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Data Mapping of 2016 U.S. Presidential Election Twitter Activity
Phase I: Twitter Rain, as a part of Djerassi Scientific Delirium Madness 3.0, July 24, 2016
Phase II: Fields of Gold, CuriOdyssey, September 17, 2016
Phase III: Pence Gallery, February, 2017; Yerba Buena Center for the Arts, February, 2017
This project, with its multiple phases, seeks to transform the 2016 United States Presidential Election data into a large-scale immersive environment to provoke thought as to how social media assumes form and dominates the shaping of the future of a nation. The installation allows the examination of the machine world infiltration that shifted the generative entropic propagation of social media influence on this U.S. election, and provides a physical space for contemplating the significant challenges social media post in our understanding of the social fabric and the radical transformation of the ways in which we now relate to each other.
Encountering danse macabre:
Negotiating Mortality through Viscosity of Time
Phase I: Jackson Hall, Mondavi Performance Center, UC Davis, April 6, 2016
Phase II: TBA
This project references representation of death from the late medieval period, and provides an opportunity for the examination of mortality and time in the modern day society. A sensor-driven responsive environment is set up on stage to reenact a contemporary interpretation of the medieval tradition of the danse macabre (“the dance of the death”) to provocatively engage the participants to negotiate spatiotemporal distance and provide an experiential window into the past in order to better understand the present.
Multi-dimensional Mapping of Migration Tracks of Pelagic Species
Phase I: Museum of Contemporary Art, Zagreb, Croatia, 2012
Phase II: Moltkerei Werkstatt, Cologne Germany, 2013
Phase III: University of Florida, 2017
This installation experimented with a multi-dimensional soundscape to map out migration tracks of pelagic (open-ocean) species of one predator and three prey over the course of a two-year period, in the environment of their corresponding sea surface temperature (SST) changes. These studies would be incorporated into creating a large-scale immersive installation where audience would rely on wearable devices to experience a visual and audible environment that reflected the diversity and abundance of life in the oceans. Additionally, the intention is that the installation would aim to address the pressing concern of over-fishing by mapping the evolution of these oceanic lives over time and across geographic locations. Our eventual goal for the project is to provide the audience with the feeling of being submerged under water and to be able to experience and interact within a simulated oceanic environment.