tech art fest
22 & 23 Feb / 10:00am-7:00pm / WESTGATE SHOPPING CENTRE
Future Arts Exhibition
A group exhibition exploring the intersection of technology and art. This event is a drop-in throughout the day.
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- How do robotic arms, AR mannequins, and digital avatars challenge what we think about art and technology?
- Could an electronic watering can, queer ecologies, and 1990s rave culture inspire your next creative idea?
- What stories can AI, accessibility, and interactive installations tell about the future of art and society?
What it’s about
Experience robotic arms, AR musical mannequins, electronic textiles, and projects that question the role of AI. Interact with works promoting accessibility, reflecting on 1990s rave culture, and delving into queer ecologies. Become a digital avatar or use an electronic watering can to illuminate growing vines.
What to expect
During the Future Arts Exhibition, you’ll have the chance to engage with interactive installations, participate in creative experiences, and explore thought-provoking projects. The event invites you to connect with the artists’ processes, reflect on the role of technology in shaping art, and consider its cultural and environmental implications. Through hands-on activities and immersive encounters, this exhibition offers a unique opportunity to experience creativity in action.
Ideal for adults aged 18+, it’s designed for young professionals, businesses in creative tech, and educators exploring innovative approaches to art and technology.
Friday
17:00-22:00 Exhibition private view
About the exhibits
Other Lines by David Kendall
Through the expressive lens of thermal mobile imaging technology, ‘Other Lines’ explores the visualisation of air pollutants and particulates emanating from industrial sites in Merseyside, United Kingdom. As an aesthetic result, unfolding thermal narratives outline multiple horizons: Transparent and opaque layers of air pollution emerge as digital image formations revealing visible and invisible elements of atmospheric change along the Wirral peninsula.
Radiant Vines is an experimental light installation built with approachable interaction in mind. Pick up the watering can and tilt it to sprinkle light onto the plant pots and watch the vines grow and bloom.
By fusing recognisable objects with hardware, it's possible to reach new, unexplored audiences and challenge the assumption that joypads and keyboards are the most intuitive interfaces for play.
Generative AI will fundamentally change the landscape for creatives, curators and consumers of all types of culture - eradicating access barriers in terms of time and increasing the supply of creative work by an almost infinitesimal amount - to the extent that there will be free self-produced music, free art, free poetry, free graphic design…and of course “free jazz”.
This unsettling kinetic artwork features a human-looking arm holding a smartphone that tracks you relentlessly across the space, streaming your image online. Initially exploring the themes of anxieties about privacy and consent, it also questions our desire to be seen, observed, and captured. It explores the line between constant surveillance by peers and justified need for individual attention in an age of intense social media competition.
Sonic Shy by Nat Whitney
Sonic Shy invites you to co-create a continuously evolving soundscape through throwing or moving small e-textile balls on a wooden board. As the balls make contact with different areas of the board, sounds are triggered, altered or silenced, resulting in a continuously shifting auditory experience shaped by play, skill and chance.
This piece is a work in progress, building on an earlier interactive sound prototype, Sonic Blobs. Rooted in familiar objects, everyday rituals, and tactile experiences, the works merge these elements into a framework for participation. Through this ongoing sonic inquiry, moments of individual and shared connection intersect through playful opportunities for individual and collective sound-making.
The Answer is Darkness by Coby-Rae Crosbie
This video-game essay draws on knowledge building of specific topics of queer ecologies, and the wandering/wondering of the player through a dark forest forest to collect pieces of information from NPCs (non playable characters). This manifests in the meeting of companion species, a daisy field (in echo of the self-referential system principle echoes by the daisyworld theory), and the tall, growing pines trees who thrive in areas arid from destruction.
The aim is to propose gleaning as an approach to knowledge and knowledge production that is empirical. Walking around and collecting of these pieces in the game stylised simply as “knowledge”, is a means to convey the experience as the personal. The choice of associating an empirical-approach to knowledge-building is not without significance : I believe there is an importance to address the way we occupy spaces of not-known, and which will only further help us engage in collective knowledge-building.
AILA by Brad Rumbl
AILA is an award winning work that features a large sculpted face with electronic eyes that glitch between looking at the audience and then to internal looking reflections akin to visuals seen in the minds-eye during meditation. The piece also has a panel with 6 mounted masks, each of which represents a different Jungian Archetype. The masks can be pulled from the panel and placed on a central mount where the archetype will introduce itself (the mother, the warrior, the sage, the artist, the trickster and the reaper), then invite audience members to interact with it with their voices. The audience can then converse with the piece having a back and fourth (with a 4 interaction limit) and then sign off.
The idea behind this piece was to create a sense of awe and the sublime with a large omniscient face that can act as a benevolent being allowing people to explore deeper thoughts they might feel embarrassed to ask their immediate community. The interactions most people have had with it in the past have all been exploration of meaning, life and the human experience, despite this not being implicit within the installation itself. Once installed it is a plug and play system.
Eat Sleep Scroll Repeat by Tilly Hawkins
The bold, colourful design and slogan on this banner reflect the early days of the internet through the lens of 1990s rave culture, providing a hauntological reminder of a time in which the utopian promise of technology to connect and educate us still felt like a future possibility. Combining these ideas with an ironic nod to the phenomenon of ‘doomscrolling,’ absorbing the infinite stream of upsetting events from world news that filter directly into our eyes through the endless scroll of social media, contrasts the imagined future of technology to our present reality. Utilising emojis underscores the importance of images and symbols in online communication.
Futurist Hallucinations by Serena Marija
Futurist Hallucinations is a new media art concept that explores futuristic visions and surreal experiences, moving beyond conventional reality. It represents a journey into the mind, where speculative futures and surreal imagery merge, offering glimpses of what may lie ahead or what could exist beyond our current understanding. The term embodies the idea of imagining and experiencing the future in a vivid and sometimes fantastical way, potentially influenced by emerging technologies, philosophical inquiry, or artistic interpretations of the unknown.
(The Moment) Everything Changed by CoDa Dance Company
(The Moment) Everything Changed consists of a large interactive screen which can be set in a public space and invites audiences/participants to move within the designated floor space and see how their movement is captured and played back to them. Participants’ movements are mirrored and enhanced with digital ‘particles’ transforming into avatars. The
screen explores novel movement patterns in response to the visuals participants create, encouraging more movement, either as individuals or collectively. The experience is fun and engaging, but also part of something deeper and more interesting.
The work is programmed to enable participants to experience, even just for a few seconds, what it feels like to have a neurological disability. At times, the work will delay how it responds to participants’ movement, mimicking the delay in the brain’s messages reaching the body. In another interaction, participants find they need to move ever faster to bring their avatar together from particles formed, the effort becoming exhausting - and if they stop their humanoid shape disintegrates.
Sound in motion by Simon East
Four digital wands using the artists custom Flowfal technology allow participants to control specific sounds or visual effects through movement. Wand direction moves the effects in 3D space, creating an immersive experience for the audience. This work allows the audience to create spontaneous, joyful mini performances together.
I Have a bad memory by Connor Turansky
Some memories become rose-tinted in nature.
Others I compel myself to leave behind.
Occasionally, multiple memories blur into one.
Or one can become fragmented into more.
Some fade over time without my consent.
Many linger, no matter how hard I try.
WHEN
Saturday 22nd & Sunday 23rd February
10:00m - 7:00pm
WHERE
Unit 10, Westgate Shopping Centre, Fodderwick, Basildon, SS14 1WP
DROP IN EVENT
About the organiser
Connor Turansky
Connor Turansky (he/him) is an Essex-based visual artist and educator working at the intersection of technology and art. With a Master’s in Photographic Arts from the University of Westminster, Connor combines photographic methodology with mixed reality, paper engineering, electronics and projection mapping to explore themes of simulation, perception, wonder and accessibility.
As a neurodivergent artist, Connor applies anti-gatekeeping pedagogy to make tech-art practices inclusive. He leads the Emerging Media Space at the University of Westminster and collaborates with organisations to create accessible workshops. His work has been exhibited across the UK, including projects featured at Peckham Digital and the V&A South Kensington.
Currently, Connor is programming Tech Art Fest 2025, building a community workshop at his studio in The Blokhouse CIC, and caring for his pet chickens.