Memory Models (workshop, 2024)
ITP Camp 2024, ITP/IMA, New York University, June 2024
A month-long workshop of artistic practice, combining theoretical and technological research, in which participants make works that negotiate memory in public space.
It opens on paper. Starting from home, each participant draws a psychogeographic map of the places they want to remember and the places they want to forget — the places that formed them during childhood and adolescence.
Those memories are then given to an artificial intelligence. The model is trained on them, and what it returns becomes material for the work: a private archive turned into a resource that can be read, altered and built from.
What the participants are asked to find, in the end, is where a personal geography meets a public one — how the places that made someone are also places that belong to everybody, and what an identity looks like when it is assembled at that intersection.
Works may be made in any medium, traditional or contemporary, with open technologies encouraged.
Keyboard Events (with Cohen A., Kalaouzis G.)
Department of Architecture, University of Thessaly, Fall 2007-08
Digital interaction and physical computing, taught in a course founded in 2006 — an elementary course, and the first to bring a programming language into the physical design process.
Over the years several interactive platforms were tested for spatial projects: Lingo Director, ActionScript, MaxMSP, VRML and Virtools. In 2007, in collaboration with Aaron Cohen (architect) and Yorgos Kalaouzis (mechanical engineer), the course turned to open technology — the Processing language and the Arduino microcontroller, chosen because it can drive a wide range of sensors.
The aim is to teach that digital interaction requires a different structural model, because it embeds open-architecture software as a new constructive detail within the structure itself, giving objects and spaces the properties of open hardware.
The course proposes reading an interactive architectural installation as a triptych:
Rules — the reading, review and categorisation of data into information.
Object / Space — a structure that carries all the material and technical infrastructure the rules need in order to operate.
System — an object and a space that behave according to the rules.
Exhibited at Dynamo Project Space, Thessaloniki, 21-29 May 2008.
16 Cubes: Carlos Miralles, Christos Ioannou, Dimitris Lekanis, Andreas Platis
A sound platform. A two-by-two-metre space divided into sixteen equal elements, made weight-sensitive: in collaboration with the body of the user, the cubes construct a spatial sound from a pattern of weight.
iWall: Christina Cosma, Maria Flessa, Archonti Ioannou, Panayiotis Kaparaliotis, Panayiotis Karakitsos, Yro Mazaraki, Panayiotis Nikolakakis, Photis Rovolis, Ioanna Toli, Apostolos Zografos, Evi Zouzoula
An exploration of the vertical architectural element as a machine for representing sound and motion. Sensors monitor the ambient sound and the behaviour of people in front of the wall; light boxes reshape that activity and hold a record of the captured area — an environmental memory stick.
Panic Room: Christos Ioannou, Marios Liaros, Eftichia Stamtaki
A renovation of the digital Theremin, an instrument that senses motion and reforms audio frequencies. The visitor crosses a dark corridor into a small dark room lit by a single weak LED, and the motion of the body produces psychedelic sound, drawn from the films of Alfred Hitchcock.
Virtual Steps: Eleni Han, Valia Pitta
A system of floor buttons for navigating Google Earth and other VRML environments — a full-body procedure for moving through virtual space.
Paper Works: Yiorgos Amvrazis, Dimitris Gimisis, Odysseas Kouskouris
A method for manipulating geometric elements in three-dimensional virtual space. With a Wii controller the user can control and build a digital artwork out of geometric shapes and volumes.
The exhibition (2008)
The exhibition hosted by Dynamo Projects Space in Thessaloniki on 21-29 May.
New Seedings in Design: Workshop (2014)
An intensive inter-university workshop on interactive design, mentored by Angelos Floros and Yorgos Kalaouzis, with students of architecture from the University of Thessaly, the Aristotle University of Thessaloniki and the Democritus University of Thrace. Its aim was to familiarise students with contemporary methodological approaches using interactive technologies.
Exhibited at Chania, 2014
PIVOT — John George Karaferas, Athanasios Boulios, Theodor Stavropoulos (UTh)
An interactive spatial installation that interprets the influence of the individual on public space by activating sound samples.
CHAIRHOOD OBSERVER — Nicole Apostolou, Avrakomi Zavitsanou, Maria Mourtzouchou, Stefania Sotiriadou (UTh)
An interactive installation in which users take part, passively, in a dialogue between two people projected on a wall. The dialogue begins only when both seats are occupied.
MUSIC CUBE — Niki Kontouli, Efi Tsanaka (UTh)
An interactive cube used as a musical instrument.
ITUNE, YOUTUNE, WHOSETUNE? — Christina Ntanovasili, Chrisi Sotiraki (UTh)
Tune the body to synchronise the sonar signals.
GLOBAL VIEW — Menelaos Diamantis (UTh)
An attempt to give the user control of their own view, and of the environment around them.
πD — Athanasios Tzavaras, Ioannis Tzavaras (DUTh)
Marble, fibre optics, Arduino.
THINK INSIDE THE BOX — Valia Fragkia, Silena Laskari, Christina Kavoura (AUTh)
Get inside the box. Examine the given space. Move. Are you attracting or repelling its sides? You define the space, and the space defines you.
Extending Arts: (summer school, 2013)
Department of Product & Systems Design Engineering, University of the Aegean, Syros
During an intensive workshop (15-23/4/2013), 5 post-graduate and 5 undergraduate students of the Department of Product and Systems Design of the University of the Aegean produced a robot-like character called Kosmas 500.
XARTS 2013 applies new methods for integrating media technologies into artistic projects. Working mainly with open-source software, autonomous environmental systems and advanced embodiment interfaces, artists can design integrated works.
During an intensive workshop, 15-23 April 2013, five postgraduate and five undergraduate students produced a robot-like character:
Kosmas 500: Alexandros Antoniadis, Loukas Chondros, Ioannis Kanellopoulos, Fragiskos Larozas, Platon Ananiadis, Apostolos Baritakis, Katerina Schismenou, Sofia Tsimplakou
A composition of four projects with multidisciplinary character, connecting social, technological and scientific concerns into a single synergetic model.