FUTUROSCOPE 2019

Audiovisual multimedia expo opening about the diploma works of METU Media Design BA graduates and curent students of the program.

Opening: Monday, November 18, 2019, 7pm

Host: Dóra Szentiványi university professor, research psychologist

Location: Three Holló - Drei Raben Café and Gallery, 1052 Budapest, Piarista alley 1. 

Facebook event

The exhibition is open from November   18th to   7pm until November 20th and is free of charge.


Exhibitors

Our Hungarian Students in Media Design in 2019: Ágota Antal, Viktor Bach, Miklós Balatinecz, János Krisztián Bankó, Ferenc Gergely Judge, Patrik Borgátai, Árpád Csanádi, Gábor Ferencsik Farkas, Ágota Gergő Gábor Bek, László Richard Henn, Dóra, Dén , David Köck, Giulia Flóra Ligabue, Claudia Massa, Dorottya Nagy, Gergely Nagy, New Year's Eve Őry, Gergely Áron Prohászka, Bianka Prutek, Máté Schwanner, Bence Eliza Bence, Martin, Szabolcs Tobaba, Bence Varence Volcsánszky 

Our graduates of the English program: Asvind C Hanuram, Dallen Dominique Dunton, Özgür Caglar Duygu, Annie Molly Fitzpatrick, Dorottya Nagy, Abhirami Sankara, Eliza Szabó

                                           


"We live in a world of algocracy, pattern recognition, search for anomaly, predictive modelling, adaptive control, cognitive analysis, neuromorphic networks, and macromolecular machines. It is enough to understand the metaphorical meaning of these magic words to get a strong feeling of admiration and mild anxiety. It runs through the nerve paths of our own biological neural network when we encounter them in the specialized press or information hyper-fields of science-disseminated channels, even at the level of mention. It is not easy to navigate the coding system of a world we do not know exactly. We know that it is coded, programmed, and sooner or later in the spirit of big data, even gets ahead of us all. We scour the surface, try to get ahead of its wishes and court it by respecting its modus operandi, we recognize it as the most effective scientific, rational, perfect form of intelligence to date. The IT paradigm pervades everything. It structures from below, oversees from above, and mediates our lives between us. Design that we know to make our lives more beautiful and better, well, can do nothing but humanize our world based on the IT paradigm. Art remains with the critical attitude, leveling of intellectual and emotional waves. But art doesnt escape the "technical" prefix. We also call them "media design" and "media art" because they are an essential part of mediation. can do nothing but humanize our world based on the IT paradigm. Art remains with the critical attitude, leveling of intellectual and emotional waves. But art doesnt escape the "technical" prefix. We also call them "media design" and "

The 38 graduate students in the Media Design BA program at Budapest Metropolitan University this year, and three other media design students at the exhibition, are aiming to navigate and guide their audience through the code system of our information society. In their works, the mysteries of this technical world are revealed, sometimes sharply, sometimes unclearly, sometimes with intersecting logic, sometimes in the form of metaphorical speech.

The exhibited works cover a very wide spectrum of genres. The various manifestations of media design and media art, which are often inseparable, can be found here in specific blends. An interactive book helping meditation through generative animation, a video installation humorously processing family video footage, a visual environment of an apocalyptic video game, a two-dimensional side scroller video game, a reactive installation generating sound from image coordinates, and a variety of 3D graphics animations, a kinetic sculpture based on a projection mapping installation, an installation using a brain sensor to measure and project mental states, an interactive installation for art therapy, a desktop game console that mixes physical and digital worlds, an experiment with an artistic, biological algorithm to create a fictitious but realistic self-sustaining ecosystem based on measurement and biological data, cut-out animation, 3D animated movies, an adventure platform video game, stop motion film, video documentation of a virtual reality installation, and last but not least of all, various kinds of interactive telephone applications are on display. "

Paul Szacsva y DLA Habil. media artist

Head of the Media Design BA program


ABOUT SOME HIGHLIGHTS IN A NUTSHELL

Ágota Antal's interactive projection installation, Meditation Handbook, is actually an interactive book that facilitates meditation, which, in addition to printed graphics and text, also contains animated projections that can be controlled by hand gestures.

                                             

Viktoria Bach's interactive installation, Foggy Memories, was brought to life by her grandmother's old DV recordings: her childhood comes to life in these home videos, which are invaluable to her - and her family. But as personal as these recordings are, they are so universal.

                                             

Szilveszter Őry’s Spherequencer is an interactive, audiovisual installation inspired by old vinyl record players. The installation features an instrument built in a nearly 40-year-old suitcase that can be operated by human interaction. The spherequencer can be used to create drum sequences and loops by placing white balls in different ways on the black plate at the bottom of the case.

                                             

Miklós Balatinecz's Detroit Apocalypse is a 3D world of an alternative ending to the Detroit: Become Human video game. The original video game has no post-credit pictures, which is why Mikós created this level design, exposing us to the images of a slowly dying society.

                                                                           

In a joint fictional Japanese animation concept by Patrik Borgátai and Benjamin Ferencsik called The Vengeful Warrior, the fictional animation pictures a samurai and presents the context, character and 3D elements of the story. During the design phase, it was emphasized that the fictional character, the atmosphere and all the models they made, should be authentic in every aspect to the Japanese Samurai story.

                                           

Daniel Kitai’s Illumino is a documentary about an interactive installation. In its concept, three mental states- focused, meditative and frustrated- were measured and visualized in real time. To create the work, she used a 14-point Emotiv Epoc EEG brain sensor to measure electrical activity in the brain by neurons

                                         


All interested are welcome!

2019. 11. 11.

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