Daniel Armengol Altayó About
Follow, 2018
We live together in a beautiful but unbalanced world, where the fears and interests of some, design the behaviours of many.

This relationship of power applies in any social interaction; we are constantly being influenced by the thoughts and actions of the others, and viceversa, molding the persona, hence the entire social fabric. Sometimes this happens in a natural manner, free of intention, sometimes there is a hidden agenda behind, and not always is easy to identify who controls who.

Are you able to recognize the tools and strategies used to create, modify or determinate behaviour? Do you act responsibly when using them on another human being?

Interactive performance. From March 24th till May 13th, six days per week, around seven hours and a half per day, following the movements of the audience in a delimited space, using a VR headset and two controllers.

Website of the exhibition. Full documentation of the project not released yet.

I am a strange loop, 2017
A mirror mirroring a mirror. A selfie as a projection of the self. Artificial intelligence proficient at recognizing its surroundings, capable of learning and even dreaming. Psychedelia.

The result is an aesthetic reflection, executed with hardware and software with the default factory settings, which correctly aligned have the power to hypnotize us with a visual effect, strangely organic.

An interface, deeply immersed on observing its own self, posing and taking selfies, folding endlessly in a vain exercise of technological introspection. An exercise that we can interrupt at any moment by standing in between of the devices, and so fall into an altered state of shared consciousness.

Sleep disorder, 2016
Both smartphones watched by a small robot. The first one has the alarm set. When it sounds, a mechanism touches the screen to snooze it. The second has the screen on, and each time the brightness goes down (anticipating the locking of the device), a mechanism touches the screen to prevent it from entering into sleep mode.

Machines becoming more and more human and increasingly mechanical individuals. Two gestures repeated non-stop, in a monotonous and predictable dance.

Who awakens whom? Who represses the sleep of whom?

Habits and automata. Roles mixed up.

#artificialselfie, 2016
A selfie is a paradigmatic way to prove to the contemporary world that one exists. The machine expresses this need by taking selfies of itself and sharing them on Instagram.

The piece, performing tireless the same action over and over again, questions our relationship with technology. On one hand, we teach machines to understand us, giving them the ability to replicate gestures and habits in a surprisingly human way. On the other hand, as we all seem to repeat the same behaviors with a given technology, we ourselves start acting as predictable machines.

Simon, 2013
Based on the electronic board game with the same name, the piece takes its gameplay and proposes a new approach for the interface.

Changing the way to interact with the game, the installation engages people to run, sweat and collaborate, as they create during the process, an immersive light experience for all visitors.

Human interface, 2009
Conceptual exploration on digital interfaces. Three representations of computation actions (loading, mailing and updating) played out by a human as an starting point on questions like how do we relate with technology and how technology adapts to human beings.
Invaders, 2008
The installation emulates the classical video game Space Invaders, and it uses foam balls as a physical interface to interact with the game and kill the invaders. As a result, a collaborative installation that makes people act and think beyond the screen.