A graduate of the Surrey Institute of Art & Design in the United Kingdom and later the London Film School, Yves Peitzner has been developing a practice at the intersection of art, design, and technology for over a decade, which he now complements with teaching: he serves as a visiting lecturer at the Munich University of Applied Sciences, where he teaches courses on artificial intelligence and interaction, exploring how computational technologies can become an artistic and spatial medium in their own right. His research revolves around a central question: how can data, human interaction, and environmental conditions take on a spatial form through reactive installations and sculptural environments? Guided as much by emerging technologies as by emotion, he works with light, sound, moving images, and computational media to create works that question how we perceive and inhabit the world. As a co-founder of Studio TISH, an art and experiential design collective driven by the conviction that humans must remain at the center of all technological creation, he demonstrates a particular sensitivity to light and space, citing James Turrell as a major influence, and crafts delicate dialogues between external environments and internal reflections through precise geometries, complex chromatic harmonies, sound and poetry. His current research explores how artists, scientists, and designers can collaborate to design environments that promote emotional balance and human well-being: a focus he is furthering in particular alongside scientific partners such as the Fraunhofer Institute for Cognitive Systems IKS.

Yves Peitzner has collaborated with some of the world’s most innovative brands and agencies in the automotive, luxury, beauty, technology, and hospitality sectors, including Renault, BMW, Mercedes-Benz, Google, Instagram, Samsung, Sony, Hewlett Packard, Sephora, Procter & Gamble, Red Bull, Hyatt Hotels & Resorts, and Dornbracht, as well as with institutions such as NASA’s Jet Propulsion Laboratory, the Tech Interactive Museum in San José, and the Haus der Kunst in Munich. His work has been recognized with numerous international awards, including gold at the Eurobest Awards, the Red Dot Design Award, the Cresta Awards, as well as awards at the Cannes Lions and the Cannes Corporate Awards. His immersive installations have been showcased around the world, from the AI-driven light installation “Garden of Forking Paths” at the Helmholtz Zentrum in Munich to the interactive installation “The Giving Tree” at Grand Central Station in New York, as well as “Resonance” at the Tech Interactive Museum in San José, “Light Forest” for Instagram in San Francisco, and more recently “Sentient Light” at Vivatech Paris and the light installation at the entrance to Navi Mumbai International Airport.


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Corals

Corals_Yves_Peitzner_Generative_art.mp4

Corals is part of the Vanishing places series, which studies dialogues and tensions between the real and the artificial, the figurative and the abstract. Behind the abstraction are hidden images of ocean life. Under the artist’s direction, the work Corals was created digitally through a series of algorithms, in order to reshape our visions of nature, and especially of the ocean. The spectator is transported to new places that the artist calls Vanishing places.

"Many of our pieces interact with the elements of nature and reconstruct them in different ways. Removing figurative narratives allows the viewer to focus on purely visual features, almost as if they were looking with total detachment for new interpretations. We want to know how this changes our perception of the world around us," he says.

technique

generative art

format

landscape

duration

16:40

year

n/a

Transport

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More on digital art

Generative art
Generative art refers to a way of creating artworks using an autonomous system. In digital art, these are usually generated from code and algorithms created by the artist, often with certain predefined parameters or systems. Although these parameters guide the final outcome of the work, generative art is generally a surprising way to create artworks, as the results are often unexpected and the number of possible outcomes can be infinite.
AI
AI art is a branch of generative art that uses artificial intelligence. Unlike other generative artworks, AI artworks use specific complex algorithms and models derived from machine learning. The most common methods for creating AI art today are GANs (generative adversarial networks) or proprietary prompting platforms such as ChatGPT, Sora, Midjourney, or Dall-e.
3D
3D art uses 3D software such as Blender, Cinema4D, Houdini, or video game software such as Unity to create works of art. In 3D works, artists can either arrange assets (the 'objects' in a 3D artwork or world) that they have created themselves or purchased from other creators to create elaborate environments and scenes (an approach to 3D art called 'set dressing'), or specialize in sculpting, which involves creating their own objects and assets.
Photogrammetry
Photogrammetry is a specialized 3D technique that allows 3D objects to be created from numerous photographs taken of an object or scene from multiple angles. These photos are then compiled to determine the specific positioning, shape, and dimensions of the object in space, and then converted into a 3D model. Initially developed for engineering and urban planning, photogrammetry has become a way for artists to produce extremely accurate 3D models from real-life images.
Collage
An extension of the traditional, plastic approach to collage, digital collage involves searching for and cutting out multiple images, extracting them from their original context, and recomposing them in a new arrangement to create a work of art. Artists can use their own photographs or find images on the internet.
Illustration
Digital illustrations are created using software such as Adobe Illustrator, Photoshop, or Procreate. As with drawing on paper, the artist uses a stylus to sketch a figure or object, usually on a tablet, to construct a scene or artistic universe. Unlike traditional drawing methods, digital illustration is much more forgiving, as mistakes can be easily corrected and drawn elements and objects can be easily moved around within a scene.
Video
Video artworks primarily use a recording camera, but may sometimes include additional post-processing or editing to distort, modify or add additional elements to the image. Some artists use state-of-the-art recording equipment to create macro zoom-ins or time lapses, privileging fidelity to the subject matter. Others use additional softwares to significantly modify or warp the video, creating an alternative perspective on the world that surrounds us.

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