1. Hakanaï is a haiku dance performance taking place in a cube of moving images projected live by a digital performer.
    In Japanese, this word Hakanaï is the union of two elements, one alluding to man and one alluding to the dream. It is used to define the ephemeral, the fragile, the transitory, the intangible nature of matter.
    This words together with the tulle covered cube, create the starting point for this piece.

    The four projectors reveal on the tulle a graphic universe in constant evolution. Performed by an artist as a “digital score”, it is generated and interpreted live. The dancer’s body enters into a dialogue with the moving images in motion. These simple and abstract black and white shapes behave according to physical rules that the senses recognise and to mathematic models created from the observation of nature.
    The audience experiences the performance in several stages. They first discover the exterior of the installation. As the dancer arrives, they gather around to watch the performance. When the choreography has ended, the audience can then take some time to wander amongst the moving images.

    Through a minimalist transposition, this piece is based on images drawn from the imaginary realm of dreams, their structure and their substance. The box in turns represents: the bedroom where, once the barrier of sleep is passed, walls dissolve and a whole new inner space unfolds; the cage, of which one must relentlessly test the limits; the radical otherness, as a place of combat with an intangible enemy; the space where impossible has become possible, where all the physical points of reference and certitudes have been shaken.
    Through the encounter of gesture and image, two worlds intertwine. The synchronicity between the real and the virtual dissolves and the boundary that was keeping them separate disappears, forming a unique space filled with a high oneiric charge.

    Our research is mainly based around the following:
    1. A thoughtful digital technology at the service of performing arts.
    In order to preserve the force of the live presence on stage and then transpose it to the digital medium, all the images are generated, calculated and projected in real time.
    2. The idea of digital writing and performance of digital scores.
    Through a musical approach to the images and an instrumental approach to the computer program, the experience of the moment is given pride of place.
    3. Interactive ways of overcoming the technical challenge.
    Using capturing systems from video game technology (for their power in calculation and reactivity) combined to a work of virtual puppetry (for the value of human intuition and its dreaming ability) allow us to offer the audience this sensitive experience.
    4. The use of the unconscious experience of movement.
    The computing and mathematical models come from the observation of Nature. This private and unconscious experience of movement creates an imaginary world where abstract graphic forms become evocative worlds.
    5. The structuration of coincidences.
    The gesture interferes with the image in a believable and coherent way. Creating strong bridges between the digital and the real material allows the virtual to become an extension of the real.
    Concretely, the implementation of these principles is the result of a close relationship between computers, electronics and software all through the computer program eMotion. eMotion is a tool allowing the experimentation of the relationships between virtual elements and data taken from the real world. It is based on physics models and is at the heart of and at the beginning of all of the company’s projects. Although the project is the result of research into juggling, it goes way beyond its original subject while at the same time inheriting the concrete and sensitive relationship to matter, body and movement.

    # Uploaded 30.2K Plays 9 Comments
  2. a project by Quayola & Sinigaglia

    Audiovisual Installation - Custom Software for Realtime Graphics
    4k video on 2 LCD displays | 2ch Sound
    Dimensions Variable

    Commissioned by Nike
    Producer: Keri Elmsly
    Animator: Paul Mumford
    Sound: Michael Hodgson
    Assistant: Sebastiano Barbieri


    # Uploaded 90.6K Plays 46 Comments
  3. All scenes were filmed with a Canon 5D and a 100mm macro lens

    Title: Ampersand I Client: The New Republic I Production: Korb I Director, Visual Artist, Edit, Grading: Susi Sie I 3D, Compositing: Karolina Sereikaté I Music & Sound Design: Andrea Damiano

    # Uploaded 13.8K Plays 6 Comments
  4. Project by Daniel Franke & Cedric Kiefer

    produced by:


    Music: Machinefabriek "Kreukeltape"

    Text: Sandra Moskova

    The basic idea of the project is built upon the consideration of creating
    a moving sculpture from the recorded motion data of a real person. For
    our work we asked a dancer to visualize a musical piece (Kreukeltape by
    Machinenfabriek) as closely as possible by movements of her body. She was
    recorded by three depth cameras (Kinect), in which the intersection of the
    images was later put together to a three-dimensional volume (3d point cloud),
    so we were able to use the collected data throughout the further process.
    The three-dimensional image allowed us a completely free handling of the
    digital camera, without limitations of the perspective. The camera also reacts
    to the sound and supports the physical imitation of the musical piece by the
    performer. She moves to a noise field, where a simple modification of the
    random seed can consistently create new versions of the video, each offering
    a different composition of the recorded performance. The multi-dimensionality
    of the sound sculpture is already contained in every movement of the dancer,
    as the camera footage allows any imaginable perspective.

    The body – constant and indefinite at the same time – “bursts” the space
    already with its mere physicality, creating a first distinction between the self
    and its environment. Only the body movements create a reference to the
    otherwise invisible space, much like the dots bounce on the ground to give it
    a physical dimension. Thus, the sound-dance constellation in the video does
    not only simulate a purely virtual space. The complex dynamics of the body
    movements is also strongly self-referential. With the complex quasi-static,
    inconsistent forms the body is “painting”, a new reality space emerges whose
    simulated aesthetics goes far beyond numerical codes.

    Similar to painting, a single point appears to be still very abstract, but the
    more points are connected to each other, the more complex and concrete
    the image seems. The more perfect and complex the “alternative worlds” we
    project (Vilém Flusser) and the closer together their point elements, the more
    tangible they become. A digital body, consisting of 22 000 points, thus seems
    so real that it comes to life again.

    nominated for the for the MuVi Award:

    see video in full quallity:

    HQ Stills

    # Uploaded 694K Plays 200 Comments
  5. AEON is an animated short film created to be a part of the 2013 TEDxSydney conference. It's purpose is to act as a 'palette cleanser' between talks.

    AEON explores the concepts of growth, loosely reflected as a cyclical journey across the natural seasons over the course of many years. We draw loose parallels between these natural seasons and the seasons within an individuals life.

    We purposely left the piece open to interpretation, but we would note that in developing AEON, we did explore the deeper concepts of life, existence and the identity of the individual within the broader cosmos. Where do we fit in when there is so much that is greater than the individual.

    Our subjects are drawn from nature with moments particularly relevant to the Australian landscape from which many Australians forge their identity. We wanted the piece to be emotive and textured, opting for a stylised, low poly treatment complex in execution but nicely simplistic in its actual aesthetic. We wanted to explore geometry and the reduction of things to these core elements. The design and treatment a reflection of what is core to our existence.

    Created by The DMCI

    Directed by Nathan Drabsch & Brecon Littleford
    Design and Animation - Brecon Littleford, Pat da Cunha, James Redmond, Nathan Drabsch

    Music Composition and Audio Design - Mark Brandis & Jeff Black at ism studios

    TEDx Executive Producer - Marque Owen

    # Uploaded 91.8K Plays 56 Comments


Accent Creative

// Vjing. // Motion Graphics. // Installation Works. // Video Performance.


Browse This Channel

Shout Box

Heads up: the shoutbox will be retiring soon. It’s tired of working, and can’t wait to relax. You can still send a message to the channel owner, though!

Channels are a simple, beautiful way to showcase and watch videos. Browse more Channels.