The Kernel Festival comprising electronic music, audiovisual mapping, digital and interactive art invited us to take part in its 2012 edition.
Visual Sound Building is an interactive videomapping projected on the north façade of the villa Titoni, close to Milan, which is controlled by the audience using tablets and smartphone.
As if it were a giant synthesiser, the windows of the villa act as buttons that activate and deactivate the sounds of the musical composition and modify the algorithm that generates the visuals. The façade thereby becomes a tool for musical and visual creation which is controlled entirely by the audience using three tablets or their mobile devices.
Our project drew its inspiration from CGA graphics as well as films, music and video games of the 1980s.
For this project, we received sponsorship and assistance from VDMX5 software, which gave us a license for testing and its exhibition.
Music is an essential concept for Architecture. The musical metaphors as composition, reason, rhythm and harmony are used from the Renaissance to describe the architecture of the buildings. In these classical structures, which are then taken as a model, the repetition of motifs like bows and columns along the facades represent the smallest units of the classic Greek and Roman
tradition to which they refer, as if a building will be formed by many small buildings. So it is in the front of the Villa Tittoni Traversi, and in the music synthesizer where each individual sound elements alternate sequentially to form sounds and rhythm.
In this project for the festival Kernel, the mapping is our way to link the architectural rhythm of the facade with the rhythm of the music.
Original Concept and Production: Tigrelab / Welovecode
Visuals and Motion Design: Tigrelab
Interface and Code: Welovecode
Original Music: Franck Desert (Setlego)
Making Of: Tigrelab
Thanks to: VDMX, Kernel Festival, Set Lego# vimeo.com/51991992 Uploaded 11.2K Plays 278 Likes 4 Comments
How can you increase the immersion of data? The bachelor thesis „Experiencing Abstract Information“ by Jochen Winker (jochenwinker.de) and Stefan Kuzaj (stefan-kuzaj.de) introduces theoretical principles and shows them with some interactive examples.
There are four essential parts in making abstract information experiencable: information itself, relevant senses, fitting emotion and a direct reference of the presentation to the information. With our method you can not only design fitting media, but also check existing media for its potential.
To demonstrate the systematics, we built three interactive installations. By using them you become an interactive diagram in a virtual mirror, cause virtual water-pollution in a water-basin or compare the time you have to work in different countries to buy a big mac or some bread. All of these installations show a different approach of immersive data transfer.
[UPDATE: 16.03.2010] Updated version of the Video is now available in HD.# vimeo.com/9468855 Uploaded
Carpenters Workshop Gallery
Halle 5 / Stand G31
daily from 11AM -8PM
rAndom's 'Study of Time # 1' is based on the studio's recent scenography for the contemporary dance piece FAR by Wayne McGregor | Random Dance.
To be premiered at Design Miami Basel 2011, the installation takes light, it's presence and it's absence, as a medium for the representation of time. A vividly illuminated autonomous algorithm magically reveals the time of the day, re-imagining the principle of telling time from falling shadows as a contemporary light installation.
For more information, please contact
rAndom International was founded by Stuart Wood, Flo Ortkrass and Hannes Koch in 2002. The studio was set up to extend the perspective of contemporary artistic practice. Working from the fringes of art, design, science and architecture, rAndom develop projects and installations that re-interpret the 'cold' nature of digital-based work and emphasise the interaction between the animate (audience) and the inanimate (object), bringing the two into a powerful relationship of performance. The studio's work has won many awards in the fields art, architecture and design. rAndom are represented by Carpenters Workshop Gallery in London.# vimeo.com/25087555 Uploaded
In true Eristoff spirit Design is Dead delivered the animation for an amazing interactive game for young nightwolves. With a strong emphasis on visual performance, the game (created by Famous and their partners) was based on interactieve architecture mapping. In short: Design is Dead created stunning 3D graphics and animation that maintained the client's visual identity within this game of light and sound. It turned out to be not just attractive and very cool, but also incredibly fun to play - even on a busy and halflit town square!
SOUNDTRACK : KUROBEAR - BABUSH-KA# vimeo.com/53003284 Uploaded 16.7K Plays 284 Likes 9 Comments
Track: HECQ "Enceladus" (with Skyence)
Taken from HECQ's album "Enceladus" (adn149)
Originally released by Ad Noiseam
"Consumed" is another self-initiated personal project that I've written, designed and animated.
It's a 3D short film about a not so distant future, where extreme overpopulation has become a global crises. The population growth has reached a critical tipping point and there's food and water shortages all around the world. The story revolves around a "Food Replicator", or a so called molecular assembler, a device that can rearrange subatomic particles and guide chemical reactions with atomic precision. In an attempt to prevent mass starvation, this device is used to synthesize nutritions with the ability to self-replicate. But during the initial tests something goes wrong and out-of-control self-replicating compounds starts to spread, consuming all matter while building more copies of them selves.
This is very similar to a hypothetical end-of-the-world scenario called "Grey goo", a term coined by molecular nanotechnology pioneer Eric Drexler back in 1986. He illustrates exponential growth and the dangers of self-replication is his book "Engines of Creation":
"Imagine a replicator floating in a bottle of chemicals, making copies of itself…the first replicator assembles a copy in one thousand seconds, the two replicators then build two more in the next thousand seconds, the four build another four, and the eight build another eight. At the end of ten hours, there are not thirty-six new replicators, but over 68 billion. In less than a day, they would weigh a ton; in less than two days, they would outweigh the Earth; in another four hours, they would exceed the mass of the Sun and all the planets combined — if the bottle of chemicals hadn't run dry long before."
Well, obviously my scenario is all science fiction, since the required technologies to create this kind of self-replicating matter won't be invented until.. hmm.. no sooner than 2014?
There’s a short breakdown video here: andreaswannerstedt.se/motion/consumed/breakdown
Create your own outbreak online, in real time with webGL. Check out Christian's awesome experiment: christianwannerstedt.com/consumed/# vimeo.com/54812287 Uploaded 123K Plays 3,946 Likes 187 Comments