Microworlds are immersive rooms full of interactive art, dynamic and ever-changing. Sensors create a fully responsive and intuitive environment inviting you to engage with digital art. Microworlds are produced around the world by Lumen Art Projects.
Multiple computers, projectors and sensors enable different artworks to interact with each other in complex chains of action and reaction across a large space. We then put the audience in the middle and see what happens. Microworlds are experimental spaces with many potential interactions and no fixed outcomes. There are always plenty of surprises.
Each Microworld is populated by artificial creatures with their own life cycles, energy needs and survival techniques. They may respond to changes in colour, movement or sound. A user entering the space might provide energy for one creature, which in turn provides energy for another. Users may design new creatures to add into the space using webcams and touch screen technologies. Microworlds can be thought of as digital ecosystems and, just as in nature, some parts may thrive while others struggle. The audience can encourage certain reactions but there is no fixed goal. Each Microworld is a celebration of a new type of living art.
There is no right or wrong way to engage
Some people will actively change things, others may want to sit back and contemplate the ongoing ebb and flow. Being in a Microworld is both alien and familiar. Alien due to the fantastical creatures and familiar due to the simulated patterns of nature.
We think of our interactive works as creatures, programmed to respond to the audience, the space and to each other. They are inspired by remarkable body plans and behaviours in nature, from simple micro-organisms to more complex forms. learn more
We like to engage with the public in as many ways as possible. This may include giving talks, demos and hosting drop-in activities. Sometimes we include structured creative coding workshops to create Superorganism artworks to add into the mix.
future evolutions : the seed for our creatures was a New Scientist article on how the starfish simplified its brain in evolutionary history. A decentralised network of sensors now controlled its body – feeling not thinking. We consider interactive art as a similar re-sensualizing of the audience.
Artificial Life : we use computer programs to explore biological systems – not life as it is but “life as it could be”.
Digital Ecosystems : what happens when two interactive art works look at each other? Or a roomful? If one part of a system dies then what replaces it? How does an exhibition change over time? How can digital art surprise us?
Biophilia : our Microworlds encourage empathy for natural systems. Audiences are inspired to contemplate the interlocking processes. How does being in nature change us? Can being in digital nature inspire the same feelings?
Microworlds around the world:
- Microworld Millersville Eckert Art Gallery, Pennsylvania, Jan-Mar 2020
- Microworld Ithra The King Abdulaziz Center for World Culture, Dhahran, Oct 2019-Jan 2020
- Microworld Beijing at ITEC2018, International Tinkering Education Conference, Beijing, Oct 2018
- Microworld Eureka! The National Children’s Museum, Halifax, May-Nov 2018
- Microworld Brecon at Theatr Brycheiniog, Brecon, May-Jun 2018
- Microworld Singapore Geek_Play Maker Faire @ Science Centre Singapore, Jul 2017
- Microworld Cardiff 3 ArcadeCardiff, Oct 2016
- Microworld Leicester WotSPACE, Aug 2016
- Microworld Kinetica Kinetica Art fair, Oct 2014
- Microworld Hong Kong The Lumen Prize, Hong Kong, Jun 2014
- Microworld Cardiff 2 ArcadeCardiff, May 2014
- Microworld Papay Papay Gyro Nights, Papa Westray, Feb 2014
- Microworld Margate Marine Studios, Nov 2013
- Microworld Arcadia ArcadeCardiff, May 2013