Conversations On Chaos / 2015

Conversations_on_chaos is an project which deepens on the idea of order as the emergence of chaos. It uses chaos theory and elements from dynamic system studies and experimentation in order to create a system where two machines hold a conversation about chaos. The installation uses simple machine learning tools and an implementation of Markov's Chains algorithm to simulate an evolutionary conversational process between the two artificial devices.

Project's Website

Accumulated Memory Landscapes / 2015

Accumulated-Memory-Landscapes, as a conceptual process, explores how technology can mediate and enhance human memory as a process; expanding the possibilities of interaction, experiencing and sharing of these packages of information. This project, rethinks the 3 main steps involved in human memory (Encoding → Storage → Retrieval) by finding parallels between the biological human process and the technological devices and algorithms used for capturing, storing and recalling data. Using a custom-made electroencephalogram (EEG) with an embedded camera and internet access we have built a wearable device able to measure attention levels (proven to be responsible in many ways for memory capturing and retrieval) and alpha-waves patterns (used to measure visual cortex activity) of a user, in any given moment.

Project's Website


This installation takes realtime data available on internet APIs that own marine sensors distributed around the world. With a set of coordinates (latitude, longitude) the software gets the height and period of the waves in that specific location to then reconstruct the data in an analog form. The extracted data is mapped to motion which generates analog sound; dislocating a portion of ocean and transposing it into the gallery space.


Technoumenon / 2015

Five motorized pulleys installed on the ceiling of an empty space. Each of these holds a string with a metallic bucket hung from the other end. A centralized mini-computer generates a parallel flow of bits of data which are thrown randomly into each bucket (simulating/representing drops); the contact of this invisible digital particle triggers in each bucket a solenoid which subtly hits the metallic interior of the container; generating a “water-drop” sound. The central system holds information of the number of drops contained in each bucket and calculates its current weight. The motorized pulleys loose string as the buckets get virtually heavier.


post-vanitas / 2014

post_vanitas revives the visual language and ideas implied in this old form of art (vanitas), rethinking its meaning in a technologized and interconnected world. Using custom software and web technologies, this piece generates digital 3d mundane objects (as in vanitas and still life art) and renders them in an unpredictable space. The software scraps, in real-time, google maps engine's images and stitches them together to create 360° panoramas that are then applied as textures to computer generated three-dimensional spaces. The result are dynamic procedural vanitas jumping in cyberspace; traveling within the parallel visual representation of the world constructed by google.


uv_taste / 2014

UV_TASTE is a wearable mouth piece that takes UV light and translates it into taste on the tongue of the user. Ultra Violet Radiation is is a phenomena that occurs outside of a human's natural perception range, it is manifested as a wave which frequency is above violet color; the highest frequency perceived by the human eye. This object augments the human body and overlays on the user a new sensory input; it allows him/her to perceive the unperceived; it raises awareness on a natural invisible phenomena that affects our lives without being noticed.

Zoomorphic / 2014

ZOOMORPHIC is a critical expression and exploration of sustainability for a future “alien world”. It fuses modular wearable technology, bioart, insects, and physical computing to produce homeostatic systems that interact with both the wearer and environment. The project seeks to call attention to symbiotic relationships between humans and other organisms, sustainability, and the future metamorphoses of technology, ecology, and humanity.


transiconmorphosis / 2013

Transiconmorphosis is the result of a theoretical refection on the development of new ways of technological communication and their socio-political effects on human beings. Modern communication systems are condemning humans to a life without fundamental elements of body language such as smiles and kisses; pushing towards a cold and multi-mediated personal interaction where natural physical expressions are replaced by digital iconic representations. The piece is an interactive installation and performance that explores human interaction and social conditioning in personal relations and communication dynamics.


Flagellum Machinam / 2013

Flagellum Machinam is a wearable device programmed to whip its user whenever a wifi network is present. The system detects the number of networks, the strength of their signals and names an translates these variables into the power of the whip, the frequency of it and the name of the torturer respectively.


art-less / 2012

(art-less) is a simple brain computer interface where brain activity taken by a sensor is recorded and used in real-time to produce and print unique drawings. The system is installed and made available for anyone who wishes to express his/her mental state and produce effortless, exclusive and unrepeatable art.


cotoplonitos / 2012


trans-elemental / 2012

Can natural elements from a virtual reality take solid form and exist in our physical reality? Can virtual particles affect real world molecules? This project is a mixed reality installation in which the wind of Second Life is used to move a wind chime in real physical space. The virtual wind’s direction and speed are the variables that determine the device's functionality in real time. This work creates a parallel between these two realities (virtual and physical), showing how they relate and interact with each other, creating a portal from one world to the other.


Datasphere_1.0 / 2013

Datasphere_1.0 is a mixed reality system in which a portable brain-computer interface is integrated into a persons body. The system superimposes a digital layer of information over the visual field of the user and augments his/her perception of reality. The device captures in real time the subjective point of view of the person using a video camera. Simultaneously a brainwave sensor extracts data from the user's mental activity, the information is classified and interpreted using a custom software designed to determine the psycho-emotional state of the user and search on twitter for all tweets related to the frame of mind of the subject.



What is a virtual world made of? What is its essential substance? Can that ocean of code actually be the support for new forms and expressions of life, perhaps with no physical body, but aware of its own existence? How does the metaverse evolve? Thinking about the metaverse of Second Life implies questioning reality, existence as we understand it. This documentary-machinima captures moments of creation, instants where the original formless digital substance takes a logical and recognizable form, from abstraction to representation, from unknown to known.

ser_online / 2009

After several months of attending SecondLife’s virtual community known as "Colombiamor", identifying several issues related to the avatar’s identity inside the metaverse became inevitable, specifically that of Colombian users. Idealization of Colombian male and female beauty abounds in the avatars that frequent this site. The identity of the pre-pago (expensive prostitute), the traqueto (drug dealer), the coleto (yonki), the paraco (paramilitary), the bandit, the papacito (hot guy), the mamacita (hot girl), among others social archetypes, are some of the aesthetic objects which this documentary uses as an artistic discourse.

tech-altar-pieces / 2009

History has shown how, for centuries, the Christian Church kept art as an object for evangelizing, controlling and manipulating the collective imaginary through the narrative content of painting and sculpture. Today many of Christianity’s derived streams keep most of these ancient communication strategies. Some branches of this religion forbid watching television, enjoying movies and entertainment through video games due to its "anti-Christian" content and as a way of counteracting these they have created their own image industry, one that corresponds to and fulfills God’s desires.