Amelia and the Machine – Choreography with autonomous moving systems

First in a series of investigations of creative human-robot teams led by Dr. Kate Sicchio (choreography) and Dr. Patrick Martin (robotics). It explores gestures of the robot arm as a starting point for a duet. Interacting through mimicry, timings and spatial patterns, this piece examines choreography beyond our own human bodies and how we begin to dance with machines.

10/03/2022
NORAA (Machinic Doodles) – A human/machine collaborative drawing

Created by Jessica In, Machinic Doodles is a live, interactive drawing installation that facilitates collaboration between a human and a robot named NORAA – a machine that is learning how to draw. The work explores how we communicate ideas through the strokes of a drawing, and how might a machine also be taught to draw through learning, instead of via explicit instruction

11/12/2018
MoonQuest – Procedurally generated adventure game

Created by Wizard Mode (Ben Porter), MoonQuest is a single-player procedurally-generated adventure game set in a strange nocturnal world. The gameplay is a mix of roguelike and minecraftian genres and sits somewhere between Terraria and Spelunky, with the main aim to search the generated world for moonstones.

23/07/2018
Linger – Device to create and broadcast a virtual crowd

Created by Jasper van Loenen, Linger is a small, portable device that allows you to create and blend into a virtual crowd by storing the specific WiFi signals from everyone that comes near you, and rebroadcasting their signals infinitely when they leave, making it seem as if they are still there.

27/04/2017
border_ctrl – Internet Border Control (IBC)

Created by Saurabh Datta, border_ctrl explores future government agency, created to keep tabs of internet browsing of individuals. To keep a healthy control of one’s online activities, Internet Border Control[IBC] runs a daemon on individual’s computers.

15/03/2017
Constructive Interference – Hypersonic & Plebian Design

Created as a collaboration between Hypersonic and Plebian Design, Constructive Interference is a sculpture designed to engage passer-bys using the wonder of moire patterns. Installation is composed of two large patterned sheets of steel, designed to create a rapidly changing visual interference effect as viewers pass by.

13/10/2016
Bloom – Urban toy invites participants to ‘seed’ new formations

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13/08/2012
Plinko Poetry – New interface for electronic poetic expression

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11/05/2012
Lightplot – Robotic 3D light painting system by Ben Cowell-Thomas

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10/05/2012

Created by Richard Vijgen, ‘Through Artificial Eyes’ is an interactive installation that lets the audience look at 558 episodes of VPRO Tegenlicht (Dutch Future Affairs Documentary series) through the eyes of a computer vision Neural Network.

First in a series of investigations of creative human-robot teams led by Dr. Kate Sicchio (choreography) and Dr. Patrick Martin (robotics). It explores gestures of the robot arm as a starting point for a duet. Interacting through mimicry, timings and spatial patterns, this piece examines choreography beyond our own human bodies and how we begin to dance with machines.

Altar-3000′ is a project and a device that explores the notion of an AI prophet, a automated totem of customised belief. The home altar connects to the internet to retrieve latest betting headlines from PredictIt, humanity’s financial positions on the near future IRL.

‘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 Ignacio Pérez (ECAL MID), Overloaded.supply is a critical tool that questions our models of manufacturing and consumption, exploiting the control of creation algorithms in order to interrogate current patterns of design, production and legislation.

Created by media artist and creative director Dalena Tran, Incomplete is an algorithmically visualized music video for UK musician Ash Koosha’s track from his 2018 album Aktual.

Created by Saurabh Datta, ‘mi/e-metic self’ is an installation that represents a sculptural being, a memetic representation of an evolved us.

Digital Atmosphere is a Mixed Reality experience from internationally renowned digital artist duo Daria Jelonek and Perry-James Sugden, known as Studio Above&Below. The piece looks at how technology and art can illuminate the quality of air, usually invisible to the naked eye, and bring us an urgent step closer to a sustainable future. At a…

Created by Shanghai based design studio automato.farm, ‘BIY™ – Believe it Yourself’ is a series of real-fictional belief-based computing kits to make and tinker with vernacular logics and superstitions.

Postgraduate designers from Imperial College and the Royal College of Art have developed an alternative positioning system based on the polarized vision of insects.

Created by Bjørn Karmann and Tore Knudsen, Alias is a teachable “parasite” that is designed to give users more control over their smart assistants, both when it comes to customisation and privacy.

Created by Jessica In, Machinic Doodles is a live, interactive drawing installation that facilitates collaboration between a human and a robot named NORAA – a machine that is learning how to draw. The work explores how we communicate ideas through the strokes of a drawing, and how might a machine also be taught to draw through learning, instead of via explicit instruction

Created by Marta Revuelta, AI Facial Profiling, Levels of Paranoia is a project exploring the potential and implication of AI technologies by proposing a machine that recognises the ability of an individual to handle firearms and predicts their potential to cause harm from a biometric analysis of their face.

Created by Wizard Mode (Ben Porter), MoonQuest is a single-player procedurally-generated adventure game set in a strange nocturnal world. The gameplay is a mix of roguelike and minecraftian genres and sits somewhere between Terraria and Spelunky, with the main aim to search the generated world for moonstones.

Created by Román Torre and Ángeles Angulo (Rotor Studio), THERO is an object designed to allow users to manage and be aware of their data traffic in a (literally) physical way.

Created by Jasper van Loenen, Linger is a small, portable device that allows you to create and blend into a virtual crowd by storing the specific WiFi signals from everyone that comes near you, and rebroadcasting their signals infinitely when they leave, making it seem as if they are still there.

Created by Dries Depoorter in collaboration with Max Pinckers, Trophy Camera is a photo camera that can only make award winning pictures. Just take your photo and check if the camera sees your picture as award winning.

Created by Saurabh Datta, border_ctrl explores future government agency, created to keep tabs of internet browsing of individuals. To keep a healthy control of one’s online activities, Internet Border Control[IBC] runs a daemon on individual’s computers.

Created as a collaboration between Hypersonic and Plebian Design, Constructive Interference is a sculpture designed to engage passer-bys using the wonder of moire patterns. Installation is composed of two large patterned sheets of steel, designed to create a rapidly changing visual interference effect as viewers pass by.

Our Time is the latest large-scale installation by United Visual Artists, investigating the subjective experience of the passing of time. The installation is comprised of 21 bespoke mechanical pendulums that swing at a pace apparently unhindered by the laws of nature and where no single time measurement applies.

Project explores narratives through colour, line, and form found in geographic satellite imagery. Utilising Google Earth together with custom software, the final install spans over 27 HD screens pointing locations of the films that have been produced by IFP.

Andreas Nicolas Fischer created a Python script that creates arrangements of intersecting digital sculptures in front of a “frozen” cloth simulation, similar to a traditional still life, but with no physical constraints.

Fracture.io allowed visitors to “enter the digital space”, taking 3D scans of pose-striking partygoers to generate beautifully abstracted, full body 3D renderings.

Vincent & Emily are two self-willed robots who are in a conflict between each other and their surroundings, designed to explore solitude of a partner relationship and their impulses.

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