Jump Cut II
2021 · 24 min
Created with support from Canada Council For The Arts, Conseil Des Arts Et Des Lettres Du Québec & The Secretariat for Relations with English-speaking Quebecers
Directed by Sabrina Ratté
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Transit · 2011Transit
2011
Movie
An illuminated map of Paris became a landscape through various image tranformations.
Station Balnéaire · 2011Station Balnéaire
2011
Movie
Images of the Almalfi Coast have been transformed by video feedback. The rigid transitions, inspired by early computer art, contrast with the aleatory movements of the electronic light.
Experiment IV · 2012Experiment IV
2012
Movie
Video feedback, AZDEN VPC-10, LZX video synthesizer
Contre-Espace · 2022Contre-Espace
2022
Movie
Contre-espace evokes horizons that transcend architecture to create contrast and tension between city walls and the poetic space they can inspire. The facade of the Museum's oldest pavilion becomes a canvas on which a landscape made of electronic and digital light is drawn. The image – or the mirage – takes shape on the wall, opening up the field of possibilities. It is the encounter between stone and light, between surface and depth, between the physical world and the virtual world.
Biomes IV · 2017Biomes IV
2017
Movie
Biomes is a series of 4 paintings in motion inspired by the the surrealist landscapes of Tanguy and Kay Sage. Digital and analog video techniques are used to simulate painterly effects in an interplay between soft, harsh, mat and shiny surfaces, different shades of light and the illusion of depth or flatness. Biomes are portraits of post human environments where uncanny life forms materialize and slowly detach themselves from the horizon, to finally melt into their respective landscapes.
Experiment I · 2012Experiment I
2012
Movie
Video feedback experiment, also known as Melting Signals I. AZDEN VPC-10, 1 min, sound.
Monade I · 2020Monade I
2020
Movie
Part of a series from Sabrina Ratté
Biomes I · 2017Biomes I
2017
MovieAnimation
Biomes is a series of 4 paintings in motion inspired by the the surrealist landscapes of Tanguy and Kay Sage. Digital and analog video techniques are used to simulate painterly effects in an interplay between soft, harsh, mat and shiny surfaces, different shades of light and the illusion of depth or flatness. Biomes are portraits of post human environments where uncanny life forms materialize and slowly detach themselves from the horizon, to finally melt into their respective landscapes.
Cyberdelia Plaisance · 2024Cyberdelia Plaisance
2024
Movie
The project examines our relationship with AI and its ability to reflect human psychological projections. Its title evokes a mental landscape shaped by the interaction between humans and machines while paying homage to the cyberculture of the 1980s-1990s, a period when technology was envisioned as a means to transcend space, time, and materiality. By integrating the unpredictable transformations generated by AI while preserving the artist’s aesthetic, the work reveals visions that are both sublime and unsettling, reflecting an Anthropocene-marked future. Cyberdelia seeks to re-enchant reality by weaving connections between technology and nature, individual destiny and collective experience.
Afterimage Selves · 2014Afterimage Selves
2014
MovieAnimation
animation by Sabrina Ratté
Monade III · 2020Monade III
2020
Movie
"Monades is a series of prints made with 3D scans of my own body, which became the raw material to be digitally sculpted, deconstructed and re-contextualized. Many inspirations have informed this project, such as the concept of the cyborg by Donna J. Haraway, Hans Bellmer's drawings, Greek Mythology as well as an underlying reflexion on self portrait and the place of the body in the digital world. Captive within the limitations of their own subjectivities, these cyborg/goddesses embody the concept of monade, where each individual is a fragmented mirror of a larger reality."
Aires · 2016Aires
2016
Movie
Aires is a contemplative visit inside a structure which straddles the line between a sanctuary and a corporate space. It is a place that seems to have no purpose and which leads to nowhere. A presence is felt, but never seen. The house itself is alive; the walls are vibrating, the windows reflect abstract landscapes, the textures are constantly shifting. Created by mixing video synthesizers and 3D animation, this piece is a collage of different rooms slowly scrolling from right to left. The seamless juxtaposition of these interiors generates the illusion of a cohesive space while creating impossible perspectives.
Fakeaway Haptics · 2016Fakeaway Haptics
2016
MovieAnimation
2016 Short Film by Sabrina Ratté
Visites Possibles · 2014Visites Possibles
2014
MovieAnimation
Visites Possibles explores the possibilities of creating 3D environments based on video images generated by electronic signals. Inspired by architectural renderings and the idea of virtual tour, the video invites the viewer to visit its structure through specific parameters. Throughout the visit, "entities" arise and disappear regularly as if haunting this virtual environment. Visites Possibles also acts as a transitory space where multiple doors open on potential virtual experiences.
Biomes III · 2017Biomes III
2017
Movie
Biomes is a series of 4 paintings in motion inspired by the the surrealist landscapes of Tanguy and Kay Sage. Digital and analog video techniques are used to simulate painterly effects in an interplay between soft, harsh, mat and shiny surfaces, different shades of light and the illusion of depth or flatness. Biomes are portraits of post human environments where uncanny life forms materialize and slowly detach themselves from the horizon, to finally melt into their respective landscapes.
Spectral Net · 2013Spectral Net
2013
Movie
The work of this quartet (comprised of Birch Cooper, Brenna Murphy, Sabrina Ratté, and Roger Tellier-Craig) shifts visually and aurally between the analog and the digital. Equally influenced by psychedelia and analog synthesized feedback, these videos undulate, shimmer, and pulse with an electric current surging from a hyper-conductive wire plugged into a supernatural outlet. At times the content of these videos appear as analytical devices for complex, cerebral data sets. In other moments, these videos become cascading diagrams of serene and blissful states of otherworldliness. Playfully gliding back and forth between different outputs and inputs, this group of videos shows a willingness amongst the collaborators to bring together the all-too-often divide between these unique technological spaces. In doing so, this collection provides entry into a new world where the digital and the analog coalesce and fuse, creating a newborn child of saturated splendor.
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