Switch me back on NOW


‘Switch me back on NOW’ is an immersive environment in which the interplay of sound and light invites viewers to experience and interact with the scientific data collected from the brain. The starting point for this work was an art and science collaboration with the MRC Anatomical Neuropharmacology Unit at the University of Oxford. Serena Porrati created a soundscape based on digital manipulation of four different brain neuron signals discovered by the researcher Paul Dodson. Each of the neurons has a unique voice created by its impulse pattern. She has emphasised and looped each impulse to achieve a more harmonic sound. Aga Tamiola looked closer at the Parkinson Disease with focus on the process of freezing, which might affect repetitive activities such as walking, speaking, brushing the teeth, etc. Patient’s mind sends signals to the body but the body is not responding. The freezing patterns have been translated into light.

While maintaining a certain level of synchronization between sound and light Cedar Zhou left the space for the conversation between the two sensations to be mediated by viewers’ movement in the space. The interventions from the viewer to the communication between light and sound signals trigger activation of the cross talk between different areas of the brain. This results in the viewer’s experience of the synesthetic imagery. The communication between the pre-programmed data environment and the viewers’ interventions transfers their passive role into a co-producer role. Freezing patterns have been translated into light and synchronised with the sound by Cedar Zhou. It allows the viewer to experience what might be happening when somebody cannot control their motor-neuron activity. Moreover, there are sensors in the environment that lighten up the closer the viewer approaches leaving the element of control to the one who is willing to manipulate the environment. By doing this the artists would like the audience to observe a process that gets unnoticed in a normal body-mind activity.

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Hello, Friend


我拿起手机,解锁,屏幕亮起,上锁,我把手机放回桌子上。在这个行为中,我没有查看时间,也没有打开朋友圈,但它能成功的帮助 我舒缓在现实世界感到的社交恐惧,和在虚拟世界感到错失事件的慌张。朋友告诉我,这是人类高效的「自动补全功能」—— 它帮助我 实现了一次现实世界与虚拟世界的同步(synchronization),缓解了两个世界进程不一致所造成的压力。2019 年的「人类社群空间的风景,是虚拟的,也是真实的,是现在的,也是过去的。」「你好,朋友 | Hello, Friend」在「虚」与「实」、「现在」与「过去」中开启对话。 Details »

Surveillance X


Surveillance X is a performance conducted by algorithmically grown plants. In the work, three “plants” are irradiated by real-time global news trawled on the internet. Under the radiation conditions mass media, the plants endure a subtle process of growth and transformation, until they are finally shaped by the news. The work investigates the seamless, ubiquitous existence of online media, and the co-existence of and mutual evolution of humans, information and technology.《监控 X》是由三株植物程序共同完成的表演。 Details »

Distance Between You and Me



Beyond Tags


BEYOND TAGS在运行中书写自身,讲述数字暴涨现实中,“自我”的流逝、降解、重组与更迭。全球互联网在1分钟内传送的数据大约为64000Gb, 软件的场景分工也界定了我们的每日产生数据的分类、流向与结构我们“提交”和“上传”的内容,是对“自我”意识的线上策展,而这些界定我们是谁的数据单元,也可能是数字时空里的牢笼。数据库是否内嵌不成文的规则,这些规则是否会反过来驯化与改写我们自己?意识在数字空间里的流动是否真的更自由?作品模拟当代社交软件的交互方式与逻辑,人们可以通过扫描二维码参与讨论、提交与上传内容。 Details »

I went down yesterday …


I went down yesterday to the Piraeus with Glaucon the son of Ariston by Plato. In The Republic, Book VII, Plato depicts a cave where people have been imprisoned from birth. These prisoners are chained so that their legs and necks are fixed, forcing them to gaze at the wall in front of them. The prisoners cannot see any of what is happening behind them, they are only able to see the shadows cast upon the cave wall in front of them. Socrates suggests that the shadows are reality for the prisoners because they have never seen anything else. Details »

a room with a view


In the beginning of 2016, an exhibition at the Whitechapel Gallery in London used the term “electronic superhighway” to address artistic forms and languages in the media age. In a Guardian review, we are described as “roadkill” on this superhighway. The freedom of information has brought great convenience: mobile pay, location sharing and all-round social networking softwares have endowed us with legitimate avatars of ourselves in the digital world. However, in the same time, it also interrogates Details »

News Scope


“News” takes online news feed and converts them into keywords based on a customised semantic analysis. The final result was an interactive experience, which participants signed to a piece of real time news from the web and they could comment or fake a story. By creating a mediated space, the piece encourages people to re-explore and re-sense the physical world as they find their way out in the virtual yet physical maze. The work was first showed at “Artist.log” event at Westlake, Apple Store.
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Third Eye


Third Eye is an interactive installation, isolating people’s visual perception from the physical world. The piece is a wearable device composed of two parts: a wifi lens camera, AR glasses, and a re-designed helmet. When put on, the device will offer the user a sequence of mediated perspectives, higher vision, mirrored vision, and upside down vision. The experience environment of Third Eye is composed of three parts: the device, a maze, and the user. Although the system is the same, identical results will occur depending on the Details »

Surveillance 2.0


Surveillance II is a piece composed of an arabidopsis plant and a digital screen. On the space station, normal arabidopsis plants used to be exposed under different environmental conditions for scientific examination. In Surveillance II, an arabidopsis plant is positioned in a “space capsule”, the micro-environment data (wind, light, air pressure) is synced with that of the location where the news takes place. Meanwhile, as a response to these “news radiation”, the oxygen released by the plant is also tracked and displayed in real-time. Details »

Place Talk


Place-Talk is about conversation and places, exploring how local people from one specific site respond to the curiosity of people from other places. The idea is to have a travelling box as a metaphor of a traveller who is tired of travel guides websites and apps, and who wants to understand the destination via conversations with locals.The box itself is also a physicalisation in response to virtual dialogues.
There is a screen on the box, displaying messages from people who submit messages on the project website. Details »