andre-sier.com
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TemporaryBabel2D is a stochastic physics game about libraries, time, temporary and permanent things.
http://s373.net/x/TemporaryBabel2D - was available for ios and android
TemporaryBabel2D is a stochastic physics game about libraries, time, temporary and permanent things.
You play a couple of boys in the mind-scape of the Babel Tower construction set, a space where time oscillates and perspective bends.
You have 1h to go through 100 levels and reach the librarian at the top, guiding and clearing the way of your avatars with touch and sound, through several readers, hyperskates and bookshelves falling at the library.
Stochastic exploration space game, with smooth gravity physics.
http://s373.net/x/577Rhea - was available for ios and android
You are your planet's last hope. Your corrupted planet explodes. You have to time-travel through blackholes with primordial essences to prevent the inevitable collapse of your home.
luscious black and white generative drawing app.
http://s373.net/x/terrants - was available for ios and android
terrants is a continuous generative graphic process that accumulates the movements of two ant teams in a spatial region, overimposing their paths and interactions on a landscape.
Draw continually with gravitational particles.
http://s373.net/x/Gravidade - was available for ios and android
Gravidade is a graphic machine spawning gravitational drawings from movement.
Gravidade is code from an installation work from 2008 by André Sier, adapted as a special version for tablets and smartphones, with many parameters to fiddle for continual drawing engagement.
Polyphonic sinusoidal synthesizer glitchy sonic glissandi instrument.
http://s373.net/x/theresAHoleInThePan - was available for ios and android
theresAHoleInThePan:
Polyphonic sinusoidal synthesizer glitchy
sonic glissandi instrument. Soothing sonic
frequencies make space and time. Submerge
your ears in the hole. Touching casts 0's
into musical space, dragging glisses bliss
time. Visualize the sonic space you make.
Warning: there is a hole in the pan.
Metal, bamboo, plants, electronics. 1.2x2.6x2m.
Escultura totémica, generativa e estrutural, alusiva ao declínio do lobo-ibérico e ao seu papel fundamental na manutenção biodiversa e equilibrada de ecosistemas naturais. Um retrato dinâmico, frágil, evolutivo e generativo que cresce com as intempéries climáticas.
Totemic, generative and structural sculpture allusive to the decline of the iberian-wolf and to its fundamental role in the biodiverse and balanced maintenance of natural ecosystems. A dynamic, fragile, evolutionary portrait which grows with the climate weathering.
(2), 2022
2 antariums bio-electrónicos com labirinto AC 5x5 ligados por: a) Ponte com um labirinto amarelo; b) Fluxo Sul azul 3; análise de câmara, 1 joystick, 1 joystick volante, 1 joystick prancha de surf; computador, videojogo (2), monitor, carpete, almofadas. Dimensões reais/virtuais variáveis.
2 bio-electronic ant-ariums with 5x5 CA maze connected through: a) Bridge with a yellow labyrinth; b) blue South Stream 3; camera tracking, 1 joystick, 1 joystick car wheel, 1 joystick surf board; computer, (2)videogame, monitor, carpet, pillows. Variable real/virtual dimensions.
(2) is a playful bio-electronic videogame where human players play against a bio-electronic mini-ecosystem, which creates obstacles for them through dysfunctional interfaces. Two cellular automata 5x5 led labyrinths stimulate antarium populations which are real-time camera tracked into living obstacles that humans can play, cooperate or compete against in an arcade bio-electronic videogame.
Oil chromed barrel, water & toxic solutions, recycled objects from protected landscapes, nau catrineta, pendulum, chain & plastic, ceiling print, laser, variable dimensions.
Barril óleo cromado, água & soluções tóxicas, objectos reciclados de paisagens protegidas, nau catrineta, pêndulo, corrente & plástico, impressão tecto, laser 532nm, dimensões variáveis.
Series of videos since 2020 from non-human points of view.
Vistas Não-Humanas #2, 2022. Video, cor, som, televisões modificadas, media player, 14’07’’.
Non-Human Views #2, 2022. Video, color, sound, modified tvs, media player, 14’07’’.
Bioscópio #4 (farol laser 1-bit), 2022.
Bóia pescadores reciclada, laser 532nm, solução bio-preservada, projecção sombras/refrações, dimensões variáveis.
Bioscope #4 (1-bit laser lighthouse), 2022.
Recycled fishermen buoy, laser 532nm, bio-preserved solution, shadows/refractions projections, variable dimensions.
Bioscópio #3 , 2021-22. 3 ecossistemas bio-electrónicos suspensos, 1 hub alimentação/oxigenação, 3 tubos conectores, 1 túnel de vento cromado, 1 laser 532nm, projecção sombras/ refrações, dimensões variáveis.
Bioscope #3, 2021-22. 3 suspended bio-electronic ecosystems, 1 oxygenation/ feeding hub, 3 connecting tubes, 1 chromed wind tunnel, 1 laser 532nm, shadows/ refractions projections, variable dimensions.
Bioscópio #2 , 2021-22. Retroprojector, ecossistema bio-electrónico, filtros luz coloridos, leds, projecção sombras/refrações, dimensões variáveis.
Bioscope #2, 2021-22. Retroprojector, bio-electronic ecosystem, colored light filters, leds, shadows/refractions projections, variable dimensions.
5 portable hemispherical robotic lasers 532nm.
Since 2020, the ArteCódigo team has developed a bio-electronic work for wolves and non-human ecosystems (Wolfmachine) designed by André Sier to be installed in the landscape. The premiere of the work took place at the Iberian Wolf Recovery Center (CRLI) of Grupo Lobo.
Wolfmachine is a bio-electronic work composed of electronic mini-laser lighthouses spread across the landscape that sing in sync with visual patterns of historical data on the evolution of the lupus population in Portugal during the 20th century, through the rhythmic emission of green laser light beams to the sky.
For about 20 minutes, data from a century of wolf presence in Portuguese geography serve as a numerical source for the patterns of luminous pulses from lasers emitted to the sky. Each decade of the 20th century, at each laser point in the landscape, emits the number of wolves observed and recorded in Portugal, over 2 minutes of spatialized visual rhythms.
In addition to a light show that visualizes the near extinction of the apex predator, essential for the preservation of forest biodiversity, Wolfmachine is a bio-electronic work by wolves for wolves that simultaneously works as a visual protection barrier in the landscape for the animals, and as a metaphor for the meeting of wolves in packs that come together to chant almost shamanic chants, telecommunicating with the unknown, evoking protective omens.
For Grupo Lobo and its Iberian Wolf Recovery Center, Wolfmachine was temporarily installed outside the fences where wolves reside, aligned with wolf data points in 20th century Portugal, and was executed at twilight and even before the aurora, filming the result of the piece through fixed cameras and a drone.
Wolfmachine Cerveira André Sier (2020-22)
Wolfmachine Cerveira includes a bio-electronic installation (Wolfmachine) and video recordings of implantations in the landscape (Wolfmachine video), until the opening date of the Space/Program exhibition at the Fundação Bienal de Cerveira.
Wolfmachine is a bio-electronic work designed for wolves and non-human ecosystems, consisting of electronic mini-laser lights, robotic and programmed from scratch, spread across the landscape, which sing in sync with visual patterns, through the rhythmic emission and composed of beams of green laser light for the sky and surrounding landscape. The generative composition performed by the lasers is based on historical data on the evolution of the lupus population in Portugal during the 20th century. Each decade of data from the Portuguese municipalities collected by Grupo Lobo’s scientific research consists of records of sightings of live or dead wolves where it is possible to observe the geographical distribution of Canis lupus signatus over time (1901-2000), until its current almost extinction.
The electronic composition, repeated in a unique and generative way from hour to hour, is divided into 10 sections, where these, representing a decade of data, have equi-temporal durations of 2.5 minutes, and where the numerical data of wolf presence in Portugal are grouped together. by southern, central and northern regions determine the types of movements performed by the lasers, as well as the rhythm of their luminous pulses. Wolfmachine video presents this visualization of data throughout the 20th century and video recordings of Wolfmachine implantations in the landscape, and serves as a video background for installations of the work in exhibition contexts. The lasers in the landscape visualize the near extinction of the apex predator essential to forest biodiversity through electronic chants. Wolfmachine is a bio-electronic work by wolves and for wolves, which simultaneously functions as a visual protection barrier in the landscape for the animals, and as a metaphor for the encounter of howling wolves, in their packs, which come together to chant almost shamans, telecommunicating with the unknown and evoking protective omens.
Wolfmachine Cerveira (Wolfmachine and Wolfmachine video), which stems from the art-science project “Os Lobos em Portugal” by ArteCódigo Cultural Association, is possible thanks to the project’s partners and support. It has the conception, artistic direction, code in charge of André Sier. Realization in hardware by Tiago Rorke, Maurício Martins, MILL, s373.net/x. Filming and drone by André Sier, Henrique Casinhas, Tiago Fróis. The production of ArteCodigo. Co-production by Grupo Lobo and CIBIO. Support from the General Directorate of Arts, Mafra City Council, Paredes de Coura Municipality. And counts with partners s373.net/x, MILL, Cultivamos Cultura, Oficinas do Convento, FBAUP, Fundação Bienal de Cerveira.
Code, historic Portuguese wolf XXth century data, 10 black PLA sculptures ~5x7x3 cm3, frame 52x52cm.
Unique edition of 10 (Wolfspace)[https://andre-sier.com/wolfanddotcom/Wolfspace] moments viewed from wolf population inhabiting Portugal during the XXth Century organized circularly as a watch.
Código, dados históricos lobos Portugal século XX, 10 esculturas PLA preto ~5x7x3 cm3, moldura 52x52cm.
Edição de 10 momentos únicos de (Wolfspace)[https://andre-sier.com/wolfanddotcom/Wolfspace] vistos pela população lupina habitante em Portugal durante o século XX organizados circularmente como um relógio.
Metal, bamboo, plants, electronics. 1.6x2.5x2m.
The sculpture is a generative structural portrait of the iberian wolf in portuguese territory that represents the delicate condition of populational decline until its current near extinction status. Gifted with an internal structure of metal to give solidity, the metal of the sculpture is enveloped in bamboo. The bamboos are punctually coated with biological and electronic materials, like moss, plants and pieces of circuitry.
It is foreseeable that throughout time the biologic material evolves, the bamboos degrade facing climate weather, possible allowing views of pieces of metal, the plants growing or drying, thus originating a generative sculpture with dynamics of slow motion camera dilated in time, alluding to an evolving portrait of the evolution of the portuguese lupine population.
This series of public art sculptures originated in the 3D printed series Wolf-Totems (2017). The first of large dimensions, Totem-Lobo #1, was installed at Iberian Wolf Recovery Center (CRLI) during October 2021.
Biowolf is a series of generative structural portraits on lupine subjects in a post-human three-dimensional fractal environment that are made with biological paints based on plants, living matter that slowly evolves, grows or withers away.
Biowolf218 work developed during artist residence at Cultivamos Cultura, part of The Wolves in Portugal project 2020-22. artecodigo.pt/p/os-lobos-em-portugal/
code, floor projection, camera, sound, laser, bio-electronics, computer.
Immersive and interactive audio-visual bio-electronic environment.
Bioscope #1 is a playful installation creating a biological augmentation electronic instrument and an immersive cathartic audio-visual environment. A spatial game between humans and non-humans. A place for experiential meditative inquiry into the bio-electronic realms of life on earth. A space shifting submersion ambient, transporting humans to a bio-gameplay experience Petri dish sized, with an interactive video game floor and space altering mechanized laser projection through biological lenses.
Work developed during V2_ + Museu0 Artist in Residence 2020.
Bioscope #1 Concept, Interaction, Code, Electronics and Bioware design: André Sier Software and Hardware:. s373.net/x art codex studios Co-Production: s373.net/x, V2_, Museu0 Logistics: V2_ and Museu0
V2_ residence 17-25 september 2020 Museu0 residence 15-23 october 2020
Exhibition at Ermida de São Roque, Tavira, october 2020 INTIMATE OBSERVATIONS: On conducing Earth Observations
artists: André Sier, Francisca Rocha Gonçalves, Matthias Hurtl, Jelger Kroese curatorship: Florian Weigl (V2_), Boris Debackere (V2_), Joana Carmo (Museu0)
HD video, color, sound, 16'
Na idade dos dados, poderão os computadores derivar significados, atingir consciência através de síntese, matemáticas fractais e caóticas? Um excerto de 6′ de trabalho vídeo de 16′ (ed. 2) capturado em tempo-real a partir de um ponto de vista maquínico, capturando e observando fluxos visuais e sonoros alterados com algoritmos fractais, caóticos, bem como com processos executantes no espaço máquina que aparentemente modificam os fluxos de dados recebidos? “An Observer ToL” reflecte sobre a infra-estrutura do aparato sensorial de um ser electrónico enquanto ele/ela recebe fluxos de dados que aparentemente vêm de um mundo exterior, se existir. Na idade dos dados, “An Observer” magnifica fluxos seleccionados recebidos, procurando estabelecer classificações e derivar significados, aumentando traços de dados subtis e quase invisíveis, recorrendo a modelos de algoritmos de síntese matemáticos tais como Sierpinsky, Ikeda, Logístico, Navier-Stokes, antes da propagação do conteúdo viral.
In the data age, could computers derive meanings, atain awareness, through synthesis, fractal, chaos? A 6’ excerpt from a 16’ video work (ed. 2) captured in real-time from a machinic point of view, capturing and observing visual and sonic data flows tampered with chaos and fractal algorithms, as well as inner running processes in machine-space which apparently modify the incoming data streams? An Observer ToL reflects on the infrastructure of an electronic beings’ sensory apparatus while he/she is receiving data streams that apparently come from an exterior world, if it exists. In the data age, An Observer magnifies selected incoming streams, trying to establish classifications and derive meanings, augmenting subtle and near invisible data traces resorting to chaotic and fractal mathematical synthetic models such as Sierpinsky, Ikeda, Logistic, Navier-Stokes, before propagation of the viral content.
Photographic works. Variable dimensions.
Series of analog photographies focusing on organisms' viewing apparatus mechanics, through the insertion of distinct combinations of visible light reflective/refractive shapes after the imaging sensor and before the exterior world. Sometimes the exterior world holds other artworks originals. Standalone photographic works, or texture/maps/game-logic basis elements for works such as Babylon (2018), 0X Labyrinth (2013-2020).
More works published at instagram.com/a.sier
(2013-2020)
Code, Smartphones, VR Sculpture Helmets, Sound, Interaction. Variable dimensions.
Version 0.900 of 0X Labyrinth is a generative immersive videogame that allows two players to share a competitive moment inspired in the first serious and spiritual space and time device entanglement. Version 1.0 features no networking and a single player double immersive interface.
0X Labyrinth é um jogo interactivo para capacetes de realidade virtual artesanais.
0X Labyrinth é um jogo de imersão VR. Interactivo aos movimentos e sons dos visitantes, submerge-os como exploradores arqueológicos num universo computacional infinito, inspirado no mítico novelo engenhado, talvez o primeiro jogo em forma de dispositivo espacial e espiritual, que resolve o espaço e o tempo. Conseguirás ser mais rápido que Asterion a resolver o Labirinto? Ouves o Minotauro, Theseus, os Pássaros? Amarás Ariadne? E o novelo?
0X Labyrinth is a VR immersion game. It interacts with the movements and sounds of visitors, submerging them as archeological explorers in an infinite computational universe, inspired by the mythical engineered thread. It is, perhaps, the first game in the form of a spatial and spiritual device, resolving space and time. Can you be faster than Asterion in solving the maze? Do you hear the Minotaur, Theseus, the Birds and The Food? Will you love Ariadne? And what about the ball of thread?
Code, Tablet. Touch interactive. Variable dimensions.
Interactive visualization of movements over time and a sculpture produced by accumulating the positions of near extinct iberian wolves in the wild. Wolf GPS data was obtained by monitoring their activities remotely with non-invasive methods which would involve contact with humans, kindly provided by CIBIO, Universidade do Porto. Wolf historical data of wolf presence in Portugal throughout the XXth Century kindly provided by Grupo Lobo, Universidade de Lisboa.
Wolfspace published by ArteCódigo.pt, part of The Wolves in Portugal project 2020-22. artecodigo.pt/p/os-lobos-em-portugal/
Sculptures in blue PLA, approximate dimensions 7x10x7cm.
Series of sculptures of the virtual players present in the videogame 0X Labyrinth. Sculptures are obtained through code meshification of live 3D point cloud data from digitized actors which are later 3D fabricated.
Código, Computador, Ecrã, Som, Formigas. Dimensões variáveis.
Half-Ant é um ecossistema híbrido bio-eletrónico, constituído em parte processos microeletrónicos, em parte por agregados biológicos de animais, estimula um ecossistema de formigas com padrões visuais e sonoros granulares, obtidos a partir de dados eletrónicos e matemática celular generativa.
Code, Computer, Screen, Sound, Ants. Variable dimensions.
Half-Ant is a bio-electronic hybrid ecosystem, partly microelectronic processes, partly animal biological aggregates, stimulates an ants' ecosystem with granular visual and sonic patterns, obtained from electronic data and generative cellular maths.
Code, Smartphone, Modified Woofer, Honey, Laser, Amplifier. Touch interactive. Variable dimensions.
Interactive generative honey krater, produces electronic choir divinations based on stochastics and cymatic laser projections of mesmerizing shapes. By touching a smartphone, one activates divinations exposed with a choir of robotic voices, based on short fragments of Ariadne’s lament. The sounds are emitted through a woofer with honey and growing biological material, producing mesmerizing cymatic visual patterns that are projected through laser light.
Lasers, Ants, Photographs. 43x27cm each.
Photographs of bio-electronic ecosystem research, by stimulating ants with laser interferences and photographic observations inside their natural habitats.
Code, Gnu/Linux System, Plotter Drawing on Fine Art Paper. 62X45cm each.
Drawings generated in code, by projecting textures and terrains in 3d space from granular analysis of byte patterns from programs, files and running processes in the Gnu/Linux system.
Code, Living Biological Aggregates, Sensors, Digitizer, Plotter Drawing on Fine Art Paper. Dimensions 46 x 60cm each.
Drawings generated in code from granular analysis of signal analysis of raw electrical data captured from plants and other living aggregates.
Code, Gnu/Linux System, Plotter Drawing on Fine Art Paper. Dimensions 46x30 cm each.
Drawings generated in code from granular analysis of byte patterns from programs, files and running processes in the Gnu/Linux system.
Vídeo HD, Cor, Sem som, 12'12''
Ant Ennae Videos é um conjunto de momentos vídeo que relatam uma viagem rítmica visual ao interior do universo íntimo bio-electrónico de formigas e lasers. O vídeo traduz o resultado de montagens algorítmicas dinâmicas a partir de imagens capturadas no interior de formigueiros naturais, onde as formigas reagem a radiações laser provenientes de métodos computacionais e humanos.
Ant Ennae Videos is an ensemble of video moments which portrait a visual rhytmic voyage to the interior of the intimate bio-electronic universe of ants and lasers. The video translates the result of dynamic algorithmical assemblages obtained from images captured in the interior of natural anthills, where the ants react to computer and human generated laser lights.
Drawings on photographs, 30x20cm
A series of photographs, on insect habitats in hostile human national archives, augmented with drawings performed from electronic micro-observations of photographic images' data.
Project published in 'dialogues' Umbigo Magazine #68, with text by José Pardal Pina.
Small Vertical Acrylic Anthill, Local Ants, 1 GNU/Linux Netbook Computer, 1 Joystick, 1 Pan & Tilt Laser Projection (Inky), Mono Video/Screen Projection, Code, Cables.
Ant Ennae Labyrinths is a bio-electronic ecosystem and interactive optical apparatus to create animal made 3D labyrinthine patterns by ants, interfered by computer or human controlled laser light source, where ants play the game of life inspired in the mythology of labyrinths.
Code, Living Biological Aggregates, Sensors, Digitizer, Fluorescent Green PLA Plastic, 3D Printer. Dimensions ~ 7cm^3.
Biological Sculptures features the meshification of raw electrical data captured from plants and other living aggregates. It is a fabricated 3d printed sculpture series which spawns unique three-dimensional object structures from digitized sequential electrical impulses obtained from living organisms. The sculptures voxelize living electrical flows of data, which attempt to reveal invisible life stream flows present in every biological organism.
8-bit Maze Gardens
Generative vegetable paintings on floral, mathematical and labyrinthine themes. The paintings is based on computationaly generated labyrinthine patterns using non-human methods. Man Machine Paintings with 101% biological generative inks.
Variable dimensions on surfaces / old media.
Code, Gnu/Linux Filesystem, Fluorescent Yellow PLA Plastic, 3D Printer. Dimensions ~ 7cm^3.
Binary Sculptures is a fabricated 3d printed sculpture series which spawns unique three-dimensional object structures from byte patterns of programs, files and running processes in the Gnu/Linux filesystem. Byte sequences provide source data to voxel space, are transformed into 3D structures, revealing unseen architectures which are tightly related to the inner living workings of an operating system’s ecosystem.
N GNU/Linux Computers, N Joystick-Wolf-Sculptures, N XGA Video Projections, N Mono/Stereo Sound Projections, 1 Router, 1 WiFi SoC Computer, Code Computers, Code SoC, Smartdevice WiFi Bridge, Cables, 1 Wolf-Totem with Electronics.
Wolfanddotcom is a local networked ambient audio-visual videogame. It’s a work within the homonymous series wolfanddotcom which researches interactive and immersive electronic means as bridges towards non-human otherness, animal embodiment and cathartic gameplay. Joystick-wolf-sculptures allow people to immerse as virtual wolves. The game is set in a post-human abstract environment synthesized from bytes of files and computer processes. You play with a pack of bio-electronic wolves, longing and racing to construct networks among themselves.
Small Local Plants Ecosystem, 1 GNU/Linux Netbook Computer, 1 Arduino, 6 Sensors, 1 WiFi Network, Smartdevice WiFi Bridge, Mono Video/Screen Projection, Stereo Sound Projection, Code, Cables.
Half-Plant is a bio-electronic hybrid, partly microelectronic processes, other part microbiological voltages, operated by smartphone. Broadcasts a WiFi Access point which allows whomever connects to mix different genetic processes, combinations of electronic and biological micro-fluctuations into a bio-electronic hybrid.
Sculptures in PLA, approximate dimensions 7cm^3, 2017
Series of sculptures performed on a 3d printer, they combine Wolfanddotcom's wolf animation moments into Wolf-Totems, totemic architectural sized landmarks in the virtual space of the videogame.
Drawings with ballpoint pen on fine art paper, 50x70 cm
Drawing series performed on a plotter from code that visualizes the visual patterns of byte sequences from programs and electronic processes on gnu/linux systems. The shown binary information is converted to image and terrain elevations of the Woldanddotcom environment, from a microscopic observation to the rhytmic information patterns.
N GNU/Linux Computers, N Depth-Cameras, N XGA Video Projections, N Mono/Stereo Sound Projections, 0/1 WiFi Router, Code, Cables.
Immerse your body in an abstract phoenix embodiment art construct simulator. Fly, dive, crash, and set fire to a daunting perilous cathartic virtual path at the dawn of extinction. phoenix.wolfanddotcom.info is a videogame installation where users play and may become virtual mythological winged phoenixes, using full body invisible video interaction, within an environment over-populated with humans, obstacles, and scarce endangered organisms.
N GNU/Linux Computers, N Depth-Cameras, N XGA Video Projections, N Mono/Stereo Sound Projections, 1 WiFi Router, Code, Cables.
Dragons returning to a XXIst century overflowing with companies, dot com's, humanoids, drones and dollars, about to experience the rage of these spiritual warriors.
A local multiplayer audio-visual environment which abstractly stimulates its users to release their dragons, be transported and learn to fly in fantastic movement and destruction modes.
Ambiente audiovisual interactivo / Interactive audiovisual environment
Código, Computador, Capacete VR, Microfone, Electrónica, Mesa.
Code, Computer, VR Headset, Microphone, Electronics, Table.
Babylon. A continuous intimate transtemporal vr experience. Using abstract physics & unusual displacement, through a vr headset, sounds and intimate small movements, you are invited to wander like a-ghost in the midst of ziggurates & post anthropocene debris.
Ambiente audiovisual interactivo / Interactive audiovisual environment
Código, Computador, Projecção vídeo HD e som stereo, Inox, Electrónica, Elásticos.
Code, Computer, HD video and stereo sound projection, Inox, Electronics, Elastics.
An interactive suspended tetrahedron with electronics becomes the interface which allows users accompanied by Sólon’s robotic voice to embark on a scholastic voyage of labyrinthine adventure in the quest of the lost city of Atlantis. By collecting oricalcum, and taking it to the temple in the center of the tri-concentric city on the static seas, visitors appear to time travel backwards to what appears to be the original Atlantis.
Os navegadores virtuais no século XXI encontram mapas que os transportam a um dispositivo desconhecido. Aparentemente o dispositivo permite acompanhar de perto e na primeira pessoa uma experiência do ambiente dos relatos de Platão. Mitos de uma civilização desconhecida, avançada e já desaparecida, organizada em cidades-estado tri-concêntricas, detentora de tecnologias e costumes inauditos. O dispositivo aparenta ter alguns erros. Suspende o tempo pelo espaço, e há relatos de confluências e momentos diacrónicos a ocuparem a mesma região espacial. Numa única noite de infortúnio, o mar destruiu cataclismicamente a cidade, cujos resquícios são milenarmente absorvidos pela terra e arqueologicamente construídos pelo artista. Até hoje, não se sabe ao certo se o dispositivo presente nesta exposição aponta para este lugar cartografado, mas estamos parados no tempo de um desses momentos, a jogar histórias e fragmentos de objectos que comunicam de forma arcaica e enigmática entre si na senda da cidade mítica.
Código, Acrílico, Solda, Electrónica, Metais, Cola Quente, Tela Triangular, Plexiglass.
Code, Acrylic, Solder, Electronics, Metals, Hot Glue, Triangular Canvas, Plexiglass.
Dimensões / Dimensions 37x37x7cm
Atlantis Map (Carbon dated -9500)
Atlantis Map (Carbon dated -9437)
Atlantis Map (Carbon dated -9703)
Atlantis Map (Carbon dated -9601)
Atlantis Map (Carbon dated -9707)
Atlantis Map (Carbon dated -9802)
Atlantis Map (Carbon dated -9652)
Arcadia is a silent playful interactive 3d virtual monument imaginary city in the piantadelmondo series by André Sier, pointing towards visions and stories of untold natural wilderness of spatial formation. In this work, visitors sight-see, navigate and travel inside the apparently infinite spatium of Arcadia, often encountering and interacting with autonomous swarms of unknown elements, which apparently merge and fold space in Arcadia's spatium.
Keywords
Arcadia, Space Formation, Autonomous Swarms, Spatium, Imaginary
Materials (variable)
Code, Computer, Camera, Interactive Video Projection
Arcadia Versions
Arcadia is an imaginary city in the piantadelmondo series by André Sier, pointing towards visions and stories of untold natural beauty/wilderness of spatial formation. In this work, visitors sight-see, navigate and travel inside the apparently infinite spatium of Arcadia, often encountering and interacting with autonomous swarms of unknown elements, which apparently merge and fold space in Arcadia's spatium. By moving in front of the projection, visitors control the movement of their point of view on Arcadia. In this non-interactive video version, two beyblades interact with the piece, and spinning on a disk they navigate the space of Arcadia.
Arcadia (beybladers version) (2015-16), https://andre-sier.com/piantadelmondo/Arcadia/ instalação interactiva, câmara, computador, código, ecrã, beyblades e lançadores, móvel, dimensões variáveis | edição única
Arcadia é um silencioso monumento virtual jogável de uma cidade imaginária na série piantadelmondo de André Sier, apontando para visões e histórias de inarrável beleza/selvajaria natural de formaçºao espacial. Neste trabalho os visitantes vêem as vistas, navegam e viajam dentro do aparentemente infinito spatium de Arcadia, muitas vezes encontrando e interagindo com enxames autónomos de elementos desconhecidos, que aparentemente fundem e dobram o espaço no spatium de Arcadia.
Palavras-chave
Arcadia, Formação Espacial, Enxames Autónomos, Spatium, Imaginário
Materiais (variáveis)
Código, Computador, Câmara, Projecção Vídeo-Interactiva
Arcadia Versões
Physical bot which upholds a demilitarized zone within the perimeter of piantaldelmondo virtual cities. Be wary as you enter its perimeter.
Shipwrecks, mermaids, lights and the internet. Anthemusa is a community laser lighthouse that replicates your drawings in the horizon.
computer, laser, electronics, arduino, joystick, internet, sound
Drawing submission disabled. Drawings Viewer disabled.
View drawing joystick:
andre-sier.com/static/run/anthemusa-joystick
Abstract portraits made from digitized sequences with 3d cameras of three-dimensional point clouds of people in spatially accumulated movements. Unique frames or several temporal moments collide in the same space.
Special limited edition of 25 sculptures made from Skate.Exe sequences.
Approximate dimensions 7x15x7cm.
andre-sier.com/static/piantadelmondo.info/skate.exe/eu-abstracto-skateed.html
A series of glitched photographs merging real and virtual planes where skates meet computacional procedures. Skates become machines that integrate and program the landscape, open loopholes in the real where virtual weird loops exit and glitch the instant.
andre-sier.com/static/piantadelmondo.info/skate.exe/skate-riding.html
Skate.Exe
André Sier 2013-2014
Code, Computer, Skate Joystick, Sound, Color.
Skate.Exe is a game-installation where you can skate your way through infinite virtual space and endless levels of progressing dificulty using a skateboard connected to the computer. You play the hero and have to capture the princess-witch while evading her attacks, which leads you to the next level. Your dexterity on the skateboard will be tested in the land of disproportionate forces!
andre-sier.com/static/piantadelmondo.info/skate.exe/skate.exe.html
Skate.Exe Portraits
André Sier 2014
Code, Tablet, Sound input, Color, Touch Interaction.
Dynamic portrait painting with sound input and touch interaction based on digitised 3d sequences through a 3d camera augmented with particles. Sound activates the sequences and the simulation time, touch with one finger changes point of view, with two fingers zooms through the space.
andre-sier.com/static/piantadelmondo.info/skate.exe/skate.exe-portraits.html
Free Skating
André Sier 2014
Code, Tablet, Sound, Color, Touch Interaction.
Free Skating offers the experience of creating and inhabiting movement lines within an infinite virtual space, ripping the landscape, using every detail in the terrain elevation as a space to glimpse freely skating anywhere. Touching the tablet transfers intentions of the user to actions of the virtual skater that trails the landscape.
andre-sier.com/static/piantadelmondo.info/skate.exe/free-skating.html
Skating Sessions
André Sier 2013-14
Code, Tablet, Color, Touch Interaction
Skating Sessions visualizes sequences of skating performances. In skating parks, a smartphone s373.net/x app installed on skates captures the accelerometer skating dynamics. Data from these sessions are reconstructed and 3d painted in this app, where the dynamics are re-created in real-time and particles with color reactive to the speed are projected in the position of the skater.
andre-sier.com/static/piantadelmondo.info/skate.exe/skating-sessions.html
A soundless video in 5 movements of the navigation and 3D printing of the Heliade Iquohizi.
HD video transcribed in Dvd Pal, color, soundless, duration 47m57s.
andre-sier.com/static/piantadelmondo.info/heliosfera/iquohizi-realvirtual.html
A series of 10 photographs with double perspective from the Heliade Iquohizi, the first generative mathematical palace. Dimensions: 42x31.5cm
andre-sier.com/static/piantadelmondo.info/heliosfera/iquohizi.html
Each Sol is an emergent unique sculpture created by the trajectory of autonomous agents on the surface of a sphere. The sculpture is conjugated with electronics where a micro-computer and 2 leds with endless ondulating patterns inhabit the core of the generative planetoids printed in 3d which acumulate the routes in its surface.
andre-sier.com/static/piantadelmondo.info/heliosfera/sol.html
Heliosfera is a telescope, a musical and visual instrument, a virtual interactive space which seeks to fix the experience of inhabiting the surface of the Sol. The virtual surface of Heliosfera, in eternal effervescence, is inhabitted by abstract solids or mathematical palaces generated computationally -- the Heliades. Heliosfera is navigable through gestures performed by the hands facing the projection. It's possible to discover and play new sonic and visual harmonic configurations of the solar star.
andre-sier.com/static/piantadelmondo.info/heliosfera/heliosfera.html
Mathematical palaces generated computationally, the Heliades are abstract architectonic sculptures made in a 3D printer that also inhabit virtually the Heliosfera. Architectonic objects that fix and emit the endless generator side the solar star provides, percolated through time into spaces.
andre-sier.com/static/piantadelmondo.info/heliosfera/heliades.html
A networked computer tower-like construction game simulation is evolved from fluxes of movement by multiple real and virtual users. Temporary-Babel3D is an interactive game where you play in the mind-scape of the Tower of Babel construction set - a space where time oscillates and perspective bends; a space where real and virtual fluxes of movement by users carve building and destroying dynamics into the edification of an interactive community built game. This project synthesizes upon the archaeological movement of rebuilding the Tower of Babel, and how communities movements' shape transient and temporary virtual architectures within an engaging simple game environment.
Project developed at MediaLabPrado, Madrid, 2013.
An amuzing and minimalist game, about libraries, time, temporary and permanent things. An interactive installation where you play in the mind-scape of the Babel Tower construction set, a space where time oscillates and perspective bends. You have 1h to reach the librarian at the top, guiding your avatars with joystick, mouse and microphone, through the several readers, hyperskates and bookshelves falling at the library, making the temporary architecture of Temporary-Babel2D.
Temporary-Babel2D was also available as ios/android app - https://s373.net/x/TemporaryBabel2D/
Hyperborea (solids) A series of sculptures from the Hyperborea environment obtainned by solidifying wind pattern dynamics on particles over time.
Beyond the northern winds region lays Hyperborea, an immersive geometrical land where generative processes carve freely forms adjusted by wind dynamics, structuring a mythological engagable polys.
An immersive game-like experience, where the viewer drives its avatar through the game space, whilst experiencing the spatialized composition of elements scattered across several dificulty levels into reaching Hyperborea.
http://s373.net/continuum/2015/07/10/hyperborea-immersivelab-2015-residence-interview-tour/
Beyond the northern winds region lays Hyperborea, an immersive geometrical land where generative processes carve freely forms adjusted by wind dynamics, structuring a mythological engagable polys.
An immersive game-like experience, where the viewer drives its avatar through the game space, whilst experiencing the spatialized composition of elements scattered across several dificulty levels into reaching Hyperborea.
577 Rhea
You are your planet's last hope. Your corrupted planet explodes. You have to time-travel through blackholes with primordial essences to prevent the inevitable collapse of your home.
577 Rhea was also available as ios/android app - https://s373.net/x/577Rhea/
Lampsacus is a playable city. An interactive audio visual environment where a virtual city is recreated, modifiable, inhabited by its human visitors, at the installation space, as well as computational resident agents in the three dimensional space.
0 255 0. The piece alludes to 100% green, in rgb color components. It is a video mapping installation on the model of a city where an abstract simulation, an endless game between three teams takes place.
0 0 255 unreal game modification allowing immersion in 3d abstract space.
8-Bit Solar Wind Machine is a series of daily drawings and audio-visual code made by the encounter of the solar winds swirls with the earth's atmosphere. The solar wind fills the entire heliosphere in eddies of ever-changing flows, dancing irregular and unpredictable patterns that carry the source of life through space.
[8-Bit Solar Wind Machine code edition] - code, computer, sound, video, continuous
[8-Bit Solar Wind Machine drawings edition] - ballpoint pen on fine art 100x70cm paper
410 unique sound carved 3d printed spherical sculptures from 410 audio, a live av performance inspired by Borges' "The Library of Babel". The sculptures are generated with custom spherical algorithms interacting with realtime sound analysis. Each object inscribes chunks of audio data onto its spherical surface radius, presenting unique, solid, immutable sonic excerpts, expanding with distinct motion modes on three dimensions. Crystals from the library of the uunniivveerrssee series.
code, 3d print, approx dimensions 7cm^3 410 limited edition of unique objects.
Generative non-interactive sculpture inspired in Arecibo's radiotelescope which composes continually with spatialized sound and lights a simulation of the inner workings of computers scanning for alien data.
3d print, electronics (6 channels of led's, 6 channels of speakers, arduino), code
Autómatos Universais 3D
True hypnotic 3D progression of Cellular Automata algorithms in space frozen in sculpture space.
410 is an audio-visual performance tangential to the Library of Babel by Jorge Luis Borges, in the uunniivveerrssee series by André Sier. In this text, Borges produces a recursive maze around the unitary book of the universal library from which all others derive variations. Each book comprises 410 pages, each page of 40 lines, each line, 80 characters. In the performance, we follow the sound of the original text of Borges move towards a single tone, and abstract visual fragments scattered in space, navigable through sound and the interaction of camera, searching for the book of books, building a meta-virtual space, walking in the library.
Non-Newtonian (8x) is an interactive sonic visual system which plays music of the spheres generated in the uunniivveerrssee.net series. The piece mimics galaxies formation, using sound, modified speakers with non-newtonian fluids, and interaction from the visitors to the installation space.
http://uunniivveerrssee.net/datascape/uunnii-pieces/nao-newtoniana-8x
In Eer the user is invited, using keys or webcam, to err around the uunniivveerrssee in abstract 3d meta-spaces that gather the various online users, as well as elements of races living virtually inside the code and running in the processor cycles.
uunniivveerrssee is the piece where the uunniivveerrssee.net simulation is updated. Moving in front of a webcam, users wander around the planetoids which make the uunniivveerrssee.
http://uunniivveerrssee.net/datascape/uunnii-pieces/uunniivveerrssee
Mathx. Navigator in a meta-symbolic space, travels three-dimensionally a network of codes and names generated by planets, races, elements associated with the creation of the universe.
uunnii-time. Simulated time which synchronizes real installations with virtual world. Real simulated virtual time which synchronizes uunniivveerrssee.net simulation.
http://uunniivveerrssee.net/datascape/uunnii-pieces/uunnii-time
FAQ
WHAT IS CURRENT UUNNII-TIME?
WHAT IS CURRENT TIME?
HOW DO YOU CALCULATE CURRENT TIME?
here is a minichronos, look at function double UnixToS373Years(unsigned int unixTime)
https://github.com/s373/temporary-babel2d/blob/master/src/MiniChronos.h.
simply get unix time, convert to seconds and add 1970.0.
WHEN DID UUNNII-TIME APPEARED?
somewhen circa 2010.7352184217
uunnii-galaxies spawns clusters of galaxies to an http database. An interactive aquatic vision of the universe molds fluxes of particles which circulate amidst stochastic ‘infinite’ planetary formations.
http://uunniivveerrssee.net/datascape/uunnii-pieces/uunnii-galaxies
uunnii-bugs. Generations of virtual humanoids evolve and change appearance.
http://uunniivveerrssee.net/datascape/uunnii-pieces/uunnii-bugs
7000 is a cluster of computers calculating bidimensional cellular automata.
Code, Cellular Automata Generative System, Blue PLA Plastic, 3D Printer.
Código, Sistema Generativo Autómatos Celulares, Plástico PLA Azul, Impressora 3D.
Universal Automata are a series of sculptures from 2010, generated with code and cellular automata generative systems, fabricated in PLA plastic on a 3d printer. The sculptures explore the synthesis of volumetric space through progressions of two-dimensional cellular automata algorithms which generate intricate, endless and (un)predictable arabesque patterns. The 3D objects are created by stacking 2D layers of algorithmical iterations, voxelizing artistic mathematical palaces in the void.
website being ported
http://uunniivveerrssee.net/datascape/uunnii-pieces/automatos-universais
universal automata Piece which computes all possible configurations of bidimensional cellular automata with one neighbor and accumulates slices historically in 3d models, with all parameters configurable by the users. (2010-11)
http://uunniivveerrssee.net/datascape/uunnii-pieces/automato-universal
The Great Wall Video interactive simulation for building facade. Virtual humanoids flock upon the great wall, under a revolving sky, influenced by a 3d fluid field of lines.
http://uunniivveerrssee.net/datascape/uunnii-pieces/the-great-wall
32-bit Difference Machine is a motion driven painting machine. The tracked camera motion sends coordinates to a painting robot which casts ink onto a hanging canvas.
http://uunniivveerrssee.net/datascape/uunnii-pieces/32-bit-difference-machine
32-bit Wind Machine A visual mathematical game for wind and machine. 32-bit Wind Machine proposes a mathematical game between the wind and the machine. A wind sensor analyses and emits to a computer the values of wind speed and wind direction. The wind values serve as input to an abstract game where 4 numbers relate with each other with just the basic mathematical operations (+, -, *, /). The machines pauses and restarts when the 32-bit limit of the floating point numbers is overflowed.
http://uunniivveerrssee.net/datascape/uunnii-pieces/32-bit-wind-machine
Apex (0 pyramid) kit / zero version of apex (+- pyramid).
http://uunniivveerrssee.net/datascape/uunnii-pieces/apex-0-pyramid
apex (- pyramid) Suspended fractal tetrahedron sculpture with electronics. Three speakers produce fibonacci scale 8 bit sounds given changes of light at its vertices. Usually serves uunnii-time to the uunniivveerrssee simulation.
http://uunniivveerrssee.net/datascape/uunnii-pieces/apex-pyramid-2
apex (+pyramid) Tetrahedron sculpture with electronics. Three speakers produce fibonacci scale 8 bit sounds given changes of light at its vertices.
http://uunniivveerrssee.net/datascape/uunnii-pieces/apex-pyramid
∆ is 3d movement interactive simulation in the uunniivveerrssee series. autonomous agents, within an abstract pitagoric ruins environment, relate with mathematical elements generated from video interaction.
Int-drawings are drawings performed by Interestrelar installation. They are unique unrepeatable editions named with Int-datewhenmade.
China ink on 300g fine art paper with 100x70cm.
interestrelar is an audio-visual device that broadcasts sounds of cosmic collisions, spiraling galaxies on black holes, through woofers with ink that make automatic galactic drawings operated by the occasional movements in the street. Interestrelar is a generative, infinite, irrepitable installation, a machine that generates space sounds from the analyzed movement from a vigilance camera, projecting ink from woofers to sheets of paper, performing abstract automatic drawings (int-drawings) that recall space charts, placing the space reverberating cosmic sounds.
project awarded at bienal de vila nova de cerveira 2009.
http://uunniivveerrssee.net/datascape/uunnii-pieces/interestrelar
k.*.stl is a series 3d printed sculptures from the k. environment.
k.*.tga is a series of aluminium framed high quality prints from k. the environment.
k.astelo is an interactive projection over boxes from the 'k.' series. The viewer triggers squares and k. avatars which move in geometric patterns within the boxes regions.
k.~ is a sonic land-surveyor of infinite spaces. A three dimensional voyage in continuos space through sound.
k. is a free adaptation of the imagery experimented by K. in 'The Castle' by Franz Kafka, that transports the user in a vertiginous voyage through the spatial abstraction. generates endless stochastic user browsable spaces.
Space Race #3 is a 3d simulation where several spaceships depart from different planetoids and search the universe in the quest of new worlds.
Space Race #2 is an abstract game where the user is invited to play, using a joystick, fighting his way through hostile planets populated with autonomous agents that try to take his spaceship.
Space Race #1 is a 3d simulation where teams of autonomous agents compete for a mysterious green fuel, that allows for a spaceship, the only possible way of escaping, to take them to another planet, the next level of the game.
Stochastic, immersive, meditative war game space.
747.7 is a game + abstract flight simulator populated with drones + autonomous agents which must be taken down in order to proceed to the next level.
747.6 is a series of drawings from 747 series etched on paleolithic rocks arranjed as dolmen sculptures.
747.5 is a real time simulation of free flight from the users bodies; an audiovisual experience where several persons in a network cross abstract stratospheric skies in a shared virtual space.
4 sculptures / tridimensional airplane models over terrain installed in public spaces.
747.3 is an immersive installation where the user is invited, using his spreaded arms towards the video screen, to explore an abstract 3d space made of terrain, lines and simple shapes.
747.2 is an installation where a user controls a virtual flight through abstract colored terrains with a joystick. the site has microphones that gather sounds which the computer processes and broadcasts.
747 is an interactive installation in which the user flies, with a joystick, over a continuous terrain shaped by the sound of a space.
11th piece of the struct series, using only site-specific inputs, composing with now and past moments, playing with space and time constructs. struct_10 is an interactive camera based immersion in 3d visual environment where the viewer interacts with the generative motion mechanics and is recorded along side with time debris of previous viewers scattered in 3d flowing ever changing space.
3d camera, computer, code, video projection
struct_9 is a camera based immersion in visual environment. abstracting the space of a wall, where the viewer interacts with time debris of previous viewers scattered in 3d flowing space.
struct_8 is an audio visual camera based immersion. 3 parallel time-based processes are interactive to movements.
struct_7 is a camera based immersion in visual environment. abstracting the space of the flow of a river, where the viewer interacts with time debris of previous viewers scattered in 3d flowing space.
struct_6 is a vibrating feedback machine suspended in elastics, with a camera aimed at two televisions and two mirrors. two motors induce vibrations in breeding like patterns.
struct_5 is an interactive device that captures and interferes with the sound and visual motion that occurs in a site-specific space. the installation creates an image of movement of the space into a forest of video planes that sculpt three dimensional space. the data gathered from the movement controls the broadcast of sounds being sampled real-time from the microphones.
struct_4 is an audio-visual device that flows together sound moments gathered in four different microphones attached to four modified woofers with liquid producing patterns that are amplified through lights and mirrors.
project awarded at jovens criadores 2006 cyberart category.
struct_3 generative audio-visual multi-temporal/spatial explorer.
the spirit is profuse and encounters regions where it difracts through the space, percolates the temporal instants, flies over in many ways the same reality. the mind of heraclitos meats dante stratified over benjamin's abstract places.
struct_3 is the ubiquous moment, ancient, of lousing / finding the self ([id]) passage from solid to gasous, where the temporal tissue unravels like infinite, percoling, liquid-made, abstract. all is open.
struct_2 @ Pavilhão 21C is the result of the collaboration between a resident at Hospital Júlio de Matos (a state psychiatric institution) and my Struct systems applied in a real-time site-specific context. Its goal: to explore intimate notions of space and time in a collaborative fashion through the minds that heal silently, exhausted of western society, through invisible technology.
struct_1 is an audiovisual app that explores the concepts of time and space-, time in the 3 possible tenses (what was, what is, what will be) and a spatial metaphor of the consciousness as a segmented rectfield capable of being tinted with quicktime movies, stills. Visually, and audially it is a sort of a polyphonic time sampler that percolates the audio input stream into 8 buffered voices, colliding all of them into the present at shifting speeds. The final audio energy values tint structure modifications. The image engine seldomly captures frames from the user visual navigation feeding the data into the past module image buffer. Something like life...
struct_0 is an audio-visual site-specific installation/composition. It is an informatic application that seeks to visually expose the subjective aural tissue of a space under the shape of particle systems synthesis in "audible" sinthony with the composed sound. Audio-visual site-specific painting.
music
Spielelementen
about Spielelementen
Live musical synthesis where human interaction and game mechanics from audiovisual videogames cooperate into ambient, noise, gliss, glitch, 8bit algorithmic audiovisual electronic arts. Game Elements (Spielelementen) presents selected live sessions of audio recordings from André Sier's videogames like Eer, there’sAHoleInThePan, 577Rhea, DRACO.WOLFANDDOTCOM.INFO, 747.7, Temporary-Babel2D, Hyperborea, Skate.Exe.
released May 5, 2016
Streaming + Download Includes unlimited streaming via the free Bandcamp app, plus high-quality download in MP3, FLAC and more. Buy Digital Album
Available at https://andresier.bandcamp.com/album/spielelementen.
poema METADATA-EYE de Álvaro Seiça http://s373.net/x/mathx-metadata-eye http://alvaroseica.net/works/metadata-eye.html
álbum av MATHX+METADATA-EYE+FREENOISE-20160518.mp7 de André Sier baseado em METADATA-EYE de Álvaro Seiça MATHX+METADATA-EYE+FREENOISE-20160518.mp7 av album by André Sier based on colab with Álvaro Seiça, METADATA-EYE duration: 58’27”
May 18th, 2016
https://andresier.bandcamp.com/album/mathx-metadata-eye-freenoise-20160518-mp7 Available at https://andresier.bandcamp.com/album/mathx-metadata-eye-freenoise-20160518-mp7.
máquinas-deserto
Recorded throughout 2000-7 in Max/MSP with the a-objects, released from a 12 Nov 2007 Audio CD limited release "máquinas-deserto"
released November 12, 2007
máquinas-deserto by André Sier
Streaming + Download Includes unlimited streaming via the free Bandcamp app, plus high-quality download in MP3, FLAC and more. Buy Digital Album
Available at https://andresier.bandcamp.com/album/m-quinas-deserto.
1 struct_4 (2006)
Run time recording of audiovisual installation "struct_4" (2006) andre-sier.com/struct/struct-4/ Features russian numbers voice by Teresa Simas. Live recorded at Jovens Criadores, Fábrica Tobom, Montijo, 2006
2 struct_0 (2000-1)
Run time recording of audiovisual installation "struct_0" (2000-1) andre-sier.com/struct/struct-0/ Live recorded at s373.net/x Anjos studio, Lisbon, 2005
3 struct_3 (2004)
Run time recording of audiovisual installation "struct_3" (2004) andre-sier.com/struct/struct-3/ Live recorded at s373.net/x Anjos studio, Lisbon, 2004
4 struct_1 (2001)
Run time recording of audiovisual installation "struct_1" (2001) andre-sier.com/struct/struct-1/ Live recorded at abandoned wharehouse, Figueira da Foz, 2002
5 máquina 20051023 (2005)
Run time recording of audiovisual "struct" tool made for "Parque" (2005-8) Features chello excerpts by Ricardo Jacinto. Live recorded at s373.net/x Anjos studio, Lisbon, 2005
6 chello (2005)
Run time recording of audiovisual "struct" tool made for "Parque" (2005-8) Features chello excerpts by Ricardo Jacinto. Features percursive excerpts by Nuno Morão. Live recorded at s373.net/x Anjos studio, Lisbon, 2005
7 máquina 20051025 (2005)
Run time recording of audiovisual "struct" tool made for "Parque" (2005-8) Features chello excerpts by Ricardo Jacinto. Features percursive excerpts by Nuno Morão. Features sax excerpts by Nuno Torres. Live recorded at s373.net/x Anjos studio, Lisbon, 2005
8 pulsares (2007)
Run time recording of 8 channel audio tool made for "Pulsares" (2007) Features sound excerpts of astral bodies analysis by NASA. Live recorded at Teatro S. Luiz, Dia Mundial da Música (ed. Pedro Carneiro), Lisbon, 2007
c.( ) is an electronic experimental voyage in the realm of chaotic maths.
Ambients are synthesized at micro-sonic level, audio samples are iterations of chaotic generators, often converging towards repetitive, non-linear, rhythmic patterns, or diverging into energetic crashes which overflow numerical representation.
Recorded throughout 2000 in Max/MSP with the Chaos Collection & a-objects, released from a 10 Dec 2000 Audio CD limited release, this project is part of audio-visual chaotic explorations c.( ) -- andre-sier.com/projects/c/. http://andre-sier.com/projects/c/.
released December 10, 2000
Available at https://andresier.bandcamp.com/album/c.
nachtlicht
sier 1998 -
nachlicht 2018.4343372 live recorded 7th June 2018, 22-23h, 3rd partial reference pitch tuned from eb5 to g5.
n a c h t l i c h t
m. bashô, ‘ os meus dias são viajantes da eternidade. ’
k. malevitch, ‘ le reflet - comme dans le mirroir - du modèle sur la toile. ’
a. tarkovsky, ‘... the infinite cannot be made into matter, but it is possible to create
an illusion of the infinite in the image. ’
i. xenakis, ‘ porque não nos sentimos tranquilizados pelo ambiente que nos rodeia,
no qual mergulhamos. ’
[ n a c h t l i c h t ]
n a c h t l i c h t n a c h t l i c h t n a c h t l i c h t n a c h t l i c h t n a c h t l
i c h t n a c h t l i c h t n a c h t l i c h t n a c h
t l i c h t n a c h t l i c h t n a c h t l
n a c h t l i c h t
n a c h t l i c h t
n a c h t l i c h t
n a c h t l i c h t
n a c h t l i c h t
n a c h t l i c h t
n a c h t l i c h t
n a c h t l i c h t
n a c h t l i c h t
n a c h t l i c h t
n a c h t l i c h t
n a c h t l i c h t
n a c h t l i c h t
[ synopsis ]
nachtlicht wants to be the capturing process of a space in real-time.
the perception of this while it is transmitted, taking the indelible
modulations of motions made in time by the totality of elements that
fill the void. to capture the chaotic movement of a single drop of
rainbsupported by the huge mass of air in permanent tension, the harmony
of sound waves from the reaction of the tar floor to the heavy passage
of the rhythmic stride of an individual , the grimace of a look that
finds himself in a world where flow pure concepts adapted to the simplicity
of the phenomena that trigger them: to capture the dreams of the individuals,
lost in a social tissue each time more sterile and immune to soul´s utopias
and beyond bounds.
simulating its capture in audio / visual immersion. make it accessible;
generate a space zone; travel through the space in imaginary dynamical
lines caused by real sensations ( assuming real is real ) that twist to
the flavor of the mentally generated sound upon its intelligibility. then
a rhythm of capture commands and a granular analysis of the meticulous time
of occurrence of the phenomena becomes languid, slippery.
narrative does not exist: just actions, energy movements
carried to the extreme by those who cause it and simultaneously are effect.
flow from image to image, mimicking the human mechanism of visual apprehension.
ambient. evolutive in real time. the ambient is constituted by a three
dimensional space and an active matrix controller of space, sound, light,
emerging then in a vision, a mental image of consciousness and for that
purpose edified. the space / matrix presents constructions mathematically
harmonic, geometric solids according to the euclidean theory, that become
shapes / canvas of reception of filmed images, using texture mapping of
the 3d solids with previously processed films in real-time.
nachtlicht is the immersion in a simulacrum, a passage from one plane of
existence to another where the rules are placed in question.
spatial omnipresence in relation to control and manipulation of images,
whatever they might be: free accessibility to all / any worked instant / moment.
to capture all the dynamics of a space zone in its completeness;
construct a score of events and its support. Modulate the moments and
return them to the refined human sensibility.
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released June 8, 2018
Available at https://andresier.bandcamp.com/album/nachtlicht-20184343372.
Generative stereo litography sculptures realized with custom codex and 3d printers.
approx dimensions 10cm^3 at circa 2016. probably larger, probably soon.
Generative non-interactive tetrahedron tensegrity sculpture augmented with electronics inspired in Star Wars saga which composes continually with spatialized sound and lasers a simulation of the inner workings of a Rebel Base.
sculpture with electronics, elastics, tubes, green lasers, servo motors, speakers, code, dimensions 55cm^3.
Generative non-interactive icosahedron tensegrity sculpture augmented with electronics inspired in Star Wars saga which composes continually with spatialized sound and lasers a simulation of the inner workings of the Death Star.
sculpture with electronics, elastics, tubes, red lasers, speakers, code, dimensions 125cm^3.
A machine to make abstract analog portrait drawings that allows the viewers to take a snapshot and control the inky robot to project endian ink on fine art paper.
interactive installation, camera, computer, code, inky, endian ink, paper, variable dimensions
Abstract portraits made from digitized sequences with 3d cameras of three-dimensional point clouds of people in spatially accumulated movements. Unique frames or several temporal moments collide in the same space. Approximate dimensions 10x10x16cm.
Video-Difference Stl are sculptures which are made from time based slitscan 3d video difference processes into sculptures. Difference motion between camera frames accumulates in a spatial volume to make 3d slits.
an infinite self-recursing visual painting around chaotic Lorenz dynamical systems.
chaotic ressonances for 2 screens and mouse.
52 unique diskettes with films in quicktime mov format of approximate duration of 1second.
22009 is a voyage controlled by the user through a 3d abstract sonic space.
gravidade is a continuous generative graphic process that creates gravitational drawings from movement.
gravidade also available as ios/android app - s373.net/x/Gravidade
BwO (Body without Organs) All the words of the text from 'Mille Plateaux' are floating in space, disembodied from their pages, interconnected by a luminous thread; the code follows each word in its reading order, embodying a meta-body-without-organs in 3d space, charting diffuse abstract paths united by generative's logic thread.
volume7021143 is an application that browses several points of view in an abstract, dynamic volume, made of planes that overlap with various opacities.
An interactive installation where the movement of the viewers influences the simulation of a crowd of autonomous agents which ascends on building's facades.
terrants is a continuous generative graphic process that accumulates the movements of two ant teams in a spatial region, overimposing their paths and interactions on a landscape. luscious black and white generative drawing app.
terrants also available as series of 10 unique lambda prints (7 available)
terrants also available as ios/android app - s373.net/x/terrants
atan is a series of 52 plotter drawings generated from automated image based max/msp environment connections
c.( ) is a 1h45m experimental film with chaotic synthesis from the void.
several abstract movements through hundreds of chaotic 3d models synthesized from chaotic equations, built from 2000 until 2004
000 000000 000 is interactive audio-visual 3d sequence film.
""je t'aime..." (1998) é a sua peça inaugural de trabalho com o som contínuo de espaços site-specific. Envia o som de um espaço, através de microfones de contacto e omni-direccionais que procuram transcrever as vibrações das deslocações das pessoas e sons do espaço para o interior de um woofer modificado para conter líquidos. A fisicalidade do som amplificado surte padrões concêntricos que vibram na superfície aquosa da coluna/objecto, acompanhando os pormenores sonoros que os microfones capturam. O dispositivo amplia ainda os padrões de oscilação do líquido, usando um projector de luz e um espelho para ampliar luminosamente os padrões junto ao woofer."
""je t'aime..." (1998) is his first site-specific work with continuous sound. It sends the sound from a space, through omnidirectional contact microphones that translate the vibrations created by the environment's sounds and people moving around, into a woofer modified in order to contain fluids. The physicalness of the amplified sound creates concentric patterns that vibrate on the water surface of the column/object to the sound details captured by the microphones. The device also amplifies the fluid oscillating patterns using a light projector and a mirror to luminously enlarge the patterns at the woofer."
Excerpts from "Maps & Devices (Glade)" exhibition text. Maps & Devices (Glade) at Vera Cortês Art Agency, Lisbon, September-October 2006.
doenças(autodestruct) is a series of biological sculptures installed in public spaces in 1996.
materials: papier maché, fungus, blue pigment, foam, flour, threads
selection of early paintings.
Paisagem com Músicos (2013)
Excertos Musicais: OCP
Conceito, Gravações 3D, Código, Interacção, Música: André Sier
DeGabay (2013)
Directed by Jonathan Holmes
Produced by National Theatre Wales
Code, Interaction, Animation: André Sier
Mãe Coragem (2011)
Encenação de Companhia JGM
Código Áudio-Visual e Mapping: André Sier
Line Invaders (2010)
Conceito, Games Design, Interacção, Mapping: André Sier
Conceito e Videos: How + Rui Gato
O Filho da Europa (2010)
Encenação de Companhia JGM
Código Áudio-Visual e Espacialização: André Sier
Rei Édipo (2009/2010)
Encenação de Jorge Silva Melo
Produção Artistas Unidos
Música: Pedro Carneiro
Electrónica e Espacialização: André Sier
Máquina Telúrica (2006/2008)
[Colaboração com Sam Abercromby]
Pinturas: Sam Abercromby
Código Áudio-Visual: André Sier
"...all balanced on this predicament of line." (2005/2006)
[Música para a peça de Teresa Simas em colaboração com Pedro Carneiro]
Concepção e forma musical: Pedro Carneiro
Assistência músico-espacial e co-criação: André Sier
Composição electroacústica em tempo real para seis ou mais canais ad libitum
Parque (2005-2008)
Colaboração no projecto Parque com Ricardo Jacinto, Nuno Torres, Hugo Brito, Nuno Ribeiro, Nuno Morão, Dino Récio, Tomás Viana, André Sier.
Electrónica,
Espacialização multi-canal,
Interacções sinestésicas.
UR (2004-2008)
UR é um projecto de electrónica experimental de André Sier e Nuno Morão com síntese e manipulação áudio-visual em tempo real. UR apresentou "hypericles" e "mneme", performances pontuadas por uma meta-deambulação improvisacional numa cidade abstracta gerada por código e memórias. Uma imersão num universo visual e sonoro de 1+4 canais, despoletando um envolvimento estrutural dinâmico e complexo, numa aliança simbiótica entre imagem e som.
UR is an experimental electronic project from André Sier and Nuno Morão with real-time synthesis and audiovisual manipulation. UR presented "hypericles" and "mneme", performances punctuacted by an improvised meta-deambulation in an abstract city generated by code and memories. An immersion in a visual and sonic universe of 1+4channels, triggering a complex dynamic engagement in a symbiotic alliance between image and sound.
Noite de Amélia Bentes
André Sier – Real-Time Image & Sound
To a World Free From Religions
Pedro M. Rocha – Music
André Sier – Image
©® Rocha & Sier 2005
One Video Channel (PAL, 768x576, 25FPS), Eight Audio Channels
(44100Hz, 24Bit) Duration: 11’08’’
To a World Free From Countries
Pedro M. Rocha – Music
André Sier – Image
©® Rocha & Sier 2002/2003
One Video Channel (PAL, 768x576, 25FPS), Eight Audio Channels
(44100Hz, 24Bit) Duration: 11’08’’
Soror by Ana Mira, Sofia Borges, André Sier, Paulo Milhomens, Gonçalo Ribeiro. 2001.09-2000.08
Multimedia Show (Dance, Sculpture, Image, Sound, Space, Light) Duration: 44’00’’
Presentations:
27 de março de 2001, jardim de infância, telheiras (Junta de Freguesia do Lumiar/Semana da Juventude C.M.Lisboa/pelouro da juventude/ILINX)
20 de junho de 2001, C.E.M. video projection "como é que o registo se relaciona com o objecto original?" (“how does the record relate to the original object”)
6,7,8 de setembro de 2001, armazém 28, Lugar Comum
QuickTime movie fragments of the movie of the show at Lugar Comum directed and edited by Paulo Milhomens are included in the project directory.
Description Soror initiated as a collaboration between the dancer/choreographer Ana Mira and the plastic artist/sculptor Sofia Borges. They proposed themselves to study the body inserted in the space and the fragmentation and subsequent quest of those memories. Shortly after and lured by the poetic imagery and spatial research André Sier joined the project, responsible for the sound composition/mix and the live visuals, and they began residencies where they could explore the relations between the different mediums. They added yet the documentarist/cineast Paulo Milhomens and the luminotechnitian Gonçalo Ribeiro. Soror – brotherhood: Resulted in a multimedia show, revisiting of the universe of Les Histoires du Cinèma from J.L.Godard, becoming a blend of relations, symphonies and harmonies – a quest for the suspension through beauty, through the ritual, the passage... A search at the essence of the soul, that lives – feels – touches – suspends... The zones of Soror are living organisms that intermanipulate each other... limits that distinguish themselves by their own frontiers: physical (dancer, space, projection canvas...) and ethereal (spirit, sound, light,... image). Ficha técnica Soror 2000/2001 espaço::sofiaborges(, anamira, andrésier) espaço::referências [1]-cave, sofiaborges, anamira [2]-corpo com corpo, sofiaborges, anamira [3]-centa, sofiaborges, anamira [4]-fábrica da pólvora, sofiaborges, anamira corpo::anamira(, sofiaborges) corpo::referências [1]-cave, anamira, sofiaborges [2]-corpo com corpo, anamira, sofiaborges [3]-c.e.m., aulas, anamira, sofiaborges [4]-centa, anamira, sofiaborges [5]-fábrica da pólvora, ana mira som::andrésier(, sofiaborges, anamira) som::referências [1]-fábrica de manuel conceição da graça, andrésier, sofiaborges [2]-cluster#5, carloszíngaro, releasefromtension, audeo [3]-histoiresducinéma, jl godard, ecm [4]-a arte da fuga, johannsebastianbach, fondation electricite de france [5]-dark wood, david darling, ecm [6]-falarànoite, andrésier, sofiaborges imagem::andrésier(, sofiaborges) imagem::referências [1]-cinzas1_sofiaborges [2]-cinzas 2_sofiaborges [3]-espaço3_andrésier [4]-_______________andré sier luz:: gonçalo ribeiro (sofia borges, ana mira, andré sier) [1]-cave (verde p/ luz flurescente), gonçalo ribeiro, sofia borges, ana mira ] soror, jardimdeinfânciadetelheiras, março 2001 ] registo soror "como é que o registo se relaciona com o objecto original?", projecção video, paulo milhomens, c.e.m., junho 2001 ] soror, fábrica da pólvora, 6 e 7 setembro 2001 ] journal catastrophique/soror, 8 de setembro 2001
Parapoly
2001
by André Rangel, Sérgio Ferreira, André Sier
Multimedia Show (3 video projections + stereo sound)
Duration: 50’00’’
Collective project (TDDY) conceived for Odisseia nas Imagens - Porto 2001 Capital Europeia da Cultura
andre-sier.com This website presents the selected portfolio of André Sier.
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(en)
André Sier works artistically with code and electronic means, interactive, digital and conventional, where he combines videogames, installations, painting, sculpture, music, mathematics and computation into objects and experiences of imaginary arts, where he merges mythology, interfaces, generative interactive space-time continuums, arts & sciences artifacts, human and non-human interfaces. Awarded artist at The New Art Fest (2017), three times at Lisbon Maker Faire (2014, 15, 16), Bienal de Cerveira (2009) and Jovens Criadores (2006). In the past 25 years has produced objects and serial interactive work that playfully unravel time and space relations, synthesized on electronic substrates, shown at over 27 individual national and international exhibitions, over 100 collective events and exhibitions. André Sier is an electronic artist trained in sciences, arts, computation, with a degree in philosophy, lecturing in electronic arts, educator of digital and electronic arts, PhD candidate in Planetary Collegium at Plymouth University. Has a digital portfolio at https://andre-sier.com and his studio site of code, games, machines at https://s373.net/x.
(pt)
André Sier trabalha artisticamente com código, meios electrónicos, interactivos, digitais e convencionais, onde combina videojogos, instalações, pintura, escultura, música, matemáticas e computação em objectos e experiências de artes imaginárias, nos quais funde mitologia, interfaces, contínuums espácio-temporais generativos, artefactos arte e ciência, interfaces humanos e não humanos. Artista premiado no New Art Fest (2017), três vezes na Lisbon Maker Faire (2014,15,16), Bienal de Cerveira (2009) e Jovens Criadores (2006). Nos últimos 25 anos tem produzido objectos e trabalho interactivo serial, que ludicamente desvelam relações espácio-temporais sintetisadas em substractos electrónicos, exibidos em mais de 27 exposições individuais nacionais e internacionais, mais de 100 exposições e eventos colectivos. Já exibiu trabalhos nos museus MNAC (2017, 2016), Museu de São Roque (2011), MEIAC (2006). André Sier é um artista electrónico formado em ciências, artes, computação, licenciado em filosofia, educador de artes digitais e electrónicas, leccionando actualmente na Universidade de Évora, doutorando no Planetary Collegium na Universidade de Plymouth. Tem um portfólio digital em https://andre-sier.com e site do seu estúdio código, jogos e máquinas em https://s373.net/x.
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