gamerz12

Festival GAMERZ
From november 4th to 13th 2016
Aix-en-Provence

PRESENTATION

transparent

6 places - 6 nationalities représented - 50 guest artists

Fondation Vasarely, École Supérieure d'Art, Seconde Nature, Bibliothèque Méjanes, Office de Tourisme, Art-cade - Galerie des Grands Bains Douches de la Plaine

The association M2F Creations / Lab-GAMERZ and its partners are pleased to present the 12th edition of the festival!

During this 12th Edition of GAMERZ Festival, numerous international artists present multimedia art works in six different cultural places from Aix-en-Provence to Marseille from 4th to 13th November and will be playing and hijacking new technological dimensions and development.

Focused on digital practices in contemporary creation, the festival will offer a selection of works and installations which are closely related to simulated universes and aesthetic issues of new digital factories.

This year's festival will focus on creations that have been currently partially archived or hardly ever been seen, giving an over-view of these new art devices.

GAMERZ Festival proposes a free exhibition tour, both recreative and seriously questioning the deep changes at work in our society.

Exhibitions, performances, meetings and workshops compose this rich and innovative programme. The festival is organized this year around two problematics:
_ Simulated Universe by Ewen Chardronnet (link to the editorial)
_ D. Generating by Quentin Destieu (link to the editorial)

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Exhibition Simulated Universes

demiguel
photos : Regina de Miguel

Artistic direction: Ewen Chardronnet

Since Minecraft's success five years ago, procedural generation video gaming, in which one can explore huge virtual universes for years without seeing the end of it, seduce and fascinate. Came out during this summer, the spacial simulation game No Man's Sky stands in offering an universe with over 15 quintillions (18 446 744 073 709 551 616) celestial bodies to explore. Bigger than our known universe. What kind of magical algorithm as precise as abstract makes this possible?

Principles of the procedural generation dawned in 1978. But the founding act took place in 1980, when Loren Carpenter, Pixar's founder in the making, presents to the audience the first generated animation of mountain scape. To conceive this first algorithm generated infinite scenery, he used mathematical formulas and the work of Benoît Mandelbrot, the father of fractals. He ends by doing so a decade that shook our relation to what we call reality.

The story told in the exhibit starts in 1972. That year, man walks for the last time on the moon and NASA, with the Pioneer 10 program decide to task a primitive computer to explore our solar system's borders – and to vanish in outer space.1972 is also the year Andreï Tarkovski's Solaris hit the screens, telling the story of a brain-planet who creates artifacts on a space station that came to observe it. 1972 is also the year where chileans cyberneticians dream of organizing the socialist society of Salvador Allende with the Cybersyn program. But this is the year who saw the entrance of NASDAQ, the first electronic market of the world.

We barely have a grasp of the transformations brought by our world's digitization. In 1978, Philip K. Dick, paranoid and hallucinated sci-fi word construction expert, will foretell the effects of it in a conference in Paris on “how to build an universe that doesn't fall apart two days later” topic. He will then emit the hypothesis that we could live in a computerized simulation. The Matrix ahead of time. This simulation might in fact be the background of postmodern condition, condition of an existence without primary or secondary truth, without any metastory that would found it, where the understanding of what is real is under the tutelage of an algorithm that diffracts itself into infinity in an uncertain world, full of pretence.
Man has now is feet hanging in the void and the Platonist machine doesn't seems to work anymore. This is the hyper-reality event, a simulated copy of the world, where we are continuously duped by the search of simulated stimulations.

Nowadays, algorithms are everywhere. They organize the planning and optimal use of resources, pictures rendering, bio-computerizing, cryptography, stock exchanges, electronic surveillance, target marketing, our behavior on social media... But algorithms are as old as Babylon. If procedural generation video games universes are truly infinite, is there still any enchanted gardens full of immaterial mathematical relics to be found? Or will it be time to encompass the possibility of an end?

Ewen Chardronnet

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Collectif RYBN

rybn

ADMXI
ADMXI is an independent research platform for experimental algorithmic trading engineering. The novelty and the singularity of its approach lays on the exploitation of the artist legendary vision and know-how, to create innovative and counter-intuitive strategies of investment and speculation.
These uncanny strategies challenge the neoclassical economics dogma. The platform gave birth to a collection of heretic, irrational and experimental operating trading algorithms. These algorithms are released to compete with each other on a marketplace hosted and organized by RYBN.ORG.
Within this contest, benefits are no longer driven by the prices and other economic instruments, but rather, by living organisms – soil, plants, bacteria; by supraterrestrial rules - where they environmental, astronomical, astrological; or by ancient or by forbidden ancient knowledges – esoteric, magic, geomancy, ...
All trading algorithms follow their own non mercantile and obsessive logic: some attempt to produce a total and irreversible chaos, while others try to influence the market prices to make it look like a given geometrical shape, while others tries do saturate the market with non human affects.
Participants to the ADM XI platform are: b01, Brendan Howell, Martin Howse, Nicolas Montgermont, Horia Cosmin Samoila, Antoine Schmitt, Marc Swynghedauw, Suzanne Treister. ADMXI was co-produced by Jeu de Paume (Paris), with the support of Labomedia and Espace Multimédia Gantner, and CNC / DICRéAM.

http://www.rybn.org

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Špela Petrič | Miha Turšič | Dunja Zupančič | Dragan Živadinov

petric-tursic

Agents non-humains
Non-human agents investigates possible art forms in outer space. After more than half a century of remarkable achievements in space exploration, we appeal to the wider space community to recognise the research in arts and humanities as development practices complementary to the existing fields of space science and technology and therefore to integrate them into space programmes.

Existing space programmes focus mainly on understanding the farthest of our surroundings and on developing technological solutions, but tend to overlook the importance of non-scientific research of our ex-terrestrial becoming. In response to new conditions, knowledge and technology, we are developing new artistic methodologies to research the subjective, context dependent value of scientific knowledge; to develop artistic entities; to study the human condition in relation to the non-human; and to research art and humanities in outer space.

Works : Voyager/140AU, Voyager/EME, Voyager/0.12, PX: The Deep Swell to Infinitesimal Probability, Actuator:MG, KSEVT Space Sight

Authors: Špela Petrič, Miha Turšič, Dunja Zupančič, Dragan Živadinov | Collaborators: Slavko Glamočanin, David Pilipovič, Jože Zajec, Miha Tomšič, Maja Murnik, Patrik Ritosa | Thanks: dr. Etienne Tilmans (ESA), Karen O’Flaherty (ESA), Jan van Muijlwijk, Harry Keizer | Production: KSEVT, Zavod Delak | Co-production: Kapelica Gallery | In cooperation with: ESA Redu Centre (B), ESTEC, Noordwijk (NL); M.I.T. Kavli Institute, Cambridge (USA); Dwingeloo Radio Telescope (NL) | Support: Ministry of Culture Rep. of Slovenia, City of Ljubljana, VO-KA. "Informance “Actuator", by Postgravityart

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Konrad Becker | Felix Stalder

becker-stalder

Painted by Numbers
In the center of the Painted by Numbers are interviews with artists, scientists, technicians and activists that provide different perspectives to the new algorithmic realities. These statements are not shown in a linear way, but create an open structure. Interviews excerpts are thematically ordered in channels, shown in loops and viewers choose a personal path in a space of intersecting audio-visual inputs.

The content is available as a spatial media installation, complemented by both online and offline discursive spaces and imbedded in networked meta-comments. The outcome blends socio-cultural debate and artistic media practice, exhibition and discourse spaces.

For more than 15 years, World-Information Institute addresses informational urban environments and the increasing control of all areas of life through algorithms. As part of the international festivals, exhibitions and conferences like World-Information City in Bangalore in 2005, World-Information City Paris (2009), Digital Clouds and Urban Spaces (2013) or Algorithmic Regimes (2015) amongst many others.

http://www.world-information.net

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Regina de Miguel

demiguel

Una historia nunca contada desde abajo
Vídeo HD and 3D animation 3D. 01:09:38. Original soundtrack by Lucrecia Dalt
Una historia nunca contada desde abajo takes as its starting point one of the most unusual and radical in the history of communication technologies recent cases: Cybersyn or Synco project. This project, led by the visionary cybernetic Stafford Beer, took place in Chile between 1971 and 1973 during the government of President Salvador Allende, being frustrated due to the coup led by Augusto Pinochet. From the history of this machine of Liberty, which proposed "deliver the tools of science to the people," and other paradigmatic scenarios linked to the notion of disappearance and underground knowledge, a filmic narrative, divided into 3 acts arises between the historical documentary, science / political fiction and psychological portrait. Utopias, even the most revolutionary, always show the systematic failures of when they were made; this audiovisual essay is at this junction trying to think what is behind the positivists and widespread uses of technologies, showing the conditions in this case propitiated and later canceled. As a timeless narrative machine it places us in the dissolution of the distance between humanity and technology deep into the cracks it produces.de sa production.

Nouvelle Science Vague Fiction
Vídeo HD and 3D animation 3D. 20.37 min. Original soundtrack by Jonathan Saldanha
A speculative narration on Tarkovski’s film Solaris, Nouvelle Science Vague Fiction focuses on the relationship between construction and analysis of human ecologies.

http://www.reginademiguel.net

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Bureau d’études | Ewen Chardronnet

bureau-d-etudes-ewen-charnronnet

The Laboratory Planet
Since the Second World War, the planet has gradually become a life-sized laboratory. The previous model of the ‘factory planet’ has given way to the ‘laboratory planet’. The planet has been captured, transformed into capital and put to work becoming a stranger to itself in the process, or being managed like any other innovative company.

We are the laboratory subjects, but can we somehow regain possession of this immense, autonomous machine that has now taken on a momentum of its own? Can we change the destiny and the choices of this laboratory?

The 5th issue of The Laboratory Planet will aim to shed a different light on the current catastrophe. It will notably envisage the devastation of the Earth as being part of the preparation to abandon it in the future, as a symptom of alien capitalism. The term ‘alien’ here refers to someone who leaves behind his/her terrestrial origins to become ‘other’, to adopt other corporal forms and experience other futures. This new ‘alien’ would be the result of the actions of a powerful force which, in the name of humanity’s cosmic destiny, would strive to either redefine evolution, or set itself free from human and non-human co-evolution on Earth by leaving our planet behind and heading off into space.

The Laboratory Planet is co-edited by Bureau d'Études (Léonore Bonaccini and Xavier Fourt ) and Ewen Chardronnet.

http://www.laboratoryplanet.org

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Locus Sonus

guo

NEW ATLANTIS 2015
A shared (multi-user) online virtual world dedicated to audio experimentation and practice. Unlike most online worlds where image is the primary concern, in New Atlantis sound comes first.
New Atlantis provides a context for new-media students to showcase research projects that explore the relationship between sound, virtual 3D image and interactivity. It offers a pedagogical platform for audiographic animation, real-time sound synthesis, object sonification and acoustic simulation. It is a place to organize virtual sound installations, online concerts, soundwalks and other audio visual art experiences.
New Atlantis project is not only about creating a multi user virtual universe, but also to make it together while learning. It is experimental, creative and educative. Each new opportunity to develop New Atlantis happens within workshops, courses or events gathering art schools students, from different places working together at a distance. It is a way to initiate ubiquitous working groups of students for immaterial non local and shared art creation.

http://newatlantis.world

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1024 Achitecture

1024-architecture

WALKING CUBE
The WALKING Cube is an erratic structure, a simple cube brought to life by a series of mechanical agitations.
When animated, this basic shape turns into a real animal. Performing with twerks and tweaks, it grows and it shrinks, it folds and kinks.

The WALKING Cube is the result of a collaborative research exploring physical movement.
With the use of air-powered mechanics, a composition of diverse transformations is prepared and executed with brutal force. Its demonstration presenting the chaotic possibilities in the deconstruction of a common and minimal form.

Authors:
François Wunschel | Jason Cook | Pier Schneider

http://www.1024architecture.net

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Exhibitions D. GENERATED

gaulon
photos : Benjamin Gaulon

Artistic direction: Quentin Destieu

The aesthetic turning point of "numeric" pieces of art, an ode to digital crafts opposed to prototypes

"Today, no one is ever as quickly discredited than when suspected to criticize machines."
Günther Anders in The Outdatedness of Human Beings.
M2F Créations / Lab Gamerz through both its festival and research lab, has invited artists who use and transform technologies into (re)writing tools for more than ten years. These artists claim their use of computing, electronics as well as the diversion of existing technologies as inherence of their work. Through a kind of DIY, their art works and installations develop a specific aesthetics, in which the hand of man is very discernible over the machine.

Researchers an theoreticians have already demonstrated the role of art & science-inspired aesthetics in the service of innovation and industry. But they tend to underestimate the alternative and subversive aesthetic potential of these artistic forms, reducing them to default prototyping. Contrary to American historian Fred Turner’s dearest « makers » movement, in which innovating prototypes are to be eventually re-designed to be mass-made and sold, artists claim a different end to their works.
Those artists create and are stalwart defenders of pieces of art as unique and original experimentations, committed into gestures that usually won’t fit the contemporary market of art, because their aesthetics fundamentally differ from the every day items and technologies. Their engaged designs antagonize standardized machine-made aesthetics, while share some common technologies. The hand of man uses the same technologies as machines do, but it creates “flaws” when machines produce standards of aesthetics. These singularities constitute their non reproducible aesthetic qualities in line of Walter Benjamin’s concept of the "aura" of a work and its absence in a reproduction. Their "singular design" shows the process within, the mechanisms at work. By sharing their functioning, they totally break off with the dissimulation at stake in functional design and renew some kind of romanticism: artists versus an uncertain and scaring future, under control of technological spies. Artists who use digital networks in order to transform our post-industrial societies and try to tame and preserve access to current technologies.
The exhibition D. Generate is meant to be a space of freedom, where aesthetics are freed from func-tional and traditional constraints. In an almost expressionist fight of man against machines, digital artists reconnect with sensitive and poetic forms of creation. This exhibition also questions the intentions of these aesthetic transformations. It brings to the public eye a new artistic movement that has produced singular and novel forms for more than ten years. How does this movement consider the current questionings of our days and future society? Does technique allow to create new forms of art that are more then ever connected to our environments? Don’t these aesthetical changes reveal deeper transformations that question the very essence and role of art? And what if the come back to matter and materials, amongst others electronics, be the first step of man to regain control of their own development towards a de-virtualized world and new utopias ?


Quentin Destieu
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Benjamin Gaulon

gaulon

ReFunct Modular
Refunct Modular is based out of the ReFunct Media project. This wall mounted version uses a set of modules created for the project. Each module connects to the next using custom made connectors, they share power (5 and 12v), audio signal, video signal and spare lines for misc connections. This first set of modules was created during a mini residency at the Toktek studio in Eindhoven with Karl Klomp, Gijs Gieskes and Tom Verbruggen in June 2015. More guests will be invited to participate to this project.
ReFunct Modular is a series of multimedia sculptures that (re)uses numerous "obsolete" electronic devices (digital and analogue media players and receivers). Those devices are hacked, misused and combined into a complex chain of elements. To use an ecological analogy they "interact" in different symbiotic relationships such as mutualism, parasitism and commensalism.
Voluntarily complex and unstable, ReFunct Modular isn't proposing answers to the questions raised by e-waste, planned obsolescence and sustainable design strategies. Rather, as an installation it experiments and explores unchallenged possibilities of 'obsolete' electronic and digital media technologies and our relationship with technologies and consumption.

KindleGlitched *
The Aesthetics of Planned Obsolescence / Readymades Glitch Art.
KindleGlitched is a series of glitched kindles donated, found or bought on eBay, signed by the artist. The generated visual are unique and permanent. No battery required.

Display Max. Resolution: 800 x 600.
Display Tech: E-Ink ® Pearl.
Brand: Amazon.
Model: Keyboard 3G.
Dimensions: Height 7.5in (19 cm), Width 4.8in (12.3 cm), Depth 0.33in (0.851 cm).
Weight: 0.544lb (0.247 kg).
ASIN: B00D3KQB7A

Available on Amazon *
* Retail Poisoning is the act of intentionally injecting: critical / corrupt / fake / glitched data and/or hardware, in existing online and offline retail outlets.

AbstracTris
AbstracTris is a LoTech generative pixel art device. The pixel are directly controlled by applying voltage to the side pins of the GameBoy LCD screen.

http://www.recyclism.com

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Yannn Leguay

leguay

Stück für Stöcke

A selection of video players beating scores collected on internet. Modified by replacing the tablet or phone with a simple piece of wood, the visual reference is thus eliminated. By contradiction we are left to reconsider finger movements objectively and in a disturbing way.

http://www.phonotopy.org

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Yann Leguay | Arnaud Rivière | Jérôme Fino

leguay-riviere-fino

Direct Out
Video archive filmed by Jérôme Fino of a string of actions taken in Mulhouse or how to grasp an urban geography in a out of sync way. A succession of autonomous modules conceived by Yann Leguay and Arnaud Rivière are spread throughout town and interfere with the urban scenery. Those spontaneous objects are working as sound graffiti, producing from daily electronic devices (like billboards, power supplies or even a simple tree branch vibrating from a tense cable) a musical dimension.

http://www.phonotopy.org
http://http.http.http.http.free.fr
http://azertyuiopqsdfghjklmwxcvbn.org

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Lucas Abela

abela

TEMPLE OF DIN
P I N B A L L P I A N O L A
Frankenstein experiment, combining the greatest musical invention of all time, the piano, with the coolest amusement machines ever conceived, Pinball, to create an interactive sound installation like no other, Pinball Pianola a musical device constructed by replacing the keyboard, hammers and front paneling of an upright piano, with a pinball cabinet butted up perpendicular against its exposed strings. Embracing high and low culture this instrument allows virtuosos and wizards alike to pit their skills in a game where musical compositions are created as metallic balls jettisoned into the game clash with the pianos resonating wires to make what Wired magazine called “terrible, beautiful music”.

B A L L S F O R C A T H U L U
A pentagram shaped pinball game emblazoned with fluorescent graphics by the Rev Kriss Hades (sadistic execution) depicting the lord of the deep ones. A multiplayer pinball game with five players stationed at each of the stars five points. The outer triangular walls of the star are made from ten guitars with their fret boards facing inward into the playfield, while in the central pentagon ten pop bumpers are connected to a drum machine. These are all connected to various audio effects triggered by targets positioned throughout the game. So when the balls bounce off the strings distorted open tunings are produced while the pop bumpers accompany the din with a chaotic drum solo.

F L I P – O F F
Two player competitive pin/foss ball that creates automated break-core music! The machine has 4 targets and 16 slingshots and pop bumpers, which interact with the balls to trigger four banks of samples from four of David ‘Toecutter’ Harris compositions so as you compete for goals random remixes of the tracks are produced.

P I T C H F O R K
A Pinball instrument with twenty tuning forks incorporated throughout the playfield that you can aim for whilst modifying the frequencies produced using an inbuilt audio effects console.

 

Lucas Abela is a participatory sound installation artist whose practice evolved from within the noise music underground. Initially his work revolved around modifying turntables, which he subverted beyond recognition, till the point where it evolved into vibrating shards of glass with his mouth as if they were giant diamond tipped styli. Aurally the result is a wild array of oddly controlled but strangely musical cacophonous noise. As an instrument the glasses simple, original but effective premise became a welcome respite to the overly technically complicated musical performances of our times, quickly becoming a festival favorite, during a decade long touring odyssey that took in 250 cities in 45 countries.

http://www.dualplover.com/abela/

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Lucien Gaudion

gaudion

ROTOR
Rotor is a topophonic installation, an anemometric data sonification, brought to listening by an lutherie inspired by prehistoric rhombus. This helices-shaped rotor is activated by an engine running at the same speed as different winds blowing all over the globe. The sonic transcription of the winds phenomenon forms a fictional audio-scape, a “crossing of the four winds”.

http://www.cargocollective.com/luciengaudion

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Reso-nance

reso-nance

CHIMÈRES ORCHESTRA
Chimères Orchestra is an artistic installation in public space, using several drummer-robots hanged on urban structures. Shaped like insects, hybrids creatures escaped from a zoo to invade Mankind's territory. Beating their support to create a rhythm, matter against matter, like an echo of the city's own rhythms, of human activities. The musical program stands on the writing of evolutive rhythms, from chaos to harmony, following different movements: tribal, repetition, frenzy, out-of-phase… The robots “hack” into town, physically, and inviting the bystanders to do the same, to question our own rhythms, collective and emotional ones, as well as our ambiguous relation to machines, between blissful technological fantasies and fear to lose control.

Reso-nance numérique is a Marseille based artist collective. They create artistic, audio, video, electro-mechanical pieces that interact with their surroundings. Believing that free cultures encourage a re-use of one's technics, to develops a critical point of view and creativity, they share their uses and knowledges through a Wiki website and via LFO, a fablab of La Friche Belle de Mai co-funded with ZINC association.

http://reso-nance.org/chimeres-orchestra
http://www.reso-nance.org
http://www.reso-nance.org/wiki

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Tapetronic

tapetronic

SCRATCHETTE
Tapetronic is Alexis Malbert, and vice-versa. Or in that case autoreverse. Since 1999, he is diverting, recycling and transforming audio tapes and tape-recorders into music-players. Inventor, amongst other things, of the Scratchette (the scratch'n mix tape), of the Vibro-K7, the Audio-Skate (Walkman on wheels), he directly interacts with the mechanical parts, producing a bizarre and dynamic sound, where motion is the essence of energy. Showcasing of three instruments, Scratchettes.

http://www. alexismalbert.com

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Windows 93

windows93

WINDOWS 93
Windows 93 is a multi-sided and hybrid project, based on an imaginary Operating System, making a spoof of the first versions of Windows and adding a host of functionalities and outstanding softwares. Originally conceived as a web artistic platform, Windows 93 is also the space and support for many multimedia performances, especially through audio-visual live-shows full of IT culture references and all that spawned from it, as deranged or creative it might be.

Adapted into an installation, Windows 93 offers an immersion in a 90's cyber-café, reflecting it's spaced-out day-dreaming aesthetics- is there a better place to exalt computer science and it's quirks ?

http://www.windows93.net

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Olivier Morvan

morvan

La maison tentaculaire
(The sprawling house)

As the legend goes, after the death of her only child and the passing of her husband, son of Winchester Repeating Arms Company© founder, Sarah Winchester became its inheritor by marriage. Then she fell into depression. A psychic told her that she was harassed by the spirits of the fallen during the Conquest of the West, under the Winchester brand bullets.
To break the curse, he suggested to build a house that would host all the wandering souls. He also warned her that she would die if the construction site stopped.

“A 40 days journey in the Silicon Valley early 2016, during which I explored the mansion and its surroundings, allowed me to pick up several kinds of prints: sounds, still and animated pictures, notes and sketches, various items. If this project differs from my previous work by its documentary dimension, it's not strictly a documentary.”

This huge mansion, full with spirits, is an empty scene of a drama taking place elsewhere, a fascinating materialization of a psychosis, that brings us to question the relation between physical architectural and mental spaces. The shaping of this project develops this specific approach, distributing in the exhibit's space, haunted, the collected composite matter aiming to build up a blank-filled story, diffracted.

Dedicated to the exhibit space, the project's self-titled movie explores through digital tools the possibilities of a non-linear narration.
From repeating differences, favoring polysemy, this movie-maze multiplies by doing so the possible associations into an endless and hypnotic screening.

http://www.escapologique.net
https://www.agentliquide.com

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François Lejault

lejault

Répertoire_01
Répertoire (Directory) is a research work for the creation of a precious and useful picture book that inventories patiently and methodically the warning signs of the end of a world.

http://www.lejault.com

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Paul Destieu

destieu

Mouvements pour batterie, d'après Himéra
Mouvements pour batterie is a 3D animation work based on the (electro-magnetic) motion capture of the drummer Damien Ravnich while performing the track "Himéra" by Postcoïtum.
The sequence describes a slow 360° spin traveling around two parallelepipeds animated with the percusionnist's movements, materializing the development of a unique hit which has been digitaly captured as spatial coordinates. Once synchronized with the original track, this parallelepipedic choregraphy calls for a listening focus on the rythmical representation forms.
In the frame of the Festival GAMERZ, the project Mouvements pour batterie will be adapted to an holographic display also known as Pepper's ghost, in order to reactivate the sound and fantomatic hit of "Himera".

http://www.pauldestieu.com

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France Cadet

cadet

HoloLeçon n°32
France Cadet once again diverts a lesson of seduction from a famous French lingerie brand, with a robotic version of the "lesson n°32: encourage him to meditate".

The artist explores the contemporary imagination of cyborgs. Half-robot half-woman, she performs into the shape of a gynoid (a robot that looks like a woman).

A cyborg 3D animation of the artist made thanks to a 3D scanner is kneeling on the ground hands tied. Like those fashionable Japanese human faced android, this avatar appears on the screen by successive slices. The sequence of body sections reveals the electronic internal anatomy of this creature, while gradually rebuilding its outer shell. Once materialized, this evanescent pin-up of modern times makes a slow revolution before disappearing again by regular cuts.

Those hybrid bio-mechanical bodies naturally artificial by definition, call us to wonder whether machines can have emotions, feelings and sexual needs.

http://www.cyber-doll.com

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Géraud Soulhiol

soulhiol

Projet Arena
Holographic projection Arena Project is composed of three architecture models of mysterious monumental temple-like buildings.
But having a close look at them, these « projects » all share the architecture of stadiums or arenas. Géraud Soulhiol plays with our times' favourite architectures, turning their row seats upside down, multiplying their floors and finally transforming them into counter-architectures, whose functions are still to invent.

Géraud Soulhiol was born in France in 1981. He lives and works in Paris. The backbone of his work is drawing on paper and porcelain, extending to modeling, animation and 3D printing.

http://geraudsoulhiol.com

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Luce Moreau

conference-guez

OPEN STUDIO | Organized nature
Artist Luce Moreau is setting up her studio in Marseilles at La Plaine's Grands Bains Douches gallery from November 7th to November 30th 2016.

Invited by Art-cade and Gamerz 12th festival, within the boundaries of Simulated Universes exhibition by curator Ewen Chardronnet, Luce Moreau will present her work in progress and the latest from her long-term project, Organized nature.
You are more than welcome to come and disrupt her work, Tuesday to Sunday from 5pm to 7pm.

“In the hive's depth, queens give birth to workers as in turn workers nurture queens. The brood is in fact immortal even though made out of mortal individuals. But today's bee has become a symbol of the exponential degradation of one's natural habitat, of the wilderness health and its gloom future. An apocalyptic scenario, an urban legend mistakenly attributed to Albert Einstein, drains mankind's so-to-be extinction, the same way the bees are endangered right now. An ecological dystopia where the forager is the core, keeper of an unsteady balance, comes and transforms our collective imagination and our infinity representations.

Directly opposed to “the natural order of things” Luce Moreau's Organized nature investigates the links between human society and wildlife organizations; is one having the upper hand on the other, but also how they interpenetrate one-another, in behavior as well functioning, while having the same goal, survival. Chimerical modules, space conquest, Company Palace, entomology, utopian architecture, geometry, photographic traps, mechanical breach, political system, camouflage are a huge and indefinite scape of my various approaches to this topic.”

Opening the november 10th 6.30 p.m.

http://www.lucemoreau.com

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Yann Leguay

quadcore

Quad Core
Several hard drive disks are open and diverted from their regular use to create a fully controllable instrument, but with an erratic behavior. An proto-techno mix, ruthless in the material itself, oscillating between magnetic drone, dial-up cracklings and digital rhythm.

http://www.phonotopy.org

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Mathieu Lico

la-nebuleuse

Lico was born in a dead-hedge, during the last year of the Berrichones independence dreams. Succeeding in the ritual trials ones has to get through in life (Tax reports, driver's licence, and so on...), he discovers himself, while visiting his great aunt, passionate for pastis shrimp breeding. On the spot, nothing will ever be the same...
Toughened on his ancestors foggy lands, he decides, accompanied by a handful of comrades, to travel south into uncharted territories... He has, since, collected on the internet various video aimed to catch his people attention... Hoping to earn, by doing so, recognition by proxy... Hum !

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Poborsk

poborsk

Poborsk lives in Marseille and has been making music under this moniker since 1999. His music mixes shades of classic "IDM" with synthetic computer funk, depth charge bass drops, steel plated beats and concrete sound manipulation.

(crédits photo : Clémentine Crochet)

https://www.soundcloud.com/poborsk

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Lonely Walk

lonely-walk

Lonely Walk's first L.P V.I.H.S was released early 2013, on Satanic Royalty label, and was immediately praised by critics.
Soon followed in 2014 by NGHTMR (EP) and the intimate Bore (LP), its solo compositions get wilder on stage with a quintet line up, including Alice from J.C Satàn on bass guitar and Johan Gustafsson from Black Bug on guitar.
Today, Lonely Walk is : Mickaël Appollinaire (vocals/songwriting)- also playing in Strasbourg, Baptiste Averty (synth)- leader of Mabrouk, Guillaume Cassagnol (bass guitar)- also playing in Magneto and Mabrouk, Yasade Lecointre (guitar)- co-founder of Simple Music Experience label, Théo Delaunay (drums)- playing in Panoptique and Conditionnel, member of Simple Music Experience.

Late 2015, the group's first collective recording Teen came out on Born Bad Records, recorded at Mikrokosm studio in Lyon. The L.P 's 11 tracks sound like dark, addictive and outraged hypnotic post-punk, tainted with pop and psyche. The lead vocals haunt you with catchphrases you can't miss. To the sound of innocent and joyful children out of the schoo-lyard (Burial Tomb), or to that of Tamara Goukassova's epic violin (War and Blackfish) Lonely Walk embarks you to the end of the world. But not the one you fear. The one you're longing for with your eyes wide open sipping your cheap liquid azote cocktail.
L's sound is cloonely Walk'sound is so close to that of bands like Clinic, the Soft Moon or A-Frames. Yet their fellowmen are more likey to be found in Australia, with Eddy Current, Suppression Ring or Total Control.


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Constance Chlore

constance-chlore

When Constance Chlore is called to join the tetrachy, he must marry his superior Maximien's daughter Theodora, and maybe repudiate Helen (if she was his wife indeed)

What happened anyway in the most schlagos squats of the Empire, he had time to perfect his drums/synth/vocals solo live show to turn it into an unstoppable war machine.

https://soundcloud.com/panoptique

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Usé

use

Founding member of Headwar, Usé, musician, politician? (label Brique / parti sans cible / accueil froid / radio brique), several wave-punk-tribal-indus colorful projects as Les Morts Vont Bien, Sultan Solitude, christophory, la diarrhée glissante, hache tendre, requiem pour nadine, yvette corner but doucement porno, bourée en pyg, apocalyptica, les jeunes…

Unquenchable taste for drums and percussion -even on guitar- efficient songs hammered until exhaustion.
In 2014 Usé ran for mayor in Amiens, with le parti sans cible (Purposeless Party), an absurd and determined political party. He got 2,17% of the votes.

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Workshop « Scratch ta K7 » avec Tapetronic

ateliers

Saturday november 5th from 2p.m. to 5 p.m.

The artist Tapetronic invites you to share his passion for sound handling by learning how to recycle audio tapes and walkmans into new music instruments.
Infinite possibilities open from scratch taping to walkman on wheels or recording on unusual media … Funny and ludical atmosphere guaranteed !

http://www. alexismalbert.com

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Regina de Miguel et Ewen Chardronnet

sainte-victoire

Discovery of the Montagne Sainte Victoire
The "realities" that science shows such as "nature's realities" have often been used to justify imperialism, expansionism and domination geopolitical strategies. And the expedition often aim subsequent conquests. During this sunday walk, we will focus instead on the collective experience of the expedition, based on a fictional pact, in which the ways space and time are experienced foster a rite of passage.
The proposed expedition will be a psychogeographical walk with different stops in physical places, combining geological or symbolic observations of mathematics in nature and artistic or literary interventions.

Come equipped for walking and cold weather.

Sunday, november 6th
RDV at 2.30 p.m.- Art scool

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Workshop « Brutbox and interactivity » with Réso-nance

Brutbox et interactivité

Wednesday november 9th from 2 p.m. to 5 p.m.

Brutbox is made of sensors that allow persons with disabilities to create music instruments. This device, together with the « Malinette » another pedagogic device developed by Reso-nance numérique, teaches the basics of sensors-actuators mechanisms.
Interactive musical creation, sensors, Arduino, electronics and Pure Data software will be at the heart of this workshop.

http://www.reso-nance.org
http://www.reso-nance.org/wiki

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Workshop 3D printing and scan

ateliers

Saturday, november 12th from 2 p.m. to 5 p.m.

The workshop is dedicated to 3D printing as an overview of this present technic's potential and limits.
The workshop proposes an introduction and an experimentation time based on 3D modeling an printing tools.

http://www.lab-gamerz.com/site/atelier-impression-3d/

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Jean-Paul Ponthot

jean-paul-ponthot

When the Art School of Aix-en-Provence was given for vocation to articulate in every sense of the relationship science art and technology, it started first by Art and Cognition conference in 1994 to address the question of creation in the digital field and more particularly in virtual worlds. it is the epistemological question that is asked.Aesthetic issues that followed were never separated from the epistemological field.
If art provokes thought, there is necessarily a thought, an upstream intention of any act of creation.

http://www.ecole-art-aix.fr/

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Ewen Chardronnet

bureau-d-etudes-ewen-charnronnet


Born in 1971 in Quimper, Ewen Chardronnet is a french author, journalist, artist and curator. He's the recent author of Mojave Epiphanie, une histoire secrète du programme spatial américain (Inculte, 2016) and is the guest curator of the exhibition Univers Simulés presented during the festival.

http://www.ewenchardronnet.com

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Ewen Chardronnet

bureau-d-etudes-ewen-charnronnet

Introducing Mojave Epiphany - Ewen Chardronnet
Wednesday, november 9th at 6.30 p.m. - Art scool

In partnership with Alphabetville

The book "Mojave Epiphanie" (Inclute, 2016) tells the secret story of the foundation of the American space program. Set between 1935 and 1955, the non-narrative fiction follows the story of the founders of the Jet Propulsion Laboratory, the first space laboratory opened in Los Angeles Pasadena during World War Two. During those years in the Mojave Desert in California, a small group of men and women laid the foundation of the American aerospace. Visionary inventors, they have often been denigrated by their contemporaries and successors, harassed by political power for their libertarian sympathies and communists, criticized for their existential and artistic sensibilities, torn by their personal relationships. For the first time in French, Ewen Chardronnet tells the story of this little-known page of contemporary history, the result of careful investigation and enriched with unpublished archives, mixes politics, science, ecology, art, poetry, sex and occultism.

http://www.ewenchardronnet.com

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Informations

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Free entrance
Group tours by appointment
For more informations contact the organization of the festival:

M2F Créations – Lab GAMERZ
Patio du Bois de l’Aune
1 place Victor Schoelcher
13090 Aix-en-Provence
Tél. : 04.88.05.05.67 – 07.83.57.03.21
Email : contac[at]lab-gamerz.com
http://www.lab-gamerz.com

 

EXHIBITION SCHEDULE

 

EXHBITION SIMULATED UNIVERSES

Fondation Vasarely
Openning on november 4th at 7 p.m.
From november 5th to 13 th
1, Avenue Marcel Pagnol
13090 Aix-en-Provence
All days from 10 a.m. to 12 a.m. and from 1 p.m. to 6 p.m.

 

EXPOSITIONS D. GENERATED

École supérieure d'Art d'Aix-en-Provence
From november 5th to 13 th
Rue Émile Tavan
13100 Aix-en-Provence
All days from 1 p.m. to 7 p.m.

Seconde Nature
co-production between M2F Créations - Lab GAMERZ and Seconde Nature
From november 5th to 13 th
27 Rue du 11 Novembre
13100 Aix-en-Provence
All days from 1 p.m. to 6 p.m.

Office de Tourisme
From november 5th to 20th
Les allées provençales
300 avenue Giuseppe Verdi
13100 Aix-en-Provence
From monday to saturday - From 10 a.m. to 12 a.m. and from 1 p.m. to 7 p.m. (except sunday and public holiday)

Bibliothèque Méjanes
From november 5th to 13th
8-10, rue des Allumettes,
13090 Aix-en-Provence.
From 10 a.m. to 12 a.m. and from 1 p.m. to 7 p.m. - except on monday from 10 a.m. to 12 a.m. and from 1 p.m. to 6 p.m.

Art-Cade - Galerie des Grands Bains Douches de la Plaine
Presentation on November 10th at 6.30 p.m.
From 07 to 26 november
35 bis rue de la Bibliothèque
13001 MARSEILLE
Horaires : From Monday to saturday - From 5 p.m. to 7 p.m.

 

PERFORMANCES AND CONCERTS

Friday, november 4th
Fondation Vasarely at 7 p.m.

Saturday, november 5th
École Supérieure d'Art at 9 p.m.

co-production between M2F Créations - Lab GAMERZ and Seconde Nature

 

MEETINGS - ROUND TABLES

Saturday, november 5th
"the keys to contemporary art"
Bibliothèque Méjanes at 2.30 p.m.

Monday, november 7th
École Supérieure d'Art at 6.30 p.m.
"The algorithms are not angels": Projection and meeting with R. de Miguel, K. Becker and E. Chardronnet

Wednesday, november 9th
École Supérieure d'Art at 6.30 p.m.
In partnership with Alphabetville
Introducing Mojave Epiphany - Ewen Chardronnet

 

WORKSHOPS

Saturday, november 5th
Bibliothèque Méjanes from 2 p.m. to 5 p.m.
Tapetronic – « Scratch ta K7 »

Sunday, november 6th
Discovery of the Montagne Sainte Victoire with Regina de Miguel and Ewen Chardronnet
RDV à l'École Supérieure d'Art d'Aix-en-Provence à 14h30

Wednesday, november 9th
Bibliothèque Méjanes from 2 p.m. to 5 p.m.
Reso-nance - Brutbox & Interactivity

Saturday november 12th
Bibliothèque Méjanes from 2 p.m. to 5 p.m.
Bastien Vacherand - 3D printing and scan

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Team

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Direction: Quentin Destieu - Sylvain Huguet
Artistic direction: Ewen Chardronnet - Quentin Destieu
Administration: Eva Martinez
Coordination / communication: Anne-Sophie Cloart - Claire-Marine Parodi Cortès
Technical coordination: Bastien Vacherand
Graphics: Otto-Prod
Translation: The Bird Mad Girl

Cultural mediation: Courant d’Art
Technical board: Colson Wood

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Partners

The festival is supported by:

ville
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