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Sculpture Without Mass or Form - 映像作家: teamlab
Art workInstallationMovie

Sculpture Without Mass or Form

2020 ~
00:01:24
Floating in the air, a colossal sculpture is born from a sea of foam, transcending the concept of mass. It neither sinks to the ground nor rises all the way to the ceiling, but drifts somewhere in the middle of the space. The outline of this floating sculpture’s existence is ambiguous; it can break apart into smaller pieces or merge together into a larger mass. Even if a person enters it with their whole body, its existence is maintained, and even if it is broken by people, it repairs itself. However, when the mass is destroyed beyond the range it can repair on its own, the repairs cannot keep up and it begins to collapse. And even if people try to push it or move it aside, they cannot move this sculpture; if people fan wind at it, the sculpture will scatter. No physical action by humans can even move this sculpture. Pebbles, and things humans have made up to now, are objects, and objects have stable structures in themselves. A pebble continues to exist even if placed in a sealed box cut off from the outside world. By contrast, a vortex born in the sea disappears instantly when moved into a closed box. In other words, a vortex does not maintain a stable structure of its own. A vortex is an existence within the flow created by its environment, formed by water that continuously flows from outside the vortex to inside, and from inside to outside. Sustained by the structured order generated by that flow, the vortex continues to exist and changes along with the flow. And the outline of its existence is ambiguous: both the vortex and the outside of the vortex are made of water, with no material difference at all. Instead of creating objects, by creating a special environment, existence is created through the order of energy generated by that environment. Let us call existence formed by this order of energy “Higher-Order Sculpture.” It cannot be separated from its environment and changes as the environment changes. It transcends the conventional understanding of existence based on objects, maintains its presence in midair, and has an ambiguous outline. Even if a person enters it with their whole body, its existence is maintained, and if it is broken, it repairs its own existence. It is a sculpture premised on an open system. In this space, the only matter that exists is water, air, and ordinary soap. By filling the space with foam, creating a singular environment, and generating an order of energy within it, a colossal mass is born from the sea of bubbles, rises up, and remains suspended in midair. In current biology, it is not possible to define life strictly, but for convenience, living things are called organisms if they are composed of cells, metabolize, and can self-replicate. In other words, all living things are made of cells. And all cells are enclosed by cell membranes composed of lipid bilayers. The outside of the bilayer is hydrophilic, the space between the layers is hydrophobic, and both the outside and inside of the enclosing sac are water. Soap bubbles are similarly enclosed by membranes made of lipid bilayers, and the bubbles that constitute this sculpture are structurally the same as cell membranes. However, unlike cells, the outside of the bilayer in a bubble is hydrophobic and the space between the layers is hydrophilic, so both the outside and inside of the sac are air. In other words, if a cell is a sac-like membrane in water, a bubble is a sac-like membrane in air. This sculpture is created from matter with the same structure as cells, the basic units of living organisms, and from the order of energy generated by the environment. Life, too, takes in matter and energy from outside as food, expels matter, and dissipates energy outward while forming ordered structures. Like a vortex, life is an existence within the flow of matter and energy created by the external environment, and the outline of its existence is ambiguous. The structure of life is the order of energy created by that flow, and life may be a miraculous phenomenon found within the flow of matter and energy. Artwork page: https://www.teamlab.art/jp/ew/masslesssculpture-kyoto/kyoto/
Catch and Collect: The Forest of Extinction - 映像作家: teamlab
Art workInstallationInteractiveMovie

Catch and Collect: The Forest of Extinction

2025
00:02:15
An educational project conceived as a way to explore, discover, catch, observe, gather knowledge, and expand curiosity with one’s own body. In the Forest of Extinct Animals, extinct animals live. When you approach or touch the animals, they run away or turn around. You catch various kinds of extinct animals, observe them, and build your own collection encyclopedia. Using the smartphone camera, you look at the animals walking through the space, and when you cast the “eye of observation” at the animal visible on the screen, it flies into the real space. When the “eye of observation” hits the animal, it disappears from the space and enters your smartphone, where it is collected. When you swipe a captured animal to a place visible through the camera, it is released and returns to that spot. Also, if you cast an “observation net” wherever you like, an “observation net” will be spread at your feet. Working together with the people around you and using your body to drive the animals into the “observation net,” the animals disappear from the space and are collected in the encyclopedia in the same way. The collection encyclopedia fills in more detailed information the more times you catch the same animal. Work page: An educational project conceived as a way to explore, discover, catch, observe, gather knowledge, and expand curiosity with one’s own body. In the Forest of Extinct Animals, extinct animals live. When you approach or touch the animals, they run away or turn around. You catch various kinds of extinct animals, observe them, and build your own collection encyclopedia. Using the smartphone camera, you look at the animals walking through the space, and when you cast the “eye of observation” at the animal visible on the screen, it flies into the real space. When the “eye of observation” hits the animal, it disappears from the space and enters your smartphone, where it is collected. When you swipe a captured animal to a place visible through the camera, it is released and returns to that spot. Also, if you cast an “observation net” wherever you like, an “observation net” will be spread at your feet. Working together with the people around you and using your body to drive the animals into the “observation net,” the animals disappear from the space and are collected in the encyclopedia in the same way. The collection encyclopedia fills in more detailed information the more times you catch the same animal. Work page: https://www.teamlab.art/jp/ew/collecting-forest-planets/planets/
A Massless Sun and a Sun of Darkness - 映像作家: teamlab
Art workInstallationInteractiveMovie

A Massless Sun and a Sun of Darkness

2022〜
00:01:45
We do not perceive the world we see. We see the world we perceive. Countless spheres of light. As people approach the spheres of light, they shine more intensely, and the surrounding spheres respond in turn, continuing one after another. If you widen your field of view and stare, spheres of darkness, like lumps of darkness that has solidified, also begin to appear. However, these spheres of light and darkness do not exist. The spheres of darkness do not even appear on camera. Nothing such as glass or any other object is present on the surface of the spheres of light; these spheres are made only of light. There is no material boundary surface, and the boundary between the sphere and the body remains ambiguous in perception. However, in this universe, light does not solidify, and it never forms into spherical masses by itself. In other words, these spheres of light do not exist. These spheres are not present in the physical world, but are sculptures that exist in the world of perception: "Cognitive Sculpture / Sculptures of Perception." Their material consists of light, the environment, the body, and perception. Shaped by the experiencer’s own dynamic body and perception, they appear and exist in the experiencer’s own perceptual world. When they exist in perception, that is existence. And the spheres cannot exist even in the world of perception on their own; they are created by the environment. The phenomena produced by the environment are the existence of the work. Work page: https://www.teamlab.art/jp/ew/masslesssuns-phenomena/phenomena/
Amiwo Une - 映像作家: isshin
2D animationAnimationArt workMotion graphicsOriginal

Amiwo Une

2025
00:00:23
In this work as well, I carried over from my previous works the principle of rigorously applying sound sync, faithfully reflecting even the smallest traces of the music in the visuals, while using no intentionally symbolic shapes or imagery at all; instead, I composed it as simple motion graphics centered on primitive circles and squares. Compared with my previous independent productions, this work explores the limits of motion—moving even faster while remaining intact. In terms of its look, I aimed for a vivid, tactile appearance that, despite not being a 3DCG work, would still feel materially present, by compositing a 3D-like look inspired by Apple’s Liquid Glass—something absent from my previous works—onto flat 2D graphics. Although the work runs at 24 fps, which is visually disadvantageous for fast motion, I aimed for a crisp visual experience with no sense of afterimage, without relying at all on motion blur or similar techniques. I established certain rules for the luminance and hue differences between adjacent frames, as well as for the amount of change in the shapes themselves, though the latter is a subjective evaluation, and this led to an examination of how impressions differ depending on those threshold values. Personally, I also have the impression that in recent years there have been many examples of relying on camera movement to enhance the overall impact and “amount of information” in a video. In this work, I kept camera movement to a minimum based on the principle of not moving along two or more of the xyz axes simultaneously whenever possible, and instead focused on appealing graphic transitions through morphing of the shapes themselves. Especially with fast motion at 24 fps, I was keenly reminded of how long one second is, and how few frames there are to draw the necessary images for the progression of the piece, and I would like to continue exploring the possibilities at the limits of such constraints.
Pre: A - 映像作家: isshin
2D animationMotion graphicsOriginal

Pre: A

2024
00:00:10
I am currently producing a work tentatively titled “A,” and this piece was created as a prelude and foreshadowing for it. Within a short runtime of about 10 seconds, it is filled to the brim with elegant motions evoked by the music. Unlike my usual self-initiated works, this piece and the next one (“A”) aim primarily to express, as purely and directly as possible, the simple emotions that the music calls to mind, setting aside detailed intentions and lines of thought. As a result, while introducing vivid colors with bright yellow-green as the main tone—something I had tended to avoid until now—the rest is largely kept in monochrome, emphasizing that one color even more strongly. Although it is a modern motion graphic grounded in a flat, pop-oriented style, I made heavy use of post-processing such as color shifts and noise, pursuing rich textural expression and aiming for a gap that leaves even this fleeting runtime feeling somehow warm. Around the 3-second mark, I attempted an illusion-like expression in which an X (the bowling strike symbol) encountered after passing through a tunnel transitions into a three-dimensional rotation. Incidentally, in my self-initiated work “Glancent,” released last February, I also created a similar connection in the latter half, where 2D graphics seamlessly transitioned into a three-dimensional structure. Since these kinds of “illusion” effects are not often seen in the realm of 2D shape motion, I would like to actively devise more of them going forward. Now that commercials and visual works making heavy use of motion graphics interwoven with text, images, and video—while incorporating short-form shape motion—have increased dramatically compared with a while ago, is there still room for what pure【shape-only】 or【2D-only】 motion can do? At a time when creators are becoming saturated and are also being threatened by the presence of AI, what more can I do as someone who continues to pursue handmade shape motion in the most literal sense? I want to explore the potential of a short, one-shot shape motion that can be seen as a return to origins. In the end credits, the conventional 【Music】 credit becomes 【つかったおんがく】, and 【Video】 becomes 【今見とる映像を作った人】, flexibly departing even from the format I had maintained as a template up to now, and suggesting prospects for a new style of work in the future.

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