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Resonate Part 1

it to Resonate, one of the most important new media events in Europe.

In line with the suggestions we received from those who had gone before, we changed the route to Belgrade before NODE Frankfurt at the end of the month. We gathered the Resonate 2015 Conference and Speech highlights from the perspective of designers, and wanted to share our views in a few articles.



Adam Magyar_Photography There are experimental photos on the photography medium that reverse the perception of motion. It is quite mind-opening in terms of creating a different perspective on the relationship between the viewer and the watched in the public sphere. In the background, there is software that combines high-speed images with a kind of ‘hacked’ camera. Thus, by combining the image he saw from a thin and long slice, he obtained results that abstracted everything else by writing what passed through that slice, it is very stylish.

Jesper Kouthoofd Teenage Engineering has established an efficient structure where creative ideas are transformed into products. We can of course attribute this to the interdisciplinarity of its partners. As a designer, Jesper reflected a perspective on aesthetic decision processes for us. Although his presentation may seem like a company presentation, it was actually a sincere designer who persistently tried to convey a cleverly designed experience to the audience. Jesper defined the interfaces of his interactive works or the synthesizers they designed as ‘inspiring toys that support creativity rather than functional tools’. In fact, his starting points are the subject he constantly underlines in his speech: ‘while designing, we should not forget to surprise the game and even yourself’, which we often have to repeat to ourselves in our sector geography.



 Playmodes, a group of people who are obsessed with space and light. In fact, they create scenes by treating audio and visual materials as theatrical elements while transforming spaces. The perception is different in the style images in the presentation, but while watching the experience in the space in the documentation videos, you don’t see the projector, laser, light, laser. I mean, you see a lot, they are not hidden, they are there. But they also became actors in the story. It’s their job to seamlessly stitch the medium. They shared in detail behind the scenes of Taüll 1123, which they performed for UNESCO. The issue of reviving a historical mural with digital restoration. The effort given both technically and aesthetically is remarkable.


Artificial Rome

 Artificial Rome is a good model for those who started off with the Art+Technology discourse and lost themselves in the depths of the advertising world. Their fine arts background founder Dirk Hoffman’s devotion to pen-on-paper has brought a noticeable creativity to the group’s work. Originality, character, sincerity and human touch are the starting point of all his works.

For example, the Kia GT Ride they made for KIA is an example that collides the perception of analog and digital space. It is a creative experience that transforms the ‘light trail’ that you draw in the air with light in front of the installation into a route that you race on, by making a car a part of the game within the 3D game space.

 Artifical Rome is obsessed with playing with ‘ferrofluid’ material now. They are trying to provide readable kinetic information flow on ferrofluid surfaces with a controllable magnetic system. Patrik explained the system in great detail, it was like he was saying, if it’s easy, do it 🙂 Technical brain, follow Vassilis Boukis @billybouki.


One day Marcus and Vera left Kassel and went to London to set up a company, their stories are worth listening to. They continued their artistic style, probably because they were fed from the city of Documenta, one of the most important art events in Europe. They managed to get the phrases ‘Absolutely beautiful’ and ‘Bang on Brief’ used in the same sentence, and they signed off on effective projects. FIELD is not told, it is watched, observed, followed.


Kimchi & Chips


 We’ve already had our eyes on Mimi Son and Elliot Woods. They talked about the works they set out with the obsession with ‘Drawing in the air’. In addition to creativity, which you call obsession, it has yielded poetic results when supported by a budget. The perfect combination of convex mirrors and projectors, LIGHT BARRIER simultaneous projection work where a digital sphere becomes visible with a long exposure on a flying screen, LUNAR SURFACE, LINE SEGMENTS SPACE, which they created by mapping on 3-5mm ropes that make you say crazy work.


We could follow @mimi_son and @elliotwoods.


 ‘What is left with you from this section?’ if you ask. A few phrases we forget every once in a while:

  • While briefs are pouring in, your to-do list is getting longer, and time is getting short, follow your inner creative flan*.
  •  It’s okay to be obsessed. (As long as it is process-oriented rather than result-oriented…) See. Manfred Mohr**
  • – Convert your tools. Challenge the possibilities that the tool offers you.

Of course, that’s not all, more Karsten Schmidts, Zach Liebermanns, Alain Bellets, Robin McNicholas’s who are who and what… They are in the next section.

* Even though the Turkish word for flanör is a wanderer, we do not take it into account. Based on the concept of ‘flâneur’ as described by Walter Benjamin, we attribute this attitude to the creative process and use it as a method that pushes our limits, opens our perceptions, and allows play in the process of transforming the creative idea into a project.

** Manfred Mohr is one of the pioneers in the field of computer art, which was not even considered art in his time. He is an exemplary personality who stubbornly says “I can make this tool draw cubes” and draws cubes in the 8th dimension, which you will have difficulty in imagining, by combining his imagination with the power of the algorithm, and has been doing this relentlessly for 55 years, not 3-5.

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There is no need to explain Zach Lieberman to those who know, but I recommend it to those who do not know.( He is inspired by nerd girls, creators of openframeworks, and also the author of many creative c++ libraries that we can’t get enough of. He’s one of those smart people who combines code genius with incredible aesthetic refinement. His RESONATE speech was very interesting, he talked about those who nurtured his creativity while producing and training.

Carol Becker, dean of Columbia University’s Faculty of Arts, has produced important works in the fields of art and sociology. What motivates Lieberman is his vision of 21st century art. ’21. It’s not about what discipline the 20th century artist comes from. It is important which disciplines it intersects with its production and from which disciplines it touches the society.’ Becker underlines the potential of social art and artists to transform interdisciplinarity theory and practice into a transdisciplinarity while ‘pointing to the problem’.

A group Lieberman mentions, Deep Lab, is ‘cyberfeminists’*, which includes new media artists, computer engineers, communicators, hackers, theoreticians, journalists and writers, including Golan Levin. Through Donna Haraway’s way, they try to ponder on issues such as the internet, surveillance, current digital cultural identities, take artistic and social action and produce in this field, and gather people under one roof. Combining coding and writing poetry, Zach also talked about Elodie Lareine’s Vast book. Setting off with the concept of an unreadable book, Vast is an art work in which multiple word structures are brought together in a certain algorithmic way, but cannot be ‘read’ with linear reading. (

There was more, of course, and he also talked about how programming is the tool for speaking the poetic language of the computer, and how Margaret Hamilton developed the Apollo Code and started by creating the perception for her students that software isn’t actually difficult. ‘Yeah it’s not hard, but how?’ Those looking for an answer to the question can take a look at the ‘School for Poetic Computation’ projects taught by Zach Lieberman, Kyle McDonald, even Lev Manovich, Kenneth Goldsmith, Ted Hayes and Adam Magyar, whom we mentioned in our last article.


 Code Liberation Foundation, on the other hand, is the group that tries to create the ‘woman video gamer’ culture, which Lieberman also supports and has signed many collaborative projects. The community, created as a project by RESONATE speaker Phoenix Perry, is in a structure that provides programming education to women and creates a habitat for game production with a female touch. ”Games as Ecology vs. Non-profit organizations based on themes such as ‘Economy’ and motivating women’s role in computer science such as she++, geek girl, CodeEd, Nerd Girls.


 Pauline Dresschner was another of the nerd women. You may have heard of the Amsterdam Cinekid Festival. Since ’86, it is a festival focused only on children and storytelling, regardless of analogue/digital. MediaLab, which they created as part of this festival, is a space where more than fifty plays and installations are held, where conferences, workshops and artworks are held. A platform that brings academics and children together, colliding media theory and the real world, has gone one step further than ‘Let’s let the children play here’. The theme for 2015 is “The Technological Imaginary:Imagine:”.

Alice in Plato’s Cave and reseacrhing the edges of imagination: ”Changing perspectives & tumbling down the rabbit hole to distinguish the virtual from the real.”




Google it now: McDonald/ Highglight, Owen Harris/Deep, Tobias Muthesius/ Appel d’Air, Zach liebermann/ Super Feel, Golan Levin/ Augmented Hand Series, Karolina Sobecka/ Sniff, Botanicus Interactus/ Disney Research Lab& Studio Nand 1 ( *Cyberfeminists have been on the ‘political agenda’, which, since the 1990s, has argued that ‘technology has taken on the role of eliminating sexuality and gender divisions that govern real-life balances of power’.

** Donna Harraway, A Cyborg Manifesto in the 1990s’

*Cyberfeminists have been a ‘political agenda’ since the 1990s, arguing that ‘technology has taken on the role of abolishing sexuality and gender divisions that govern real-life balances of power’.

**Donna Harraway sums up her view in A Cyborg Manifesto: Socialist feminist culture and theory is embodied in a postmodernist and non-naturalistic way, and within the utopian tradition that imagines a world without gender—perhaps without birth, perhaps without end. represents an effort to contribute. If the two are wrapped in a spiral dance, I’d rather be a cyborg than a goddess.’

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FRIENDLY BLOGS (01.12.2014)