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Kenji Kojima
Japan
http://www.kenjikojima.com/

Project: RGB Music

Is not an impression or arbitrary process of images of a musical variation. It composes a score from an image directly. 1. Sound installation \"Subway Synesthesia\" is a sequence of photos from New York City Subway are diptychs that become the material for moving images and RGB Musics, as they dissolved into hundreds of pixels. As these photographic musical variations manifest as song poems, the city\'s underground, the subway, is transformed into music and color. The artist digs beneath the surface buzz of New York to reveal the poetry and music within them. Created by \"RGB MusicLab\". 2. \"RGB MusicLab\" is a musical composition and animation software, developed by Kojima. It\'s concept, method and process of the project. It converts RGB (Red, Green, Blue) value of an image to 12th scale sounds. The program reads RGB value of pixels from the top left to the bottom right of an image. One pixel makes a harmony of three note of RGB value, and the length of note is determined by brightness of the pixel. RGB value 120 or 121 is the middle C, and RGB value 122 or 123 is added a half steps of the scale that is C#. Black 0,0,0 is no sounds. 3. \"RGB Music player\" in RGB MusicLab is an ineternet RGB Music player. It can play internet files of RGB Music. RGB Music includes synchronized 3D drawing that follows the RGB values along an XYZ axis of the image. The lines become a distinct topography - visual map of the both the musical score and photographic content.

 

Alberto Valverde García y María Castellanos Vicente
Spain
http://www.doll-is.com/

Project: DOLL-IS

DOLL-IS es un proyecto basado en un sistema conversacional carente de sentido real e inteligente. Este sistema se limita a almacenar frases que el espectador introduce, devolviéndolas de una forma casi aleatoria para crear ilusión de conversación. La plataforma Web http://www.doll-is.com/ constituye la primera fase del proyecto. Los visitantes pueden ir introduciendo sus frases, interactuando y conversando con el sistema al mismo tiempo que van enriqueciendo la base de datos de frases y palabras, mas tarde reproducidas por DOLL-IS en sus conversaciones. Los datos almacenados a lo largo de toda esta fase Web servirán posteriormente para en una segunda fase trasladar a DOLL-IS de lo virtual a lo físico, materializado en un muñeco, capaz de conversar con otro de sus mismas características o incluso interactuar con personas respondiendo a sus conversaciones con frases previamente almacenadas. De igual modo que se hace en la plataforma Web. El espectador, movido por la necesidad que encontrar una explicación que vaya mas allá de lo aleatorio trata de buscar un sentido coherente a la conversación mantenida con el sistema, intentando comprender a la máquina y buscando una explicación mas allá del mero intercambio de datos. Este fenómeno, merecedor de su estudio psicológico nos acerca a los patrones de comportamiento social en cuanto a comunicación e interacción entre personas se refiere.

 

Max Kazemzadeh
USA
http://www.maxkazemzadeh.com/impshovr.mov

Project: i.m.pshovr

http://wiki.medialab-prado.es/index.php/I.m._pshovr
http://www.maxkazemzadeh.com/pshover.mov i.m.pshovr

is an intimate and public experience that encapsulates each of our weaknesses, vulnerabilities, and failures in one humbling gesture…being pushed over. i.m.pshovr welcomes viewer/users to physically interact with a virtual pacing character on screen. Interacting with the character in different ways pushes the character over in different ways. Within i.m.pshovr\'s environments there is an area where visitors can record themselves walking, tripping, falling, turning, and jumping and and upload them into an interactive environment where they themselves or others can push them down, trip them, etc. INTERACTIVE NOTE: Pushing the character\'s upper body from the right causes the character fall to the left onto the ground, and pushing the character from the left causes the character fall to the right onto the ground. When the character is pushed from below, the character flips up in the air in the direction he/she is already moving. If the character is hit from above, he/she falls straight down to the ground. INSTALLATION OPTIONS: The work can be installed in two ways...with or without the green-screen (bg subtraction) character-recording option. The user character-recording option allows the gallery goers to video-tape themselves walking, falling, flipping, etc against a green screen. These optimized video clips immediately replace the preexisting character with the new one.

 

Tristan Perich
USA
http://www.tristanperich.com

Project: Machine Drawings

As a visual artist, Trisan Perich creates pen-on-paper drawings made by machine. These machine drawings, described as “elegantly delicate” by BOMB Magazine, unite the electronic with the physical, expressing digital process in traditional media. Order and randomness are brought to life within Perich’s compositional frameworks, and delicately executed by the minimal drawing machine, built by the artist.

 

Zoltan Csaki
United Kingdom
www.zoltancsaki.com

Project: Your Own Personal Jesus

‘The image of Jesus Christ is a powerful symbol across the world - a visual shortcut for ‘devotion’ and ‘worship’. Yet only 33% of the global population claim Jesus as their idol. The object of people’s faith today is just as likely to be their own self, or fame and fortune, or science, or possibly even chocolate. ‘Your Own Personal Jesus’ examines notions of worship in a world of fluid identity and digital (a)morality. Y.O.P.J. gives the other 67% of people the opportunity to generate, share and keep their very own idol. Using Jesus Christ’s face as fertile ground for the construction of faith. SO WHAT IS IT?.
Y.O.P.J. is an interactive experience (to be developed in Flash) where people are aksed to re-create Jesus’ face, using the object of their worship as the ‘pixel’. They can use the webcam or search on flickr/google to find their image. They then feed it to the system and we output an image for them to keep and share (via email). We use the projector to grab people’s attention and by presenting a montage/animation of everything created in the exhibition.

 

Rui Filipe Antunes
Brazil
http://www.pikiproductions.com/rui/sragraca/index.html

Project: Senhora da Graça

The physical location of Senhora da Graça (Our Lady of Grace) was submerged with the rising waters of a newly constructed dam. This work is a representation of that former place. It is a virtual world where an ecosystem was designed and modelled upon the images of the place sharing the same name. These images however, are becoming unrecognisable. Despite images of the place\'s former condition around twenty years ago, they aren't attached to a fixed instant anymore. They are applied as textures on the strange creatures that populate the world and evolve and are ‘alive'. They still represent the place, yet since they are unrecognisable, they are emptied of their value as photographic objects. With a pictorial signifier in chromatic compositions, the images are rebuilt every instant through computational processes that render the world. Ultimately, Sra da Graça is a concatenation of images inhabiting a present shown in an illusion of continuity. However, the images are shadows of the place they evoke. Evolving, not getting attached to the past the images lose their legitimacy as depiction objects, the image are as the place of Sra da Graça, a place where the memory of the memories occurs. All creatures have the same genetic structures defining their morphologies. I have introduced here the concept of an evolutionary landscape. The abstract planet evolves in time and changes the morphology of the surface according to the planet\'s conditions

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