5-10 february 2019
HashedTime is a digital data artwork that explores the relationship between “digital data recording” and “human memory”. More than a snapshot of current discussions and publications, it offers real-time monitoring of the flow of the best Twitter hashtags and the most popular Instagram images, starting with the creation of the two services – 2006 for Twitter and 2010 for Instagram.
HashedTime, like a perpetual calendar, makes it possible to establish links between words and images in time, starting from the current date. Thanks to this vertical reading, users can trace the main themes and topics of the public debate or follow their passions.
This constantly evolving data board has given rise to a world that is profoundly unstable and increasingly uncertain. In a continuous oscillation between agreement and contradiction, doubts and certainties, social life and individual life seem to be imbued with an infinite variety of emotions.
What exactly are we going to remember about this flow of information? Do these publications really represent us? What is the proportion between important issues and banality? Is it possible to trace a guiding thought? These are some of the issues raised by the work of David Bihanic in collaboration with Marc Le Renard.
Designer and teacher at the University of Paris 1 Panthéon Sorbonne, Bihanic is also an associate researcher at the École Nationale Supérieure des Arts Décoratifs. In his work he explores both the processes and the aesthetic and epistemological limits of design.
In 2018 he curated the exhibition “1, 2, 3 data” at the EDF Foundation in Paris. The exhibition is currently located at Edison’s headquarters in Rome.
Marc Le Renard
Graduated at ESIEA, French school of digital sciences, Le Renard is an engineer expert in virtual reality (VR) and Augmented Reality (AR). In this field, he has led and collaborated on national and European research programmes, as well as industrial projects.
He is the founder and CEO of FOKS-lab, a studio specializing in the training, design and production of immersive 3D systems.