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Projects • Projekte
2008 currently working on:
Simulation of the Installation
projection, 5 channel audio system, golden mirrors,
interface, 1 computer (4x4x2.5m)
Museum Stein
Minoritenplatz 4, 3504 Krems-Stein
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Im Neunten Himmel
opening: September 27th 2008, Museum Stein A
We create "Im Neunten Himmel" around the astonishing life of Andreas Koffler, a Jesuit monk who travelled to China as a missionary. Juxtaposed in between the two worlds of the Austrian Baroque and the late Ming era he became a prominent "mandarin" at the court of the Chinese emperor. Fusing by comparison and contrast those two worlds that existed at the same time but far apart, we develop a mental image in motion of a planet still divided but at the brink of coming together. Andreas Koffler stands as a representative of this beginning traversing of times and geographies of modernity.
A 3D-realtime-system (Unity) is used as an artistic tool to create an interactive audiovisual installation. The visitor becomes an active participant who navigates through this "ludic environment," experiencing a journey in which Stein/Krems features as the node between a manifold narrative of peripheries and centres. There is no definite narrative string, nor is there a start or end. The visitor "travels" through the ephemeral sceneries on her own path.
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2007
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Mirror Cells
Mirror Cells was a feature-project of 
Unreal Mod, 3 Projections, 8 channel audio-system, mirrors, wooden construction, size: 10x5x5 meters
Mirror Cells is an interactive installation that turns around our perception of space and time.
The gamers as well as the visitors are immersed inside an infinitely mirrored acousmatic-visual 3d-world.
Composition: Peter Szely, Programming: Doron Goldfarb
Acting in Utopia Sep 5 - Nov 11 2007 Landesgalerie Linz, Museumsstr. 14
curated by: Anna Karina Hofbauer & Dieter Buchhart
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2006
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plastic trade-off
Meta-performative Game in Real Time / Intervention into Global
Financial Markets and Exchanges
plastic trade-off is a light sculpture as well as a virtual
knowledge space. It visualizes global financial markets and
thus a core element of global economy. The real-time data of
specific markets are translated into abstract light flows which
reflect this global system in a dynamic work of art.
the project by Syl.Eckermann + Gerald
Nestler is a permanent installation at:
WORKING_WORLD.NET Living and working in the midst of globalization, Museum
Arbeitswelt Steyr, A
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2005 / 2006
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n o w h e r e — ein
welt raum spiel
n o w h
e r e is a Game Mod - a deconstruction of the first person
shooter Unreal.
We created n o w h e r e around the utopian ideas of a group
of architects and artists that lived in Berlin and other parts
of Germany and communicated by way of letters. They believed
in the possibility of changing society through Architecture
and Art. This exchange was named "Die Gläserne Kette"
(The Glass Chain) and was conducted in secret in the years 1919/20.
2006
2005 |
media@terra,
International Art + Technology Festival, Athens / GR
3rd International Digital Art Festival, Changzhou
/ CN
11-art.com, Dashanzi Beijing / CN
Architekturzentrum, Innsbruck / A
Heiligenkreuzerhöfe, Vienna / A |
Sylvia Eckermann: concept and game art, Gerald Nestler: concept and research,
Oliver Irschitz: production, interface design, Christoph Cargnelli:
composition
commissioned by: thecrystalweb° |
2005
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MIRRAGE
a sight-specific interactive
feedback circuit, Game mod
Museumsquarter - Tonspur, Vienna / A
mirrage is a virtual mirror which perpetuates and alienates
the spatial architecture of the sound art series Tonspur - the
virtual space infinitely mirrors the architecture and triggers
sounds when navigated. These sounds are directly fed into the
sound system of Peter Szely, where they are processed and, multiply
mirrored and modified in real space, transmitted to speakers
that are located in the exhibition space. Thus a connection
is created on an acusmatique level of virtual and real space.
Mirrage is an audio-visual feedback-circuit. |
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RAUMATMEN wet f{r}iction
an audio-visual space-skin, digital video 70'
created for an exhibition on Science Fiction - Kindermuseum
ZOOM, Museumsquarter Vienna/ A
The inside skin of a space station is enveloped in large size
projections. The space station is not comprised of inflexible,
rigid material - it is not hardware but wetware - it is a breathing,
living bio-substance - a flexible membrane which moves - future
material maybe discovered in an extraterrestrial lab
The
exhibition space is thus transformed into a living organism.
An acousmatic and sound-architectural structure intensifies
the intended effect of Raumatmen (of a 'breathing of
the space'). The sound aura - a matrix of speakers which is
installed on the ceiling, walls and floor - allows the space
to breathe.
Sound: Peter
Szely |
2004
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reservoir_bots
Game mod for audio/visual
live performances in various locations
Resembling a flaneur in an unknown city the bot moves
through a "ludic 3d environment" - moved by the hand
of the player - robbed of his identity which the player has
adopted for herself. It seems as if those she encounters have
a life of their own. But this is an illusion - they are caught
in loops of movements which stop abruptly and thus destroy the
illusion.
The moving flaneur becomes a VJ producing ever new images which
with the beat of live-generated sounds melt into an "emersive
media environment".
Live Sound by various Artists: Peter Szely, Electric
Indigo, Christof Cargnelli
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1989 - 2003 fuchs-eckermann projects (Sylvia
Eckermann & Mathias Fuchs)
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fluID
- arena of identities
Game Level ISEA2004 / KIASMA Helsinki / FI
This game is about finding your identity (if you have got one),
to change your identity, to steal or borrow another person's
identity or to destroy identities. |
FUTURE DJ game level for DJs Manchester/GB collaboration with music is better
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FEMCITY
a Multi-user Computer Game for Girls Bureau of women's
Affairs Vienna / AT
This Game is about careers, lifestyle, dreams and realities
of young women.
FemCity is a simulation of a complex social and economic environment,
which young women find themselves in, when designing their future.
FemCity was developed in collaboration with Edeltraut Hanappi-Egger
and Gehard Hanappi and commissioned by the Bureau of women's
Affairs Vienna.
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2003
FluID - arena of identities game level, Selfware.politics of identities, Graz2003 / AT
2002
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EXPOSITUR - Virtual Knowledge Space
a Game Mod as a Virtual Museum KIASMA Helsinki / FI
In constructing a virtual museum we changed, the logical structure
and the aesthetics of a museum from scratch. We wanted to build
a museum maze, a crossword puzzle of objects and stories, an
audio-visual "Undreamed" and a hyper museum based
upon a computer game.
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2001
EXPOSITUR - Virtual Knowledge Space Game Mod, Vienna / A (Unternehmen Capricorn, Christoph Steinbrener)
2000
LEVELBOSS ON HOLIDAY synchronized
mpeg2-clips, Bregenz / A (curated by Unit-f Vienna)
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PLAN-it !
an Interactive Multisensory
Environment Millennium Dome London / GB 2000
PLAN-it! is an installation connecting a spatial with an aesthetic
and an intellectual experience. PLAN-it! presents artistic statements
to answer 4 questions regarding our social and personal futures.
These questions focus on the topics of communication, work,
material things and transport [especially flight].
(collaboration with Herbert Lachmayer, Art+Tek Institute Linz
/ A)
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HOTEL SYNTHIFORNIA Game
Level, Public Netbase Vienna / A (SYNWORLD curated by Konrad Becker)
1998
TRAVELOGUE web night,
Toronto / CA
SOUNDCALENDAR collaborative
international web project
PATCHWORK - PATCHLIFE mixed-means
installation, Work & Culture,
Landesmuseum Linz/ A
(collaboration with Herbert Lachmayer)
<vspace="4"> audiovisual
installation for an elevator O.K Center of Contemporary Art Linz
/ A
(Archiv X, curated by Elke Krasny and Elisabeth Madlener)
1997
SELFCONTAINED phone
terror project, Public Netbase Vienna/ A
REMOTE VIEWING contribution
to a network project, ars electronica, Linz / A (curated by Konrad Becker)
BAD ROOM radiophonic
composition (To Hear is to See, curated by Gue Schmidt)
1996
JAPAN DIARY web project, images and sounds of a journey to Japan
BAD ROOM audio space
installation Muu Media Base, Helsinki / FI (curated by Tuike and Simo Alitalo) 1995
ALIENS audio-visual
web pages, Diagonale Salzburg / A (curated by Konrad Becker)
JUMPING video
and sound installation Sainsbury Centre for the Visual Arts Norwich
/ GB
(EAST selectors: Marian Goodman, Giuseppe Penone)
1994
MOON RIVER underwater
installation, Titanik Gallery, Turku / FI (ELSEWHERE, curated by Tuike and Simo Alitalo)
LINK III para-realistic
staircase Ateneum Museum of Art, Helsinki / FI (ISEA 1994)
1993
REWIND interactive
computer installation, Mediagalleria, Turku / FI (SAFE, curated by Tuike and Simo Alitalo)
LINK II para-realistic
staircase Kunsthalle Vienna / A
LINK I para-realistic
staircase Museum of Modern Arts Bolzano / IT (SOUND, curated by Marisa Vescovo)
1992
WIEN 1991 sound
and sight installation, Centre of Arts Cairo / ET
ENTRÉE/ SORTIE II sound
& sight installation Instituto d. Bellas Artes Mexico City /
MEX 1991
ENTRÉE/ SORTIE I shared
authorship composition Galerie
Theuretzbacher, ORF Kunstradio, Vienna / A
WIEN 1991 multi-media pavilion,
daily life objects in Vienna, Museum of the History of Vienna / A
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