The pandemic-delayed expansion features an interactive exhibition by the Japanese contemporary art collective that was designed to disorient The Asian Art Museum of San Francisco opened its pandemic-delayed $38m expansion by the architect Kulapat Yantrasast at 23 July with Continuity, a new immersive exhibition by the Japanese art collective teamLab. During an early walkthrough The Art […]
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Le studio de jeux vidéo Take-Two annonce le rachat de Dynamixyz, société française spécialiste de la motion capture faciale qui a développé des solutions logicielles dédiées pour cet usage.
Lancée en 2010, Dynamixyz avait déjà collaboré avec les entités du groupe Take-Two que sont Rockstar et 2K, sur des titres tels que Red Dead Redemption 2, NBA 2K21.
En outre, les technologies Dynamixyz ont été utilisées sur la série Love, Death + Robots et le film Avengers : Endgame.
Les détails financiers de l’acquisition n’ont pas été rendus publics.
Take-Two explique que cette acquisition a pour but d’améliorer ses capacités de R&D, et se situe dans la lignée d’autres investissements récents visant à ne pas se laisser distancer dans une industrie où l’innovation technologique est un facteur clé.
L’équipe Dynamixyz opèrera désormais comme une division de Take-Two, et travaillera exclusivement avec les labels et studios de Take-Two. Le site de Dynamixyz est d’ailleurs d’ores et déjà vidé de l’essentiel de son contenu : il n’est plus possible de devenir client des produits Dynamixyz.
En revanche, le site Dynamixyz précise évidemment que « toutes les souscriptions en cours resteront actives jusqu’à la date d’expiration ».
Gaspard Breton, PDG de Dynamixyz, continuera de superviser l’entité et sera hiérarchiquement situé sous Scott Belmont, Executive Vice President / Chief Information Officer de Take-Two Interactive Software.
Voici pour finir un aperçu des technologies de Dynamixyz, avec la dernière demoreel de l’entreprise avant son rachat, ainsi qu’une de ses dernières annonces : la compatibilité de ses technologies de mocap faciale avec l’outil MetaHuman Creator d’Epic Games.
L’article Spécialiste de la motion capture faciale, Dynamixyz rejoint Take-Two est apparu en premier sur 3DVF.
@u.machine digitalart #dance #mapping #videoprojection #art #picoftheday #instadance #audiovisual #installation #umachine #artist #audiovisualperformance #show #interactiveart #generativeart #madewithsmode #millumin #realtimevideo
The festival showcases projection mapping, audiovisual installations and light sculptures in order to develop a dialogue between new media and the urban context of the Basque Country capital city.
The participants have total freedom regarding the proposal theme. However proposals addressing environmental issues and/or United Nations Sustainable Development Goals (SDGs) will be highly valued by the jury.
These will be the main focus of the 2021 edition of UMBRA Light Festival. The installations will be selected accordingly to the sculptural value and interactive implementation of art and light.
The selection process will be finalized within one month after the submission deadline. All finalists will be notified individually by e-mail
The artists may present proposals as an individual and/or collective. There is no limit to the number of members per team, however each proposal requires a distinct form and must be completed accordingly.
The Jury or selection committee, appointed by Argia_3, is made by professionals from lighting design, public space intervention and the Light Art sectors.
The Jury shall take into account the artistic quality, originality, innovation, and themes regarding sustainability (SDGs), as well as features of the artwork regarding the actual set up within the festival capabilities.
The stage then turned into a ship launched into space with Tobin residing in a hyper-sleep pod. After dream-like hallucinations Tobin comes out actually wearing the suits shown in the animation.
A complex audiovisual narrative that blurs the boundaries between real and digital world, firing all sorts of trickery to cleanse out the audience of all their spatial references. Only when we lose all the anchor points we are truly primed to experience the digital voyage.
ISAM takes us on a journey through the unexplored universe generated by the EDM soundscape of Amon Tobin to the bring us back to the core of the action: the musician and his performance.
In my opinion, Xite Labs major breakthrough is their ability to truly animate their installation, snapping out of the static AV sculpture by delivering an immersive experience where all senses are captured within the space.
Their audiovisual world is disorienting and astonishing as it builds up in front of our eyes, departing far away from the bidimensionality of the screen experience.
Formed in the year 2000 as V Squared Labs by Vello E Virkhaus they have then merged with Tandem Digital Entertainment in 2018 to form XiteLabs.
Through the leadership of Greg Russell and Vello Virkhaus the audiovisual studio continuously executes next level experiential visual artistry.
The duo is always taking “never been done” concepts and turning them into reality. This process always starts with the blank page, and working with clients to define the words, scenery, illumination, content, interactivity, and the means to deliver it all.
Deformation #Umachine #digitalart #dance #mapping #videoprojection #art #picoftheday #instadance #audiovisual #installation #umachine #artist #audiovisualperformance #show #interactiveart #generativeart #madewithsmode #millumin #realtimevideo
It is interesting to notice the wide range of categories not necessarily related to the new media arts world. The inclusion of animation and manga highlights their wide recognition in the Japanese scene as special forms of art.
The Japan Media Arts Contest offers opportunities for young and emerging artists as well as recognized professionals making the audiovisual event a turning point every year for artistic innovation and excellency.
The Japan Media Arts Festival has been awarding prizes to outstanding artistic works since its establishment in 1997.
It is supported by The Agency of Cultural Affairs, Government of Japan to develop and promote the creation of Japanese and international media arts.
Through the annual Exhibition of Award-winning Works, the festival has offered the opportunity to the audience of directly appreciating these celebrated works.
The attendants are also invited to participate to the side events such as symposia, screenings and artists’ showcases.
It’s alive again! 😍🥳 The #interactive #laser defence turret #game powered by #millumin, #arduino, #leapmotion, built of a recycled scan #light inspired by #portal game 👍👊
#interactiveart #arduinoproject #circasismic #besancon #cyberpunk #recycledart #servo #diy #projectionart #sensoryplay #artinstallation #creativity #automation #robot #robotics #makers
Memo Akten describes himself as:
“an artist and researcher from Istanbul, Turkey. He works with emerging technologies as both a medium and subject matter, investigating their impact on society and culture – with a specific interest in the collisions between nature, science, technology, ethics, ritual and religion.”
His work goes much further your average visual artist, as he specialises in Artificial Intelligence, works with algorithms and large-scale responsive installations with image, sound and light. In AV culture’s layman terms he’s an audiovisual jack-of-all-trades and a true techy, oh and he’s studying for a PhD in AI as if that wasn’t enough. Here you can see a selection of his work in the very accurately named video, ‘Selection of work in 3 minutes’ (2017).
Akten received the Prix Ars Electronica Golden Nica – the most prestigious award in Media Art – for his work ‘Forms’ in 2013. He has exhibited and performed internationally at exhibitions including The Grand Palais’s “Artistes & Robots” in 2018 (Paris FR), The Barbican’s “More than human” in 2017 (London UK) and the Victoria & Albert Museum’s landmark “Decode” exhibition in 2009 (London UK). He has shown work at venues such as the Moscow Museum of Modern Art (Moscow RU), Shanghai Ming Contemporary Art Museum (Shanghai CN), Mori Art Museum (Tokyo JP), Royal Opera House (London UK), Lisbon Architecture Triennale (Lisbon PT), Itaú Cultural (Sao Paulo BR) and many others.
He has collaborated with celebrities such as Lenny Kravitz, U2, Depeche Mode and Professor Richard Dawkins, and brands including Google, Twitter, Deutsche Bank, Coca Cola and Sony PlayStation. Akten’s work is in numerous public and private collections around the world.
Alongside his practice, Akten is currently working towards a PhD at Goldsmiths University of London in artificial intelligence and expressive human-machine interaction, to deepen collaborative creativity between humans and machines and augment human creative expression. Fascinated by trying to understand the world and human nature, he draws inspiration from fields such as physics, molecular & evolutionary biology, ecology, abiogenesis, neuroscience, anthropology, sociology and philosophy.
Memo hasn’t just emerged on the scene by any means. In 2007 Akten founded The Mega Super Awesome Visuals Company (MSA Visuals), an art and tech creative studio. For some of those who have been following audiovisual culture since before even Audiovisual City was born, then they’ll recognise the name Marshmallow Laser Feast (MLF) – the evolution of MSA Visuals in 2011. In more recent years and a lot of success, Akten is now focusing on his own work and research, though his contribution to audiovisual culture and performance, must not go unmentioned. I strongly recommend that you explore his exceptionally wide and varied body of artwork and scientific investigations, as it takes you on a socia cultural journey that goes beyond audiovisual art.BUY US A COFFEE?
In creating art installations and performances using sensor technology, she strives to explore the importance of human relationships and connections.
Park is a recipient of the New York Foundation for the Arts Fellowship. Her works have been featured by Art21, Artnet, The Creators Project, New York Times magazine, Wired, PBS, Time Out NY, the New York Post, and through many other media outlets.
She received BFA in Fine Arts at Art Center College of Design and her Masters from the Interactive Telecommunications Program at New York University’s Tisch School of the Arts.
It highlights the importance of human presence and physical connection in our lives. It cannot be bloomed alone and is only bloomed by the relationship between people. As a response to participants’ skin- to – skin contacts, heart rate, and gestures, “Blooming” blossoms according to their intimacy. As audience members hold hands or embrace , the digital Cherry tree flowers bloom and scatter.BUY US A COFFEE?
We present the new media artist, Mónica Rikić, whose work focuses on code, electronics and non-digital objects to create interactive projects often framed as experimental games.
Her interest lies in the social impact of technology, human-machine-human coexistence and the reappropriation of technological systems to rethink them through art. From educational approaches to sociological experimentation, her projects propose new ways of interacting with the digital environment that surrounds us.
She’s participated in festivals such as Arts Electronica, Sónar and FILE, among others. She’s been awarded at Japan Media Arts Festival, AMAZE Berlin, Margaret Guthman Musical Instrument Competition (Atlanta) and with a BBVA Foundation Leonardo grant to work on a research project about robots and social interactions.
She has also done artistic residencies at TAGin Montreal, QUT- The Cube in Australia, Platohedro in Medellin and Medialab Prado in Madrid.
Currently she’s part of two Creative Europe projects: Contested Desires and ARTificial IntelligenceLab.
We encourage you to see her webpage to know more about different projects that connect humans with technology.
Summit Update April 19, 2019 We have finalized the TouchDesigner Summit 2019 program bringing together a roster of star operators from all over the world to deliver 45 workshops, 21 talks and of course wherever 350 TouchDesigneurs gather there will be no shortage of excitement on the side. Full program to be released soon followed […]
Septembre 2018, Chartres – France
This is the first time Pixel n’Pepper had the chance of creating an interactive installation for children and parents. They chose the Origami theme to create small 3D paper scenes. Using a touch screen of 42 inches, the user was able to choose between 4 different themes in which he could select different animations and apply them to the facade of the Chapel Ste Foy, which was divided into 5 zones. The players could also play with 3D objects such as a planet, a giant squid or a lion, and make them move in real-time, or change their textures and colors.
Awake – An Interactive Painting from Sofia Aronov on Vimeo. Sofia Aronov’s “Awake” is an interactive painting that combines paint, projected light, and capacitive sensors to create an engaging, “choose-your-own-adventure” viewing experience. Viewers are guided to follow their curiosity and explore the coral reef painting. When viewers touch a piece of coral, the painting comes to life with projections of marine-lifeanimations. The experience for each […]
Envision is an interactive light installation by the french creative agency superbien. The project was created for alcatel-lucent’s presentation at the last mobile world congress. the installation utilizes sophisticated video mapping technology, which is able to scan its environment in three dimensions and project digitally onto these surfaces to create the illusion of physical lights. […]
Marcelo Vidal lives and works in Montevideo, where people don’t really care about media art. But our hero managed to create his video mapping company, develop the field from a scratch, play with Ricardo Villalobos and visit a lot of international festivals. In this interview, Marcelo describes the most important steps in his career and […]
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April 2018, Geneva – Switzerland
For it’s open doors day, Skynight in collaboration with Key Labs, created a racetrack projected on the floor of it’s warehouse, with real remote-control cars racing onto it.
To make the experience close to video games, the cars would flash in red every time they were out of the track and particles were generated in real time to create exhaust fumes behind the vehicles.
A smaller 2D version of the racetrack was displayed on a TV screen, giving information about the real-time position of each car and the number of laps it had completed.
This was all made possible thanks to BlackTrax technology to track the cars in real-time, and Modulo Kinetic using the tracking information to generate real-time particules and other projection effects on the moving cars.
DL interactive audiovisual installation Dlectricity Festival 2017 | Detroit | September 2017 mayer+empl project 2017_099 mayer+empl . DL . interactive audiovisual installation . detroit . 2017 from sinsynplus on Vimeo. mayer+empl architectural space intervention http://www.mayerempl.de/ http://mayerempl.wordpress.com/
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