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ARCHITRONIC: PEOPLE ENTER SPACE

Festival for digital art and culture at the Danish Architecture Centre 6-16th November 2007. 

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INTRODUCTION:

Digital technology is everywhere. Objects are becoming intelligent and the different spaces that we live in or relate to in daily life are increasingly mediated by computational systems and networks. But how does this state of pervasive computing influence our perception of space and our ability to create and inhabit architecture? Have our capacities to conceive spatial phenomena and events radically changed?

ARCHITRONIC: PEOPLE ENTER SPACE examines some of these fundamental questions from different perspectives. The festival programme includes a wide range of related activities - an exhibition, an international conference, workshops, talks and events. 
The complete festival programme can be downloaded here:http://www.dac.dk/db/filarkiv/8433/architronicweb1_A4_TH.pdf

Emil Bach Sørensen // Maskinstorm has curated the exhibition and collaborated with the Danish Architecture Centre and partners in the planning of the festival. Art adviser: Elise Lorentsen. Support: Thomas Petersen and Maskinstorms advisory board.

 

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Image Courtesy, Lærke Posselt


 

ARCHITRONIC IS SUPPORTED BY:

  • The Danish Architecture Centre
  • Københavns Billedkunstudvalg
  • Calamus Danmark

 

PROJECT PARTNERS:

  • The Danish Architecture Centre
  • CITA: Centre for Information Technology and Architecture
  • University of Copenhagen
  • Diginet Øresund

 

 

> EXHIBITION

 

EXHIBITION:

The digitalisation in contemporary culture has profoundly influenced our experience of architecture and spatial phenomena. Technology extends human agency and open our minds for new opportunities, but it also raises fundamental questions concerning the status of the human users: the way we perceive, the role of our bodies, notions of consciousness, cultural conventions for social life etc. 

At this exhibition Maskinstorm displayed four installations by internationally acknowledged artists and groups. The pieces are all generative artworks, which mean that they can not be understood independently from the agency of the human users. The artworks consist of an open field of aesthetic scenarios which unfold in the interplay between algorithms and the presence of the visitors in the exhibition space.

 

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Image Courtesy, Lærke Posselt

 


 

EXHIBITED WORKS:

 

 

archi100
 

CALCIFICATIONS, 2007


New work by CITA, Centre for Information Technology and Architecture (Denmark). Collaborators: Mette Ramsgard Thomsen, Chiron Mottram, Martin Tamke, Kristine Agergaard Jensen, Karin Bech and Norbert Palz. 

Visitors are met by red wine glasses and a decanter on a table. The interactive table is framing a social situation as it develops but it also frames a meeting between human beings and artificial intelligent agents. The results of these meetings are reflected in the imagery projected on the table, as the glasses are filled, moved and emptied. The social and cultural rituals connected to the sharing of wine are visualised as events that develops and slowly erodes over time – like a process of calcification. Read more: link

 

 

utter100
 

UNTITLED 5, 2004
Camille Utterback (USA)

An ingoing painterly process is projected on a translucent screen hanging in the central stairwell at the Danish Architecture Centre. The aesthetics of "Untitled 5" is open and evocative and it unfolds live in response to the presence of people in the exhibition space. Visitors feel encouraged to examine the rules, layers and momentum of this kinetic piece by the movements of their bodies. Visitors thereby transform the situated space through the creation of new aesthetic experiences. www.camilleutterback.com

 

 

apart100
 

APARTMENT, 2001
Marek Walczak and Martin Wattenberg (USA)

Visitors are confronted with a blinking cursor. As they type words and sentences in English rooms begin to take shape in the form of a two-dimensional plan projected on a drawing table. The plan is constantly morphing and restructuring as new words are added. Typing words and generating apartments is an act of playful exploration, but it is also an invitation to critical reflection about the spatial organisation o

f everyday language. www.turbulence.org/Works/apartment/

 

 

city100
 

THE CENTRAL CITY, 2001
Stanza (England)

Urban sounds from Istanbul and live images from CCTV cameras in London. Stanza use material stored as data from cities around the world in his generative artworks. "The Central City" invites us on an aesthetic journey in an online urban environment where grids and plans are deconstructed as new and often organic compositions of sound and images are created. www.thecentralcity.co.uk

 

 

 

> CONFERENCE, WORKSHOPS, TALKS & EVENTS

 

CONFERENCE, WORKSHOPS, TALKS & EVENTS:

 

ARCHITRONIC: PEOPLE ENTER SPACE lasted for two weeks. The first week of the festival programme included the opening of the exhibition, the related academic conference "Erlebnis and Erfahrung: Aesthetics of Pervasiveness" and the two workshops; "Temporal Interactions" and "Creative Partnership". In the second week of the festival the Danish Architecture Centre presented talks and events that focused on the interplay between digital technology, art and architecture in contemporary culture.

 

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Image Courtesy, Emil Bach Sørensen & Lærke Posselt


 

 

CONFERENCE:

 

ERLEBNIS AND ERFAHRUNG: 
"Erlebnis and Erfahrung: Aesthetics of Pervasiveness" was a two day conference organised by the academic network "Digital Art and Culture in the Age of Pervasive Computing". 
Lev Manovich (US), N. Katherine Hayles (US), Mark B. N. Hansen (US) and John Johnston (US) were invited as international keynote speakers. The theme of the conference was pervasive computing’s influence on aesthetic experiences in contemporary art and culture. 

In collaboration with the conference partners the festival ARCHITRONIC // PEOPLE ENTER SPACE aimed to bridge academic reflection with concrete art experiences and specific case studies presented by Camille Utterback and Mette Ramsgard Thomsen at the conference. The bridge between festival and conference also included the panel discussion "Creation and Experience of Contemporary Installation Art – Panel Polylogue" and several network activities.

Links: 
- Conference programme: "Erlebnis and Erfahrung: Aesthetics of Pervasiveness" (pdf)
- Academic network: "Digital Art and Culture in the Age of Pervasive Computing" 

 


WORKSHOPS:

 

TEMPORAL INTERACTIONS: 
Workshop for students and art practitioners by Mette Ramsgard Thomsen and Camille Utterback at The Royal Danish Academy of Fine Arts - School of Architecture. The theme of the workshop was "temporal landscapes of interfaced environments". 
Link: "Temporal Interactions"


CREATIVE PARTNERSHIP:
 
A collaborative project by four Copenhagen based institutions: Diginet Øresund, Copenhagen Institute of Interaction Design, LinkUp and the Danish Architecture Centre.
At this workshop Camille Utterback taught young architects, designers and industry partners about digital art as innovation strategy. Camille Utterback was in 2002 nominated by MIT’s magazine Technology Review as one of the top 100 innovators in the world under 35 years. Link: "Creative Partnership" (pdf)

 


TALKS & EVENTS:

 

MAPTPresentation of the young architectural office MAPT by partner Mads Møller

MINORITY REPORT: Professor Carsten Thau talked about different concepts of interactive spaces and the way these have influenced films throughout the 20th century.

FROM NASA TO PRADA: Architect and researcher Tina Henriette talked about augmented reality and her experiences at NASA with design of dwellings for space.

HITMAN AND RUMPISTOL: Event where the audience were invited to play the Hitman computer game, while two classical musicians were playing live music. DJ Rumpistol was afterwards playing electronic music. 

 

 

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A DIAGONAL COMPOSITIONAL PLANE

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Project description - UNDER CONSTRUCTION

 

 

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ARCADE: ART GAMES IN A MINE

Exhibition with 10 artistic games displayed at the festival MINE06 28-29th October 2006. 

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ARCADE: ART GAMES IN A MINE:

The exhibition ARCADE was part of the digital art festival MINE06 that took place in the limestone mines of Thingbæk situated in the northern part of Jutland, Denmark, in October 2006. 

 

Can computer games be considered as art? Can computer games be used as political tools? Can computer games go beyond the screen? ARCADE showed 10 experimental, artistic, modified and political game works that challenge the audience’s view of computer games and open the field of art for new experiences.

The official programme for MINE06 can be downloaded here: www.oneo.dk

Project coordinator: Emil Bach Sørensen
Idea: Thomas Petersen 
Concept development: Eva Friis, Kristine Ploug, Tatiana Lyng Pedersen, Sonja Thomsen, Thomas Petersen, Emil Bach Sørensen

 

 

 

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Image Courtesy, Thomas Petersen

 


 

 


EXHIBITED WORKS:

 

 

EDGE BOMBER
 

EDGE BOMBER, 2006
Susigames (Germany)

"Edge Bomber" goes beyond the digital space of the computer game by utilizing physical elements. The audience can build a platform game by putting duct tape on a white background. The tape pieces are scanned by a camera and the game is played in the augmented environment.
www.susigames.com

 

SAMOROST 2
 

SAMOROST 1, SAMOROST 2 & PLANTAGE, 2003-2005
Amanita (Czech Republic)

The special mix of digital folklore and organic aesthetics of Amanita Design was examined through a selection of three works. Complete versions of the games "Samorost 1" and "Samorost 2" were shown as well as the music video "Plantage" made for the Danish band Under Byen. www.amanitadesign.com

 

UNTITLED GAME
 

UNTITLED GAME, 1996-2001
Jodi (Holland/Belgium)

What happens when a computer game is ripped apart and the rubble is reassembled to abstract, eerie and barely functional digital universes. Jodi twists our views on computer games and challenges our need for control. www.untitled-game.org

 

UNREALART
 

UNREALART, 2005
Alison Mealey (England)

In Alison Mealey's installation a computer game develops independently of the audience in a closed circuit. The game is monitored and the data is used to generate poetic and ever-changing images. These images were projected directly on the mine wall. www.unrealart.co.uk

 

SEPTEMBER 12TH
 

SEPTEMBER 12TH , 2003
Gonzalo Frasca (Uruguay/Denmark)

The rules are deadly simple. Either you shoot or you don’t shoot. As the title implies "September 12th" is an examination of the nature of terrorism staged as a game. "September 12th" has been played by more then 3 million people on the internet, but is it a harsh political comment or a game?
www.newsgaming.com/games/index12.htm

 

MCDONALDS VIDEOGAME
 

MCDONALDS VIDEOGAME, 2006
Molleindustria (Italy)

"McDonalds Videogame" is a sharp parody of McDonald’s international activities. It is a controversial game forcing the player to make money at the expense of the consumers and the environment. McDonalds Videogame is a computer game used as a tool for activism. www.mcvideogame.com

 

PAC-MONDRIAN
 

PAC-MONDRIAN, 2004
Prize Budget for Boys (Canada)

A classic computer game meets modern art when Pacman eats his way though Piet Mondrians iconic painting “Broadway Boogie Woogie” from 1942-43. It doesn’t get any more blasphemous than this. www.pbfb.ca/pac-mondrian

 

 

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EMBODIMENT IN DIGITAL ART

Theme consisting of 7 articles for the online magazine Artificial.dk. January 2007. 

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EMBODIMENT IN DIGITAL ART:

Emil Bach Sørensen has been visiting a number of the major international festivals and exhibitions for art, media and technology in Europe in order to produce this theme for the online magazine Artificial.dk.

 


 

Embodiment in Digital Art is a collection of 7 articles about and interviews with award winning artists that have exhibited at Ars Electronica, Transmediale, Zentrum für Kunst und Medientechnologie and Hamburger Bahnhof. Inspired by current trends in media art and theory, the theme examines the expanded notion of "the digital image" in order to have a closer look at the role of the body in contemporary culture.

The articles can be read at: www.artificial.dk/articles/embodiment.htm

 

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CREATE YOUR OWN FANTASTIC UNIVERSE - LOUSIANA

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Project description - UNDER CONSTRUCTION

 

 

Skærmbillede 2012-12-11 kl. 19.51

THE VIRTUAL DESIGN STUDIO

Pilot project for Designmuseum Denmark

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Project description - UNDER CONSTRUCTION

 

 

 

 

 

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