Quayola: Asymmetric Archaeology

Quayola’s first comprehensive exhibition in Asia, which is atArt Space at Paradise City, Incheon, Korea until 24 February 2019, reimagines the past and rediscovers nature through the perspectives of machine. The past is revisited in relationship with the present and future – exploring asymmetry – that completely excludes humans’ subjective views and leaves machine processed objective ideas. Through these processes, classical art forms such as Hellenistic sculptures, old master paintings, and Baroque architecture are detached from iconographical semantics of the past to be regenerated into digital abstract works. In addition, familiar visual tropes of nature are transformed into a new artificial landscape engendered by machinery.

The exhibition, curated by Doo Eun Choi, consists of six sections with multi-genre artworks, including about 50 pieces of digital print, video, sculpture, and robotic installation. The breadth of the exhibit presents major works of Quayola not only inside Art Space, but also extends into the Art Garden with large-scale projection mapping and 3 channel-screenings at the Art Plaza.

Quayola, Pleasant Places

Iconographies, Strata, and Sculpture Factory are projects that analyse classical paintings, sculptures, and architecture through complicated computer algorithms, recreating contemporary abstract works by severing religious and mythical scenes of the past.

Quayola, Strata

Remains, Jardins d’Été and Pleasant Places are his ongoing projects that reexamine familiar visual languages of nature and traditional compositions of landscape paintings. Through complicated digital rendering, new digital landscapes emerge from actual natural landscapes that are captured in high resolution by high-precision laser scanners and cameras. Diverse motifs come in to play for each work by recreating a new visual literacy; Remains observes the En plein air in the late 19th century; Jardins d’Été co-opts imagery from the French impressionism of Claude Monet; and Pleasant Places evokes the 17th century Dutch landscape paintings, which are considered to be the origin of landscape paintings. Ultimately, the works become hybrid landscapes – neither real nor virtual – transcending the boundaries of the figurative and abstract domains.

The exhibition is powered by Niio

“It’s quite an amazing system for preserving, managing and distributing digital video editions. My gallerist and I are using Niio for transferring limited editions to buyers and to museums for exhibitions.” Quayola, new media artists, represented by bitform gallery, NY

Niio is  the premium discovery, display and management platform for new media art, embraced by leading artists, galleries, museums, curators, collectors and arts organisations from around the world, who are using Niio’s proprietary technology tools to securely safeguard, showcase, transfer, monetise and display thousands of their high-quality works on any type of “digital canvas.

About Paradise Art Space

Paradise Art Space recently opened with works by world-class artists from East and West including Jeff Koons, Damien Hirst, Kim Ho Deuk, and Lee Bae. Meet the past, present and future of contemporary art from all around the world at this exhibition directed by director Chung, Goo-ho.Paradise City’s art exhibition gallery showcasing a new level of cultural experience and works from wide-ranging genres by prominent Korean and global artists.

Hong Kong Harbour Transformed Into a Major Immersive Art Experience

In partnership with Sino Group, Niio transformed two of Hong Kong’s largest screens into digital, public art installations. The facades of prominent Hong Kong’s Tsim Sha Tsui Centre (76m x 39m) and Empire Centre (35m x 39m) are showcasing the winning submissions of the Sino x Niio Illumination Art Prizes, a competition opened to emerging digital artists who were invited to submit artworks in the themes of Artistic Blessing and New Life. The competition was held in collaboration with Sino Group, the Hong Kong-based property developer. 

Artwork: Daniel Belton and Good Company Art, OneOne


“We live in a fast-paced, commercially noisy world with countless screens across our urban environments, and no more so than in major cities like Hong Kong”, says Rob Anders, Co-Founder & CEO of Niio. “In trying to reach and inspire people everywhere through memorable and meaningful ‘Digital Art experiences’, we are thrilled to partner with Sino Group for the Illumination Art Prize. It is these types of public art interventions that are driving an entirely new visual culture.

The winning artwork was created by Daniel Belton and Good Company Arts for the theme Artistic Blessing. Their work, OneOne invokes a sense of ancient culture, an archetype being unearthed through real-world experience that is timeless and contemporary. For the theme New Life, Krehel Race won first place for his work The Spring Shrine representing a world where technology has allowed us to return to our natural surroundings and to find a true Zen space, away from the chaos. 


“Sino Group is delighted to have collaborated with Niio on this ground-breaking international digital art project. We were thoroughly impressed with the exceptional content of work we received, with artists from 39 countries participating. We hope visitors enjoy the outstanding illuminations on the façade of these Hong Kong landmarks during the festive season,” said Nikki Ng, Group General Manager of Sino Group.

The Illumination Art Prize competition is part of Niio’s drive to inspire people around the world, making it easy to experience curated digital art across living, working and public spaces. In doing so, they are connecting large developers and businesses with their communities, supporting artists everywhere and providing them with a platform to present their art creations across urban environments. Niio is creating a positive alternative to the digital advertising noise of modern cities.

For the complete list of winners please visit: www.niiolab.com/sino-announcement

The Sino x Niio Illumination Art Prozes was recognised by the judging panel of British travel magazine LUXlife as the “Best Creative Festive Lighting Program in Asia” in the 2019 Travel & Tourism Awards; and in the prestigious Astrid Awards, the campaign received the Gold Awards in the “Holiday Event” category and was further selected as one of the Grand Award winners.

Digital Art Powers Workspaces in 2019

Inspiring creativity at work through New Media Art

  • Written by Natalie Stone

The seismic shift in the way we work has made the last decade feel as though many businesses are finally focussed on their most important asset – their people. Allowing the workforce to play a role in dictating how, where and when we work demonstrates the true value that leaders are placing on their staff. Endless research has shown that a happy workforce breeds increased productivity and companies worldwide are taking note. Businesses are constantly striving to enhance working environments with unique experiences – a telling and effective tribute to this trend. Many companies have turned to art and design to connect their people and customers to their story or brand and to inspire creativity.

Artwork: Alex McLeod, Walking Seasons // Photo: Or Kaplan

A study conducted by The Harvard Journal of Workplace Learning shows that employees believe art promotes social interactions, elicits emotional responses, facilitates personal connection-making, generally enhances the workplace environment and fosters learning. It also tells us that art which directly relates to the organization’s mission, and diverse art collections generate deeper engagement for employees and customers.

Digital art is a key component in this shift and Niio is at its cusp. As art advances beyond the white walls of galleries and museums into commercial, private and public spaces, Niio is harnessing this trend through collaborations with cutting-edge designers, venues and artists.

Galvanized by the idea that moving images can change in real-time and are often influenced by current events or incoming data, Niio has collaborated with artist Refik Anadol to power his groundbreaking work. Anadol’s coded piece of art changes based on real-time wind patterns in Linz, turning a screen into an ever-changing living artwork, lauded by critics and art-lovers.

Refik Anadol, Wind of Linz

Anadol and Niio’s partnership demonstrates the potential of digital art to incorporate interactive works and kinetic and rotating exhibitions, creating engaging spaces throughout time. The possibilities are endless.

Meet in Place, another of Niio’s partners, is a meeting room focused start-up, bringing curated rotating collections of fine digital art to high-end meeting space locations in New York, London and Tel Aviv, powered by Niio.

Artwork: Zeitguised, Void Season // Photo: Tom Mannion

The digital age is well and truly here. Screens are everywhere – on office walls, building facades and in open public spaces. With all this digital noise comes a unique opportunity for artists to take their work beyond its traditional realms by turning screens into a memorable and magical experience – at home, in places of leisure and at work. Niio is helping artists make the magic happen.

Committed to enabling seamless access to the world’s finest gallery quality video and interactive media art, screened on digital canvases across the world, Niio transforms and enhances workplaces to create engaging and inspiring environments.

The team at Niio collaborates with designers, bringing them together with the best fine digital art in the world and helping them deliver and display their work. With a network of over 1,500 artists, curators and galleries and a portfolio of over 9,000 premium artworks on our platform, Niio is a game-changer in an evolving realm.

What We’re Reading Now: Art (x) Design (x) Technology

At Niio, we are passionate about the intersection of Art, Design & Technology.  From code-based and algorithmic artworks, to AR & VR installations, as well as  blockchain for authentication, talk of digital and experiential art is everywhere.  Check out some of the great stories that we’re reading now and look out for lots more throughout the year.

ARTNET  // 
Why One Collector Bought a Work of Art Made by Artificial Intelligence – and is Open to Acquiring More

“The Paris-based collector Nicolas Laugero-Lasserre is known for his extensive collection of urban art by the likes of Shepard Fairey, Ivader, Banksy, and Swoon. But recently, he made a novel acquisition by a very different kind of artist. His latest purchase, Le Comte de Belamy, was created by artificial intelligence.”  Read more.

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Collector Nicolas Laugero–Lasserre. Courtesy of Laugero–Lasserre.

 

ARTNET  // 
#Duchamp? Darren Bader Is Selling His Instagram and Twitter Handles as Readymade Art. Can You Put a Price on the Art of Social Media?

“Social media influencers can make as much as $10,000 for one sponsored Instagram post. Now, conceptual artist Darren Bader is taking the red-hot market for coveted online content one step further: He’s selling an entire Instagram and Twitter account—as art”  Read more.

 

ARTNEWS  // 
Postmasters Gallery Starts Online-Fundraising Campaign

“Postmasters Gallery in New York is now accepting donations via Patreon, an online platform used for funding creative projects, saying in a statement that it wants to pursue “a new model—a radical hybrid combining the strength of the market with the support of the community.” Read more.

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COURTESY POSTMASTERS GALLERY

 

HYPERALLERGIC  // 
The Rich History of Video Art From 1973 to Today

“With each new technological innovation, artists have taken the opportunity to manipulate and speak back to modes of mass communication. Broadcasting: EAI at the Institute of Contemporary Art (ICA) highlights this tradition by focusing on the legacy of the nonprofit Electronic Arts Intermix (EAI). Since its founding in 1971, EAI has promoted video art and other moving image work while also providing resources for production and distribution.” Read more.

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Broadcasting: EAI at ICA, installation view, Institute of Contemporary Art, University of Pennsylvania (photo by Constance Mensh)

 

BLOOMBERG  // 
This Startup Is Using Blockchain to Fight Art Forgers

“Art is a currency in a way; at the end of the day when they come to auction, the provenance is a very important element of their value.” Read more.

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Verisart

 

BOSTON GLOBE // 
Boston Arts Groups Team Up For Sprawling Look At Art, Technology

“The largest show is “Art in the Age of the Internet, 1989 to Today” at the Institute of Contemporary Art, which will feature work by some 60 artists and explore the Internet’s influence on artistic production.” Read more.

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Jon Rafman’s “View of Harbor, 2017” will be part of “Art in the Age of the Internet, 1989 to Today” at the Institute of Contemporary Art.

 

ARTNET  // 
Arts Industries Add $764 Billion Per Year to the US Economy, Says a Landmark New Study

“The arts contribute more than you might expect to the US economy, says a new joint report from the US Commerce Department’s Bureau of Economic Analysis and the National Endowment for the Arts. The arts generate $763.6 billion per year, or 4.2 percent of the GDP, according to the study, which presents statistics gathered between 1998 and 2015.

The US also exported $20 billion more in art than it imported, providing a positive trade balance. All told, the 4.9 million people employed in America’s creative industries earned $372 billion in total compensation for 2015.”  Read more.

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A map showing the percentages of state economies that are made up by arts and culture. Image courtesy of the US Bureau of Economic Analysis.

 

 

Get to Know Shaun Gladwell: Moving image, painting, photography, sculpture, installation, performance, VR & AR artist

Where did you grow up and where do you live now?

I grew up in a small suburb connected to Sydney called North Rocks in the west away from the coast.  It was mixed, lower middle class and solid middle class in other areas. I found it exciting at times and desperately boring at times as well. I now live in London and mostly spend my time in the Southeast of London.

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Shaun Gladwell Studio

Where did you go to school and what did you study?

I went to a state school in North Rocks and then after graduating I went to an art school in Sydney called Sydney College of the Arts. I stayed there for a few years, got an Honors degree and then jumped to an another art school.  

My Masters study was at the College of Fine Arts University of New South Wales.  I studied painting although by the time I left Sydney College of the Arts, I was already experimenting with video and other technology so for my Masters degree I was mostly moving between lots of mediums.

What does your workspace / desktop / studio look like?

I’ve got a physical studio space in Southeast London that’s connected to a gallery space called the Drawing Room.  It’s a medium sized space with a beautiful view of London. It’s very much a painting studio. It’s really messy, there are big unstretched canvas on the wall.  There’s oil, acrylic, aerosol, it’s a real mess. I do work in VR through other studio spaces.

When did you start working creatively with technology?

A lot before officially studying video performance and installation. I was creatively using technology in my painting process. I was interested in taking reproductions of paintings and scanning them, altering their dimensions and then re-painting those manipulated images through Photoshop.  

The Photoshop image of say a distorted Gainsborough or a Reynolds painting from British society portraiture going back to the 1700th or 1800th century would then become the proprietary sketch for a very detailed painting. So that’s probably when I started looking at this interface or this connection or somehow a conversation between technology and something more traditional.  

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Self Portrait Spinning and Falling in Paris, 2016 Single channel High Definition video, 16:9 (installed 4:3), colour, silent

In 2009-10 you were the official Australian War Artist and the first to use video for your project. Can you describe your experience working on the ground with the Australian military in Afghanistan and talk about the process of creating Double field/viewfinder (Tarin Kowt)?

This commission with the war memorial  was very different for me. I was heading into a very difficult, unknown space and couldn’t control the elements around me like I do here in this studio or like I think I’m doing in this studio.

To work in an environment like that required a different kind of thinking. I wanted to explore ideas that I already had in my practice so that’s where Double field/viewfinder came from which was really me taking this technology into the theater of war but also knowing that technology was entirely integrated into that experience and supporting that experience and probably most of the technology I was using was actually developed through military objectives.  

Video recording technology and digital video was so familiar to a lot of the soldiers because they are technologists. I decided to hand cameras over to them and let them record video.  It ended up becoming quite intense because the soldiers took on the project as if their lives depend up on it. It almost was like a military drill so that was quite interesting for me and then letting the soldiers know that it was an experiment and getting their feedback after was equally important.

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‘Double Field/Viewfinder’ by Shaun Gladwell (2009-10).Photo: Department of War Studies, King’s College London

In 2016 you co-founded an Indie VR Content Collective with producer Leo Faber called Badfaith. You’ve mentioned the name of the collective is a reference to the Sartrean philosophical concept. Do you believe VR can be an antidote to certain social forces that cause people to act in bad faith? How do these ideas factor into your practice?

Firstly, the name BadFaith is connected to the concept of Jean Paul Sartre as well as Simone de Beauvoir.  Each philosopher or thinker has versions or signs and symptoms of ‘bad faith’ within their thinking or within their ideas around the concept so it can be quite nuanced and complex to talk about ‘bad faith’ depending upon who I’m  footnoting or referencing but I think technology can also potentially generate bad faith as well just depending upon how the technology is used. Like any technology if it’s being used as a weapon or a tool for something else.

The same technology has very different outcomes and effects and I think that the fact that bad faith was always about simulating a kind of presentation of self or position even down to the occupation of the waiter as Jean Paul Sartre’s famous example goes, then that immediately becomes relevant to technology like VR which is a very powerful simulator that we all now have access to as consumers rather than it being locked up in university research labs or tech developers so we’re going to see all kinds of different forms of bad faith in a kind of hard boiled sort of I guess bare life to use Giorgio Agamben’s  term in relation to VR.

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Virtual reality pioneers Shaun Gladwell and Leo Faber talk Badfaith Collective

What projects are you currently working on?

Good question.  I’ve got a few long term projects related to shows and a few little ones that are more like doodles.  I do some sketching in video. I go out and ride my bike and follow the line on the street and it’s kinda like a video drawing. I’m really excited about doing more of those in London, really simple raw works.  I still draw, still like to printmake and paint. But I love VR and AR.

I’m trying to run that full spectrum. I  don’t want to lose out on the idea of working with materials and using substance and stuff and getting dirty.  Like in VR sometimes I can feel like it’s just too much of a pure space which does not reference the gunk, junk and the abject reality of my body or the world.  

Have you done any work in AR? Do you find VR or AR to be a more compelling medium? Why?

I’m developing an idea for a show in AR now.

The distinction between AR and VR is quite enormous.  VR completely arrests your sense of sight and hearing and when you start to include kinetics and haptics then you aren’t given a frame outside of the frameless space you’ve been immersed within while AR still gives you the reference physically and optically and and conceptually to your immediate environment as it then starts to augment that space so you still have some reference to that space if it’s to be defined as AR.  So I think they are so different for me given those kinds of boring different textbook definitions. Some ideas could be better wrapped up in VR and others in AR.

In a field where hardware and software can quickly become obsolete, how do you approach documentary and archival processes for your work?

Usually I’m sorta just hopelessly producing work that will very quickly be its own ruin because that sort of archival and documentary process has changed.  I’m only just now bringing it all in to a central nervous system but then it would of course be better managed through you guys in terms of the digital phase which is great.

It’s amazing to start off in art school and go from prints to slides you put a in projector right through to this system that you guys are working on. I think it’s an incredible arc as to how I’ve used technology to archive my work or to document the way that it’s been shown from a slide projector to the cloud in the space of my professional life and student years.

Who are some contemporary or historical new media artists that you admire? What are some of your favorite works?

Caravaggio’s use of optics back in the day.   Interesting to think of these early examples of people who have used technology.  Galileo’s drawing of the moon after he developed the telescope are some of the most beautiful images I can think of from the sides of both art and science.

In terms of new media artists, I  like everyone, Raqs Media Collective to Pipilotti Rist.  I’m interested in why people are using technology and sometimes I’m also interested in the result but there is always some interest to me as to why people are picking up the camera and trying to make episodic TV series and calling it art or making a series of elaborate performances around their sculptures and calling that video.  Probably the one artist who I really love is Stelarc the Australian guy who auments his body with technology.

 

 

Get to Know Anne Spalter: Academic pioneer, artist, collector, curator and author

You have an MFA in painting from RISD: Rhode Island School of Design.  What came first for you, art or technology?

I studied traditional analog art in high school and at RISD as an undergraduate before transferring to Brown University to study mathematics. I was as surprised as anyone to find myself using the computer to make art after graduation. In fact, I have to admit that I was a total computer-phobe and pretty much thought art made with a computer had to probably be evil (which, unsurprisingly, seemed to be the general institutional sentiment when I later returned to RISDI for my MFA).

I really began to appreciate the visual power and convenience of the digital world when I was working in New York after college. I had a computer in my cubicle and was working a gazillion hours a week. The only way I could work on my art was inside that machine; it became my tiny studio. I began to explore what I could do with art software like Photoshop… and when my boss walked by… presto… like magic… I could easily click back on Excel.

After a while, I realized my future probably didn’t rest in banking [duh] and I applied to graduate school in Painting at RISD–of course, without mentioning that I’d been using a computer to make art, since that was still a pretty subversive insult to the painting tradition back then.

Once I was back at RISD, I wanted to continue exploring the digital realm. There weren’t any classes offered, though, so I actually ended up getting “volunteered” to teach one to my fellow graduate students. In the course of developing curriculum for what became the first digital fine art courses at RISD and Brown, I ended up writing the widely used textbook, The Computer in Visual Arts (Addison-Wesley). This was a multi-year undertaking and it brought together aesthetic, technical, and art-historical aspects of the field.

I was also fortunate during this time to work with Andy van Dam in his Computer Graphics Research Group in Brown’s Computer Science Department where I was a researcher and Artist in Residence. It was a bit like an old fashioned apprenticeship and I learned about the technical side of the field.

After 15 years immersed in academia, I thought, if I don’t give my art career a chance it’s probably never going to happen. I took a sabbatical in 2008 and ended up not returning.

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Precession at SPRING/BREAK Art Show, curated by Elizabeth Keithline, New York, NY, 2016. Wall mural, video screens, canvas prints. Courtesy of Anne Spalter.

What do you think is most misunderstood about digital art and what would you like people to know?

Ahh, where to begin. Perhaps the most common myth, similar to the “anyone can point and click” accusations that plagued photography, is that somehow the computer is making the art for you and the digital artist is merely pressing a mouse button and sitting back with a toothpick while the machine does all the hard work.

In reality, it is exactly as difficult to make art with the computer as with a paint brush or any other medium because the hard part doesn’t lie with the technical device or medium but in the artmaking aspects–the choice of content and how to express it. A great artist can make art with a crayon–as Picasso did drawing a dove–and a lousy artist can fail to make art with the world’s most powerful supercomputer. If anything, I’d say it takes more hours working with a computer than most traditional media because it is a new technology and involves a lot of tedious problem solving on a daily basis.

As we move into a new world of machine learning and AI, this may change and the computer may truly be making art, but I have not seen convincing examples of that yet.

I’d say another misunderstanding, and one that photography and video art and some other art forms share but that has for some reason particularly plagued digital art, has been that “it’s not art because it isn’t done by hand.” For reasons that are not entirely clear (given the history of other genres for which this is true), this stumbling block keeps reappearing. Ironically, I have often felt more like I was drawing and painting when working with digital video than I did wielding a physical pencil or brush. One would think in this day and age that art could be accepted for it’s conceptual and aesthetic qualities and the mediation of the hand would not be brought into so many discussions–but it remains an issue.

I could go with these misunderstandings forever, but I’d say these are the most common.

Adrift on Titan (Miami Marbles series) at PULSE Contemporary Art Fair Miami Beach, FL, 2016. The first PULSE PROJECTS Special Commission, Miami Marbles is a mixed augmented reality (AR) installation combining AR components, via a custom app, with nine physical helium-filled spheres—ranging from seven to 16 feet in diameter— printed with digitally manipulated footage of Miami Beach; Courtesy of Anne Spalter
Adrift on Titan (Miami Marbles series) at PULSE Contemporary Art Fair Miami Beach, FL, 2016. The first PULSE PROJECTS Special Commission, Miami Marbles is a mixed augmented reality (AR) installation combining AR components, via a custom app, with nine physical helium-filled spheres—ranging from seven to 16 feet in diameter— printed with digitally manipulated footage of Miami Beach; Courtesy of Anne Spalter.

You use custom software to create your work. Have you always developed/used your own tools?  Tell us about that process.

At this point I have custom software, but there was a process behind the evolution that led me there. I mostly used off-the-shelf software (back to Photoshop 1.0 and even its rudimentary predecessors like Letraset Realist) but starting with my kaleidoscopic video works, the standard software didn’t offer all of the features I felt I needed.

I began working with a wonderful programmer, Nathan Seilikoff, on custom plugins for Adobe AfterEffects and Photoshop. These let me work with more parameters for the patterning and motion, and also control them better. I did take programming courses but, basically I’m a slob and spent an inordinate amount of time chasing down stray semicolons. Learning how to program does help me understand what is possible, however, and to communicate with people who are good programmers. That said, I am happy working with programmers like Nathan to develop my custom software.

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New York Dreaming, The Fulton Center, New York, NY, 2016-2017; 9 corresponding videos on 52 screens throughout the Fulton Street Transportation Hub; Courtesy of Anne Spalter.

As an artist, what do you think are the biggest challenges in exhibiting digital art?

Some galleries simply will not exhibit digital art. Of course, many artists use the computer at some point during their creative process (from image research to composition work and beyond), so this is an increasingly meaningless statement.

For those that do exhibit new media, the biggest challenges are making everything run smoothly and supplying instructions for non-technical people to easily keep things running. Surprisingly, there are still not any widespread “entry level” mechanisms for basic digital art display (e.g. a simple and easy-to-use screen or projector that would seamlessly loop digital files), and thus a new media show usually involves a crazy set up of extension cords and media players; multiple remotes with line-of-sight issues; and other things that are baffling to gallerists unaccustomed to such technology. Things are even worse if an actual computer must be kept running the whole time a show is up. Many spaces turn their power off at night requiring everything to be reconfigured each morning.

Beyond technical display issues, it is also sometimes challenging to explain to viewers that a work could be shown in their home or institution differently from the way they are experiencing it in the gallery or museum. For example, it is sometimes hard to explain to  people that a video work would look fine on a different sized screen, or on a screen even though they are seeing it projected. Prospective clients also often balk at having to choose their own screens or other equipment, even with advice from the artist or gallery.

Wonder Why, 5K digital video, 2017; 7 minute loop; Courtesy of Anne Spalter.

As a collector and artist, what  do you think are the biggest challenge in collecting digital art?

We collect mostly early works that are plotter prints on paper. As such, we avoid most of the archival and storage issues of collecting new media as essentially they are india ink on paper and this is a well known entity. We do have some works that are video, i.e., files, and those are backed up multiple times–both on physical hard drives and in the cloud.

Some of the challenges are the same as any art collection I think–storage, organization, documentation, etc. We have begun to put the collection online for research purposes–to share it with a broader audience and you can see our efforts so far at spalterdigital.com. Many works are not up yet as they need to be photographed, and we are still entering data. Implementing any new cataloging system is always an incredibly daunting task, though.

As an artist creating digital video works that others collect, I have struggled to find an optimal way to present work for easy display and use and integration with clients’ existing collections. Several of my collectors have told me my work was the first new media piece they purchased; I think that is because I go to great lengths to try to make it easy to install and maintain the work. My ongoing search for solutions in this space led me to Niio. Their approach is the only hardware agnostic one I know of —letting clients use their existing screens without the need to  deal with extra remotes.

In addition, unlike virtually all the made-for-art displays available, Niio addresses file quality issues that have always bothered me, letting clients view the optimal version of the video. The Niio server also stores archival versions of the file, and addresses distribution and backup issues. It is difficult to communicate some of these features to collectors who are not technologically inclined, but they are supremely important.

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Beacon, 1080p digital video, 3 minute loop, 2018; Courtesy of Anne Spalter.

As a collector and artist, how do you tackle the topic of  preservation?

[see above for the Collection]

As an artist I live in fear that I will lose files! This is the equivalent of a fire in the studio. I make local backups to a RAID array, multiple cloud backups, and off-site backups.

AR – Are you a fan as an artist? As a collector?  Any works in your personal collection?

I really love AR. I think AR has a great combination of convenience and aesthetic quality and ease of use. We own one of Claudia Hart’s AR works. I thought Will Pappenheimer’s Privateer (in Boston Harbor) was super. And, of course, I did an app for Pulse Contemporary Art Fair Miami Beach in 2016–Miami Marbles–which you can download from the app store.

What do you think will help establish the stature of digital art in the context of the global art world?

Fortunately this is already happening! Although we are all impatient, it really hasn’t been that long since the invention of digital computers and the advent of digital art to, now, shows at major museums featuring new media works.  I think we all live in internet time and expect things to happen almost instantaneously. Artists already know that the computer is a part of the art-making process and use it without hardly thinking about it.

For collectors and the critics and THE art world status quo to accept it will just take a few real leaders to give it THEIR seal of approval. Shows like the Thinking Machines, curated by Sean Anderson and Giampaolo Bianconi currently up at MoMA in NYC, help accomplish this. Not only is it a thoughtful interesting show but it brings together digital and analog works under the aegis of a larger theme and it doesn’t comment on the difference. The show treats all the artists equally — de facto as part of art history. This is the type of thing cements digital art into the canon.

About Anne Spalter:

Digital mixed-media artist Anne Spalter is an academic pioneer who founded the original digital fine arts programs at Brown University and The Rhode Island School of Design (RISD) in the 1990s. In her studio practice, Spalter uses custom software to transform source footage—captured by the artist during multisensory experiences such as riding the Coney Island Cyclone; walking through an open-air flower market in Bangkok; and gazing down from a helicopter over downtown Dubai—into kaleidoscopic, algorithmically manipulated Modern Landscapes.

Spalter, who studied mathematics as a Brown undergraduate before receiving an MFA in painting from RISD, has a longstanding goal of integrating art and technology. With additional cross-disciplinary masteries including a 2011 Sensei designation in Kenpo Karate, Spalter’s influences in the studio are as diverse as Buddhist art, pure mathematics, Futurism, and Action Painting.

Spalter’s work is housed in the permanent collections of the Victoria and Albert Museum (London, UK); the Albright-Knox Art Gallery (Buffalo, NY); the Rhode Island School of Design Museum (Providence, RI); and others. In March 2016, Spalter received accolades from Forbes, Surface, Whitewall, and others for her large-scale installation Precession at SPRING/BREAK Art Show. Later that year, she was tapped by PULSE Contemporary Art Fair for its inaugural commissioned installation series, debuting at PULSE Miami Beach 2016. Also in late 2016, MTA Arts commissioned Spalter to create a 52-screen digital art installation, New York Dreaming, in one of its most crowded commuter hubs (on view through Summer 2017 in Fulton Center). Spalter currently sits on the board of the New York Foundation of the Arts (NYFA).

To learn more about Anne Spalter and to experience her artwork, please visit: http://annespalter.com

Anne will be exhibiting her work with curator Natalie White at this year’s SPRING/BREAK Art Show 2018 in NYC, March 7-12.  Get passes now!