Bodies, especially those of marginalized identities, have been exposed to various modes of violence, oppression and control throughout human history. In order to resist this hostile infrastructure and rediscover the essence of our bodies as complex assemblages of virtualities and potentialities, we propose the practice of bodybuilding.
LIFE AND DEATH OF HANS MAXIMILIAN is a modern interpretation of the famous Tamagotchi game (a handheld digital pet simulation toy, 1996). The project is based on Chomsky’s grammar hierarchy theory and Panini’s Sanskrit grammar documentation “Aṣṭādhyāyī”.
Tiny Creatures is an ongoing project that explores the possibilities of using a video game environment as an alternative narrative tool. The project comprises a virtual world populated by various non-playable characters (NPCs) that interact with each other in a dynamic and autonomous manner.
While passing through the spaces the users get information about location, time and distance from the home of an imaginary individual. By that we try to separate the subjective experience from the material character of public spaces. To further stress this aspect the point cloud density is calculated randomly each time the user enters a new space.
Prediction algorithms often use data from the past to predict the future. By using such predictions, we accept, that political change is statistically unlikely, thereby limiting our ability to imagine new futures. The installation shows an interactive oracle that tries to overcome this limitation and predicts imaginary futures.
The performance questions how we present ourselves in the digital realm, exploring avatars and metaverses as essential aspects of our future society. This piece uses digital media to foster self-expression and community formation, departing from traditional forms of representation.
Interface is a mixed-media installation that elaborates new models of Human-Machine interaction by introducing collective low-tech communication strategies in a technologically mediated environment. With the help of wearables users come into physical communication trigering specific events in the digital realm.
In the tradition of optical instruments, algorithmic models are considered as instruments of knowledge magnification (Pasquinelli, 2019) reaching beyond the scale of human perception. The interactive instrument and its accompanying manual open up questions of scale, objectivity and the limits of algorithmic models.
uneven topographies is an allusion to Anna Tsing’s, Andrew Mathews’ and Nils Bubandt’s text ‘Patchy Anthropocene: Landscape Structure, Multispecies History, and the Retooling of Anthropology’* and its proposal for thinking structurally about more-than human relations (...)
Closed Loop / Scrying Mirror explores themes of algorithmic and divinatory prediction, simulation, and magical conceptions of technology. Gesturing towards colonial, market-driven, and technocratic notions of prediction, it references the scrying mirror, a divination artifact originating in pre-columbian Mesoamerica.
Shifted Agency is an iteration of a research process on materiality and its correspondence with social discourses. Biopolymers are researched and selected as a material that emphasizes the potential of unseen matter and intentionally given free rein to enable it as an active player in the process.
Neurons in the Machine // Human Intelligence Task (©MechanicalTurk) draws on parallels between the understanding of the digital in cybernetics and digital labor, and engages with the materiality of a system where the matter seemingly doesn't matter; where repetitive machine tasks are outsourced to humans.
"Dialectics of Climate Futures" wants to clarify the interwoven relationships of the climate crisis and initiate a discourse. Through dialectics - the method of know- ledge creation by logical argumentation along opposing positions - we hope to break out our habitual thought patterns and constructively confront possibly (...)
Hyperspace fosters a palpable link between individuals and their surroundings, forging a tangible connection. It invites visitors to actively partake in a reciprocal conversation with an interactive environment, where the amalgamation of multi-sensory encounters blurs the demarcation between the physical and the virtual realm.