WORKS BY MARIEKE VERBIESEN

INTERACTIVE WORKS LIVE PERFORMANCES
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Marieke Verbiesen (MFA MadTech) creates Interactive Installations and Performances that have been exhibited and screened at various Festivals, Museums, Cinema´s, Artspaces, Galleries & Public Spaces since 2003.

Her crossdiciplinairy works can be best described as a fused output of various media, resulting in lifesize installations that combine cinema, sculpture and interactivity.
These works often revolve around visual interpretations of digital entities that came to life in a binary environment,
such as computergames and science fiction phenomena, subsequently translated to physical spaces and objects
that reference their digital origins.

These works often embody the use of obsolete technology such as classic computergame hardware and celluloid film with emerging technologies such as interactive, responsive interfaces and motiontracking
Audience participation is often a fundamental element these works, where the role of the audience changes
from spectators to active participants and activators.

The interactive installation Moviestar crosses the intersection of Interactive Cinema and Visual Art through audience participation. In this installation visitors are transformed into actors in a Cinematic interactive environment based on
early filmmaking methology. Using both classic techniques such as celluloid film and animatronics combined with new emerging techniques such as realtime sensorbased motiontracking and skeletonregognician to control this playful environment.

Born from a desire to recreate digital environments and reshape them to our own physical world, Pole Position was created, a computergame where tactile moving objects and digital computer characters meet and compete. Here, the two dimensional landscape of the original game is translated into a three-dimenstional, playable installation. Blending animated graphics with realtime video of moving objects that play “against” each other reference the evolution of computer graphics and raises the question: if these environments become tactile, what would they look like?

These installation got exhibited at the Stedelijk Museum s-Hertogenbosch, Harvestworks New York, Todays Art Festival, The Pompidou Centre for Modern Art Paris, Meteor Festival, European Media Art Festival, The Norwegian Film Institute, NASA Artspace & The Nikolaj Kunsthal in Copenhagen.

A site specific work that references the tactile translation of a digital game is 2 Player Unvirtual Playground, a large scale public participatory sculpture consisting a live play environment for two players. Featuring moving objects and top projected lights that are responsive to each player, in relation to their position on the playground, and subsequent gameplay progression in realtime.
As a sculpture, it is a tactile translation of a digital framework created in the procedural game environment Minecraftwhere you dig (mine) and build (craft) different kinds of 3D blocks within a large world of varying terrains and habitats to explore.

Another site specific work for the Feldman Gallery - Museum for Contemporary Craft in Portland, USA is
Plan10: a spatial interactive installation controlling light, sound , animation and sculptural elements.
Exploring the field between animation narrative and performative instrument, Plan10 is made to invoke audiovisual and spatial sequences under control of the user, who is subsequently turned into a performer.
Plan10 is a performative instrument that merges tactile objects, sound, animation and lightsequences
into a spacious tangible instrument, based on the dense science fiction novels of writer Tor Åge Bringsværd.

Plan 10 is part of a series of interactive instruments gather under the monicker Instruments of the Future past
The second installation in this series is Mayhem Machine an audience controlled custommade interactive installation
which allows for the audience to become the composers controlling a symbiotic set of animations, lights and sounds, and offers tools to further enhance the audiovisual compositions made by its users.
The animations and sounds create different narratives by showing in non linear sequences which the audience controls in a playful manner. The animations in combination with the audio are tributes to animation principles stemming from Golden Age, at the turn of the century where audio got visualised through the use of animation and dancing characters. Mayhem Machine was showed at Atelier Nord & Lydgalleriet(NO), NIME(USA), Queensland Artgallery in Brisbane(AUS), Montreal Museum for Modern Art(CAN), Sonar(SP) and the Hiroshima International Animation Filmfestival(JP).

“Instruments of the Future Past” as an installation series also ties into the liveperformance 8 Bit Box Orchestra and Videhometraining where classic videogame hardware is being utilised as instruments for liveperformance, in the latter emulating the structure of a videogame with levels, repetition and non linear narratives.
This is further explored in Live Loops a performance where animation is used as a performative tool; live animated loops are simultaneously created and played back synchronised in kinship with the music, visualising an evolving animated composition of luminous sequences and kaleidoscopic outbursts.

In recent years Marieke has given presentations, performances & talks at the Northwest Filmcentre in
Portland USA
, Hordaland Kunstsenter (NO), Superdeluxe Tokyo(JP), Transmediale Berlin(DE), Brittisch Filminstitute in Londen (UK), Akron Museum of Art(USA) Nikolaj Kunsthal (DK) Kino Kino (NO) & the Museum for Moving Image (USA)