their own lives individually.
This approach to digital literacy is informed by the principles of empowerment, citizenship and individual rights. It gives priority to cultural meanings, and poses digital devices as artifacts that are embodied by people and can extend their capacity of communication and transformation. The methodologies of ‘Ways of Knowing’ include participatory processes, the use of digital devices and experiential learning.
Swarm is an immersive, Biotechno, audiovisual performance envisioned by Colombian artist Juan Cortes and his group “Atractor” It takes an unconventional look at the complex structures of language between some insects that communicate through sound waves such fireflies, crickets and bees. The artist will transform the audio field recordings of these species recorded live in the Colombian mountains and through Arduino metamorphosing them into visually mesmerizing, immersive laser projections. The performance is enhanced by live electronic music developed by the artist and his team of engineers. This performance has been artistically directed by Asher Remy-Toledo director of HyphenHub.