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Search results for 免费网络短信发送平台✔️【飞机-》 @sms10666】专业免费网络短信发送平台发送渠道✔️ .i

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    dempagumi.inc Love night

    2012.5.18(Fri) - 5.18(Fri)

    Akihabara Dear Stage, Tokyo

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9 results

ARTE.it THE MAP OF ART IN ITALY 에 소개되었습니다. (Sep 19, 2017)

ARTE.IT ARRIVA DA BUON ULTIMO AL CHIOSTRO DEL BRAMANTE PER LA MOSTRA ENJOY

Roma - Arriva all'ultimo istante l'adesione di ARTE.it all'attesissima mostra ENJOY. L’arte incontra il divertimento che apre sabato 23 settembre al Chiostro del Bramante. Un piccolo, ma prestigioso, ruolo quello ritagliato last minute dagli organizzatori del DART per l'editore digitale italiano - qui un "media coverage partner" che si unisce ai promotori e ai molti altri importanti partner a poche ore dall'apertura della mostra curata da Danilo Eccher e che vede riunite "sotto il segno del divertimento" le opere di artisti contemporanei del calibro di Alexander Calder, Mat Collishaw, Jean Tinguely, Leandro Erlich, Tony Oursler, Ernesto Neto, Piero Fogliati, Michael Lin, Gino De Dominicis, Erwin Wurm, Hans Op de Beeck, Studio 65, Martin Creed, Ryan Gander, teamLab .(Excerpt from the text)

EXHIBITION ENJOY - L'arte incontra il divertimento
vionine.com 에 소개되었습니다. (Jun 16, 2017)

Hadir di Jakarta, TeamLab Future Park Suguhkan 7 Keajaiban

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VIVA.co.id 에 소개되었습니다. (Jun 4, 2017)

TeamLab, Arena Edukasi Interaktif Bagi Anak Hadir di Jakarta

VIVA.co.id – Sebagai kota metropolitan, Jakarta terbilang kota yang minim tempat bermain anak yang nyaman, dan juga aman. Akhirnya, banyak orang tua yang seringkali mengajak anak bermain ke mal. 
Tapi, bagi Anda yang mungkin bosan mengajak anak ke mal, kini ada alternatif lain tempat bermain bagi anak. Tidak hanya menghibur, arena bernama TeamLab Future Park ini juga tepat sebagai wahana edukasi anak.(Excerpt from the text)

Suratkabar.id 에 소개되었습니다. (May 2, 2017)

Tawarkan Sensasi Unik, Inikah Restoran Paling Cantik Sedunia?

SURATKABAR.ID – Apa sih yang membuatmu tertarik untuk mengunjungi sebuah restoran? Menu yang enak, tempat yang nyaman, atau harga yang ramah dikantong? Makanan yang lezat pasti menjadi pertimbangan utama. Selain itu, interior yang indah juga bisa menjadi magnet bagi banyak orang.(Excerpt from the text)

EXHIBITION MoonFlower Sagaya Ginza, Art by teamLab, Tokyo
home decor magazines dubai 에 소개되었습니다. (2017)

home decor magazines dubai

Identity Magazine DubaiChez Charles Launches Restaurant In Dubai Design District.Announcing the fIrst contemporary brasserie in the first quarter of 2017..Identity Magazine Dubai updated their cover photo.Happy New Year 2017! Forest of Resonating Lamps designed by teamLab first seen during Maison et Objet.(Excerpt from the text)

WORK 호응하는 램프의 숲- 원 스트로크 / Forest of Resonating Lamps - One Stroke
MUSICMAN-NET 에 소개되었습니다. (Dec 25, 2015)

でんぱ組.inc 最上もが×チームラボ、雑誌『EYESCREAM』最新号表紙でスペシャルコラボ

でんぱ組.inc 最上もが×チームラボ、雑誌『EYESCREAM』最新号表紙でスペシャルコラボ
12月29日に発売されるファッション&ライフスタイルマガジン『EYESCREAM』の表紙・巻頭モデルに、でんぱ組.incの最上もがをチームラボがフィーチャーしたスペシャルビジュアルが展開された。
(本文抜粋)

Plush 에 소개되었습니다. (Sep 12, 2012)

The brave new world of digital art

Art meets digital in an avant garde art exhibition that opens on Thursday, Sept 13, for a month.

The collection of 15 original artworks by nine world renowned avant-garde artists is being displayed at the 9,500 sq ft Ikkan Art Gallery at Tanjong Pagar Distripark, which is located opposite the old Malayan Railway station.

One of the eye-catching artworks at the exhibition, titled “The Experience Machine", is the photo-realistic “The Last Judgment in Cyberspace" by Chinese artist, Miao Xiaochun.

The painting, which reaches almost to the ceiling, shows a crowd of mannequins posing amidst a sepia sea of clouds.

“Doesn’t this look familiar to you?" asked gallery owner Ikkan Sanada, pointing to the title of the huge artwork.

As its name suggests, the composition and motifs are reproduced from Michelangelo’s universally recognised painting, “The Last Judgment" – except that Miao has added digital elements to it.

He scanned his body in 3D and replaced all the human motifs with these images. As a result, the original one-dimensional painting was transformed into a 3D one with the resultant illusion of the bodies being constantly in motion.

On top of this, Miao changed the point of view of the drawing, making it appear as if he could spin the world around like in a computer game.

Commented gallery owner Sanada: “He added new and different perspectives into the art, which makes the audience feel like they are one of the mannequins in the artwork."

It has been almost a year that the 61-year-old Sanada moved his art gallery from New York to Singapore, assured of the rising demand for art in Asia. Since then, the gallery has successfully held four exhibitions showcasing the works of world class contemporary artist, such as Andy Warhol and Ai Weiwei, and international photographers.

He said that his latest exhibition is his most experimental.

“Personally, I do not want to copy what other galleries do," he commented. “I would like to introduce the cutting edge of art which looks to the future." Other works on display are digital installation art by the Japanese creative company teamLab and self-portraits by Yasumasa Morimura. Some of the works are exclusive to “The Experience Machine" exhibition.

TeamLab consists of various skilled “ultra technologists", who have been active in Tokyo since 2001. It is an unprecedented art group that includes traditional Japanese painters, digital programmers, architects and more. To join the team, one needs to be a geek. The team is now 300 strong, undertaking more than 30 projects simultaneously.

The interactive animation installation, “What a Loving, and Beautiful World", is the centerpiece of the exhibition. It is a “must-experience" artwork that’s a fusion of beauty and state-of-the-art technology.

The collaboration between teamLab and famous Japanese female calligrapher Sisyu has won the Architecture, Art & Culture Award in 2012 at the international virtual reality “Laval Virtual" contest.

Said Toshiyuki Inoko, 35, CEO of teamLab: “You and other people and the things around you are influencing each other. The work. ‘What a Loving’, enables you to feel this natural and precious relationship between yourself and others".

A ceiling projector irradiates four square dimensions with serene blue colour. The Chinese characters for natural objects, such as flower, bird, moon and tree, flow slowly down randomly. The moment the shadow of the audience’s head or hand touches the characters, the ink calligraphy changes into colourful animations of a butterfly flapping its wings or a firefly flitting around. A full moon embraces all this with an aura of tranquillity.



Inoko’s objective is to lead the world’s visual art. The surprising, cutting-edge projects by teamLab has been widely talked about worldwide.

TeamLab also produced a 19:25 minute animated feature, “Flower and Corpse Glitch", exclusively for the exhibition. A digital narrative with the theme of showing great awe towards nature, it has already found a buyer even before the opening of the exhibition.

Another avant garde artist whose work is being exhibited is Yasumasa Morimura. He has won fame and fans for his self portraits, in which he himself would appear as the painting’s protagonist.

On display at the exhibition is his faithful reproduction of 17th Century Dutch painter Jan Vermeer’s masterpiece, “Girl with a Pearl Earring".

Morimura’s latest creation is a 4 minute 12 second motion video, “Vermeer Study: Looking back", which provides a story line for mysterious painting, “Girl with a Pearl Earring". It will be open to the public for the first time. The price tag: S$40,000 (excluding the LCD screen).

Other exhibits include Cryptic LED art by Ben Rubin (USA) and geometric animation depicting objects in New York City by John F. Simon Jr (USA).

The price range of the artworks that’s on display is between S$8,500 and S$150,000.

The exhibition, which runs from Sept 13 to Oct 27, is open to the public as is the opening event on Sept 12 at 7pm.

Visit the exhibit at Ikkan Art Gallery at Artspace@Helutrans, #01-05, Tanjong Pagar Distripark, 39 Keppel Road, Singapore 089065. For more details, visit their website at www.ikkan-art.com or email them at info@ikkan-art.com.

WORK Flower and Corpse Glitch
B-maga 에 소개되었습니다. (Feb, 2011)

福田淳のメディア業界“カリスマ"対談シリーズ

The structure of happiness is “literally simple." The last interview of the series for meeting people who making news among the media industry, hosted by Fukuda Jyun from SONY marketing. Thus far, many prominent guests have appeared to this interview series as following; 1st guest was Suzuki Makoto, the president of Niwango, Inc. (well known for Nico Nico Douga, a popular video sharing website), 2nd guest was Takiyama Masao, the president of Animax Broadcasting Japan, Inc., and 3rd guest was Shigemura Hajime, the president of Nippon Television Network Corporation. Therefore, editors were sorely perplexed to choose the last person to invite. They remembered their underside mission:"take a look in succeeders’ mind." Then decide inviting a man who we’re interested to hear his account. That is Inoko Toshiyuki, the president of teamLab co. a group of Ultra Technologists that have been active in Hongo, Tokyo.
 teamLab’s work includes: the planning and developing of; “iza"a news portal site; an original “interesting and amusing algorithm" for collecting information to be shown on teamLabs “Sagool" search engine; “Flower and Corpse" an artwork for the 150th anniversary of diplomatic relations between Japan and France at the Kansai exhibition in Paris; 3D computer graphic animations; and a wide variety of art and technology works.
 Atsushi Fukuda writes of Inoko Toshiyuki; “Inoko Toshiyuki is a young charismatic genius who from childhood has a picked up the “signals" to revive Japan. From a point of ingenuity, from the simple enjoyment of making something, or even to his theory of TV playback, Inoko is able to find opportunity for entrepreneurship". My dream no to become an adult has come true!?Fukuda(F): Guest for the last interview is Inoko Toshiyuki, CEO of teamLab co. According to B-maga editors, Mr.Inoko appeared in the TV program which invites young entrepreneurs as panel of experts called “Asa Made NamaTV" in 2010, and became famous right after that. Also I’ve heard that since you appeared in the same program again on New Year’s Day, you’ve been asked for many sessions and interviews. If you say frankly, why do you think that people pay attention to you?Inoko(I): I don’t know much about that….but it maybe because I’m like some sort of dead air or something.Everyone: (Laugh)F: This is not our first meeting, but since I’ve hear that you are from Tokushima, I found something congenial with you. I’m from Osaka, so I thought “it’s close."I: Yeah, I understand that feeling. People in Tokushima, they all think that they are part of Kansai area. Because the weather forecast of Tokushima is displayed in TV with Kansai, and we are connected with Hyogo by land.F: Are your parents both from Tokushima?I: Yes.F: I know it can’t be said definitely, but how do you see the regional characteristics of Tokushima?I: Hmmm….Maybe they have many strange (different) people.F: Are you also the one of those different people, since you were kid?I: I was a kind of nihilist, a kid with no dreams, like wanted to be nothing particular. I didn’t really want to become an adult at all. I had so much fun in each day, but hate having “tomorrow."
 When I was in elementary school, I made a list called “Things I get in trouble if I die." I wrote the list not because I wanted to die, but to get the “want to live" feeling. Then I added the list things I would be stumped if I die, like “Mom gets sad" or something similar. But I realized that I wouldn’t know whether my mom gets sad or not after I die, because I’m already dead. So I scratched off the sentence. Kept erasing those things and sentence that has been left at the end was:"I want to know the next story of Dragon Ball."F: Haha, you only care about the Dragon Ball which has been serialized in weekly comic magazine Jump then. How realist you were! But things you’ve said first that you didn’t want to become an adult, seems like it came true, isn’t it?I: What is that supposed to mean?!F: In a good way, I mean (Laugh). Because you’ve build office like a kid’s hideout in such a quiet district of Hongo, and set some video game at the reception area. It was quite surprising though.Editors: You play the game to call for people in the office, right?F: Really? I thought I have to win the game if I want to enter the office (laugh). Received a message saying:“Regenerate Japan." And so start to run business.F: Anyway, Mr Inoko, you established teamLab when you graduated University of Tokyo in 2001, from the Department of Mathematical Engineering and Information Physics (Faculty of Engineering), with 5 other members. Why you choose to start-up the company instead of finding employment?I: I often talk about this story…..When I was a junior-high school student I received a electronic message (Dempa). It’s not a metaphor, but really the message saying:"Regenerate Japan."F: The time should be when the Dot-com bubble bursts, right? Was it like, one day you got the idea that come from out the blue?I: No, I felt it rather longer. It was flabby as it sounds something like “Deeeemm." I majored in science so I couldn’t understand and so freaked out with such unscientific phenomena. I had no choice but to obey the voice.
 Later, in 1996, right before I enter the university, first time I heard about the internet and connected to PC. I was absolutely shocked with it. Remember thinking: wow, this is amazing. For the first time in human history, people have the power to freely receive and transmit information to and from all over the world, moreover, it’s cheap.
 Originally, people’s interests and thoughts are different in various ways, so that one’s values definitely differ from others’. Users can make their own choice for information by the internet, and people are able to receive the core information about anything from all over the world. I thought the event brings historical change and transform the whole society, to such a happy age.F: And society rapidly transformed to the information-age.I: I want to clarify that technology and cultures are the essential element for the national strength. Especially Japan, a country with meager resources, we absolutely depended on those two elements. However, the industry construction have changed by appears of the internet, so we have to start from zero again. In that respect, what is the most important thing? Of course, technology and culture are. The words are the same as before but they mean totally different, because all types of technology will change. We can’t use the same old techniques and ideas.
 At the same time, when I graduated from University, I couldn’t find the company that takes role for both technology and culture. Therefore I decided to get involved to both technology and culture in the digital domain, establish the company where is able to make experiment of technology and creativity. I still had the ideological threats by Dempa, and I also thought it would be wonderful if new culture and creation could emerge from Japan.F: How did you implicate your friends to start up the company?I: I didn’t really implicate them but kind of cheating (laugh). We have to start with situation of no money and no connections, so couldn’t pay much. But if you are student, money is not really a big matter so I thought they won’t realize the inconvenient (laugh). For me, starting business was not a dream but an obligation. And I wanted to make the process of job more exciting and enjoyable, so I considered carefully then figures out the most exciting things; share the process of achieving a certain aim with people I like. Don’t you think the structure of happiness is literally simple?
 Now a day, mobile media is making a big hit. This was in-expectable in former days, but this kind of reversal phenomenon will keep happening from now on. I believe there are still chances for small personal media, and want to produce a work which is like the mobile content that follows by movies, TV, and magazines. Change the restrictive mood to the tolerant messages by the potential of TV powerF: For last topic, this magazine is a trade magazine for people who work at multi-channel industry, communication industry, and internet industry, so I want ask Mr.Inoko about the future of TV. Recently, it is said that young people are leaving TV behind, and using mobile and internet instead. Why do you think so?I: At time that TV was the king of media, when some interesting content comes out, small number of people enthusiastically supported the content and they lead it to others. Then the content expand to mass, stimulate the market and such circumstance was producing a big hit. However, those small number of people’s interests moved to internet which is more free and capable to provide core information. As a result, even one interesting TV program has produced it disappears before it reaches market. Therefore the content with all marks average but nothing outstanding has been increased recently.
 For another reason, I would like to mention that the society became restrictiveness. First, when we consider about the process of creating unique culture before global age, one unique thought produced unique sense of beauty and law. Then the unique law helps to create the unique culture. However, after global age, society enforces the global ethical view on people and people started to commit self restraints bec

NIKKEI DESIGN 에 소개되었습니다. (Apr, 2010)

Nintendo Game is Official Successor of Japanese Culture

 Among the home video game industry, SONY and Microsoft sought for a high visionary definition. However, Nintendo sets apart drastically from hostile companies and they succeeded by creating the real world performances as a new interface. Why Nintendo was capable to be at the forefront of the technology? Even they did sort of the flipside to the general trend. Inoko Toshiyuki (CEO of teamLab co.: Creating unique interface on websites, and recording good rate of traffic to the website they designed such as TOYOTA and Suntory) and Sakai Naoki (The representative of Water Design Scope: a conceptor from Kyoto) will discuss about the strength of Nintendo design. SAKAI(S): Mr.Inoko, what do youthink about design of Nentendo’s game console?INOKO(I): I think they are literally cool and stylish.S: Generally, SONY’s playstation3 and PSP, Microsoft’s Xbox are accepted by people as “cool" designs. For Nintendo, on the contrary, Wii and DS are seems to be not very famous for their designs. But you think that’s wrong?I: First I want to say that their graphics are incredibly cool. For example, in “Super Mario World," the very first game of super family computer, they used layers for drawing all the background graphics including trees. And it moves sideways. They are cool not only for its graphic but also for its design, which is similar to those of classical Japanese garden.S: The backgrounds remind me of the stage design of Kabuki as well.I: I especially love their Map screen of Super Mario World that they have both bridge and ladder icons on it. Bridge is depicted as we see them from above, and ladder is portrayed as we see them from side. They combine the pictures of both views, from above and side. Players distinguish the bridge and ladder by the pictures. Originally, in real world, people recognize the world by combining of the bodily sensations. The same experiences are provided in the Mario’s map screen. Therefore I think it’s very natural technique of expression. However, it is uncomfortable for people who used to the perspective drawings or Western designs.S: Is it hard for people who graduated from art school to understand the value of Nintendo design?I: I think they are very Japanese way of drawing. YAMATOE also combines the both scenery that view from above and side. Draw things in point of view from above, when people recognize the things from above, draw things in point of view from side, when people recognize the things from side. Mario’s Map screen and YAMATOE are using the same technique of spatial expression. Therefore I thought Nintendo is the official successor of Japanese culture. Let me change a topic, do you know why ink-art (SUIBOKUGA) was drawn? It is said that they are minimalism, but I think there’s another answer. First of all, there were basically no specialists for ink-painting. Japanese artists were drawing both YAMATOE and ink-painting. So the painters choose the technique of expression in each time. When they draw something that reflects the power of life, they choose ink-painting. Painters choose to draw YAMATOE when they are drawing the whole world. Ink-painting as monochrome (single color) would better convey a personalized feeling or atmosphere. Painters, in ink-painting, abbreviate the things they feel no vitality. Japanese people believed that every creation has life energy and humanity is just a part of big nature. This way of thought reflected in drawings. Nintendo also succeed this traditional thought, that they make a cartoons for everything which they felt life energy. Therefore, in the map screen, tree has eyes and dancing around.S: It’s similar to the conception of Hyakkiyagyou (situation that many monsters, spirits, etc. forming a line and walking through the night) and YAOROZU NO KAMI (a large number of deities), right?I: Yes, they succeed the fundamental point. Colors that excites playersI: Including the title logos, Nintendo uses a lot of colors for the games, aren’t they? Super Mario Galaxy has sparkle stars, and it floating around the screen. People naturally feel so excited when they saw such colorful and sparkle things. However, other game publishers tend to use sober colors to make the game more realistic. If that’s the mainstream of game industry, Nintendo is doing what they want to do and they don’t care what other companies are doing. The reason why the other game publishers avoid using bright colors is, I think there must be some influence of the Western culture. In the Western society, they suppress the expression of people’s feelings and desire, because they think taking precedence over such instinct means becoming the same with savage wild animals. In respect of design derived from such deliberation thoughts, Nintendo designs are different.S: Nintendo did a great job on creating a new interface which works with actual actions, such as Wii. What do you think about this kind of design?I: From the very first, I love the way we can control the Nintendo games, they are simply enjoyable and feels good when you are playing them. In Super Mario world, all kids were just in love to see Mario running faster, so that they kept pushing B dash buttons. B dash doesn’t mean giving them extra points, but they just kept pushing it. They just felt good by seeing Mario running so fast. Similar thing is happening in Super Mario 46. The game officially starts only when the player get set in the Peach’s castle, but no one enters the castle and just hangs around in the garden for an hour. It’s all because it was just fun to have an operation. When we play video games, originally the purpose is to get some score, and the results in the competition. In case of Nintendo’s games, they design the games to made process as the purpose of playing games. Moving your body makes you feel good, and that’s kind of the same feeling you get when you taking a bath. I consider that Wii controls made those feelings materialized by extend of technology.S: We can say the same thing in cars. Originally, we just felt good to drive cars, so we get into them without particular reasons. However, car industries started to decide emphasized interior comfort and usability to sell more cars. Such strategies brought consumers to stop demanding the pleasures in handling (driving) cars, and let them start leaving away from cars.I: Even so, “what feels good" is hard to put into words and difficult to explain theoretically. We are just able to say, "Just use it, and you’ll know it." However, explanation in theory places greater importance in today’s business, and under such circumstances, we can’t create the products like Wii.
 Up till now, technology means physical technology based on natural science. Natural science is to take an objective view to anything and generalize them. However, the subject of technology has changed to digital, which means all technologies are based on humanity itself. In natural science, the solution finally settled to nature For example, in case of manufacturing the steam locomotive, people generalize natural phenomenon and take it down into the piston action. In respect of the engine, we can judge it objectively based on speed. In case of technology targeting digital domain, they are clearly separated from the nature, in a word, they can’t be judged objectively because the subject is humanity, and they finally settled to humanity. Which means a center element for assessment becomes subjective and based on real feelings. These kinds of changes are actually happening.S: Evaluation criteria for Hollywood movies are subjective, whether it makes you feel good or not.I: Among the content business including movie and music, people evaluate them subjectively all along. As you said, judging the products based on one’s feelings and one’s taste. Thank to digital appearance, technology become separate from natural science. From now on, technology also be evaluated subjectively, which means users judge the technology whether they are interesting, enjoyable. And Nintendo was head of others that they are already practicing.S: Huge hit of iPhone is the same thing. In iPhone, we can directly touch the content, such as extending pictures by fingers. A child of Ogata Hisato, the design enginner, is just a year and half and is perfect for using iPhone. They are instinctively fun and easy. Before the release, some people said that it won’t sell well, because no one knows how it feels like “touching informational contents directly".I: I agree. In the latest Nintendo video game called “New Super Mario Brothers Wii", users are able to play the game with other users that are in different levels. They created a new excitement of game by providing different team game system from those of conventional video games. This is a solution. They solve the issue which stays in the conventional games that users in different levels can’t play together. Nintendo is capable to offer these kinds of solutions because their management is well organized. Strong management system is the most essential point.S: In Nintendo, Mr.Yamauch withdraw from the president in 2002 and name Mr.Iwata as next chairman.I: After that, the management is organized by 3 people; Mr. Iwata, the programmer and be specialized in software, Mr.Takeda, the hardware engineer,

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