Looking Outwards 10

Mimi Son’s Lunar Surface (2015) is a vertical flag moving back and forth with the wind. As it moves, it creates a fragile silk moon floating in the air. The silk is illuminated with digital light to enhance the effect. In the image above, the moon is recorded with long exposure photography to show the silk fabric in different positions, creating a voluminous form. The technological aspect of the work is that the the fabric is tracked by a 3D camera while a projector replays a response onto it according to its evolving shape. I think it’s very cool how this piece is very sensitive to time, and constantly changing and moving in different ways, allowing for a unique experience. (Also, it is mentioned that this piece is inspired by the novel 1Q84, a book that I read and enjoyed, featuring an alternate reality that has two moons in the sky.)

Mimi Son, born in Seoul, is an artist that works at the intersection of art and technology, with a desire to articulate time and space from various perspectives.

Looking Outwards 10: Sputniko!



Oh, Sputniko! How do I properly explain Sputniko!? I don’t think I’ll be able to even pick one project. First off, her real name is Hiromi Ozaki, but we’ll keep calling her Sputniko! She’s well… incredible, if you couldn’t tell from the exclamation point in her name. She is a half Japanese half British  artist that has her hand in every type of art: music, film, performance, visual, technological. Her art is focused on”exploring technology’s impact on everyday life and imagine alternative futures.” Alongside her wide range of art projects and installations, she is an assistant professor at the MIT Media Lab. Though she is an incredible interdisciplinary artist now, she studied primarily math and science at Imperial College London.  She was awarded the Vogue Japan’s women of the year in 2015, and listed in a french magazine this past year as one  30 talented women under 30. Here’s why:


  1. Spuntiko! is hilarious. I’m not really sure why I find this so funny, but she is hilarious.



2. She is crazy creative. She creates amazing videos that incorporate tech, media, original song, and J-pop flair.

3. She is poignant. Her works, though funny and original, have serious messages that get their points across.


4. She creates such a wide range of hilarious, creative, and poignant works, that it is near impossible to find one that you don’t like. From her high heals that reseed the planet, to her glowing silk project, to her curiosity caused prosthetic penis experiment, she is absolutely a fantastic person, with a broad and exciting take on media art.  She created her own software to operate the shoe, to control the prosthetic penis based on her heart rate, and to change the “silk” in her glowing project based on body motion.







All of her works blend technology, performance, and art. She



Looking Outwards 10

The female artist I chose was Heather Kelley, and the project I chose that she took part in was Fabulous/Fabuleux. This project is fascinating to me because it finds a dynamic way to incorporate the audience into the piece of work, while also telling a story through a form of game play. As I have such an interest in video game storytelling, this project strikes a powerful chord with me, as it is a dynamic addition to this form of relaying narrative.

Heather Kelley is a veteran game designer, digital artist, and media curator. She has an extensive career in both game design, as she has been intimately involved in the development of AAA-games and indie games, and also new age digital art.  Her works often explore aesthetic experiences and sensory interactions, including game play, and the inclusion of senses.  Her work on Fabulous/Fabuleux is in her groundbreaking work on the “Squisher” sensor used to format the entire project.




Claudia Hart’s piece The Dolls, A Media Ballet for Fashion Runway, is a performance art created for the runway of the Fashion Walk 2015 at The School of Art Institute Millenium Park, Chicago. The Dolls is inspired by the notion of “eternal return,” an idea that history renews itself through decadence, decay, and rebirth. The piece is presented through Claudia used mathematical formulas that creates animated and rhythmic patterns that are then projected onto models who wear white paper tutus that act as a “movie screen” for the audience. The dynamic nature of the wearables become something unachievable by most mediums, and the jarring image of these over the top dresses from different eras take runway fashion to a whole new level.

Claudia Hart studied architecture at a graduate level in the Columbia University Graduate School of Architecture. She is also an artist, curator and critic. She is fascinated with 3D imagery integrated into photography in cooperation with animated loops, and multi-channel animation installations.


Looking Outwards 10

Wendy Carlos is a trans woman who is most well known for her work with synthesizers. Her breakthrough project was titled “Switched-On Bach,” and featured well known Bach pieces (such as his Brandenberg Concerto) played on a synthesizer. She used a Moog synthesizer, which didn’t have a multitracking option, so she had to create several different tracks of all the different parts of his works.


“Switched-On Bach” is widely regarded as one of the most influential pieces of electronic music from the 20th century, having been one of the first classical music albums to sell over 500,000 copies.

As both a musician and an openly trans-identifying individual, I’m honestly amazed by Wendy’s work. The amount of time and effort it must have taken for her to learn and perform every single part of several of Bach’s is incredible.

Wendy Carlos is also known for having created the original soundtracks to the films A Clockwork Orange and Tron, a collaboration with Weird-Al Yankovich, and more synthesized versions of many of Bach’s other works throughout her career.

Looking Outwards 10 – Manami Matsumae

Manami Matsumae is a Japanese video game music composer for Capcom. She has worked on the soundtracks for quite few classic video games. The one I want to talk about is Mega Man. Mega Man is known for having (probably) the best 8-bit NES music ever. I’ve linked a video to Air Man’s theme, one of the most memorable (and catchy) tunes from Mega Man II. She has also composed for other games such as Shovel Knight and the upcoming Mighty No. 9. I really like her composing style since she seems to capture the atmosphere of whatever level she’s composing for with such a limited range of sounds to choose from. She is currently working on her first solo album, which will most likely contain some original 8-bit compositions.

RogerSectionA – Looking Outwards 10 (Jessica Rozenkratz)

Throughout most of the Looking Outwards that we have done, there was not a physical thing that once could buy, or for the most part even have. Most of the programmers and designers created websites, graphics, or different ways to visualize data digitally – very rarely was it for the purpose of something handheld. The only one that came to me earlier in this semester was a souvenir that was created out of your own pose, which I found very interesting. However, this practitioner, Jessica Rozenkratz, utilized both programming and 3d printing skills to create jewelry out of scientific, everyday patterns.

There was literally a “Wave Bracelet”, where she calculated the patterns of the waves, transforming that pattern into a 3D graphic design that was eventually printed and formed into a bracelet for one to wear. This site isn’t limited to bracelets – lamps imitating the structure of pollen, cuffs resembling the curves of bamboo, and anything else one could possibly imagine, are all items on sale on her website. Being able to express oneself not only by the appearance of what they have, but what it is “made out of”, is an aspect that I really find to be amazing. I found myself looking through many of the items she created just to see how creative one could possibly be when it comes to understanding patterns and overall compositions of everyday items. The link to the website, along with a picture of the Wave Bracelet, is below:

Screen Shot 2015-11-12 at 11.59.18 PM


Looking Outwards 10

Field.io (Vera-Maria Glahn) from Glug on Vimeo.

Vera-Maria Glahn is the person that I chose for this week’s Looking Outwards. Glahn is a designer who has been behind so many interactive installations, videos, as performances, working both as the solo artist, or with other people. Field.io was something that she founded back in 2009, after she graduated from the School of Arts and Design in Kassel. Over the years, she gained a multitude of knowledge in curated work, and has thus had a lot of things opened for the public.

sayers-Looking Outwards 10

© Schultz Media, Adam Schultz© Schultz Media, Adam Schultz

This week, I examined the work of Chloe Varelidi!  Varelidi went to New York in 2006 to join Parson’s Design and Technology MFA program.  She worked at Mozilla for almost three years where she helped work on their educational platform connecting with partners like Tumblr, Codeacademy, and The London Zoo.  She also a senior game designer at the Institute of Play (founding staff).  I personally was intrigued by her project Minicade! Minicade is an open source web-app that makes micro-games that can be put into playlists.  These playlists can form longer games with increasing score and difficulty.  This project encourages users to learn to code and make their own mini games.  This project also includes a traveling pop-up cabinet that you can play all the games on.  This project is absolutely lovely.  It encourages learning through games, learning how to make games, and is beautifully simple in the process.  It also is really interesting because of the idea of mashing together a bunch of games to form one long game.  You get to play all sorts of games in one! I also really like the idea that you can put games into a playlist.  It seems like a really organized way of putting them together.  I really liked it and will be following what she does in the future.




“Looking-Outward-10” by Ashley Chen

Filipa Valente is an architect that focuses on user experience. One of her recent projects, Filtered Transparencies, focuses on the relationship between the user and light. Valente uses layered light, sound, and space to create a unique, immersive experience. The projected light and imagery creates a maze and “blurs the physical spacial boundaries”. This installation compels users to interact with space, and transverse into the architectural void.

One of the most interesting elements about this project is that it gives off the sense of space without using physical objects. Instead, the project relies on light instead to define a space. Valente uses the users senses to create intangible boundaries.