Sylvia Eckermann
 


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

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.


2007

Mirror Cells
Mirror Cells was a feature-project of  ars electronica
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


2006

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


2005 / 2006

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

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.



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

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


1989 - 2003 fuchs-eckermann projects (Sylvia Eckermann & Mathias Fuchs)

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

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.


2003
FluID - arena of identities game level, Selfware.politics of identities, Graz2003 / AT

2002

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.


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)

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)


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