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.
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.
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.
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.”
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.