Latent State

This project was developed during 2009 as part of my MFA thesis at the Design|Media Arts department at UCLA. It consisted in the creation of a live cinema piece using a number of resources for real-time AV performance and a combination of digital and physical (or “analog”) elements. The main narrative theme in this piece was the realization of death during childhood, explored through memories of the disaster of the space shuttle Challenger occurred in 1986. From the point of view of the resource, I investigated the idea of liminality or “in-between-spaces” that is often associated to the use of digital media in live performance.

.

.


ITCH

The ITCH acronym stands for “Interactive Technology – Community Hacking”, and as such it tries to represent a wide artistic research project concerning with the impact of personal mobile technologies on social behavior, particularly in the public space. It began in 2010 as a collaboration with media artist Jihyun Kim, and my specific interest consists in exploring the possibilities of hacking and open source to turn mobile devices into platforms for group expression and social interaction.

.

.

.


Biopsia

This piece is a kinetic sculpture consisting in a disc where a drop of colored water falls from the ceiling at regular intervals. An animation of a clockwork mechanism, revolving around the color stains, is projected onto the disc. It was part of the first exhibition of the incoming graduate students in the Design|Media Arts department. Shown at the New Wight Gallery, UCLA, January of 2008.

.

.

.

.

Animated Stories

This project of theater/storytelling was the result of a collaboration with visual artist Marcela Rapallo and actress Wendy Betancourt between 2007 and 2008. Several children stories were narrated on the stage, in combination with the resource of digital live drawing that created part of the stage itself, and even characters that interacted with the performer. I implemented several live drawing modules in the software Moldeo, which were specifically designed for this type of performative projects.

.

.

.


Rueda de Reconocimiento

I contributed to the programming of the interactive video installation “Rueda de Reconocimiento” (the Spanish term for line-up of suspects), implemented with the software Moldeo. It was part of the solo exhibition “Crímenes banales” of Argentinean artist Ananké Asseff, at the Centro Cultural Recoleta, Buenos Aires, November 14 – December 16, 2007. Click here for the review published in the art magazine Ñ, in pdf format.

Clone

I programmed with the software Moldeo the live digital projections in the opera Clone, presented at the Experimentation Center of the Colón Theater (CETC), Buenos Aires, 7-11 August 2007. From the point of view of the live visuals, the concept explored here was to create a transition from traditional theater lightning towards purely digital projection.

.

.

.

.


SimonChela

SimonChela (2007) was an interactive experiment designed and implemented by Luciano Azzigoti using the MLD tracking system available at CheLA. My contribution consisted in providing the raw tracking data over the OSC protocol, so that Luciano could process the data with MAX/MSP and generate a physical version of the Simon say game. More details, including video, here.

Human Pong

This is a prototype of a little interactive game inspired in the classic video game of Pong from the early 70s. The idea here ws to control the racquets with the spatial position of the human players. Each racquet was controlled by two players, in such a way that the game had a collaborative component: each player controlled one of the endpoints of the racquet. If the two players went too far away from each other, then the racquet became “transparent” and the ball couldn’t bounce on it. This project was done at cheLA (the Centro Hipermediático Experimental LatinoAmericano) in 2007, using the the MLD system for position tracking, available at CheLA at the time.

.

.


Contemplación

This was an interactive video installation by artist Ananké Asseff and implemented with Moldeo. Shown at Estudio Abierto Centro 2006. Buenos Aires, November 16 – December 3, 2006.

.

.

.

.

.

.

Crave

I participated in the design and implementation of the live digital projections in the theater play “Crave”, using the software Moldeo. The first season of the play was at El Lavapiés Theater. Buenos Aires, between May 20 and December 9, 2006, and was followed by further runs in 2007, 2008, and 2009 at the Theater NoAvestruz, also in Buenos Aires. Directed by Cristian Drut.

.

.

.

.