- If Peter could be anything, he’d probably be a beetle -
The 2011 BAFTA award winning short film from Mikey Please.
For full festival and awards info visit TheEaglemanStag.com
A ventricular assist system, or VAD, is a implantable device that is used to help a failing heart pump blood through the body, often while the patient is awaiting a heart transplant. It consists of a control system and an energy supply worn outside the body and a pump implanted by the heart or in the abdominal pouch. VADs are generally used to take blood from the left ventricle or deliver it to the aorta. They may also be used to take blood from the right ventricle and deliver it to the pulmonary artery. The latest VADs use continuous-flow pumps that use electric currents to spin a rotor that accelerates blood through the pump. The rotor uses electromagnetic or hydrodynamic suspension instead of ball-bearing suspension, reducing wear-and-tear on the rotor. Source: American Heart Association, FDA
Casey Reas: This is a 2x time-lapse sequence from software that constructs images from protein relationships within a cell. The image was translated into a mural for building 76 at the Massachusetts Institute of Technology (MIT).
Cell behavior is controlled by interconnected proteins operating in a network to actively transmit instructions. These networks become dysfunctional in cancerous cells. In this image, each graphical cluster represents signals between networked proteins in a cancer cell as they change over time. Individual arcs are signals from one protein to another; the size of an arc corresponds to the magnitude of the signal. Signaling data provided by the laboratory of Professor Michael Yaffe.
Casey Reas is an artist and educator. His software, prints, and installations have has been featured in numerous solo and group exhibitions at museums and galleries in the United States, Europe, and Asia. He is a professor in the department of Design Media Arts at UCLA and the co-founder of Processing with Ben Fry.
data.anatomy [civic] is a new audiovisual installation by the acclaimed Japanese artist Ryoji Ikeda, arising from a unique collaboration with Mitsuru Kariya, the development leader of the new Honda Civic.
Exhibited as a 3-screen video projection, data.anatomy [civic] immerses viewers in an intricate yet vast audiovisual composition derived from the entire data set of the car.
“The Brine Shrimp’s Butterfly Stroke.” From Brennan Johnson, Deborah Garrity, Lakshmi Prasad Dasi (Colorado State University, Fort Collins, CO, USA.)
Abstract: We investigate the fluid dynamics of brine shrimp larvae swimming in this gallery of fluid motion video. Time resolved particle image velocimetry was performed using nano-particles as seeding material to measure the time dependent velocity and vorticity fields. The Reynolds number of the flow was roughly 8 and the Womerseley number (ratio of periodic forcing to viscous forcing) was about 5. Vorticity dynamics reveals the formation of a vortex ring structure at the tip of each arm at the beginning of the power stroke. This two vortex system evolves dramatically with time as the stroke progresses. The outer circulation is noted to weaken while the inner circulation strengthens over the power stroke. The gaining strength of the inner vortex correlates with the acceleration and forward movement of the larvae.
Metachaos, from Greek Meta (beyond) and Chaos (the abyss where the eternally-formless state of the universe hides), indicates a primordial shape of ameba, which lacks in precise morphology, and it is characterized by mutation and mitosis.
In fact the bodies represented in METACHAOS, even though they are characterized by an apparently anthropomorphous appearance, in reality they are without identity and conscience. They exist confined in a spaceless and timeless state, an hostile and decadent hyperuranium where a fortress, in perpetual movement, dominates the landscape in defense of a supercelestial, harmonic but fragile parallel dimension. In its destructive instinct of violating the dimensional limbo, the mutant horde penetrates the intimacy of the fortress, laying siege like a virus. Similar to the balance of a philological continuum in human species, bringing the status of things back to the primordial broth.
STATEMENT
METACHAOS is a multidisciplinary audio-visual project, articulated in a short film, a set of photography and mix-technique paintings. The purpose of the project is to represent the most tragic aspects of the human nature and of its motion, such as war, madness, social change and hate. An accretion of feelings that are metaphorically represented by specific visual forms, which are abstract conceptually, but concrete and tangible formally. The application of acid and monochromatic tints, besides the strong contrasts, makes everything intentionally more oppressive and tragic.
In order to obtain a more immersive and plausible version, the shot was taken adopting the camera live technique. The extreme and frenetic motion of the shoulder camera, similar to the subjective one, becomes a main constant, so that, along with the persisting cuts used to edit the video, create a bigger sense of instability and danger. In fact, thanks to the dissemination of Technology, it is possible to notice that the unconscious-esthetic potential of the shots available on Youtube, characterized by a pseudo-documentary and amateur approach, often offer an unexpected emotional involvement, which trigger an exhibitionistic-voyeuristic interchange between the author and the consumer.
The irrational gesture and action of the bodies, as if a collective form of madness controlled them, are inspired by artists like Bosch and Bruegel who, between the ‘400 and ‘500, produced an iconography where irrational images show sickly madness and pain.
The project has been realized using different techniques: live shots taken in discharged industrial sites, CGI animations, tracking and motion captures, besides various other analogical ones.
American Jeff Ensign, aka Evolution Noise Slave composed the original sound track, which has been progressively updated during the video production. The musical score was inspired by 6 separate pieces Jeff had previously created that were then combined into a hybrid. The composition was also based in part from a sonic interpretation of the ideas presented in Antonin Artaud’s the Theater and Cruelty overlaid on Bavari’s images.
Metropia takes place in a not-so-distant future. The world is running out of oil and the underground train systems have been connected into a gigantic subway network beneath Europe. Whenever Roger from Stockholm enters this system he hears a stranger’s voice in his head. He looks to the mysterious Nina to help him escape the disturbing web of the Metro, but the further they travel, the deeper he’s involved in a dark conspiracy.
From year to year, the moon never seems to change. Craters and other formations appear to be permanent now, but the moon didn’t always look like this. Thanks to NASA’s Lunar Reconnaissance Orbiter, we now have a better look at some of the moon’s history.
Designers are increasingly faced with the problem of understanding and visualizing data-filled space and making it inhabitable. In their book Anthony Dunne and Fiona Raby, who conduct research in the field at the Royal College of Arts, speak of the electro-climate and the electro-geography – which can effect architecture just as the real climate can – and refer to it as »hertzian space.« The two designers think of electromagnetic fields full of data. But in times of geospatial data and location-based services data also assumes this wave field-like materiality. Are screens an appropriate medium for this? What is the form of these metadata?
Now that location-based metadata waft through the space, thereby redefining contexts and places, a new field opens up to designers: How will information be usefully integrated into the physical space? Inspired by the fictional illustrations by Ingeborg Marie Dehs Thomas, who interprets the spatial expansion of radio waves, we attempted to lend metadata a form. Using the light painting technique, we placed our idea of these data in a room, making it haptic. The resulting forms depict possible data sets and examine the design possibilities between technoid holograms and personal notes.
Something abstract existing in thought or as an idea but not having a physical or concrete existence. Visual geometry containing the non-explicit description of sexual organs or activity. Arising in the mind it intends to stimulate erotic rather than aesthetic or emotional feelings.
GeometricPorn is a project by Luciano Foglia, a multidisciplinary visual artist. He has been working in the design industry for over ten years focusing on interactive design, code based animations and music. His personal time is spent exploring new ways of expression in music and art, working from his studio in London, Hackney Wick.
Geometric Porn App was rejected by Apple Inc.
Reasons for Rejection: 16.1: Apps that present excessively objectionable or crude content will be rejected. We found that many audiences would find your app concept objectionable, which is not in compliance with the App Store Review Guidelines.
Featuring: Mary Elise Hayden, Marissa Merrill & Dustin Edward
Executive Producers: David Lyons & Andrew Huang
Producers: Laura Merians & Stephanie Marshall
Cinematographer: Laura Merians
Production Designer: Hugh Zeigler
Costume Designer: Lindsey Mortensen
Hair & Makeup Designer: Jennifer Cunningham
Sound Design & Original Score: Andrew Huang
The Digit is a giant chrome double-finger that looms over unwitting passers-by in Union Square, NYC. More precisely, it is a double-sided finger, with a second appendage extending out of where the rest of the hand would be. The two fingertips methodically double-tap and swipe, while reflecting the surrounding architecture on their bulbous surface.
The Digit is a virtual (augmented-reality) sculpture that can be viewed with an iPhone application available for free at the App Store. Simply launch the app when you are on the southern tip of Union Square and look up through the iPhone’s camera.
The sculpture is a response to two public art works located in Union Square – the statue of George Washington (one of the first public sculptures in New York) and Metronome – a recent installation about time that occupies 3 building facades just south of the square. Incidentally, Metronome includes an enlarged replica of GW statue’s hand (located just above the smoking hole). The Digit follows this trajectory by isolating the index digit of George Washington and appropriating it as an emblem of the digital condition.
The Digitalso exist as an interactive web experience and in the form of physical souvenirs. WebGL compatible Browser Required (Firefox 4 or Chrome 9 and up) or you may need to update your graphics card driver.
The Amsterdam Museum has opened an entire new department: Amsterdam DNA. This exhibition will take you on a three-dimensional 45-minute journey through our capital’s history. The versatile story of the city is presented in seven intriguing films, which we created. Above you can see the second film: Revolt Against King and Church.
In close cooperation with the curators, we developed seven scripts of about two minutes each, which shed light on the most important elements from more than 1000 years of Amsterdam history. Typical core values of Amsterdam were used as the theme for the films: entrepreneurship, freethinking, creativity and citizenship.
Visual material was collected based on the scripts. International collections were used in addition to the collection of the Amsterdam Museum, which has resulted in a selection of international renown. When visual material was not available or suitable, we had to develop the content ourselves.
The challenge was to bring the masterpieces to life without affecting their identity, or rather, their soul. We chose to add an extra dimension by making the images three-dimensional. Another dimension, sound, was added to make the whole even more appealing. Lifelike sounds and soundtracks that fit the spirit of the age add luster to the scenes.
Next to the seven films we also produced a trailer and a video-wall of approximately seven by three meters, in which past en present blend.
Commissioned by: Amsterdam Museum
Agency: PlusOne
Direction: Martijn Hogenkamp
Production: Marcel Vrieswijk
Motion Design: Sander van Dijk
Lead 3D: Tim van der Wiel
3D: Noam Briner, Chris Rudz, Hans Willem Gijzel, Richard Lundström
Music: Lennert Busch
Sound Design: Mauricio d’Orey
Thanks to: Harold van Velsen
Client: Bianca Schrauwen, Joost van de Weerd, Norbert Middelkoop, Laura van Hasselt
The No Image Commercials were originally conceived as a back-story for the girlfriend character (played by Busy Gangnes) in the No Image performance who mysteriously dies. The idea was to imagine this character as having a career as an actress and so she lives on in these commercial sequences. We drew from the narrative this idea that she committed suicide because she was tired of being a stay at home girlfriend. We wanted the commercials to reflect the sensibility of the stay-at-home mom.
We find that commercials targeting this demographic are very depressing. They speak to a solitary female and suggest all of the things that are lacking or need improvement in her life. You aren’t happy enough, your house smells bad, your hair doesn’t have enough bounce. We wanted to use the language and production value of high end commercials to promote these thoughts. To achieve this we worked with a team of directors, animators, photographers, stylists, and hair + makeup artists who were well versed in the language of commercials.
Artist/photographer Shinichi Maruyama and his team captured the high speed camera live action footage. Stylist Alice Bertay created a house wife inspired by typical Hassidic clothing. Co-director Jonathan Turner created all of the camera movement and 3d animation while co-director Alan Bibby assembled the pieces into the final composition and added the final coat of polish. Finally Busy Gangnes created the soundtrack, attempting to use the emotional effect of a new age sound aesthetic to pull at your heart strings and encourage the consumer to take the pill.
The Pharmaceutical Commercial references an amalgamation of commercials targeting everything from ant-depressants to Glade air fresheners. We were most interested in an existing commercial that presented a dilemma between the comfort of being inside and the dangerous, allergy-filled outside. Only a drug could help you bridge the gap. We thought this really connected with the depressed girlfriend character and her dilemma with her relationship. She was seemingly stuck inside and powerless to get out. The product the commercial is selling helps the consumer straddle that line in a state of harmony (or confinement). The room setting, designed by Shawn Maximo, incorporates objects from past, present and future Yemenwed projects. This helps to tie it further into the narrative taking place as viewers can see the similarity between the items on stage and in the commercial.
Kyle Munkittrick: Mass Effect is epic. It’s the product of the best parts of Star Trek, Star Wars, Battlestar Galactica and more with a protagonist who could be the love-child of Picard, Skywalker, and Starbuck. It’s one of the most important pieces of science fiction narrative of our generation. Mass Effect goes so far beyond other fictional universes in ways that you may not have yet realized. It is cosmic in scope and scale.
Sci-fi nerds have long debated over which fictional universe is the best. The Star Trek vs Star Wars contest is infamous into banality, with lesser skirmishes among fans of shows and books like Battlestar Galactica, Enders Game, Xenogenesis, Farscape, Dune, Firefly, Stargate, and others fleshing out the field. Don’t mistake this piece as another pointless kerfuffle among obsessive basement dwellers. Mass Effect matters because of its ability to reflect on our society as a whole.
Science fiction is one of the best forms of social satire and critique. Want to sneak in some absolutely scandalous social more, like, say, oh, I don’t know, a black woman into a position of power in the ‘60s? Put her on a starship command deck.
Most science fiction, even the epic universes in Star Wars and Star Trek, pick only two or three issues to investigate in depth. Sure, an episode here or a character there might nod to other concepts worthy of investigation, but the scope of the series often prevents the narrative from mining the idea for what it’s worth.
Mass Effect can and does take ideas to a new plane of existence. Think of the Big Issues in your favorite series. Whether it is realistic science explaining humanoid life throughout the galaxy, or dealing with FTL travel, or the ethical ambiguity of progress, or even the very purpose of the human race in our universe, Mass Effect has got it. By virtue of three simple traits – its medium, its message, and its philosophy – Mass Effect eclipses and engulfs all of science fiction’s greatest universes. Let me show you how.
Short Animation by Paris Mavroidis. “Divers” is an experimental animation that was inspired by Busby Berkeley, mass gymnastics and experimental cinema from the 20s and 30s. I created it while pursuing my MFA in Digital Arts at Pratt Institute. As part of the project, I also developed a choreography-based animation toolset which I subsequently used during the animation process.
A short film based on The Flame Alphabet, a new novel by Ben Marcus. Video by Erin Cosgrove.
“The Flame Alphabet invites the question: What is left of civilization when we lose the ability to communicate with those we love? Both morally engaged and wickedly entertaining, a gripping page-turner as strange as it is moving, this intellectual horror story ensures Ben Marcus’s position in the first rank of American novelists.”
Quayola is a visual artist based in London. He investigates dialogues and the unpredictable collisions, tensions and equilibriums between the real and artificial, the figurative and abstract, the old and new. His work explores photography, geometry, time-based digital sculptures and immersive audiovisual installations and performances.
Quayola’s work has been exhibited at the Venice Biennale; Victoria & Albert Museum, London; British Film Institute, London; Royal Albert Hall, London; Gaite Lyrique, Paris; Church of Saint Eustache, Paris; Forum des Image, Paris; Grand Theatre, Bordeaux; Palais des Beaux Arts, Lille; Empac Centre, New York; Yota Space, St. Petersburg; MIS, Sao Paulo; Casa Franca, Rio de Janeiro; BAC, Geneva; Sonar Festival, Barcelona; Elekra Festival, Montreal and Clermont Ferrand Film Festival.
Strata #4 is a multi-channel immersive video-installation commissioned by Palais de Beaux Arts in Lille. The subject of this work is a series of iconic pieces from the museum’s Flemish collection, focusing specifically on Rubens’ and Van Dyck’s grand altarpieces. Strata #4 is the result of a study and exploration of the paintings themselves, delving beneath their figurative appearance and looking at the very rules behind the composition, color schemes and proportions of each piece. It is a precise process aimed at creating new contemporary images based on universal rules of beauty and perfection. Documenting the improbable collisions between classical figuration and contemporary abstraction, Strata #4 aims to create an harmonious dialogue between worlds that may appear very distant from one another, but in fact share so much in common.
“Strata #1” is an audio-visual installation that explores the icons of Rome’s renaissance architecture and focuses on the layering of times, functions and representations.
Through sound and visual effects, “Strata #1” concentrates on the collective imagery of particular buildings, reflecting upon the stratified historical meanings they detain in the western society through time.
A rotating ceiling is inhabited by a computer-generated particle system. The latter moves and behaves in relation the sound, coexisting harmoniously with the surrounding architecture. The video environment created within the installation becomes a hybrid between a real architectural space and an abstract two-dimensional pattern: a new space in-between the real and the artificial.
In a dynamic dialogue between sound, image and architecture, the installation plays with history and its image, giving life to a process of metamorphosis which transforms structure and function of the original architectural space. Assuming different meanings, the represented ceiling appear under a new perspective that focuses on their images rather than their historical and architectural significance.
Images: Quayola
Music: Autobam
Bitscapes is a multi-screen installation exploring and challenging the ambiguity of realism in the digital realm. Natural landscapes from the wilderness of western Australia slowly deconstruct. By losing their “photographic skin”, the illusion behind their realistic appearance is revealed.
Commissioned to mark the first anniversary of ‘Lovebytes at Millennium Galleries’ – a permanent plasma screen gallery curated by Lovebytes with the Sheffield Galleries Trust (2006)
Direction/Design: Quayola, Chiara Horn
Sound: Giorgio Sancristoforo
Coding: W. Kosma
Excerpt from Natures series
The Natures project consist in a series of multi-screen installation pieces and a live audio-visual performance in collaboration with musician Mira Calix and cellist Oliver Coates. Natures explores the dialogue between “the natural” and “the artificial”, creating a world where these two elements coexist harmoniously. Interpreting plants’ organic behaviors, computer-generated elements become part of the natural world and viceversa.
Commissioned by Faster Than Sound and Aldeburgh Music (2008)
Design/Animation: Quayola
Music: Mira Calix, Oliver Coates
Producer: Joana Seguro (Lumin)
Assistants: D. Knowles, G. Berton, Y. Li, G. Korossy, P. Marquez, Mokhtarzateh, M. Gil, G. Gremigni, G. Polizzi
The Scale of the Universe is a visualization created by Cary Huang. This interactive scale of the universe shows the relative sizes of “everything” from the micro to the macro.
Golan Levin is a creator, performer, innovator, engineer and MIT graduate whose work has been seen around the world, and FITC gave you the opportunity to ask him anything via Reddit. Golan has answered your questions in the video below, which was created by James George (@obviousjim) and Jonathan Minard (@deepspeedmedia), artists-in-residence at Golan’s lab who are researching new forms of experimental 3D cinema.
The work of James George and Jonathan Minard explores the notion of “re-photography”, in which otherwise frozen moments in time may be visualized from new points of view. Despite the sometimes wildly moving camera, the video was in fact shot with a stationary Kinect-like depth sensor coupled to a digital SLR video camera. To compose their shots, the filmmakers developed custom openFrameworks software that aligns and combines color video and depth data into a dynamic sculptural relief.
In a process of “virtual cinematography”, James and Jonathan rephotographed Golan’s 3D likeness — selecting new angles, dollying, and zooming — to compose new perspectives on the data as if playing a video game. Fixed camerawork is thus transformed into a malleable and negotiable post-process, in which shots can be carefully recomposed to highlight and inflect different latent meanings.
This experiment developed out of concepts and collaborations born at Art && Code, a conference on 3D sensing and visualization organized by Golan’s laboratory, the STUDIO for Creative Inquiry at Carnegie Mellon University. Artist-hackers assembled to explore the artistic, technical, tactical and cultural potentials of low-cost depth sensors, such as the Kinect. As an outcome of the conference, James George, a creative coder interested in cinema, and Jonathan Minard, a documentary filmmaker interested in new-media technology, are now collaborating on the development of open-source tools and techniques for augmenting high-resolution video with depth information.
The first cycle. A visualization of a creative production process, made for fashion designer Borre Akkersdijk.
An animation where the viewer is being taken by fiction and reality into the creative concept of it’s designer.
The animation was the introduction of his fashion show ‘The first cycle’ -from the yarn to the show- at the fashion week in Paris.
This animation was realized on the Motion cabinet by Niels Hoebers.