SMSLINGSHOT - VR/UrbanSMSLINGSHOT - VR/Urban

SMSLINGSHOT

VR/Urban: Patrick Tobias Fischer, Christian Zöllner, Thilo Hoffmann & Sebastian Piatza

United Kingdom

"SMSlingshot" is a digital intervention device where text messages can be typed in a phone then it can be ‘shot’ to a targeted point on a mediafaçade just like using a common slingshot. With this device people obtain a tool, which allows them to speak up in the same "cultural-technological language" as highly developed advertising screens use: digital, fluent, complex images.
WINDOSILL - Patrick Smith

WINDOSILL

Patrick Smith _ vectorpark.com

United States

"Windosill" (2009) is a series of imaginary rooms to unlock and explore.
THOMAS - Patrick Smith

THOMAS

Patrick Smith _ vectorpark.com

United States

"Thomas" (2001-2005) is an egg who rides a unicycle through a series of small experiments.
OMNIBUSONIA PAULISTA - Vanderlei LucentiniOMNIBUSONIA PAULISTA - Vanderlei Lucentini

OMNIBUSONIA PAULISTA

Vanderlei Lucentini

Brazil

"Omnibusonia Paulista" is a sonic bus that will travel across Avenida Paulista containing a continuous sound basis, which speaks to the inserts of architectural route. These inserts are houses, residential buildings, and possible buildings that exist. At these points the inserts noise include intangible memory therein.
CHASE - Karolina Sobecka

CHASE

Karolina Sobecka

United States

Animated cartoons keep pace with the car in a never ending chase. Their speed corresponds to the speed of the car. Infantilized representation of concepts of danger, violence, fear, persecution stands in absurd contrast to the stark reality of the urban LA context.
PIXELJUNK EDEN - Q-Games

PIXELJUNK EDEN

Q-Games

Japan

In "PixelJunk Eden", players, as "Grimps", swing from abstract plant shapes to move about the garden, attacking the six-sided pollen carriers in order to gather the small pollen particles that can turn dormant seeds (top right) into activated seeds (top left). The new seeds can be used to create new plants and gain further mobility in the garden.
FLOWER - That Game Company

FLOWER

That Game Company

United States

"Flower" exploits the tension between urban bustle and natural serenity. Players accumulate flower petals as the onscreen world swings between the pastoral and the chaotic. Like in the real world, everything you pick up causes the environment to change.
FLOW - That Game Company

FLOW

That Game Company

United States

"flOw" is a game about piloting an aquatic organism through a surreal biosphere where players consume other organisms, evolve, and advance their organisms to the abyss. As part of Jenova Chen’s thesis research, "flow" inherits an embedded design of active DDA (dynamic difficulty adjustment), players with differing skill levels can intuitively customize their experiences in the zone and enjoy the game at their own pace.
FALE COM O FUTURO: CRIE FUTUROS DESEJÁVEIS - Lala Deheinzelin

FALE COM O FUTURO: CRIE FUTUROS DESEJÁVEIS

Lala Deheinzelin

Brazil

In this work, we invite the participants to speak with the future: to manually draw or write their ideas of a desirable future and later to record their deposition, narrating what they have created. The technology adopted (Livescribe / Smarten) allows one to touch points of the drawing and to hear what they mean, and it allows the upload of what was created, as a digital file, to be accessible to all and to generate a collaborative archive in Wikifuturos (www.wikifuturos.com).
ZEE - Kurt Hentschläger

ZEE

Kurt Hentschläger

United States

Immersive audiovisual environment, artificial fog, stroboscopes pulse lights and surround sound are part of the artwork "ZEE" that proposes a state of "tabula rasa", where one’s perceptual framework is recalibrated. The core visual impression of "ZEE" is a psychedelic architecture of pure light. All this information is synthesized inside one’s brain and so becomes a "mind-scape" rather than being an optical perception of a surrounding environment.
LEVERS - Patrick Smith

LEVERS

Patrick Smith _ vectorpark.com

United States

"Levers" (2001) is a physics-based balancing game.
WINDOSILL - Patrick Smith

WINDOSILL

Patrick Smith _ vectorpark.com

United States

"Windosill" (2009) is a series of imaginary rooms to unlock and explore.
PARK - Patrick Smith

PARK

Patrick Smith _ vectorpark.com

United States

"Park" (2000) is a dream-world to investigate with your mouse.
PISO - Rejane Cantoni & Leonardo Crescenti

PISO

Rejane Cantoni & Leonardo Crescenti

Brazil

"FLOOR" is an interactive interface designed to transfer data of strength and movement in the human-human relation and the human-space time relation. The mode of agencying the interface is very simple: you step on one of the two ends of the machine and this action produces a wave that is displaced in the direction equivalent to the action. For the other users (not interactors), it is worth noting that the wave in movement lifts the steel plate and the assemblage lifts who or what is on it.
SIMULADOR DE ONDAS E SIMULADOR DE TURBILHÃO

SIMULADOR DE ONDAS E SIMULADOR DE TURBILHÃO

Steger Produção de Efeitos Especiais Ltda.

Brazil

The movement of water through ingenious systems has allowed the creation of the Waves and Whirlwind Simulators, which interact with spectators by means of a remote control. Besides the visual effects and interactivity, the simulators serve as an explanatory example of dynamic and complex systems’ operation. In a playful way, the simulators demonstrate the operation of the so-called "deterministic chaos", because it will be possible to observe the alteration of phenomena caused both by the change of the speed variable, as of the time variable.
FEED THE HEAD - Patrick Smith

FEED THE HEAD

Patrick Smith _ vectorpark.com

United States

"Feed the Head" (2007) is a surreal game with changing rules.
LEVERS - Patrick Smith

LEVERS

Patrick Smith _ vectorpark.com

United States

"Levers" (2001) is a physics-based balancing game.
SNIFF - Patrick Smith

SNIFF

Karolina Sobecka

United States

"Sniff" is an interactive projection in a storefront window facing a public walkway, simulating a real-life engagement. An animated dog follows the viewer, responds to his gestures and forms a relationship with him based on the history of their interaction. The dog’s personality is shaped by the relationships he’s had in the past and is expressed in the modulation of behavior whenever the new viewer approaches him.

SIGGRAPH + JAPAN MEDIA ARTS FESTIVAL

FILE Animation presents the international festivals Japan Media Arts Festival and Siggraph as partners of FILE in 2010, showing part of the programme of both festivals at Instituto Cervantes.
INFINITO AO CUBO - Rejane Cantoni & Leonardo CrescentiINFINITO AO CUBO - Rejane Cantoni & Leonardo Crescenti

INFINITO AO CUBO

Rejane Cantoni & Leonardo Crescenti

Brazil

Imagine a 3 x 3 x 3 mirrored cube suspended 25 centimeters from the floor supported on a crosspiece in the center of a base having four springs, one on each corner. When looking from the outside, the mirror reflects the surrounding area. When looking from the inside, upon closing the door, infinite reflections appear in all directions. Depict infinite space using your body mass, and through your movement inside the cube. The sensation of a closed space exploding to the infinite invokes thoughts of dimensionality. Understanding the infinite is possible. "Infinite Cubed" is merely mathematically impossible.