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ARS ELECTRONICA ARCHIVE - ART & SCIENCE

The basis of the „European Digital Art and Science Network“ is a big manifold network consisting of scientific mentoring institutions (ESA, CERN, ESO and Fraunhofer MEVIS), the Ars Electronica Futurelab and seven European cultural partners (Center for the promotion of science, RS – DIG Gallery, SK – Zaragoza City of Knowledge Foundation, ES – Kapelica Gallery / Kersnikova, SI – GV Art, UK – Laboral, ES – Science Gallery, IE. The EU funded project lasted from 2014 to 2017.
The Online Archive of Ars Electronica provides an overview of the individual activities of the network and also delivers information about the network itself, the residency artists and the involved project partners and the jury.

Art + Science Exhibition 2016 organized by CPN – Center for the Promotion of Science 2016

Art + Science Exhibition 2016 organized by CPN – Center for the Promotion of Science

Original: Imaginary Maps by Aleksandra Jovanić (RS) | 2048 * 1365px | 815.2 KB
Credits: CPN Press: The right to reprint is reserved for the press; no royalties will be due only with proper copyright attribution.
Original: Frequency Chamber by Bogdan Stefanović (RS) | 1536 * 2048px | 707.2 KB
Credits: CPN Press: The right to reprint is reserved for the press; no royalties will be due only with proper copyright attribution.
Original: Break the Ice by Gisela Nunes (PT) | 2048 * 1365px | 830.8 KB
Credits: CPN Press: The right to reprint is reserved for the press; no royalties will be due only with proper copyright attribution.
Original: iHome by Werner Jauk (AT) | 2048 * 1365px | 908.7 KB
Credits: Werner Jauk unsettled rights: Please contact our legal department to clear rights before publication!
Original: Architectural SonarWorks feat. Romain Dubois (live) by Cédrik Brandilly (FR) | 2048 * 1367px | 720.7 KB
Credits: CPN Press: The right to reprint is reserved for the press; no royalties will be due only with proper copyright attribution.
Original: Presence by Universal Everything (UK) | 2048 * 1365px | 1.2 MB
Credits: CPN Press: The right to reprint is reserved for the press; no royalties will be due only with proper copyright attribution.
Original: Walking City by Universal Everything (UK) | 2048 * 1365px | 1.2 MB
Credits: CPN Press: The right to reprint is reserved for the press; no royalties will be due only with proper copyright attribution.
Original: Voxel Posse by Universal Everything (UK) | 4061 * 2707px | 2.4 MB
Credits: CPN Press: The right to reprint is reserved for the press; no royalties will be due only with proper copyright attribution.
Original: Artist Biographies - Art + Science exhibition I 2016 / CPN | 273.6 KB
Credits: Contract Work: No
    Art + Science Exhibition 2016
    Exhibition + parallel programs
    The Cultural Center of Belgrade, Belgrade, Serbia
    07. – 27.04.2016
    • Info: An exhibition in the context of the European Digital Art & Science Network.
    Year of creation
    2016

    Urls
    http://www.cpn.rs/artandscience/first-art-science-exhibition-in-belgrade/

    Start:
    Apr 07, 2016
    End:
    Apr 27, 2016

    CPN – Center for the Promotion of Science
    Aleksandra Jovanić (RS) - artist of Imaginary Maps
    The Idea behind the work is based upon the potential for transforming recognized regularities and irregularities in nature and social sciences into the visualization of personal narratives. The stories we are made of, our microcosmoses, can be enlarged beyond our dimensions—in an immersive environment—and presented as personal maps. In this way, links are being created between our life choices and events, on the one hand, and what the universe looks like, on the other.

    Imaginary Maps by Aleksandra Jovanić (RS)
    The Idea behind the work is based upon the potential for transforming recognized regularities and irregularities in nature and social sciences into the visualization of personal narratives. The stories we are made of, our microcosmoses, can be enlarged beyond our dimensions—in an immersive environment—and presented as personal maps. In this way, links are being created between our life choices and events, on the one hand, and what the universe looks like, on the other.

    Frequency Chamber by Bogdan Stefanović (RS)
    The idea of the work is based on the audio-visual presentation of events in the space at the level of particles and waves, which make up the entire micro and macro cosmos. All physical objects around us contain frequencies and wavelengths. Every star, every living being, everything is based on a similar principle, like the story that says that each of us contains a fraction of the stars that have created us. Sound and color are linked because, we can say, they are two almost identical things: both have their own frequency, i.e. wavelengths, and both have a certain spectrum of visible and invisible to humans, i.e. the sounds we can and cannot hear. The movements are recorded via a thermal camera, which is connected with the specially programmed application.

    Bogdan Stefanović (RS) - artist of Frequency Chamber
    The idea of the work is based on the audio-visual presentation of events in the space at the level of particles and waves, which make up the entire micro and macro cosmos. All physical objects around us contain frequencies and wavelengths. Every star, every living being, everything is based on a similar principle, like the story that says that each of us contains a fraction of the stars that have created us. Sound and color are linked because, we can say, they are two almost identical things: both have their own frequency, i.e. wavelengths, and both have a certain spectrum of visible and invisible to humans, i.e. the sounds we can and cannot hear. The movements are recorded via a thermal camera, which is connected with the specially programmed application.

    Imaginary Maps by Aleksandra Jovanić (RS)
    The Idea behind the work is based upon the potential for transforming recognized regularities and irregularities in nature and social sciences into the visualization of personal narratives. The stories we are made of, our microcosmoses, can be enlarged beyond our dimensions—in an immersive environment—and presented as personal maps. In this way, links are being created between our life choices and events, on the one hand, and what the universe looks like, on the other.

    Frequency Chamber by Bogdan Stefanović (RS)
    The idea of the work is based on the audio-visual presentation of events in the space at the level of particles and waves, which make up the entire micro and macro cosmos. All physical objects around us contain frequencies and wavelengths. Every star, every living being, everything is based on a similar principle, like the story that says that each of us contains a fraction of the stars that have created us. Sound and color are linked because, we can say, they are two almost identical things: both have their own frequency, i.e. wavelengths, and both have a certain spectrum of visible and invisible to humans, i.e. the sounds we can and cannot hear. The movements are recorded via a thermal camera, which is connected with the specially programmed application.

    Gisela Nunes (PT) - artist of Break the Ice
    Break the Ice calls for our action, demands a deep dive into ourselves to find out who we really are and what surrounds us. In a world where we are always connected and our steps constantly captured, monitored, archived, what do we show to our friends or foes? Our inner self or our outer self? Does anyone really know what we think? Inside the installation, people are detected over a circular rug in real-time by a Kinect sensor. The ice cracks depend on the positions of the users and time they spent there. Their movements can either make the ice recede, making a video visible underneath, or make the ice form. The sound corresponding to the graphics is also generated in real-time using overtones, involving the cracks, running water, and ice formation. Those three synthesized sounds are marking the three moments of the interaction in the installation.

    Break the Ice by Gisela Nunes (PT)
    Break the Ice calls for our action, demands a deep dive into ourselves to find out who we really are and what surrounds us. In a world where we are always connected and our steps constantly captured, monitored, archived, what do we show to our friends or foes? Our inner self or our outer self? Does anyone really know what we think? Inside the installation, people are detected over a circular rug in real-time by a Kinect sensor. The ice cracks depend on the positions of the users and time they spent there. Their movements can either make the ice recede, making a video visible underneath, or make the ice form. The sound corresponding to the graphics is also generated in real-time using overtones, involving the cracks, running water, and ice formation. Those three synthesized sounds are marking the three moments of the interaction in the installation.

    Break the Ice by Gisela Nunes (PT)
    Break the Ice calls for our action, demands a deep dive into ourselves to find out who we really are and what surrounds us. In a world where we are always connected and our steps constantly captured, monitored, archived, what do we show to our friends or foes? Our inner self or our outer self? Does anyone really know what we think? Inside the installation, people are detected over a circular rug in real-time by a Kinect sensor. The ice cracks depend on the positions of the users and time they spent there. Their movements can either make the ice recede, making a video visible underneath, or make the ice form. The sound corresponding to the graphics is also generated in real-time using overtones, involving the cracks, running water, and ice formation. Those three synthesized sounds are marking the three moments of the interaction in the installation.

    Werner Jauk (AT) - artist of iHome
    iHome / personal home wants to be the continuation in the gesture-interaction of human beings with spaces, to a life with partner-like living spaces. It recognizes the mood of the person by his/her gestural, whole-body expression, which primarily communicates arousal, and adaptively learns to homeostatically optimize the state of arousal according to the respective behavioral change. iHome is thereby an extension of the hedonic body and leads this way to the social domain: it creates common places for every body

    iHome by Werner Jauk (AT)
    iHome / personal home wants to be the continuation in the gesture-interaction of human beings with spaces, to a life with partner-like living spaces. It recognizes the mood of the person by his/her gestural, whole-body expression, which primarily communicates arousal, and adaptively learns to homeostatically optimize the state of arousal according to the respective behavioral change. iHome is thereby an extension of the hedonic body and leads this way to the social domain: it creates common places for every body

    Cédrik Brandilly (FR) - artist of Architectural SonarWorks feat. Romain Dubois (live)
    Immobile architectural elements, which are the result of human activity, are transposing to music through specific software package. On this basis, a new type of sound language drawn from city map readings is defined. For the first time, thanks to precise analyses, we are now capable of creating a sound score of any urbanized zone. Because they all have specific urban morphologies, cities will also have their own language and sound.

    iHome by Werner Jauk (AT)
    iHome / personal home wants to be the continuation in the gesture-interaction of human beings with spaces, to a life with partner-like living spaces. It recognizes the mood of the person by his/her gestural, whole-body expression, which primarily communicates arousal, and adaptively learns to homeostatically optimize the state of arousal according to the respective behavioral change. iHome is thereby an extension of the hedonic body and leads this way to the social domain: it creates common places for every body

    Architectural SonarWorks feat. Romain Dubois (live) by Cédrik Brandilly (FR)
    Immobile architectural elements, which are the result of human activity, are transposing to music through specific software package. On this basis, a new type of sound language drawn from city map readings is defined. For the first time, thanks to precise analyses, we are now capable of creating a sound score of any urbanized zone. Because they all have specific urban morphologies, cities will also have their own language and sound.

    Architectural SonarWorks feat. Romain Dubois (live) by Cédrik Brandilly (FR)
    Immobile architectural elements, which are the result of human activity, are transposing to music through specific software package. On this basis, a new type of sound language drawn from city map readings is defined. For the first time, thanks to precise analyses, we are now capable of creating a sound score of any urbanized zone. Because they all have specific urban morphologies, cities will also have their own language and sound.

    Architectural SonarWorks feat. Romain Dubois (live) by Cédrik Brandilly (FR)
    Immobile architectural elements, which are the result of human activity, are transposing to music through specific software package. On this basis, a new type of sound language drawn from city map readings is defined. For the first time, thanks to precise analyses, we are now capable of creating a sound score of any urbanized zone. Because they all have specific urban morphologies, cities will also have their own language and sound.

    Romain Dubois (FR) - part of Architectural SonarWorks feat. Romain Dubois (live) by Cédrik Brandilly (FR)
    Immobile architectural elements, which are the result of human activity, are transposing to music through specific software package. On this basis, a new type of sound language drawn from city map readings is defined. For the first time, thanks to precise analyses, we are now capable of creating a sound score of any urbanized zone. Because they all have specific urban morphologies, cities will also have their own language and sound.

    Architectural SonarWorks feat. Romain Dubois (live) by Cédrik Brandilly (FR)
    Immobile architectural elements, which are the result of human activity, are transposing to music through specific software package. On this basis, a new type of sound language drawn from city map readings is defined. For the first time, thanks to precise analyses, we are now capable of creating a sound score of any urbanized zone. Because they all have specific urban morphologies, cities will also have their own language and sound.

    Presence by Universal Everything (UK)
    A series of large-scale video pieces of motioncaptured dance performances create abstract forms with a human presence. A collaboration with choreographer Benjamin Millepied and the LA Dance Project, the work continues Universal Everything’s line of enquiry into the essence of choreography, movement, and the human form. Commissioned by Media Space London for their inaugural exhibition, Presence turns the screen into a stage, the body into an abstracted sculpture. Experimenting with various materials and forms, the life sized moving sculptures cycle through a randomized collection of “costumes” that range from colorful light trails to crystalline formations, with only the movement revealing the human presence within.

    Walking City by Universal Everything (UK)
    Referencing the utopian visions of 1960s’ architectural group Archigram, Walking City is a slowly evolving video sculpture. The language of materials and patterns seen in radical architecture transform as the nomadic city walks endlessly, adapting to the environments she encounters. Winner of Prix Ars Electronica 2014 Golden Nica: Computer Animation / Film / VFX.

    Voxel Posse by Universal Everything (UK)
    Utilizing the powers of 3D printing and anthropomorphism, Universal Everything creates a fleet of miniature vector robots. Looking like crystalline rocks that sprouted legs, these creatures are yet another exploration into harnessing the most basic elements of the human form to infuse inanimate objects with the essence of life.

    Voxel Posse by Universal Everything (UK)
    Utilizing the powers of 3D printing and anthropomorphism, Universal Everything creates a fleet of miniature vector robots. Looking like crystalline rocks that sprouted legs, these creatures are yet another exploration into harnessing the most basic elements of the human form to infuse inanimate objects with the essence of life.

    Artist Biographies - Art + Science exhibition I 2016 / CPN
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