Gallery of artistic installations & demos

Artists & authors

Ahmed Turki
Alix Michel
Anne Dubos
Antonio Camurri
Apostolos Kastritsis
Aurélien Laville
Carles Julià
Cedric Plessiet
Christina Volioti
Chu-Yin Chen
Daniel Andreas Bisig
Dimitrios Batras
Dimitris Trakas
Edgar Hemery

Erwan Devaux
Florine Fouquart
Foteini Papadopoulou
Gavriela Efthalia Senteri
Georges Gagneré
Gualtiero Volpe
Hetty Blades
Ifigeneia Mavridou
Jean-François Jégo
Judith Guez
Ksenia Kolykhalova
Lukas Tobiassen
Manel Essabah
Marie-Hélène Tramus
Martin Schulte

Panos Papiotis
Pablo Palacio
Paolo Alborno
Pavlos Antoniadis
Piers Bishop
Pinas Georgios
Rémi Brun
Richard John Hoadley
Rosemary Cisneros
Sarah Whatley
Sebastian Mealla Cincuegrani
Sergi Jordà
Simon Mullot
Vetsiou Konstantina

 

 Artistic installations & demos

 

A la recherche de Hervé

 demo herve

Florine Fouquart

Alix Michel

Erwan Devaux

Manel Essabah

 

Interactive installation
France, 2016

A La Recherche de Hervé (Looking for Hervé) is a virtual reality experience developed by Erwan Devaux, Manel Essabah, Florine Fouquart and Alix Michel. It's about world subjective perception through emotions. You're standing in front of a mirror, and you will see a child in the reflection. Someone that is not you, but someone you will share the mind with during this short experience in virtual reality. Soon enough you will be wandering at night under the rain, down the streets of a small village where everyone looks the same. Search for the cats, each of them has something to show you: a strange perception of the world, a slice of your own personality.

 

 

A little ride to the public balls: a whole body installation with less devices

 demo publicballs

Simon Mullot

 

Interactive installation
France, 2016

This whole-body installation proposes an immersive trip in a ball pool reminding the childhood and the naivety. The spectator—who wears a virtual reality head-mounted display—is placed inside a boat which is itself inside the ball pool. The boat movements are tracked using a motion-tracking device. The immersion and the interaction are linked to the motion of the boat according to the spectator movements. During the experiment, the spectator is immersed in a surrealistic world and meets new characters and places while the performer is leading him as in a guided tour.

 

 

A sign language 3D application to help children become familiar with Sign Language and to assess the potentialities of Avatar Technology for Learning Movements, based on a high quality full Motion Capture of Fingers, Face, Eyes and Body of real signers

 demo signlangage

Rémi Brun

Ahmed Turki

Aurélien Laville

 

Interactive installation
France, 2016

To explore the potentialities of 3D tools to teach and learn movements we are developing a prototype of a 3D application that will give children a first contact and insight with sign language through an interactive signing 3D avatar display. It is not yet a finalized teaching tool. It is the first step in the process of exploring the possibilities that could be given by an approach involving a 3D character moving in a 3D environment to "connect" a child with a world of movement that he has to memorize and to become familiar with our approach relies heavily on the fact that we have firstly implemented a process to record movements of Body, Face, Eyes, and Fingers and to transpose them onto an "avatar" with a maximum accuracy and fidelity.

 

 

As far as abstract objects - The installation

 demo Asfarasabstract

Martin Schulte

Lukas Tobiassen

Foteini Papadopoulou

 

Interactive installation
Germany, 2014

Movement of a body in space and time is perceived intuitively — the dynamic structures of movement though, can only be perceived with restrictions. Our perception is bound to one perspective and one moment in time — unless…
With the help of strategically placed cameras and computer-animated images, an augmentation of the space and real time experience can be generated. In this interactive installation that emerged as a “spin-off” from the multimedia dance project as far as abstract objects, the visitor will experience shifts in time, movement transformations and space-filling sounds, suggesting various perspectives on what movement is and can do.

 

 

CREATIC: from motion capture to artificial actors

 demo creatic

Alix Michel

Florine Fouquart

Piers Bishop

Simon Mullot

Cedric Plessiet

Georges Gagneré

 

Performance
France & Greece, 2016

The Arts & Technology de l'Image Department conducted two workshops in collaboration with performing arts studies department of the university Paris 8. The workshop entitled called « From motion capture to interactive digital performing gesture » involved computer art and theater students in January 2015 and January 2016. The 2015 workshop led to an immersive performance between two actors in a digital scenography built by the computer art students. The students also built two digital actors, “manipulacted” by student actors wearing HMD Oculus Rift in front of Kinect sensors. The immersive scene was projected for the audience on a screen dividing the space between the two actors. The 2016 workshop led to two setups allowing two ways of controlling digital actors in a digital scenography. Two actors were improvising combinations of prerecorded expressive gestures on two avatars in a relationship with a third avatar “manipulacted” in real time by a living actor in an Optitrack motion-capture system. One setup was presented to the audience on a screen, and the second one was immersive for one spectator.

With the contribution of Apostolos Kastritsis, Dimitris Trakas, Georgios Pinas, Konstantina Vetsiou, Ifigeneia Mavridou, Konstantinos Armenis, Sofia Bennouna, Nethanel Cohen Solal, Seda Grigoryan, Madoka Nishino, Clermont Pithan, Shengying Wu in 2016 and Anna Bauk, Christina Chrisanthopoulou, Victor Cuevas, Ifigenia Mavridou, Sébastien Palluel, Argyro Papathanasiou, Maria Velaora in 2015. Project under the supervision of Cedric Plessiet and Georges Gagneré with the support of IDEFI-Créatic.

 

 

Deaf Poetry: saying everything without speaking

 demo deafpoetry

Dimitrios Batras

Jean-François Jégo

Chu-Yin Chen

 

Interactive installation
France, 2015

Here, hands don’t beat the drum. Instead the drum speaks with its hands, projected onto its skin. They interact and create poems in sign language, especially for the deaf/hearing impaired, because the drum has acquired the expressive and prosodic gestures of deaf poets. This work is part of a four-year interdisciplinary project that explores the expressivity of human gestures, conducting both artistic and scientific studies with linguists, experts in movement analysis, artists from theater and digital art.

 

 

e-Viographima

 demo eviographima

Ifigeneia Mavridou

 

Interactive installation
United Kingdom, 2015

e-Viographima is an expressive interactive application developed in Unity3D. It concerns of a hybrid work, combining the research for aesthetics in minimalistic non-linear narratives, with the exploratory study of the utilization of brain-signals as an interaction technique. This project allows users to develop their personal dynamic virtual synthesis directly and narrations, based on their emotional states and expressions in terms of interaction, while learning how to control them (biofeedback technique). The conditions of the abstract visual outcome change dynamically based on the emotional states of the user. Peripheral devices used: Emotiv-Epoc headset (EEG based) and the Leap Motion Controller.

 

 

Europeana Space Dance Pilot

 demo europeana

Hetty Blades

Sarah Whatley

Rosemary Cisneros

 

Interactive installation
United Kingdom, 2015

Europeana Space is a three-year EU funded Best Practice Network. It aims to increase and enhance engagement with digital cultural content, specifically that housed in Europeana Collections. Research pilots were conducted in the areas of interactive TV, Open and Hybrid Publishing, Games, Museums, and Dance. In this demonstration the Dance Pilot presents the two tools developed through the project; DanceSpaces, an online gallery space, and DancePro, a dance annotation tool.

 

 

Gesture Sonification in the Intangible Musical Instrument

 demo gesture sonification

Gavriela Efthalia Senteri

Christina Volioti

Edgar Hemery

 

Interactive installation
Greece, 2014

A prototype Natural User Interface (NUI), named the Intangible Musical Instrument (IMI), which aims to facilitate access to the knowledge of the performers that constitutes musical Intangible Cultural Heritage (ICH) using democratized technologies that are easily accessed from the large public, will be demonstrated. IMI offers a novel NUI for learning, performing and composing based on gestural expression. In the current version, upper body and finger gestures are captured by state-of-the-art sensors and they are explicitly or implicitly sonified. The interface is supported by a set-up made of Plexiglas, shaped so as to look like a table, over which the user can perform gestures.

 

 

InterACTE: Improvising with a Virtual Actor

 demo interacte

Dimitrios Batras

Judith Guez

Jean-François Jégo

Marie-Hélène Tramus

 

Interactive installation
France, 2015

InterACTE is an interactive installation that invites participants to improvise with an autonomous virtual actor. Based on real-time analysis of the participant’s gestures, the virtual actor is capable of either proposing expressive and linguistic gestures, either imitating the participant, or generating its own gestures using a Genetic Algorithm. The installation is presented in two acts: i. the participant interacts with the projected shadow of the virtual actor; ii. the participant is being immersed in a 3D world using a virtual reality HMD- the virtual actor is being presented to her/him in the form of an avatar made of particles.

 

 

Move in the dark, (A serious games platform for validating sonification of human full-body movement qualities)

 demo Aseriousgame

Ksenia Kolykhalova

Paolo Alborno

Gualtiero Volpe

Antonio Camurri

 

Interactive installation
Italy, 2015

The game is a two-player challenge. Each player has two smartphones attached to armbands. The game has three phases: Preparation: first two players write their names and how long they want to play. Let’s Move: the system starts to play sonications of movement features (fluid, rigid and impulsive). Each player is asked to interpret the sounds and translate them into movements. Meanwhile the players are moving, graphs related to each feature are displayed in the interface. Check your scores: depending on how much each player has been able to correctly translate the sonifications into features, a winner is determined given the score.

 

 

Neural Narratives - Dance with Virtual Body Extensions

 demo neural

Daniel Andreas Bisig

Pablo Palacio

 

Performance
Switzerland, 2014

The Neural Narratives project explores the application of simulation-based methods for creating artificial body structures that operate as semi-autonomous virtual extensions to a dancer’s physical body. The simulation, visualization and sonification of these body structures allow a dancer to alter and diversify his or her bodily presence and movement possibilities. The purpose of this demonstration is to exemplify in an interactive installation setting some of the principles that led to the realization of the two dance performances “Neural Narratives 1: Phantom Limb” and “Neural Narratives 2: Polytopya”.

 

 

Notating Musical Movement

 demo notating

Richard John Hoadley

 

Performance
United Kingdom, 2014

In this demonstration the author presents research and creative work undertaken involving physical computing and creative computing. In this research data are acquired via the Microsoft Kinect (360 and v.2) and generated algorithmically. These data are used to trigger and modulate generative processes which create electronic music in both audio and notated formats, as well as poetic text and dance notations. Processes allow for expression across creative domains (music, text, dance, graphics) by composer and performer. In particular this research investigates links between physical expression and notation, and relationships between expressive domains, for instance movement in dance, movement in music and musical and textual expression.

 

 

Petite Nature Morte

 demo petitenaturemorte

Piers Bishop

 

Interactive installation
France, 2016

Petite Nature Morte (Little Still Iife) is an interactive installation where users may touch the exhibited fruits in order to fill the screen with apples and bananas. The contrast between the traditional "still life" setting and the technological nature of the installation is echoed by the contrast between the computer used and the fruits themselves. Drawn in by their own curiosity, users will often end up mindlessly touching the fruits for several minutes, feeling confused and perplexed (yet somehow satisfied) by the feedback generated by the fruits and the device, along with the motions of the computer-generated fruits.

 

 

Prototyping interactions with Online Multimodal Repositories and Interactive Machine Learning

 demo prototyping

Carles Julià

Panos Papiotis

Sebastian Mealla Cincuegrani

Sergi Jordà

 

Interactive installation
Spain, 2016

Interaction designers often use machine learning tools to generate intuitive mappings between complex inputs and outputs. These tools are usually trained live, which is not always feasible or practical. We combine RepoVizz, an online repository and visualizer for multimodal data, with a suite of Interactive Machine Learning tools, to demonstrate a new paradigm for prototyping multimodal interactions that decouples the data acquisition step from the model training step. This way, different input data set-ups can be easily replicated, shared and experimented upon their capability to control complex output without the need to repeat the technical set-up.

 

 

Rock Art Rocks Me

 demo rockart

Anne Dubos

Jean-François Jego

 

Performance
France, 2016

We are looking for something primitive: a memory from before our birth. Something obvious, we all carry and that evolves within us: the first gestures of the first men. Between art, science and technology, our research tends to a virtual scene of rock art in action. Assuming that the cave paintings are the traces of oral performance or dance rites, they have been used as transmission and communication media for the knowledge of surrounding and environments of the early men (hunting, myth, history, art or religious content, shamanism). Through the scope of these fragmentary traces of history, we are seeking to reconstruct various performative scenarios echoing the paintings of the Chauvet’s cave.

 

 

Simulation of learning Brian Ferneyhough’s Lemma-Icon-Epigram for solo piano with GesTCom

 demo Simulationoflearning

Pavlos Antoniadis

 

Performance
France, 2014

Pianist Pavlos Antoniadis presents interpretational possibilities in Brian Ferneyhough’s solo piano work Lemma-Icon-Epigram in the form of a real-time simulation of the learning process. His approach, by the title “embodied navigation” of textual complexity, is informed both from embodied cognition concepts and cutting-edge technologies for gesture capture. Purpose of this lecture-performance is to make palpable the tension between text and act as aesthetic concept. He utilises a prototype system by the name GesTCom developed at Ircam with the collaboration of Frédéric Bevilacqua and Dominique Fober.

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