AFECTO MATERIAL / ISMAR

2016 ACTIVITIES



AFECTO MATERIAL

ART EXHIBITION


In Spinoza’s Ethics, Part III Definition 3, the term affect (affectus, traditionally translated as emotion) is the modification or variation produced in a body (including the mind) by an interaction with another body which increases or diminishes the body’s power of activity (potentia agendi): By affect I understand affections of the body by which the body’s power of acting is increased or diminished, aided or restrained, and at the same time, the ideas of these affections.

Afecto Material exhibition was conceived as a Latin American showcase of artists working with disrupting strategies exploring concepts presented on a two day workshops sessions held in conjunction with the International Symposium on Mixed and Augmented Reality, in Mérida, México, its historical first edition in Latin America.

Two themes of interest 'Machine-Driven Aesthetics & Rule-Governed Behaviours' and 'Plethora of Senses: Human-Machine Symbiosis' informed art practice with a theoretical edge, producing new relationships and exploring ideas between international and Mexican experts for the first time. Contributing to the exploding field of Augmented and mixed reality paradigms, setting new cultural and technological hybridizations.

The scope of artworks include sci-fi unborn tech speculation, ant bio-augmentation, networked hive representations, human-machine interfaces, game strategies with urban/living results, 3d scanning of intimate human activities, procedural augmentation of time and human activity, and mixed reality environments through weather data. Each work explores different angles and methodologies of mixed reality, establishing a narrative of human experience, consciousness, bodily experience and materiality.

This project aim to set a precedent and produce new technological and conceptual relationships of Latin American mixed reality artworks.

Jorge Ramirez, Architect

Curator / Organizer / ANEMONAL Director


ICEBERG

Jaime Lobato

Iceberg is an interactive sculpture that invites the public to perceive the shape of an object through touch and hearing, a liquid cube-shaped object. This work aims the subject of how we perceive with other senses and the shamanic rituals of initiation related to the expansion of perception.


ARRHYTMIA

Gabriela Gordillo

Arrhythmia is an ongoing composition made out of rhythms of the everyday life. By drawing a scheme, visitors are able to inscribe daily activities in a timeframe of 24 hours. The graphic is translated into sound through CV (Computer Vision), and reproduced as a loop, that integrates to an audible sequence that evolves through the different appropriations of time.


LOVE IS ALL

Alejandro Gomez-Arias

Internationally recognized as the worlds first piece of Kinect porn, Love is All disrupted the blogosphere approaching the RGB tool-kit release with a finesse piece of digital erotica. It is a four-minute and 30-second piece that includes a brief strip tease followed by a variety of sexual positions between a young man and woman. The two participants in “Love Is All” are turned into hazes of flesh-colored dots arranged into skeletal polygons set against a pitch-black background. The dots that make up the actors’ bodies are derived from an infrared camera. They’re ghostly forms in a world more digital than physical.


POLYOMINO 2

Plethora Project

Polyomino 2 continues the exploration of combinatorial patterns within a game engine as the means for negative entropy in design. The design formulations presented are generated from a game interface designed in Unity3D; the game outputs design geometry and files for 3D printing.


CONTINUOUS VARIATIONS

Manuel De Landa

Premiering for the first time in Mexico, the new Continuous Variations marks Manuel de Landa's historical comeback as a filmmaker. The work consists of forty-minute long digitally filmed videos distorted by custom made machine learning algorithms, creating generative fractured city landscapes, envisioning face recognition distortions and material populations that will make you question the relationships between technology, perception and surroundings. Rendered with psychedelic virtuosity, these startling new digital works most definitely pick up from where he left off more than 30 years ago, expanding his previous body of cinematic expression.


HOLODECON

Arcangel Constantini

Anticipating low-fi headsets like google cardboard for about 6 years, HoloDecon (2010) is an 'Interfered Perception Dispositive', constructed by the modification of cellular phones, used to activate alternate perceptive channels in a trajectory that talks to the nature of impermanence. As an experience of conditioned phenomenon to the understanding of substance, “Holodecon” offers a narrative oriented to a sustainable eco-tropism, balanced between the organic and inorganic, the tangible and the intangible.


REALITY LEAKAGE

ORGANIC DATA FEEDING

220

Reality Leakage allows a digital world to use nature's variables as organic inputs for it's own activity, providing a sense of randomness and chaos to a world ruled by algorithms. How much of our personal experience is real enough? Is your world too perfect?


VIRAL ECOLOGIES:

TECHNOLOGIC HYPNOTISM AND THE ZOMBIE ANTS

Kuai Shen

The audiovisual installation is inspired by the infection of viruses and the emergence of parasites as an aesthetic manifestation symbolizing the struggle between host and guest; to deceive is to survive, a vital strategy in both the organism and the artifice: a phenomenological approach to understand the consumption of and dependency on technology nowadays. The parasite deceives the social in order to be part of the social.


WEBROUTES

Branger_Briz

WebRoutes is the first piece of a larger project aimed at demystifying the web by illustrating what happens in the brief moment between when one types a URL in a browser’s address bar and that web page appears on your screen. To visit a website is to request a copy of that website's source code files to be broken up into smaller packets and sent from a server (located somewhere in the world) to one's browser where it is reconstructed and rendered. The routes these packets take are rarely a straight line from a server to your browser, and tracing these routes reveals a set of interests and influences based on the Internet's peculiar geopolitical situation.



PLETHORA OF SENSES: HUMAN-MACHINE SYMBIOSIS

PAPER PRESENTATION / PANEL


SENSES, SYNESTHESIA AND THE EMOTIONAL BRAIN

Thomas Sánchez

The multimodal integration of an immersive audiovisual environment fabricates an interesting role in our spatial and temporal senses, which this emerges with new temporal synesthetic experiences. The union of images and sound creates the perception of artificial synesthesia. We explore the relationship between color, images, sound and its relationship with senses and perception.


WEKIT PROJECT

Carl Smith

Carl Smith is an academic and developer with over fourteen years experience conducting R+D into the application of advanced technologies for lifelong, work and creative learning. He specializes in using hybrid reality methodologies and visualization techniques to engineer contexts for the generation and transformation of perception, behaviour and learning.


NOT JUST MORE, BUT SIMPLER AND DEEPER

Liviu Babitz

Manufacturing and technology have gone through much deeper processes than what one might think. The new abilities and increasing speed of development have paid and pay prices, and yet, we can choose to see a bright future, where technology will be a part of us. If it turns against us, it depends only on us, it is now time to make the right choice. We believe that among other things, if we sense more, we understand more, and we will respect more. We can now design our evolution.


MACHINE DRIVEN AESTHETICS & RULE GOVERNED BEHAVIOURS

PAPER PRESENTATION / PANEL


CAMOUFLAGE AS AN ADAPTIVE CONTROL SYSTEM:

APPLICATIONS FOR MULTIMEDIA AND INTERACTIVE COMPOSITION

Pablo Padilla / Jaime Lobato

We first make some considerations on the biological phenomenon of camouflage as a biological control adaptive process and discuss possible approaches for its mathematical modeling. We then focus on applications to interactive media using a simplified approach in which an L-system is imitated by means of a Markov chain. This model is implemented with computational vision and multichannel spatialization techniques as a tool for computer assisted composition.


SPACE MATTERS

Jorge Ramirez

Technological advancement in computational and science of materials brought us a new conceptual framework of experimenting and study material properties in its full complexity. Creation and experimentation with emergence phenomena brings matter into unpredictable behavior that allows to create far from the equilibrium systems.