
Surrogate is a body of work centred around issues of reproductive technology and bodily autonomy comprised of a series of physical and performative inputs and outputs to engage and provoke conversations about the topic.
Surrogate is a body of work centred around issues of reproductive technology and bodily autonomy comprised of a series of physical and performative inputs and outputs to engage and provoke conversations about the topic.
Commissioned by GOFY, Hologrix’s Space Odyssey is an interactive installation that takes audiences on an immersive journey through outer space. We created three real-time generative scenes using TouchDesigner software and projected onto a 12-meter-wide canvas on the façade of a building. The installation uses Microsoft’s Azure Kinect device to track motion data of participants as…
‘Floating Codes’ is a site-specific light and sound installation that explores the inner workings and hidden aesthetics of artificial neural networks – the fundamental building blocks of machine learning systems or artificial intelligence. The exhibition space itself becomes a neural network that processes information, its constantly alternating environment (light conditions/day-night cycle) including the presence of the visitors.
‘Breeze’ is a kinetic sculpture that investigates natural and delicate movement using the materiality of papers and a digital system. It consists of 96 note papers in a 6×16 matrix and creates sequential and random movement patterns in the matrix using wind from computer cooling fans.
‘PERACH’ is a biofeedback art installation that allows visitors to ‘feel’ the interior electrical happenings of their plants. Perach consists of a multi-sensor IoT device along with a web platform that provides visitors with the ability to hear, and visually perceive the changes taking place inside plants.
Created by Michael Candy, ‘Cryptid’ is an animatronic light sculpture that uses 18 linear actuators and open source Phoenix hexapod code to walk through a space. As human and robotic, natural and synthetic are increasingly amalgamated, the projects questions whether machines could be considered a subspecies.
Created by Artem Stepanchuk, ‘The Transcriptions of Space’ is an experimental application (PWA) developed using deep learning algorithms that demonstrates the ability of artificial intelligence to realize the inherent human creativity.
‘Invisible Network’ is a portable device that makes communication between machines perceptible and tangible. This device acts as a mediator between the user and the machines that surround him. Through its screen, it indicates the relations that it maintains with its personal environment.
Created by Mathias Maierhofer and Valentina Soana at the ICD, ‘Self-Choreographing Network’ is a project aiming to challenge the prevalent separation between (digital) design and (physical) operation processes of adaptive and interactive architectural systems.
Created by Fragmentin in collaboration with KOSMOS architects, ‘Artificial Arcadia’ is an interactive installation that creates a performative scenographic landscape for visitors to explore and calls them to consider how contemporary landscape entangles natural, artificial and digital realms.
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Created by Yuri Suzuki Design in collaboration with High Atlanta, Sonic Playground is an outdoor sound installation that features ingenious, colourful sculptures that modify and transmit sound in unusual, engaging and playful ways.
From 24 May to 25 November 2018, in the framework the Fondation Louis Vuitton’s “Hors-les-murs” program, American artist Ian Cheng’s “Emissary Forks At Perfection” (2015-2016) is on display at the Espace Louis Vuitton Venezia.
Created by AnneMarie Maes, Genesis of a Microbial Skin is a mixed media installations and a research project exploring the idea of Intelligent Beehives with a focus on smart materials, in particular microbial skin. The project is about predominantly growing Intelligent Guerilla Beehives from scratch, with living materials – just as nature does.
Created by the artist collective WERC, “Pixi” is a digital organism located in a dutch forrest, inspired by the complex patterns that exist in nature and questions whether a technical natural phenomenon can imitate the complex aesthetics of nature or interact with it.
Created by Julian Oliver and commissioned by the Konstmuseet i Skövde, HARVEST is a work of critical engineering and computational climate art. It uses wind-energy to mine cryptocurrency, the earnings of which are used as a source of funding for climate-change research.
Created by Thomas Grogan, Floral Automaton is a sculptural device that grows flowers digitally. Using various sensors taken from Smart Cities technologies, it reacts and adapts itself to its environment in real time.
Created by Leslie Nooteboom, komorebi is a platform that uses a robotic projector and generative projections to replicate the natural reflections and shadows of sunlight. komorebi can create sunlight filtering through leaves or a dance of light and shadow.
On display at the recent Armory Show in New York was the work of Amsterdam based Studio Drift featuring ‘Drifter’, a free floating concrete monolith together with ‘Concrete Storm’, a Holo Lens experience comprised of mixed reality art object.
PSAD Synthetic Desert III is a (semi) anechoic chamber that endeavors to emulate the silence and emptiness of the Northern Arizona desert. Initially conceived by the American artist Doug Wheeler in 1968, the project was finally realized at NYC’s Guggenheim last week as part of the Panza Collection Initiative.
Created by TEM in collaboration with Vincent de Belleval, The Beacons is a virtual environment built around a catwalk that uses a dynamic content system piped through a room sized inverted zoetrope, created from 2.5m tall, 0.5 tonne, 60rpm motorised beacons x 3.
Created by Luiz Zanotello, The Aerographer is an installation that explores the state of uncertainty in times of ubiquitous technological mediation, borders among territories and boundaries among bodies.
Created by Hugo Arcier, FPS is an installation inspired by the November 2015 Paris attacks where the visitors are invited to interact with a game controller, constructing a “memorial” from gunshots, and the only visible elements are pyrotechnic effects, gunshots, muzzle flashes, sparks, impacts and smoke.
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