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Piksel 08 Exhibition
Galleri 3,14
main exhibition
12/12/08 - 25/1/09
http://www.stiftelsen314.com
link on google maps
LydGalleriet
sound works
4-21 dec.
http://www.lydgalleriet.no
link on google maps
StudioUSF
interactive works
4-7 dec.
http://www.usf-verftet.no
link on google maps
Volt
window displays
4-7 dec.
http://www.gallerivolt.no
link on google maps

Galleri 3,14
Zeitgeist
by Federico Bonelli and Robert Fischer
The Zeitgeist Poetry Machine, or a Pneumolisolemmigraph (wind breaking word writer) is a kind of transformer. The machine reacts when the volume is below a limited value, and an image is taken by a web cam pointing at the words lying on the bottom of a transparent box. This image will be processed by the Pneumolisolemmigraph with a custom designed algorithm using carefully chosen symbolic images, from ancient manuscripts and children drawings.
Expanded Eye
by Anaisa Franco
Expanded Eye is an interactive light sculpture composed by a big transparent eye sculpture suspended from the ceiling; the big eye looks to the user, but it's in fact user's eye which is projected. The sculpture recognizes the user's eye blinking and generates an interactive animation based on it. Each blink of the user multiplies the number of eyes in the projection in a fragmented, hexagonal and dislocated way.
Exist.pl
by Pall Thayer
Exist.pl is an exploration of the metaphysical and ontological qualities of a computer program. It is designed as an introspective analysis conducted by the program itself, producing no output in the process. It begins with a Cartesian reduction. Through a traditional version-based evolution of software, a single program is provided with increasingly complex methods for examining and perhaps understanding its own existence and state of being.
Hello Process!
by Aymeric Mansoux & Marloes de Valk
hello process shows a machine doing what it does best, deleting, copying and moving blocks of data. The installation consists solely of a computer and a printer. The computer functions as it usually does, as a black box theatre of processes. The only output comes through the printer, giving us clues about the activity inside, while in the background, the raw noise of the machine creates a sound scape, a sonification of this theatre of naive computation.
   
Hologram
by Øyvind Mellbye
Mellbye's installation presents a low-resolution electromechanical volumetric display. This project wants to question a linear idea of technological development by fusing technology and aesthetics from the past and the future to create the hologram which was first postulated in 1912. The Hologram is controlled by a binary program made by adhesive plastic foil on a loop of sheet metal that is pulled through a mangler past 125 sensors.
Gaps (I am from the gaps in my thinking)
by noemata/Bjørn Magnhildøen
Noemata is working with different kinds of e-poetry, e-literature and procedural art. This installation represents a data program that is mixing, remixing and filtering information from the Internet, like mainstream social net communities. When typing the keyboard, the screen will display new and combined fragments of text on the computer screen. In this way the spectator stays in a middle position between the meta world of the Internet and the real life in general, and may reflect over this situation.

Lydgalleriet  
Breed and Weed
by Martin Aaserud
Presently, our private information is uploaded to wireless RFID chips in ID cards and passports with the promise of full privacy and security. Breed & Weed seeks naively to question the nature of identity as a flow of digital information. Can it have an agenda of its own? How do we relate to a digital identity when we copy, paste, remix and share all our digital information? Is there such a thing as static information at all?
Dreaming Machine #1 (prototype)
by Ben Bogart
Dreams are a complex interaction between our bodies, minds, memories, and experiences. "Dreaming Machine" is a trajectory of artistic works exploring the topic of dreaming. The development of these works will continue through my research into cognitive models of dreaming appropriate to computational implementation in autonomous responsive site-specific installations.
INFRASTRUCTURE II
by Jan Carleklev
An interactive installation that invites its audience to create a personal piece of sound art. The sounds originally come from the arduino micro controller and a hacked toy sampler. A cable has to be plugged into the jacks on the patch bay to create your own sound. You have to choose and you will always miss something. But when you choose, you will always create something.
Loud Objects installation
by Tristan Perich, Kunal Gupta and Katie Shima
Sound installations by the Loud Objects employ microchips, patterned along a wall, long wires strung between them and small speakers speckled around. The microchips generate sound as they sit on the wall, forming a chattering ensemble of little black insects. Accompanied by hot soldering irons and graffitied circuit diagrams, the installations encourage the audience to rewire the hardware, it becomes a teaching experience, working against the simple push-button/hand-waving nature of more passive interactivity.

Volt  
Exist.pl
by Pall Thayer
exist.pl is an exploration of the metaphysical and ontological qualities of a computer program. It is designed as an introspective analysis conducted by the program itself, producing no output in the process. It begins with a Cartesian reduction. Through a traditional version-based evolution of software, a single program is provided with increasingly complex methods for examining and perhaps understanding its own existence and state of being.
Image Scan Sequencer
by Gijs Gieskes
The image scan sequencer scans images and plays them back as midi notes. In the image scan sequencer installation, a scanner is connected to a midi decoder, made with arduino, that controls a bent chip. The image is being generated with a php script, and plays back midi notes that sound a lot like generative music.

Studio USF  
Levelhead
by Julian Oliver
levelHead uses a hand-held solid-plastic cube as its only interface. On screen it appears each face of the cube contains a little room, each of which are logically connected by doors. In one of these rooms is a character. Players have the goal of moving the character from room to room, cube to cube in an attempt to find the final exit door of all three cubes. If this door is found the character will appear to leave the cube, walk across the table surface and vanish.. The game then begins again.
m/e/m/e 2.0
by Danja Vasiliev
Participants of "m/e/m/e 2.0" are invited to navigate through a maze of physical hard wired pages of electro-mechanical website. The content of the pages is what we commonly know as the virtual platform of "Web 2.0". Because a user can find his or her way in a very physical sense, they begin to understand the interconnection of the hardware and the immaterial, because they have to operate this mechanical server through a regular Internet browser application and see it unfold in front of them.
Hologram
by Øyvind Mellbye
Mellbye's installation presents a low-resolution electromechanical volumetric display. This project wants to question a linear idea of technological development by fusing technology and aesthetics from the past and the future to create the hologram which was first postulated in 1912. The Hologram is controlled by a binary program made by adhesive plastic foil on a loop of sheet metal that is pulled through a mangler past 125 sensors.
Brave Little Arduino in the Scary Dark Analog Forrest
by Jo frgmnt Grys & Seamus O'Donnell
The "little brave" aduino is sitting in a corner and playing with this field as well, programmed and interfaced to develop over time a strategy to have a nice relation with the scary electromagnetic forrest.. what we humans then can perceive as a kind of composition.
Gaps (I am from the gaps in my thinking)
by noemata/Bjørn Magnhildøen
Noemata is working with different kinds of e-poetry, e-literature and procedural art. This installation represents a data program that is mixing, remixing and filtering information from the Internet, like mainstream social net communities. When typing the keyboard, the screen will display new and combined fragments of text on the computer screen. In this way the spectator stays in a middle position between the meta world of the Internet and the real life in general, and may reflect over this situation.