Les oeuvres de Cod.Act se situent au croisement de la sculpture, du son et de la mécanique.

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Les oeuvres de Cod.Act se situent au croisement de la sculpture, du son et de la mécanique.
Lumière dans les installations
Lorsque les architectes construisent un bâtiment, ils conçoivent les espaces en fonction de la lumière. L’intervention dans l’architecture avec la lumière, modifie l’espace pour susciter une ambiance irréel, permettant une immersion totale du spectateur dans un univers artificielle.
Faire sortir le virtuel de l’écran permet une présence fictive dans un espace. Le mapping est un outil de projection qui, permet de tromper notre perception et créer une illusion en déformant l’espace.
Un bonne exemple c’est le projet de Kimchi and Chips, Light Barrier ou le mapping permet de passer d’une dimension 2D à une forme avec du volume.
L’utilisation de la lumière à un impact fort sur nous car cela nous rappelle le soleil et les étoiles qui éclairent notre planète. En effet on redécouvre un nouvel espace; on redevient l’homme nomade qui navigue grâce au signaux lumineux.
Comme dans le projet de Joanie Lemercier, Nimbes il explore l’ontologie de l’observation et sa relation a la cosmogonie (science de la formation des objets célestes).
De plus les installations interactives permettent de donner la sensation que l’architecture devient un espace vivant et ludique.
Comme Balls! de Ruairi Glynn, des boules de lumière interactives qui réagissent par rapport aux personnes a l'intérieur de l’immeuble.
Aujourd’hui la programmation nous permet de créer des organismes intelligents et indépendants, on pourrait imaginer que chaque architecture ait son propre microcosme. L’homme n’essaie plus de s’adapter à son environnement mais cherche à adapter l'environnent à ces besoins.
Les projets de Ruairi Glynn, FearFul Symmetry et Performative Ecologies sont des bonnes exemples car ce sont des installation qui utilisent des programmes simulant des intelligences artificielles en interprétant les expressions faciales et les mouvement des humains pour développer leurs propres personnalités.
FUJI (不死) Drawing, projection, sound. 2014 “Fuji” is part of Lemercier‘s ongoing artwork series on volcanoes. It combines a large scale hand drawn landscape depicting the Fujiyama, augmented by a layer of projected light. The abstract narratives are inspired by the legend of Kaguya Hime, a folk-tale from the 10th-century and a key element in Japanese culture. It gives an imaginary and poetic vision of this story in an immersive environment. The piece was premièred at the projection mapping exhibition in Takamatsu, in the art islands district of Japan. CREDITS
Visuals: Joanie Lemercier Music: Paul Jebanasam Production: Juliette Bibasse
Nimbes Audiovisual piece – 15 minutes by Joanie Lemercier and James Ginzburg
Nimbes explores the ontology of observation and its relationship to cosmogony, notions of intelligence and individuality. As a universe comes into being, emergent structures arise and determine its unfolding. From the perspective of observation, intelligence is an emergent property of the universe in which we find ourselves. As if from a desire to participate in the process of unfolding, we create both architectures and narratives, repetitions of the cosmogony, microcosms of the universe, in which all our actions find symbolic expression on a macrocosmic scale. But within this process, questions arise, linear continuity is interrupted by the uncertainties of the hypothesis of stability on which we base our solid notions, which have provided the foundations for our architectures, the grounds of our narratives. Observation however, the thread which unites all experience, a lens that can not see itself, invisibly and perpetually remains.
Zach Lieberman No date In this installation YesYesNo teamed up with The Church, Inside Out Productions and Electric Canvas to turn the Auckland Ferry Building into an interactive playground. Our job was to create an installation that would go beyond merely projection on buildings and allow viewers to become performers, by taking their body movements and amplifying them 5 stories tall. We used 3 different types of interaction – body interaction on the two stages, hand interaction above a light table, and phone interaction with the tracking of waving phones. There were 6 scenes, cycled every hour for the public. http://www.yesyesno.com/night-lights http://thesystemis.com/projects/night-lights/
Nimbes trailer from Joanie Lemercier on Vimeo.
Zach Lieberman London, November 2003 Messa di Voce (Ital., “placing the voice”) is an audiovisual performance in which the speech, shouts and songs produced by two abstract vocalists are radically augmented in real-time by custom interactive visualization software. The performance touches on themes of abstract communication, synaesthetic relationships, cartoon language, and writing and scoring systems, within the context of a sophisticated, playful, and virtuosic audiovisual narrative. The software transforms every vocal nuance into correspondingly complex, subtly differentiated and highly expressive graphics. These visuals not only depict the singers’ voices, but also serve as controls for their acoustic playback. While the voice-generated graphics thus become an instrument which the singers can perform, body-based manipulations of these graphics additionally replay the sounds of the singers’ voices — thus creating a cycle of interaction that fully integrates the performers into an ambience consisting of sound, virtual objects and real-time processing. Messa di Voce lies at an intersection of human and technological performance extremes, melding the unpredictable spontaneity and extended vocal techniques of two master composer-improvisers with the latest in computer vision and speech analysis technologies. Utterly wordless, yet profoundly verbal, Messa di Voce is designed to provoke questions about the meaning and effects of speech sounds, speech acts, and the immersive environment of language. http://thesystemis.com/projects/mesa-di-voce/