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best practices in contemporary dance
Best Practices in Contemporary Dance - Best Practices (BPICD) is a practice based framework Initiated by Jorge Guevara and Naoto Hieda. Best Practices in Contemporary Dance. It proposes queer form of conversation between computers and bodies and the speculalitve creation of a new audio-visual body
2020
megaphone - ensemble - Beursschouwburg
here comes some text ...
2018
da - william zig zag
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2017
exciting research
A world where everyone’s mask seems to fall off and where social interconnectivity is made aware. It can break the ice and change social constructions by making everybody more ‘sensitive’. A less-hierarchical sharing space. Your subconsciousness is ‘vulnerably’ shown with your consent, because you agreed on showing it, by wearing it. Subconscious collective behaviour is measured, visualised and further stimulated. The body, its relations and exchange with other bodies and the context open a framework where technology serves as a canvas to paint our emotions. ‘Can we learn more about social interactions as cyborgs?’ While wearing the device you can not see your own color, the device shows extra (extravert) information without you controlling it. With the MOODY® you will grow a new cyborg sense, an extension of your body and a new reality for the others around you, something that couldn’t be ‘reachable’ in normal social interactions.
2018
2018 - NOW
biomodd [BRG13] (SEADS)
The Biomodd installation for the Saint John’s Hospital was created with more than 150 participants from Bruges and the SEADS network, in close collaboration with Musea Brugge. It was built out of construction materials that were recycled from the numerous art exhibitions in the city from the past 20 years. In this way, the installation bridges the rich historical past of Bruges with artistic visions about the future of our world. A new multiplayer computer game was also created for this iteration of Biomodd. During the installation's standby mode, LED grow lights illimunate the internal ecosystem. Once visitors interact with the multiplayer game, the grow lights switch off and interactive lighting turns on. This lighting is connected to the game and reflects the activities of the players, while also impacting the plants. Sensors pick up signals from the plants and these data are then fed back into the game - like in an endless feedback loop. The same data generate a dynamic digital soundscape. In addition to the diverse plant species, bacteria and microalgae are also featured in the installation. Biomodd is a community art project that creates new relationships between nature and technology across different cultures around the world. In Biomodd, nature and technology are fused into hybrid interactive art installations. The core idea is the co-creation of experimental systems in which recycled computers and living ecosystems coexist and mutually reinforce one another. The recycled computers are connected into a network that runs a custom computer game. In this game, visitors, plants and other organisms interact in endlessly varying ways. Biomodd is an ongoing series of temporary experiments. It is always being developed on site with local communities, and aims to ignite critical conversations about our ideas on ecology, progress and our technological future. CREDITS Abdelrahman Abo Kamar, Youri Aerts, David Alliet, Farah Amri, Sarah Bauwens, Megan Belarmino, Robin Berrewaerts, Miguel Billiet, Agnes Biro, Elise Boes, Franchesca Casauay, Giusy Checola, Michiel Claus, Ann Colaert, Cato Crevits, Mona D’Hertefelt, Sim D’Hertefelt, Hannes D’hulster, Jana Dabaut, Moya De Feyter, Frederik De Laere, Matthias De Leener, Sander De Maré, Titus de Maupeou, Rein De Puysseleyr, Lieven De Visch, Michel De Wilde, Mathias Debevere, Fabienne Delange, Brecht Demarey, D’taska Demmerer, Jelle Demuynck, Els Dendooven, Robert Desmet, Sofie Desoete, Michelle Djojodimedjo, Carolina Drogendijk, Nika Dugashvili, Hector Dyer, Pablo Espinoza Valcke, Ana Margarida Esteves, Lise Everaert, Nils Faber, Dimitri Feys, Laurens Feys, Bobby Figueroa, Linda Geudens, Siebe Geyskens, Florian Giroul, Farshad Goldoust, Robin Goossens, Burak Gözen, Marriaan Groenewald, Jorge Guevara Larrota, Berhane Haile Mehari, Agi Haines, Naoto Hieda, Julie Houthave, Timothy Houthoofd, Sebas Joosten, Paragan Junshin, Jee Kast, Reintje Kerckhove, Jan Kerkhof, Tesfalem Kiffemariam, Ulrike Kuchner, Karin A.M. Lachmising, Emmy Lagast, Marie Lebon, Britt Leysen, Al King Librero, Margot Lievens, Nancy Maes, Yves Maes, Emerson Malan, Mei-Lin Man , Fabian Mansmann, Diego Maranan, Anouk Marcelis, Sylvie Marie, Fattana Mirzada, Sophie Moerman, Emeline Muylle, Mona Nasser, De Pauw Nathalie , Béatrice Ndebende , Chirangashana, Ramona Nicolascu, Nick Nijskens, Igor Nikolic, Krishan Nursimooloo, Hélène Paris, Pedro Pauwels, Ann Peeters, Tom Peeters, Jay Perry, Heleen Pollet, Sam Popelier, Mhd Radwan, Anouk Ramakers, Karin Robert, Elsie Roose, Louis Rutherford, Andrew Sammons, Céline Savaete, Prisca Schalembier, Matthias Schaffer, Frederico David Alencar, De Sena Pereira, Freyja Sewell, Julie Stael, Katrien Steelandt, Victor Steemans, Agnieszka Stepien, Alice Stewart, Pieter Steyaert, Rosalie Swimberghe, Tanéa Tajiri, Ploy Thongchamnan, Hannah Timmermans, Sirous Tork Zanjani, Pim Tournaye, Riikka Tuomikoski, Joke Van ‘t Veld, Kristien Van Acker, Emiel Van de gracht, Riet Van de Velde, Pieter Van de Walle, Bart Van Dommelen, Jan Van Kersschaever, Kathleen Vanacker, Jeroen Vancaillie, Stefan Vandaele, Kristel Vande velde, Robbert Vandekerckhove, Simon Vandekerckhove, Lies Vandenbossche, Noor Vandenbussche, Daniel Vandersmissen, James Vandewalle, Karolien Vanhaverbeke, Hanne Vermeersch, Jeroen Vermeiren, Angelo Vermeulen, Jeroen Verschuren, Nassim Versbraegen, Libuin Vierstraete, Obed Vleugel, Michelle Vosters, Arise Wan, Sielke Wassenberg, Yufe Wong
2021
mus-e
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2011
maya's clock
data visualization in JavaSript
2018
melting pot
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2018
stress release room
2020
MODINA :: dance - ai - audience Interaction
The project Movement, Digital Intelligence and Interactive Audience (MODINA) aims to expand the creative possibilities for contemporary dance performances, and augment the experience for the audience, using digital technology – with an emphasis on exploring artificial intelligence (AI) and audience interaction, on-site and online. This aim has two interconnected approaches, targeting dance artists, media artists (creative technologists) and audiences.
2024
SFDCANBAC++
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