Jun Fujiki (JP), 2012
This is a game that one can enjoy with the feeling of jumping from one game machine to another, transcending the borders of hardware. In addition, this is a challenge to connect the borders of various games seamlessly. The borders here are not limited to the physical, but include the borders of recognition and society.
Marek Straszak (DE/PL), 2013/2015
ArsRecollected is an installation inspired by facts from Ars Electronica in Linz, Austria as well as its activities internationally. The idea of technology while meeting art and design is covered by five parts of the installation: the Ars Electronica Center, the Ars Electronica Festival, the Prix Ars Electronica, the Ars Electronica Futurelab and Ars Electronica Solutions. Each of these topics is described in the form of infographics, illustrations, video-animations and simply kinetic systems. Each storyline goes chronological from 1979 up to now, in which one year is represented by a 3 seconds of installation-life in a loop. ArsRecollected is based on the former project XXrecollected by Marek Straszak. It is about the language of new media that is brought onto one wall and that mixes the “real” with the digital and creates a multi-layered experience. Great inspiration for this work was derived from Rube Goldberg and the Mécaniques Discursive installation.
Nova Jiang (CN), 2011
Ideogenetic Machine fulfils the participants’ desire to become the heroes of their own comic books. Custom software captures portraits of the participants and transforms them into “hand-drawn” comic book characters. These portraits are then integrated into backgrounds drawn by the artist. These drawings are automatically chosen from a database based on simple narrative logic and are continuously combined together in new ways, ensuring that each participant’s comic book is unique. Each interactive session is a creative collaboration between the artist and the participants. The installation encourages them to respond to the drawings through spontaneous performances. Blank speech bubbles are inserted into the panels using a face detection algorithm. After each session, participants can email their comic to themselves as a PDF to be printed at home later. They can then fill the speech bubbles with their own invented dialogue and complete the narrative.
Raquel Kogan (BR), 2012
o.lhar is an interactive audio video installation that constructs a story in real time. It is a visual report of all the interactors passing through and interacting with the installation, which is incremented and modified through this process. In this audio-video installation, the interaction is simply a look that becomes something to be seen. The expectation of a look and then seeing something is its dialogue. The interactor looks into small built-in devices at various heights in the exposition space, inviting the spectator to take a peek, but he sees absolutely nothing. This look is captured in a sequence of photos and is projected in the form of short videos, one next to the other, forming the content of the installation, which is constantly being modified to adapt the new data captured (the look is first shown in a large projection to be easily recognizable; it then goes back to the order in which it occurred and returns to the smaller format). Inside the image-capturing device there is a digital interface connected to a computer that manages this enormous data bank created in real time and the number of the look is spoken aloud, placing the visitor in the order of his arrival. A visual sound diary of the people who were there and interacted with the installation.
Tine Papendick (DE), 2008
Did you ever want to be a comic hero, a gangster, someone totally different? Digital Puppetry is an interactive installation that allows you to alter your identity in a very playful way. Standing in front of a screen, you are looking at yourself like in a mirror. With the help of pink sticky notes, you can grab various items on the screen and attach them to yourself like a dress-up puppet. The original version of the installation was developed during the “interactivos workshop” at eyebeam center for arts and technology in New York. It has been successfully exhibited at international festivals and events. Furthermore, the concept/technology has been sold to various companies – including their corporate/commercial imagery.
A Matter of Factory
Softstories (Isobel Knowles and Cat Rabbit), 2013
Humans like to bend the universe to their will. Curiosity leads to experimentation, invention and eventually enterprise. As the dominant species, humans can create new life forms, shape and design specialised pets, guide ‘natural selection’ in farm animals. Humans are constantly breeding in the profitable traits (or defects) without too much thought for the repercussions. Humans are also currently interested in local and handmade products. In this climate, the successful micro-business may thrive and reach a point where they need to choose whether to embrace the success and expand to meet demand or whether they remain simply self-sustaining without economic growth. To industrialise, or not to industrialise? That is the question. Made up of ephemeral kinetic cardboard structures and ghost-like animations, “A Matter of Factory” is an installation exploring tensions between industrialisation and handcrafts to present the mass fabrication of the ultimate in designer pets and designer meats: the sausage-dog.
Ars Electronica Futurelab (Roland Haring, Hideaki Ogawa, Christopher Lindinger, Emiko Ogawa, Matthew Gardiner, David Stolarsky, Martina Mara), 2010
Shadowgram is like a social sculpture that thrives and grows as long as the installation visitors contribute their shadow and their opinion on a particular topic. The core artistic intention was to create what can be called a ‘creative catalyst’, a system that enables the audience to discover, play with, and use their creativity. The participants pose expressively as if they were on stage and are photographed as they do. The illuminated background provides the perfect lighting for a shadow shot and also attracts public attention to the audience members’ gestures in response to the topic. The shadow portraits are then printed to adhesive foil and excised. These images and the inscribable adhesive speech balloons that can be applied next to them enable installation visitors to leave behind communiqués in the exhibition space.
Deep Space (mobile version)
Ars Electronica Futurelab (Gerfried Stocker, Horst Hörtner, Christopher Lindinger, Daniela Kuka, Michael Badics, Oliver Elias, Wolfgang Hauer, Andreas Jalsovec, Florian Krebs, Ronald Martins, Benjamin Mayr, Michael Mayr, Otto Naderer, Andreas Pramböck, Christian Reisenberger), 2009
Deep Space is a multidimensional space, originally with a total of eight 1080p HD and Active Stereo-capable Barco Galaxy NH12 projectors that let you enjoy the micro- and macrocosm in crystal-clear, 16×9-meter images displayed on the Deep Space’s wall and floor at the Ars Electronica Center in Linz, Austria. For the Science Centre Singapore, a smaller version of Deep Space (mobile version) has been developed and offers you the opportunity to travel to far-away or long-vanished places and to see things you’ve never feasted your eyes on before! You can blast off on a journey through the entire known universe, or populate a cartoon ocean with sea creatures you design yourself. Artworks of incredible beauty will enchant you and you’ll marvel at impressive images from diverse domains of science and art.