Pixel Future by Eliska Kyselkova
Hunger magazine collaborated with digital artist Eliska Kyselkova to create a special editorial aptly titled "Pixel Future"
Hunger magazine collaborated with digital artist Eliska Kyselkova to create a special editorial aptly titled "Pixel Future"
Digital artists Antoni Tudisco was commissioned by Ogilvy Hong Kong to create visuals for "City Of Dreams" campaign
Agency: Ogilvy HK
CD: Michele Salati
AD/3D: Antoni Tudisco
Animation: Antoni Tudisco, Marco Mori
Typo: PLEID, Vicente Garcia Morillo
"Our current society has evolved into an increasingly interconnected world through the 8.4 billion networked devices (as of 2017) that have become tools of survival in our modern lives. Personal data is constantly uploaded to these networks and a real-time stream of information and images that narrate our identities is available. The algorithms of these networks become filters for these narratives. altering the perception of our identities. The feedback, authentication, and traits of our identities within these digital networks have a very real influence on the psychological interpretation of ourselves. This alteration of our identities through networks is largely invisible, yet it creates very real barriers and conceptual walls, which we have to navigate in order to access. "
"By allowing viewers to see their own images which are uploaded to a transparent light panel through the internet, the algorithms and code contained in this work allows viewers to interact with algorithms in a transparent and visible way that is more akin the reality of the ways in which algorithms reorder and classify our identities without our knowledge. "
Hype Cycle is a series of futurist films exploring human-machine collaboration through performance and emerging technologies.
Machine Learning is the second set of films in the Hype Cycle series. It builds on the studio’s past experiments with motion studies, and asks: when will machines achieve human agility?
Set in a spacious, well-worn dance studio, a dancer teaches a series of robots how to move. As the robots’ abilities develop from shaky mimicry to composed mastery, a physical dialogue emerges between man and machine – mimicking, balancing, challenging, competing, outmanoeuvring.
Can the robot keep up with the dancer? At what point does the robot outperform the dancer? Would a robot ever perform just for pleasure? Does giving a machine a name give it a soul?
These human-machine interactions from Universal Everything are inspired by the Hype Cycle trend graphs produced by Gartner Research, a valiant attempt to predict future expectations and disillusionments as new technologies come to market.
Creative Director: Matt Pyke
Animation: Joe Street
Sound Designer: Simon Pyke (Freefarm)
Senior Producer: Greg Povey
Motion Capture: Audio Motion
Dancer /Choreographer: Dwayne-Antony Simms
From February 7 through March 17, 2018, Pilevneli Gallery presented Refik Anadol’s latest project on the materiality of remembering. Melting Memories offered new insights into the representational possibilities emerging from the intersection of advanced technology and contemporary art. By showcasing several interdisciplinary projects that translate the elusive process of memory retrieval into data collections, the exhibition immersed visitors in Anadol’s creative vision of “recollection.”
“Science states meanings; art expresses them,” writes American philosopher John Dewey and draws a curious distinction between what he sees as the principal modes of communication in both disciplines. In Melting Memories, Refik Anadol’s expressive statements provide the viewer with revealing and contemplative artworks that will generate responses to Dewey’s thesis.
Comprising data paintings, augmented data sculptures and light projections, the project as a whole debuts new advances in technology that enable visitors to experience aesthetic interpretations of motor movements inside a human brain. Each work grows out of the artist’s impressive experiments with the advanced technology tools provided by the Neuroscape Laboratory at the University of California, San Francisco. Neuroscape is a neuroscience center focusing on technology creation and scientific research on brain function of both healthy and impaired individuals. Anadol gathers data on the neural mechanisms of cognitive control from an EEG (electroencephalogram) that measures changes in brain wave activity and provides evidence of how the brain functions over time. These data sets constitute the building blocks for the unique algorithms that the artist needs for the multi-dimensional visual structures on display.
Anadol’s installations do not only address a productive espousal of cutting-edge technology and art but also a strong preoccupation with the study of human memory from Ancient Egyptians to Blade Runner 2049. The exhibition’s title, Melting Memories, refers to the artist’s experience with unexpected interconnections among seminal philosophical works, academic inquiries and artworks that take memory as their principal themes. The title further draws attention to the melting of neuroscience and technology into these centuries-long philosophical debates, questioning the emergence of a new space where artificial intelligence is not in conflict with individuality and intimacy.
Designed & Developed at Refik Anadol Studio
Nicholas Boss
Efsun Erkilic
Kian Khiaban
Ho Man Leung
Raman K. Mustafa
Toby Heinemann
Sound Design : Kerim Karaoglu
Software Development : Kyle McLean / Steffan Klaue
Scientific Support
UCSF / Neuroscape Lab Members
Adam Gazzaley, M.D., PH.D.
"Wanderers" is an ongoing project performed by Mediated Matter group at MIT Media Lab, lead by Prof. Neri Oxman
"Traveling to destinations beyond planet Earth involves voyages to hostile landscapes and deadly environments. Crushing gravity, amonious air, prolonged darkness, and temperatures that would boil glass or freeze carbon dioxide, all but eliminate the likelihood of human visitation. Wanderers explores the possibility of voyaging to the worlds beyond by visiting the worlds within. 3D printed wearable capillaries designed for interplanetary pilgrims are infused with synthetically engineered microorganisms to make the hostile habitable and the deadly alive. Each design is a codex of the animate and inanimate with an origin and a destination: the origin being engineered organisms, which multiply to create the wearable within a 3D printed skins; and the destination being a unique planet in the solar system."
"We explore a computational approach and associated protocol, which emulates biological growth by developing complex geometries over multiple iterations. The general framework for the generation of grown structures utilizes a hybrid approach to the simulation of evolving interfaces. A geometric input representation—phenotype (e.g. a triangle mesh, a set of line segments, or a point cloud) is transformed into an intermediate representation—genotype. Data gathered from these three representations is then used to deform the initial geometric representation. Lastly, the deformed initial representation is topologically changed to react to the deformation of the object. This is done iteratively, such that results given for input representations are continuously deformed and refined. As the process repeats, the deformations aggregate into the growth of a coherent form. By altering the geometric genotype and phenotype, a broad variety of different structures can be ‘grown’."
The setting for this exploration is the solar system where, with the exception of planet Earth, no life can exist. The series represents the classical elements understood by the ancients to sustain life (earth, water, air and fire), and offers their biological counterpart in the form of microorganisms engineered to produce life-sustaining elements. The wearables are designed to interact with a specific environment characteristic of their destination and generate sufficient quantities of biomass, water, air and light necessary for sustaining life: some photosynthesize converting daylight into energy, others bio-mineralize to strengthen and augment human bone, and some fluoresce to light the way in pitch darkness. Each wearable is designed for a specific extreme environment where it transforms elements that are found in the atmosphere to one of the classical elements supporting life: oxygen for breathing, photons for seeing, biomass for eating, biofuels for moving, and calcium for building. Design research at the core of this collection lies at the intersection of multi-material 3D printing and Synthetic Biology.
The Wanderers were unveiled as part of the exhibition: ‘The Sixth Element: Exploring the Natural Beauty of 3D Printing' on display at EuroMold, 25-28 November, Frankfurt, Germany, Hall 11, Booth FN01. This work was done in collaboration with Christoph Bader and Dominik Kolb. The wearables were 3D printed with Stratasys multi-material 3D printing technology. Members of the Mediated Matter group led by Will Patrick and Sunanda Sharma are currently working on embedding living matter in the form of engineered bacteria within the 3D structures in order to augment the environment. Each piece intends to hold life sustaining elements contained within 3D printed vascular structures with internal cavities. Living matter within these structures will ultimately transform oxygen for breathing, photons for seeing, biomass for eating, biofuels for moving and calcium for building. Scientific collaborators include Dr. James Weaver, Prof. George Church, Prof. Pamela Silver, Prof. Tim Lu, Allen Chen, Stephanie Hays, Eléonore Tham and Dan Robertson.
Tarek Mawad and Friedrich van Schoor, also known as collective 3hund are two german artists, sharing the same passion for nature, adventure and dark melancholic images. They teamed up with electronic composer Achim “Künstler” Treu, a.k.a. UFO Hawai, to create "LUCID". A surreal world based on simple geometric light shapes that seem misplaced, but somehow blend with its surrounding at the same time.
"The idea was to create a surreal world based on simple geometric light shapes that seem misplaced, but somehow blend with its surrounding at the same time. Shapes that emphasize the mood of its surrounding in the most simple way. By installing electroluminescent light shapes and wires in untouched landscapes, a single lightsource tells a surreal story of magic and loneliness in a surreal and intense way. Every environment has its own light installation.
The intention was to summarize all installations in a cinematographic way to create a touching short film"
Alexandra Gavrilova and Sergey Titov are Moscow artists, working together as Stain. They are focused on abstract forms and concepts to find concentration in today's poly-dimensional information flow, seeing creative process as a way to render one's idea of the world and oneself, to learn more about principles of nature and human perception. Stain works with generative methods to create graphics, audiovisual and light installations.
"Abstract objects on the projection are moving slowly according to the solid dynamics, an active environment is filled with bits of recursive reactions. This algorithmically conditioned but probabilistically unstable graphical canvas depicts a metaphor of causation and reflection on the events in the life of communities. All the scene is filming with low frame rate. The real situation in the space of the exhibition turns to a documentary, in another time, it immerses the observer in eternity and transience of the view from afar on the events happened a minute ago."
"The interrelations of the elements of sets, the patterns of their combinations, and the constancy of recurring circumstances constitute the stabilities of our existence."
"Everyone can influence the image with tilting a smartphone connected to the local network.
Sound by Lazyfish is also realtime synthesized and forms a whole with the graphics.
Audience's interaction with the installation floats between game, creation or contemplation, depending on participnts' mood and actions. Visually complex image is a metaphor of virtual structures, which one can affect intuitively easy. Participant's mind is immersed in the process of influence and perception of emotional feedback. Graphic style hints at futurist aesthetics and has a certain irony along with intention to rethink our attitudes to technology."
Jenna Rose Marti is a Milwaukee, Wisconsin based digital artist and photographer. She works within installation and digital photography to explore themes of identity, religion, memory, and escapism.
Though her work, she creates a sense of escapism in order to find comfort in the unfamiliar while revealing the discomfort in the familiar. The surreal nature of her work creates a sense of fantasy that exists within the familiarity of the physical world, and seeks the balance of the good and the evil in life. She pulls from her own experience with religion, personal relationships with people, and other worldly experiences to create this dialogue.
San Francisco based artist Shane Griffin released experimental art-film exploring the beauty in diffraction grating by passing light through in defective glass. The film was a part of contribution for TED 2018 conference as well as long-term project "Chromatic". We were lucky to exhibit one piece from it at our annual digital art exhibition "Digital Decade 5"
Shane Griffin was invited to participate in our annual digital art collaboration and exhibition in London. He was selected by curator to represent "Cyberia: The Unknown Territories Shaped by the Digital Enthos" theme alongside other 35 artists. Most of aluminum prints from exhibition are available for pick up at affordable price in London.
Russian artist Ruslan Khasanov shared his ink works he has collected for the last few years
4 years in a row Nike Sportwear teams up with talented ManvsMachine to craft a global campaign for Air Max Day. This year's approach takes cues from modern editorial design and hosts an extensive number of assets — from live action, 3D, typographical design, right the way through to cel animation
Hungarian graphic designer Dániel Taylor (resident of Digital Decade 5) playfully merges double exposure with collages and illustration. His designs take you on a trip through time and space, into the depths of forests and the realms of our galaxy in search of natural beauty.
"Hidden Layer looks at the way neural networks augment our identities and change the way we think and behave. With AI increasing its influence on the decisions we make and the information we digest, how will algorithmic structures infiltrate and influence human concepts of self? What happens to AI - augmented humans if the structures they rely on collapse?
Often described in terms of what it can do for us, a neural network is complex, self-evolving and dynamic. It is also capable of decision-making autonomously, without human intervention. As such, artificial intelligence algorithms can be understood both as a way to analyse today’s complex world and as beings distinct from human influence.
The name Hidden Layer comes from a term used in the development of artificial neural networks. The Hidden Layer is neither seen nor understood by humans; it is the part of the network in which the main computation driving the network is done. Hidden Layer is part of FIELD’s broader series of works titled Second Nature, which examines Machine Learning as an entity."
FIELD
London based digital art studio FIELD work at the intersection of art, technology and design, and explore “colour, life, and infinity though new technology and a research-led approach - creating high-tech experiences with a human touch”. FIELD create expressive and dynamic artworks for digital platforms, including audiovisual installations, digital artefacts, and interactive films. FIELD are known for their unique approach to aesthetics, blending the latest digital technologies with nature and human subjects. FIELD’s body of work takes many different shapes, from apps to installations. Their work Energy Flow is an app experience weaving animated story lines into audiovisual pieces that change endlessly and is different for each viewer.
It was listed among the best apps from The Guardian Technology blog. For Deutsche Bank, FIELD collaborated with Universal Everything to create a large-scale installation using a 12-metre wide screen with atmospheric cityscapes, hand-drawn scenes, patterns and landscape animations that were generated in realtime that made every iteration unique. The studio collaborates with cultural institutions and global brands on commissioned artworks and generative design solutions, including Nike, Deutsche Bank, HP, Nokia, GE, and AOL. Their work has been exhibited at cultural institutions and galleries internationally, including at La Gaîté Lyrique, Paris; The China Museum for Digital Art, Beijing; and The British Library, London. FIELD has also been included in festival programs at Ars Electronica and onedotzero.
Perception is one’s personal opinion. Any image invites the audience to ponder, offering at least several ways of perception. The image is forming an idea using sensitive and logical tools. The idea is being formed when a spectator gives the image a permit to do this. An image is always spots, dots and lines. A spectator builds up the inner nexus and images while just seeing the spots paly on the screen. The brain transforms flat form into something having a volume, parts are merged into the whole. The question is what a spectator sees – a genuine true image or the personal perception of it, formed on a basis of one’s experience and the knowledge of the world. What if it will contain the minimum specification, if it’s gonna be a digital noise, a random combination of 0 and 1? What if the absence of information is a message itself? A sign for one’s brain to think up, to invent the necessary information. The lack of information inside of a given context is a self-sustained image, giving an impulse to a further chain of thoughts. I invite a spectator to dive inside of himself, when he lets the screen be almost blank and sets his imagination free. All the logical thinking is off and the opportunity to observe is on.
"Science fiction has long anticipated the rise of machine intelligence. Today, a new generation of self-learning computers has begun to reshape every aspect of our lives. Incomprehensible amounts of data are being created, interpreted, and fed back to us in a tsunami of apps, personal assistants, smart devices, and targeted advertisements. Virtually every industry on earth is experiencing this transformation, from job automation, to medical diagnostics, even military operations. Do You Trust This Computer? explores the promises and perils of our new era. Will A.I. usher in an age of unprecedented potential, or prove to be our final invention?"
Directed by Chris Paine
"Alexis Christodoulou wasn’t always an artist, though his dreamy 3D renders of imagined modernist interiors belies his brief tenure as one. A former copywriter at an advertising agency, Christodoulou began experimenting with the 3D modelling program SketchUp during a particularly frustrating spell of screenwriting. Five years on, the Cape Town-based artist offers simply this on his Instagram profile: ‘No photographs. Just renders.’"
Russian digital artist Slava Semeniuta shares his latest photography manipulations in a project called "Another Earth"