Art/Aesthetics · Events · Performativity · Technology

LIVE INTERFACES: Performance, Art, Music

Live Interfaces is a conference on live, technology-mediated interaction in performance. The conference seeks to investigate cross-disciplinary understandings of performance technology with a particular focus on issues related to the notion of liveness in interaction.

Live Interfaces will consist of paper and poster presentations, performances and workshops over two days. Researchers, theorists and artists from diverse fields are encouraged to participate, including: digital performance, live art, computer music, choreography, music psychology, interaction design, human computer interaction, digital aesthetics, computer vision, smart materials and augmented stage technology.

We invite submissions addressing the conference theme of technology-mediated live interaction in performance, and suggest the following indicative topics:

– Audience perception/interaction
– Biophysical sensors
– Brain-computer interfaces
– Computer vision/real-time video in performance
– Cross-modal perception/illusion
– Digital dramaturgy/choreography/composition
– Digital performance phenomenology
– Gesture recognition and control
– Historical perspectives
– Live coding in music, video animation and/or dance
– Participatory performance
– Performance technology aesthetics
– Redefining audience interaction
– Tangible interaction


Bio · Digital Media · Human-ities · Performativity · Sonic/Musical · Technology

The Eyeharp: A Gaze-Controlled Musical Instrument

Most people would agree that expressing yourself through music is a relieving and liberating experience. Some people due to physical disability are not able to play any existing musical instrument. One case could be people with complete paralysis resulting from Amyotropic Lateral Sclerosis that can only move their eyes. Nowadays these people are able communicate using new technologies. Such examples are eye tracking and head tracking systems that provide the user with the ability to write, talk, access the internet, play computer games, draw e.t.c. Nevertheless there is no available musical instrument explicitly designed for having an eye tracking or head tracking device as the only input.

The main goal of the EyeHarp was to create the first gaze or head controlled musical instrument with similar expressive potentials to a traditional musical instrument. Zacharias Vamvakousis was inspired by the EyeWriter, a low-cost eye-tracking apparatus & custom software that allows graffiti writers and artists with paralysis resulting from Amyotrophic lateral sclerosis to draw using only their eyes. Interacting with other people through music or creating new musical compositions might not only improve the quality of life of people with disabilities, but also be part of a rehabilitation process.

Text and Image via LULLCEC

Art/Aesthetics · Book-Text-Read-Zines · Design · Sculpt/Install · Technology

A Touch of Code: Interactive Installations and Experiences

Gestalten Books: Thanks to the omnipresence of computers, cell phones, gaming systems, and the internet, a broad audience has traded its past reservations against technology for an almost insatiable curiosity for all things technical. Against this background, unprecedented new tools and possibilities are opening up for the world of design. In addition to sketchbooks and computers, young designers are increasingly using programming languages, soldering irons, sensors, and microprocessors as well as 3D milling or rapid prototyping machines in their work. The innovative use of powerful hardware and software has become affordable and, most of all, much easier to use. Today, the sky is the limit when it comes to ideas for experimental media, unconventional interfaces, and interactive spatial experiences.

A Touch of Code shows how information becomes experience. The book examines how surprising personal experiences are created where virtual realms meet the real world and where dataflow confronts the human senses. It presents an international spectrum of interdisciplinary projects at the intersection of laboratory, trade show, and urban space that play with the new frontiers of perception, interaction, and staging created by current technology. These include brand and product presentations as well as thematic exhibits, architecture, art, and design.

The comprehensive spectrum of innovative spatial and interactive work in A Touch of Code reveals how technology is fundamentally changing and expanding strategies for the targeted use of architecture, art, communication, and design for the future.

A Touch of Code

Bio · Digital Media · Performativity · Technology · Videos

Robotic rings for wearable robotic interaction and Interactive plants that react and convey emotions

Art/Aesthetics · Design · Digital Media · Performativity · Philosophy · Technology · Videos

Transcendenz: Metaphysical Immersion

Transcendenz offers to connect our everyday life to an invisible reality, the one of ideas, concepts and philosophical questionings which the world is full of but that our eyes cant’ see. By bringing together the concepts of augmented/altered reality, Brain Computer Interface (BCI) and social networks, Transcendenz offers to live immersive philosophical experiences.

Transcendenz is the outcome of Michaël Harboun’s thesis project at Strate College. He started from a single, inspirational word: Invisible. He says: “After analysing what was invisible to our eyes and our minds, I realized there was something tending to disappear in our fast-paced, information-saturated societies…”

“The idea of Transcendenz came from a personal “design reaction” to the world in which we are living. By observing our modern societies, a certain paradox caught my interest. This paradox concerns the way we behave in time.
On one hand we are constantly trying to be efficient, organized and quick. As time is money, no time should be lost unnecessarily. We try to save every single minute and be as productive as possible, which makes us busy people.
On the other hand, in our free time, we suddenly have so much time for ourselves that we don’t know what to do with it anymore. Not knowing where to invest our time, most of us will consume it throughout technological mediums. Social networks, TV or videogames are some perfect examples. These information technologies put us in a time of connection, interaction and distraction, hence separating us from the empty time.”