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Trace

Short description: 
Media installation in three stages
Trace (L), Art Mûr (2008) (photo credit: Alexis Bellavance)
Abstract: 

Trace is a collaborative installation in three stages. It pools the plastic and conceptual concerns of the artists with a will of complementarity and exchange.

Year: 
2007 - 2008
Description: 

Led by a computational, sculptural and sound work, the project tries to create a physical impression in the viewer. The collective creation allows the artists to develop new aesthetic, sensory and technical approaches.

A multi-faceted work, Trace explore many sides of the same idea. Three sculptural elements give insight on a daily experience that is lived with the transformation of private space. Bulbs, wiring, textiles, dyes and bolts intertwine, carrying the fragility of livable spaces. The reality is thus diverted, revealing the ephemeral aspect of a memory that fades with the renewal of the domestic sphere.

Trace consists of three installations: L, V and S. The concept of flexibility and mobility is the basis of the work that thus adapts to its exhibition space. The development is based on a collective "work-in-progress" methodology, where each element responds to the first and influences the next.

Credits: 

Trace is a project by:

In collaboration with:

  • Myriam Bessette (sound space)
  • Samuel St-Aubin (electronic design)

Production and diffusion: Perte de Signal

Funding:

Audio-Visual Documentation: 
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Abysse

Short description: 
Site-specific media installation
Abysse
Abstract: 

Abysse was designed specifically for the exhibition Projectiles, presented at the Centre d’art Expression (St-Hyacinthe, Canada).

Year: 
2007
Description: 

Driven by a computer-generated simulation of heat exchange, spotlights light up the inside of a skylight located over the center of the room. A sort of mechanical ballet, the work is linking the various pieces exhibited in the large gallery by visually acting upon them. The in situ work enable the viewer to become aware of the architecture and the physical sensitivity of the space.

Credits: 

Sofian Audry and Jonathan Villeneuve

Video: 
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Accrochages

Short description: 
Urban electronic interventions
Module OISO, Montreal, 2008
Abstract: 

Accrochages is a urban electronic intervention project by Montreal-based artists Sofian Audry and Samuel St-Aubin. It stems from their will to bring their art practice out of the walls of a gallery space, on the walls of the city itself. The intent is to build small active and autonomous objects that can, through simple means, give new qualities to the city environment by creating different interactive situations.

Year: 
2008
Description: 

Accrochages is a urban electronic intervention project by Montreal-based artists Sofian Audry and Samuel St-Aubin. It stems from their will to bring their art practice out of the walls of a gallery space, on the walls of the city itself. The intent is to build small active and autonomous objects that can, through simple means, give new qualities to the city environment by creating different interactive situations.

The project proposes different models of objects. Some of them are produced in large amount, while others are unique. They display different kinds of behaviors through the use of simple sensors and emitters (e.g. light-sensor, distance sensor, microphone, LED, speaker, LED display, etc). Objects produced as part of Accrochages should ultimately be auto-sufficient (ie. able to recharge themselves, with solar panels for instance) and low-cost (we are targeting less than 15 Euros).

Credits: 

Realization: Sofian Audry and Samuel St-Aubin

Partners:

Financial support:

Audio-Visual Documentation: 
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Vévé

Short description: 
Web-based generative poetry
Screenshot from the game
Abstract: 

Words are but amalgams of letters. It is the relationship between words that gives them life and meaning. In this project, visitors contribute to the creation of dialogical entities, called vévés, taking a conversation based on the simple exchange of words. From this dialogue, the vévés learn, become more complex and evolve. They seem to be animated by their own will.

Year: 
2008
Description: 

Our social imagination seems to be tainted with a certain idea: that of language as as source of creation and change. Combined to one another, the words become code, formula, poetry: they suddendly appear to be charged with something different, not only a new and unique meaning, but an identity, a breath of life, a free will.

This myth is far from being new: our history is full of its multiple incarnations. In revealed religions, writting and speech are the means of action of God's will. This material incarnation of the "word made flesh" is also a central idea of magic and its different variations.

He who pierces the secrets of language, he who understands its inner mechanisms, has found the way to higher forces. How many have tried, and died trying? The alchemist, the cabbalist and the sorcerer have opened the way for the programmer, the neurologist and the geneticist. Through their writings, these poets have contributed to perpetuate the myth of the speech that creates and spawns life.

This idea is intimately linked to that of the construction of identity through language, by the means of the dialogue with the other and with nature. Words are only sequences of letters, which are just symbols made of strokes. There really is nothing behind them. It is only in their contextual connection with other words that they really come to life.

Vévé proposes an environment in which the visitor interacts with textual entities through written speech. By taking part in a conversation based on exchange of atomic words, the visitor contributes to the construction of these artificial beings: she teaches them new words, but also new semantic links. Through these poetic dialogues, the entities evolve as their behavior is shaped by interaction with their human counterparts. But there is still place for trials, errors and novelties: in this allegorical space, the artificial creatures often seem to act with their own free will.

Credits: 

Direction: Sofian Audry

Audio: Alexandre Quessy

Production: Agence TOPO

Production assistance:

  • Guy Asselin
  • Véronique Briand
  • Michel Lefebvre
  • Esther Bourdages
Press: 

CIBL "Radio-Montreal" 101.5 FM, "Le 4@6" radio program, interview with the artist. April 30th, 2008. Web link

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Flag

Short description: 
Interactive installation
Flag @ TENT Gallery, Rotterdam, 2007
Abstract: 

Flag is an installation that explores the mechanics of choice, interpretation and identity. The work tries to establish an intimate connection between the artist and the audience through a rich interactive experience.

Year: 
2007
Description: 

Synopsis

Flag is an installation that explores the mechanics of choice, interpretation and identity. The work tries to establish an intimate connection between the artist and the audience through a rich interactive experience.

The spectator is invited to choose among a set of symbols and words and to display them under the gaze of an active screen. The environment reacts by entering into an immersive narrative where surprise, judgment and acceptance are set into motion. The signs chosen by the spectator become small screens on which fragments of stories, characters and impressions appear. The behaviors and their sequencing are loosely inspired by a model of cultural shock.

The interactive narrative makes use of a relational database of words. For each presentation of the work, a specific database will be built, based on the preconceptions and memories of the artist relative to the context of exhibition.

From a technical point of view, the project makes use of image-based mixed reality and artificial behavior. The work was produced using open-source softwares such as Drone, Ardour and ARToolKit.

Scenario

The spectator enters the installation space. The space is occupied by a set of small signs, a video projection and a security camera. An ambient and aerial sound scape enfolds the experience. The projection shows a sequence of images from the last spectator interacting with the work.

The signs each have a black and white symbol and a word printed on them: the spectator is invited to choose one.

When the sign is shown to the camera, the installation reacts through a sequence of subtle image and sound effects. On the image, the word printed on the spectator's sign is changed, so that the spectator sees himself holding a different word. This is made possible thanks to a mixed reality algorithm.

The installation goes through different steps, as if trying to make sense out of the words chosen by the spectator.

  1. In the first step, replacements are purely random.
  2. In the second step, the algorithm favors words that are close to its last choices, without yet taking the word chosen by the spectator into account.
  3. In the third step, it starts to make replacements with words that are close to the spectator's.

It might then go back to another step and so on. Each step is tied to a specific set of audio and video effects.

The links between words are input by the artist, before each presentation, in a relational database.

Credits: 

Concept and direction: Sofian Audry

Technical assistance:

  • Mathieu Petit-Clair (programming)
  • Marc-André Dupras (programming)
  • Chantal Dumas (audio)
  • Andrea Schneemeier (video)
  • Jonathan Villeneuve (video)

Funding:

Press: 

Prémont, Charles. Sofian Audry présente Flag, in Le Lien Multimédia, April 22nd 2008.

Wrong Time Wrong Place reportage about the exhibition and interview with the artist, on Antenne Rotterdam, June 22nd 2007.

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Vélodrame

Short description: 
Interactive exercise bikes
Abstract: 

Vélodrame is an interactive installation with two exercise bikes. The relative speed of the bikes is used to generate a pseudo-conversation between two characters.

Year: 
2005
Description: 

Vélodrame is an interactive installation with two exercise bikes. The spectators are invited to peddle: their combined action controls an ongoing discussion on the screen. The relative speed of the bikes is sent to a computer program. By mixing pre-filmed video sequences, the software generates a pseudo-conversation between two characters. The sequencing of the movie sequences is conditioned by the interaction between the two peddlers. The assembled narrative refers to the conception of the piece itself.

Credits: 

The Drone team:

  • Sofian Audry (concept, programming)
  • Mathieu Guindon (concept, programming)
  • Julien Keable (concept, programming)
  • Samuel St-Aubin (concept, electronics)
  • Jonathan Villeneuve (concept, visuals)
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Travel Agent

Short description: 
Interactive installation
Abstract: 

Travel Agent proposes an interactive travel through the subjective eyes of the artists. A camera moves through the city streets, eager to discover unseen places. Images and sounds reveal the city's hidden bricks, the flow of information on which it is built. Behind the camera, an invisible traveler asks us for guidance, interrogating the visitor’s conceptions of travel, whether he is a stranger only passing by or a local visiting his own town through his interaction with the piece.

Year: 
2005
Description: 

There is always a sense of spatio-temporal immersion when in the city. The physical surroundings, sounds, smells, colors and people around simply embrace us. The paths we choose to take and the way we choose to look are the building blocks of our relation with the urban space.

Travel Agent proposes an interactive travel in the city through the subjective point of view of the artists. A camera moves through the city streets, eager to discover unseen places. Images and sounds reveal to our eyes the city's hidden bricks, the flow of information on which it is built. Behind the camera, an invisible traveler asks us for guidance. The piece interrogates the visitor’s conceptions of travel and tourism, whether he is a stranger only passing by or a local visiting his own town through his interaction with the piece.

As we filmed this journey around the different neighborhoods, wireless networks data were collected, accumulated and linked to the images and sound captured in the surroundings. By visiting this intangible data space, the visitor sees and hears this invisible reality that is surrounding us in our everyday life, passing through our body. This virtual space represents the canvas on which were shaped the different concepts and thoughts that, once integrated one to the other, form the main body of the work, each part of it influencing the movement of the others.

As media artists questioning themselves about interactivity in contemporary art, we explore the paradigm of the user interface. The loneliness that is characteristic of most everyday life electronic interfaces, like the computer mouse, the ATM machine or the game environments, brings the user to develop habits that he has to unlearn once he’s confronted to the possibility to interact not only with the interface he’s using, but also with other users that are also giving inputs, each and every one of them influencing what is given to see and ear.

Credits: 

The Drone team:

  • Sofian Audry (concept, programming)
  • Mathieu Guindon (concept, programming)
  • Julien Keable (concept, programming)
  • Samuel St-Aubin (concept, electronics)
  • Jonathan Villeneuve (concept, visuals)

The S.O.U.P. team:

  • Alejo Duque (concept, visuals)
  • Lorenz Schori (concept, audio programming)

Production: Piksel Festival

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Exhibitions: 
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UPDATE `me`

Short description: 
Interactive web art
Abstract: 

UPDATE `me` is a project that deals with information's life cycle through an interactive interface where the creation of new data implies the destruction of old data.

Year: 
2005
Description: 

The increased availability of cheap storage and content management systems (CMS) often makes us to think of data as something eternal. But digital data dies every second, making place for new bytes in a never-ending cycle. This process of destruction and construction is the dynamic canvas on which cultures and languages flow.

UPDATE `me` is an allegory of that contemporary phenomenon. It presents itself as some sort of digital, public blackboard that anyone can read, modify of erase. By contributing to the piece, the visitor has to destroy the work of other users: doing so reveals the frailty of her own creation that is, one day or another, to be replaced by that of an anonymous visitor.

By transforming an apparently stable interface into a constantly moving space that gives rise to all kinds of communication games, the software proposes a critical perspective on database technologies.

Interactive Scenario

Upon entering the homepage, the visitor is shown a piece of text enclosed in a rectangular area. She can choose to leave the text as is, modify it, or replace it with something new. When doing so, the old piece of text is utterly annihilated, without any possibility of backing up. Only the period of its existence is to be remembered, as a timestamped mark in a separate section of the website.

Credits: 

Concept, programming and design: Sofian Audry

Audio-Visual Documentation: 
Press: 

Update 'me', i dati che muoiono in Neural.it, Oct. 10, 2005. (Italian)

Weight: 
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Dynamic Worlds

Short description: 
Interactive web canvas series
Power, 2004-2005
Abstract: 

Dynamic Worlds is a web-based art exhibition that explores the concepts of entropy, scarcity and resource distribution through a series of dynamic paintings.

Year: 
2004 - 2005
Description: 

Dynamic Worlds is a project that I started working on during winter 2004-2005. I had this idea of using traditional webdev tools (PHP, HTML forms and CSS) to create art pieces that would be interactive, but that would have a more "static" feeling than work produced with action-scripts (Flash).

The exhibition proposes a series of small universes that appear as static web pages on which the subject can act. Under the visual layer lies a model that partly replicates the processes which runs real-life systems. Each piece is unique: by acting on these impalpable canvas, the visitor leaves a trace, thus unconsciously engaging in a dialog with unknown visitors.

Interactive Scenario

The user can act on the system by clicking on one of its parts. Local changes, however, have global effects. The user thus has to act within the constraints implemented in each of the pieces.

Credits: 

Concept, programming and design: Sofian Audry

Audio-Visual Documentation: 
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Exhibitions: 
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CHARACTERS

Short description: 
Genetic dictionary of identities
Abstract: 

CHARACTERS is an interactive dictionary of given names and identities. It allows the visitor to participate by adding his own name and identity to the database. He can also create new names/identities through an evolutionary algorithm.

Year: 
2005 - 2006
Description: 

This work came out of a series of questions I kept asking myself about how one's name relates to one's identity. What does a name tell about a person? Can a name influence the course of a life? How do names evolve through time? What differentiates names and nouns?

The entire piece is based on a model of the social identity process where the name acts as some kind of genetic signature. When a visitor wants to add his name to the dictionary, the system asks him to fill out a form about his identity. The form compels the visitor to choose among a limited set of categories and traits, shaping his identity into a socially acceptable, standardized format. Getting back to the evolutionary analogy, if the name acts as the genetic code of the visitor, the traits that form his social definition would be his phenotype.

By using artificial recombinations, mutations and crossovers through an evolutionary algorithm, the visitor can then create offspring of his own name or others': these offsprings' identity traits are recombined and mutated versions of their parents.

Interactive Scenario

The visitor enters the web site. On the entry page, a short description of the work is given. The visitor has different choices:

  1. Browse through the dictionary
  2. Add his own name and identity to the dictionary
  3. Mutate and crossbreed identities

These three categories of action represent the three different modalities of interactivity that are proposed by the work. The visitor can switch from one to another in a single click, at any time during his visit.

An expert mode is also offered to the advanced visitor to control the evolution of identities, thus enabling a second level of interactivity that enables a better comprehension and finer tuning of the evolutionary algorithm.

Credits: 

Concept, programming and design: Sofian Audry

Audio-Visual Documentation: 
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