Hadaly Villasclaras

2025

Bouquet v2.0

Generative software based artwork

Bouquet v2.0 (2025) is the continuation of Bouquet v1.0 (2025). They are generative software based artworks that delve into the nature of digital entities by exposing their data infrastructures. Through the browser, a generative 3D model is exposed along with the data clusters involved in its own rendering, overlaid as a visible informational layer.

More info here

2025

Mentoring—1st Hackathon for women organized by YesWeTech

At Google Security Engineering Center

I participated as a tech mentor at the 1st Feminist Hackathon organized by Yes We Tech , held at the Google Safety Engineering Center in Málaga. I guided interdisciplinary teams composed mainly of participants from engineering, programming, UX/UI design, product, and communication backgrounds.

Throughout the event, I supported the groups in shaping the technical and conceptual direction of their projects—evaluating feasibility, structuring workflow, and translating initial ideas into clear and presentable solutions. The hackathon focused on developing initiatives aimed at reducing the gender gap in the tech sector, and my role was to provide strategic guidance, facilitate decision-making, and promote effective collaboration within each team.

2025

Bouquet v1.0

Generative software based artwork

Bouquet v1.0 (2025) is a generative software based project that delves into the nature of a digital entity by exposing its data infrastructure. Through the browser, a generative 3D model is exposed along with the data clusters involved in its own rendering, overlaid as a visible informational layer.

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The visual shape of a digital object is the last stage in a complex chain of procedures involving the participation of multiple entities perfectly organized among themselves.

Entities are represented as a collection of structured data that defines their attributes and behaviors. They can operate autonomously, but they can also depend on or be composed of others, generating an interconnected and collaborative structure between different entities within the same system.

Bouquet v1.0’s approach has been to rearrange these clusters of information involved in the rendering process of a generative 3D object, as a small gesture to embody its own material existence and the ecology of patterns, protocols and systems that support it.

Live project: www.bouquet.hhvv.org/screen/

Interactive version: www.bouquet.hhvv.org/

2025

Commision—Interactive app with S​o​mn​i​a​ l​a​b

App development, interactive, Machine Learning, API

Development of an interactive application for Younexa Showroom.

It involved:

  • — Full-stack development
  • — Interactive UI
  • —️ 3D models integration
  • — Implementation of a real-time human detection system using Machine Learning to change screens and trigger animations.

Stack: Slim, ts, sass, three.js, coco-ssd model.

2023

Research collaboration—Onto-exhibit within Telefónica-UMA Chair

Research, Ontology, Data modeling

The initiative focused on developing a web ontology and semantic model specifically designed for the domain of art exhibitions and the cultural sector. I collaborated with research groups from the Art History and Computer Engineering faculties, contributing to the conceptual and semantic modeling of entities and their relationships, as well as field research and data structuring processes.

My role involved supporting the design of the ontology’s architecture and ensuring its alignment with the domain’s conceptual frameworks. This included translating curatorial and institutional knowledge into structured, machine-readable formats, facilitating interoperability and knowledge representation within cultural heritage contexts. I worked with semantic web technologies such as OWL, RDF, and metadata standards to build and refine the model collaboratively.

2023-24

Commision—Cyborg Generation with Miguel Morillo

Web development, Art Direction

I was responsible for both the web development and art direction of the film Cyborg Generation website by director Miguel Morillo, creating a digital space that mirrors the film’s atmosphere—cold, technological, raw, and deeply human. The design and interface were conceived to translate the conceptual language of the film into an immersive online experience.

Now it's part of Miguel Morillo website

2020-23

Una Imagen Bot

Generative text-based artwork

Una Imagen Bot is a generative software to create text-based images.

It was conceived as a tool to explore one’s own visual landscape within a digital environment increasingly shaped by hyper-produced imagery and algorithmic logics that dictate what is or isn’t seen.

Una Imagen Bot operates as an exercise in counter-imagination, opening space for thinking new ways of representing the real.

More info in www.unaimagenbot.com

Once activated, the program runs autonomously and can take different forms depending on the context.

Between 2020 and 2023, it powered a Twitter bot that posted these image proposals on a regular basis. The bot stopped operating after the platform became X.

In 2021, the project was featured at Loom Festival through a social media intervention. The text-based generated images were shared through stories as a gesture of returning agency over visual production to users through their own imaginaries.

2022

Publication—A Decade To Download

Featured artist

My work was featured in A Decade to Download. The Internet Yami-Ichi 2012–21 (A Decade to Download Project, 2022), a limited-edition publication of 100 copies created with the concept of “downloading” the 10-year history of Internet Yami-Ichi into a book. The project was led by IDPW, founded by the artist duo e​x​o​n​e​m​o.

I was included in the book thanks to my participation in the 2020 edition of Yami-Ichi: tianguis de intercambios digitales at Centro de Cultura Digital in Mexico City, curated by D​o​r​e​e​n R​í​os and C​a​n​e​k Z​a​p​a​t​a. My works No más imágenes, Facts, and Mystery canvas box were part of Zona Hipermedial, an experimental online exhibition platform that extended the event into a digital curatorial space.

2021

NeoFantasy Tales (decentralized exhibition) at solo_show

Exhibition, off-site installation

NeoFantasy Tales (Fragmentary sketch for a stage) was realized in May-June 2020 as part of the offsite group exhibition “Everything must be render perfectly”, hosted by solo show online.

The works that constitute the project have been created with canvas scraps and other recycled materials from previous works due to the conditions of isolation and labor and economic precariousness suffered during the viral pandemic of 2020.

Their only destiny is to exist as images.

2020

100% REAL

Vídeo HD 2'59'' [loop] , 2020

100% REAL explores the tension between the image and the medium that supports it, interrogating the material structure that allow some- thing to be visible and legitimized as “real”.

The painting, as a device of representation, is staged, revealing its material condition as it turns on itself. This gesture attempts to shift attention from the motif represented to the medium itself, showing that what is declared as real is always a mediated construction.

Exhibited at "Cómo aprender a dejar de pintar"[How to learn to quit painting] (Curated by E​l​a​​d​i​o A​gu​i​l​e​​r​a). Sala Subsol, CC Bellvitge-Gornal, Barcelona (2020).

2020

I lost a picture I had saved

Solo exhibition at Factoria de Arte y Desarrollo (Madrid, 2020)

I lost a picture I had saved is a project about wanting and not wanting to be seen. The common threat in these artworks is an absent image, recreated with different pieces taking the form of furniture and other objects found in a domestic sphere -or camouflaged among them-. These elements help to dramatize the room to simulate a space of privacy, creating a fictitious setting where the viewer is involved to follow a narrative threat about the mystery of this non-visible picture. This way, the project focuses on the illusion of privacy in the domestic space and on the contradictions found when proposing ways to escape the regime of visibility we live in.

Under this pretext, the artworks have been created by using different visual strategies in order to negate the image; trolling different devices of representation or presentation thereof; and creating allegorical motifs about the condition of the access to the visible and the overexposure from which the contemporary subject is affected. The painting, and more specifically, the painting-object, has been the driving force of the entire project. It has been approached not only through its visual possibilities –turning the canvas into curtains, a tablecloth or flowers petals–, but also attending to its rhetorical and intertextual codes; appealing to the historical notion of the painting as a window and linking it to other formats and strategies of traditional conceptual art and memes –such as self-reference and surreal humour–.

It was exhibited in Factoria de Arte y Desarrollo (Madrid, 2020)

☆ PRESS ☆

I lost a picture I had saved has been featured in:

2019

Trolling Eva

Installation

2017

Before Victory / / Before Defeat

Painting installation. Acrylic on canvas. 180x120cm. each.

Before Victory / / Before Defeat are two large-scale canvases installed with a measured distance between them. A suspended temporality unfolds in the space they frame, placing the viewer in a state of active waiting, held just before an undefined event.

This intermediate space concentrates a latent tension, where time thickens and the potential of what is to come remains contained, unresolved.

2015

Displacement

Installation. Photograph on dibond and acrylic on canvas. 18×17 cm each. Variable dimensions.