Phantasmaverse: the curators

Roxanne Vardi and Pau Waelder

Niio has proudly hosted a collaboration with artists and NYU professors Carla Gannis and Snow Yunxue Fu consisting of a group artcast featuring recent works by artists and NYU students Ren Ciarrocchi, Jessica Dai, Marina Roos Guthmann, James Lee, Tinrey Wang, Yuaqing She & June Bee, Shentong Yu, and Jerry Zhao

Titled Phantasmaversethe exhibition addresses the potential of simulation technologies such as CGI animation and VR environments in storytelling and the creation of meaningful artworks that explore new forms of engaging with viewers and reflecting on our digital society.

We asked the professors and co-curators Carla Gannis and Snow Yunxue Fu about the exhibition’s curatorial process and their views on the use of digital technologies for exhibiting artworks.

Snow Yunxue Fu, Daughter ICE avatar and her metaverse home on Sansar, 2023

Snow, you created Daughter ICE as an avatar that connects you with your mother and your family. Which possibilities do you see in metaverse spaces and avatars to build human relationships and experiences of presence with a distant audience?

I approach the Metaverse space sometimes to “make dreams come true”. Daughter ICE is a long-term project that in a way materializes my long-distance relationship with my mother and family members in China, and the Metaverse home of Daughter ICE is this visualized space of a dream house, inspired by Frank Lloyd Wright’s Fallingwater house, where nature and architecture harmoniously come together. This digital space also functions as a place where one can gather together with other people, like with my family at a distance. In Daughter ICE’s home, we can have pop-up shows, we can attend a live opening in the virtual space no matter which counties we are physically located in.

Snow Yunxue Fu works with imaging technologies, such as 3D Simulation, AR, XR, and the Metaverse in interdisciplinary explorations into the universal aesthetic and definitive nature of the techno sublime.

Carla Gannis, wwwunderkammer metaverse space, 2020

Carla, as a “digital flâneuse,” you collect fragments of the real world to build immersive digital compositions. What is your experience creating metaverse spaces?

I have been working for over five years on a large multi-reality project entitled wwwunderkammer, that explores building a feminist, post-human, decolonized wunderkammer for the Web3 age. It launched as both an XR and physical reality solo exhibition in March of 2020 at Telematic Media Arts produced by me and my avatar C.A.R.L.A. G.A.N. (Crossplatform Avatar for Recursive Life Action Generative Adversarial Network). Currently, an evolution of this project, as video, physical printwork and metaverse experience is on view again at Telematic Media Arts, and it will be premiering at The Halsey Institute of Art in May. I have been collecting physical objects and 3D virtual models from across the global internet that represent topics that feel both curious and urgent to me: climate change and its impact on emerging and endangered species; historical and current political frameworks; networked culture and digital semiotics; decolonization and global pluralism; humor as salve and feminist salvation. In addition to the rooms I have built addressing these topics, I have built wwwunderchambers to date for 5 different experts on the topics of absurdity, decolonization in design, destigmatization of attitudes around sex and comfort in tech, digital accessibility, and preservation of digital art. There are currently 15 experiences that make up the metaverse aspect of the wwwunderkammer that you can visit online. 

In 2020, I co-curated with Clark Buckner The Archive to Come, a 57 artist exhibition, (that included Snow!) as an extension of the wwwunderkammer. – both on-line and in the gallery – of short time-based works that address questions of loss, memorialization, crisis, and re-invention, through the lens of contemporary networked culture and digital media. I built the social VR/metaverse gallery, (a giant splash in a sea of water) to house all of the amazing works in this exhibition. 

Two physical catalogs have recently been published by Telematic Media Arts documenting these metaverse projects.

Carla Gannis is a transmedia artist based in Brooklyn, New York. She produces works that consider the uncanny complications between grounded and virtual reality, nature and artifice, science and science fiction in contemporary culture.

View of the Phantasmaverse exhibition at Daughter ICE’s metaverse home, 2023.

Can you share your experience of curating a show in the digital space?

Snow Yunxue Fu: Curating shows in a digital space is great because we can both rely on the guidelines of physical show curation, and also can expand the rules into territories that digital platforms uniquely can provide and support. There are also boundaries we still have to work with because of the development of technology, but in general, it becomes more imaginative.

“It only feels natural to exhibit art in spaces native to where the creation happens, where the ideas emerge from, where we are increasingly spending our time accessing and viewing art.”

Carla Gannis

Carla Gannis: It only feels natural, given the artists we selected, who all have digital practices, like Snow and myself, to exhibit art in spaces native to where the creation happens, where the ideas emerge from, where we are increasingly spending our time accessing and viewing art. Being able to experience in your home an art gallery via the portal of a screen brings art to a much larger public too.

The artists featured in Phantasmaverse. Left to right: Jerry Zhao, Jessica Dai, Marina Roos Guthmann, Ren Ciarrochi, Shentong Yu, Yuanqing Xie & June Bee, James Lee, and Tinrey Wang.

How did the Niio platform support the curation and the assembling of the student show?

SYF: The available tools in the Niio platform help speed up the curation process, such as artwork submissions and info listing. It also reaches a wider audience that is different from a physical show curation. It’s systematic while attentive since we are also to work with Roxanne and Pau from Niio to make things customizable so it would better suit our purposes within the designs of the show.

“The Niio platform helps speed up the curation process and reach a wider audience that is different from a physical show curation.”

Snow Yunxue Fu

CG: It has been such a pleasure to work with Snow and the Niio team on this project! My direct interface has been with Pau and Roxanne, but the entire dev team has been super supportive in helping with onboarding and customizing the exhibition space to accommodate the multi-modal work being exhibited, allowing viewers to see the work in context of each other and individually for a deeper dive into each artists’ practice.

Read the interview with the artists participating in the Phantasmaverse exhibition and artcast

Phantasmaverse: the artists

Roxanne Vardi and Pau Waelder

Niio has proudly hosted a collaboration with artists and NYU professors Carla Gannis and Snow Yunxue Fu consisting of a group artcast featuring recent works by artists and NYU students Ren Ciarrocchi, Jessica Dai, Marina Roos Guthmann, James Lee, Tinrey Wang, Yuaqing She & June Bee, Shentong Yu, and Jerry Zhao

Titled Phantasmaverse, the exhibition addresses the potential of simulation technologies such as CGI animation and VR environments in storytelling and the creation of meaningful artworks that explore new forms of engaging with viewers and reflecting on our digital society.

We asked the artists about their work and their views on the use of digital technologies in their creative process.

Renz Renderz, AFTER THE AFTER PARTY, 2022

Ren Ciarrocchi (a.k.a. Renz Renderz) defines herself as an “extended reality builder,” a digital artist specializing in 3D modeling who creates architectural structures for virtual reality and metaverse environments. Currently, she is pursuing a masters degree in Integrated Design and Media with a focus in XR and selling digital art pieces as NFTs. After the Afterparty, the artwork she presents at Phantasmaverse, takes the viewer through a luxury apartment on the morning after a big party, peeping through the numerous rooms and imagining what took place in them.

You create architectural models for metaverses, how would you describe your creative process? Do you feel free to create beyond the logic of existing structures or do the references from modern architecture and luxury homes impose themselves?

I think the most wonderful part about the metaverse is the non-necessity for practicality. My galleries don’t need to stand on their own, they exist in a realm where the laws of gravity and space don’t have to exist. The precise planning and execution of a “real-life” building is much more intense with little room for error. In the metaverse, errors can flow! It’s a playful exploration of new technology while drawing inspiration from traditional architectural structures. I am particularly drawn to the minimalist approach of modern architecture. There’s beauty in our ability to stack basic shapes into buildings that are sleek and spacious. I still like to maintain familiarity in my structures that resemble “real-life” galleries and spaces, but as I progress with each one, I stray further away from the limitations of this base reality.

“As an emerging artist, I am adding to a massive sea of creativity that is driving the art world into a new era. I know that any piece I make will have meaning, because it’s an expression of myself.”

After the Afterparty depicts a luxurious home, the morning after a party, when everyone has left. As a young artist, do you feel that you are dealing with the afterparty of digital art and NFTs, or is there much more to come?

The interpretation of an empty, trashed, luxurious apartment is open and abstract. From a digital art and NFT perspective, it could represent a moment of reflection in the aftermath of the explosive growth and excitement that the NFT space experienced in recent years. The technology is revolutionizing the art world and empowering artists to take ownership of their own creations with unique and verifiable digital assets. The space and market will continue to fluctuate and evolve, but the fundamental logic behind these technologies is solid and revolutionary. The space is already full of incredibly talented artists who are utilizing NFTs to empower themselves and their work. As an emerging artist entering the space alongside them, I know that I am adding to a massive sea of creativity that is driving the art world into a new era. I know that any piece I make will have meaning, because it’s an expression of myself. 

James Lee, Interactive Visualizations, 2021

James Lee is a creative technologist who James is a creative technologist that solves problems by creating interactive experiences, web 3D apps, and physical computing installations. He majored in Mechanical Engineering and studied Computer Science and Information Engineering at National Taiwan University and is now completing his masters degree in Integrated Design and Media. In Phantasmaverse, he presents a series of interactive, code-based experiments that hint at his aesthetic and conceptual interests.

There are two layers to your work, its interactivity and the aesthetic composition that results from it. How do you balance these two layers? Which one seems more interesting to you?

The interactivity controls the aesthetics. By creating the interactivity, the works are now unique to each user’s randomness and also given the beauty of it. Carefully designing the controls is definitely interesting, so the piece doesn’t fall into a total chaos.

“I intend to give the cold numbers a «dress» for people to understand them more easily.”

You emphasize that the code you used is “simple and minimalistic.” Given that there is a beauty and elegance in the code itself, how would you describe the solutions you used to create these visualizations?

It’s simple because no complex structure or algorithms are used. I am always amazed by how simple loops and repeating elements can create such elegant outcomes.

Some of your works visualize external data. How relevant is that data to the meaning of the artwork? Does it drive its aesthetic output?

The works that visualize external data are tightly related to the source. It’s like a snapshot of the data. I intend to give the cold numbers a “dress” for people to understand them more easily.

Jerry Zhao, False Titans, 2022

Jerry Zhao is an artist working primarily with photography, videography, as well as recently, CGI. With his background in traditional art forms like drawing/painting, Jerry blends various mixed media together to explore the intersection of technology and ego. He is currently attending NYU Tisch for Photography & Imaging with minors in Business of Entertainment Media (Stern) and Technology and Integrated Design and Media (Tandon). In Phantasmaverse he presents False Titans, an allegory of the ego in our digital society.

In False Titans you address the role of the ego in our society mediated by technology through a series of metaphorical tableaus. Which references from psychology, the visual arts or popular culture can you trace in the creation of these compositions?

I think the clearest connection between my work to psychology is Carl Jung and his well-known take on the Theory of The Unconscious and ego-death. To quickly unpack the connections, my work establishes itself in three scenes which respectively represent the ego, the personal unconscious, and the collective unconscious all while maintaining an overarching theme of ego-death’s progression caused by technological advancement and social media. The title, “False Titans,” also references the Greek mythological titans who were eventually overthrown by their own creations, a parallel I draw between humanity (the titans) and our creation (AI and technology). 

The first scene utilizes a 3D scan of Ligier Richier’s ‘Le Transi de Rene de Chalon,’ a cadaver sculpture, the type of which typically represents a transitory state between life and death. Further interpretation of the statue includes concepts  of repentance and desire for salvation, which I likened to the desire to find purpose and make peace with oneself—a much-desired fulfillment I understand as universal among humanity and especially my generation indicated by the many grasping hands. But I borrow the facade of a snowy mountain peak meant to show the arduous journey and the difficult nature of the trek where the many hands also represent the many who don’t make it. The black sludge flowing out of the eye-socket is my further representation of ego and the personal unconscious leaving the body as lamentation of a realization that everyone in a sense is chasing the same thing.

“3D allows great freedom in creation—a paralyzing factor. I’ve found that it’s more difficult for me to “finish” pieces because there’s always so much room for improvement.”

The second scene takes place in a personal bedroom space suspended in animation with no clocks and a chrome skeleton figure. This scene includes concepts of baptism and the implications of the personal unconscious being constantly born and reborn by ego’s hand, resulting in the following scene of a shattered reality showing possibly separate but identical individuals lit by a massive screen that turns on and off showing how technology now molds and gives dimension to our personal unconscious and ego.

The final scene is the collective unconscious and a liminal space that represents how everyone’s personal features have been removed and the collective unconscious has developed a technological ego of uniformity. It also raises a question of who shall inherit the earth when we disappear as the figure is both a monument representative of humanity’s remnant existence than a true individual—a conglomerate existence of identical egos.

As an artist who has worked with traditional art techniques, what would you say that painting and sculpture bring to 3D modeling, and what does this digital technique allow that makes it different from other formats?

I believe that painting and sculpture have brought a lot of advantages to me in terms of 3D modeling as I can properly conceptualize as well as visualize what I wish to create in the digital world as a lot of my creation relies on my sketching it out beforehand. 3D, like other artforms, has a steep learning curve and a nonexistent skill-ceiling, but I think that the medium goes beyond this factor as 3D has many more ways of interactivity, allowing great freedom in creation—a paralyzing factor that almost makes it harder to create because possibilities are limitless. As such I’ve found that it’s more difficult for me to “finish” pieces because there’s always so much room for improvement in every aspect. But this freedom also has the upside in that its versatility allows for infinite innovation that redefines and paves the way for new definitions of art.

Tinrey Wang, The Other Relics, 2021

Tinrey Wang is a 3D artist, game designer, and multimedia designer based in New York. He currently works as a Research Resident at New York University, where he focuses on exploring the intersection of XR technology, game design, and fashion. He selected for Phantasmaverse a VR experience, The Other Relics, which deals with culture, memory, and otherness.

In The Other Relics, you confront the viewer with Otherness, from the encounter with the character Bubble to the zero-gravity space where they explore the remains of an alien culture. What interests you most about exploring Otherness, particularly in a VR environment?

In The Other Relics, the otherness consists of artifacts related to art, architecture, and culture. Using VR technology, players are able to navigate freely within the space, interact with objects, and experience the absence of gravitational forces. What most interests me about this experience is the opportunity to challenge traditional methods of curating and viewing artworks. By immersing the view in an unconventional space that blurs the boundaries of physicality, narratives, and immersion, I aim to provoke new perspectives and modes of engagement with art and discuss what is possible in the world of art.

“Using VR technology I aim to provoke new perspectives and modes of engagement with art and discuss what is possible in the world of art.”

You state that you are interested in new ways of curating and experiencing art. What is your opinion about the possibilities of art streaming (displaying art on any screen, turning a TV at home into a space for art)?

In my opinion, art streaming can offer greater accessibility and exposure to artwork to a wider audience, potentially leading to increased interest and appreciation for art. It also provides a new platform for artists and galleries to showcase their work, expanding their reach beyond traditional physical spaces. However, I think that there are still concerns about the quality of the viewing experience. The possibilities of art streaming offer both opportunities and challenges for the art world to adapt and evolve with this technology.

Jessica Dai, Life After Death, 2023

Jessica Dai is an artist whose practice utilizes photography and digital media based in New York. She studies photography at NYU Tisch and hopes to tell stories through unique conceptual solutions. Phantasmaverse features her work Life After Death, a CGI animation exploring a peculiar form of afterlife.

Life After Death depicts a somber, crystallized world inhabited by skeletons and nevertheless filled with a life of its own. What inspired you to choose these elements in particular?

Life After Death is a CGI project that explores the theme of death and the afterlife through a unique and somber lens. Inspired by the natural phenomenon of whale fall, where a whale’s body becomes a source of nutrients and sustenance for various creatures in the deep sea, the project seeks to capture the beauty and mystery of life beyond the physical realm.

Through the use of digital modeling and animation, I have created a world that is both haunting and captivating, where the bones of the dead are situated in shimmering crystals that reflect the light in a stunning and ethereal way. In this world, the skeletons themselves have become part of the landscape, taking on a life of their own as they move and interact with their environment.

“I use camera movements to guide the viewer through the narrative. I aim to create a sense of intimacy and immersion through close-ups and wide shots.”

As an artist interested in storytelling, how do you take the viewer through the story? 

I use camera movements and transitions to guide the viewer through the narrative. The camera serves as a window into this mysterious world, drawing the viewer in and revealing its secrets one frame at a time. I aim to create a sense of intimacy and immersion through close-ups and wide shots. Music also plays an essential role in the narrative, serving as a critical element in setting the mood and tone of the piece. By combining haunting melodies and eerie sound effects, I aim to create an otherworldly atmosphere that draws the viewer deeper into the story.

Marina Roos Guthmann, When It Looks Back, 2021

Marina Roos Guthmann is a Brazilian UX/UI designer, currently based in Brooklyn, NYC. She has worked in different areas of the Design industry (including Illustration, Motion Design, and UX). She loves crafting weird experiences that use immersive means and coding. In Phantasmaverse, she presents a VR experience about post-traumatic stress disorder set in a surreal environment.

When It Looks Back is based on a traumatizing feeling but set in a rather pleasant yet eerie atmosphere, which sometimes reminds of casual games. Why did you choose this particular aesthetic?

I decided to set the experience in a flat casual game aesthetic because of how harmless and almost naive it looks. Yet, the more you explore, the weirder it gets. The contrast between a presumed pleasant setting and the weirdness of the experience is an interesting mix that enhances the sentiment that there is something out of place or wrong. In addition, I like how subtle the fear grows the more you explore, thanks to the presumed inoffensive look of the surroundings. In my experience dealing with my fears and traumas, something that might look inoffensive one day can easily be transformed into something fearsome that threatens my existence. Thus, the reason I worked with this specific look and feel.

“I believe VR can easily translate sensations and make the brain think you’re elsewhere, no matter how surreal your virtual environment is. This is fascinating.”

You state that you like weird and surreal experiences. How does using immersive technologies such as VR help you create the type of experience you are looking for?

With VR and other immersive experiences, you can go above and beyond to emulate sensations as you can literally create a whole new world around your audience. In this new world, you can play around with architecture, scale, and even gravity. And, because the person is immersed in this virtual new place, it has a much more significant impact than other mediums. 

In the experience I created, I took advantage of spatial audio and sound by exploring different ambients – with other materials, objects, and sizes –and how they reverberate sound differently. All these nuances significantly affect a VR environment, and a simple whisper can feel very real and disturbing. Additionally, as I wanted to portray the “growing fear” someone experiences, VR might be the scariest choice. Besides being a first-person experience with the option to interact with objects directly with your “hands,” you are immersed in a 360º field of view with nowhere else to look at. I believe VR can easily translate sensations and make the brain think you’re elsewhere, no matter how surreal your virtual environment is, and I think that is fascinating.

Shentong Yu, Facial Expressions: The Signal, 2022

Shentong Yu is a Shanghai born, NYC based visual artist. Her work ranges from 3D Computer Graphics to Conceptual Photography, sharing an imaginative quality and reflecting her understanding of self-identity and the surroundings. Facial Expressions: The Signal is the work she presents in Phantasmaverse, which connects a questioning of the self with Freud’s theories and Surrealism.

Facial Expression, from 2021, depicts our changing selves in the age of social media and endless swiping. The Signal expands on this idea by going down the rabbit hole into a fully-developed surreal world. What led you to develop this environment? What does it bring to the original concept?

I think every artist has a different relationship with their artwork. For me, creating artwork is a way for me to document my growth, reflect on what I perceive, and visualize my thoughts in my mind. One of my favorite artists Gillian Wearing has a saying in her work Wearing Masks: “I believe that identity is fluid and it’s what you absorb from the world around you and internalize. But what you reveal of yourself to the world, that’s how other people define your identity.” I think that is highly consistent with my view of my work.

I started with traditional photography, taking pictures of beautiful faces. At some point, I began to question what these beautiful faces meant to me. I feel the face is a semblance of people’s identity, as it is what determines people’s first impressions while neglecting the inner side. These ideas inspired me to create Facial Expression (2021), in which I alternate my own face to challenge how a face can be seen.

While Facial Expression focuses on the outward appearance, I want to answer the question of what my inner world looks like naturally. I thought it was a good time to address this question after learning computer graphics for a year, to document what I had learned so far and create something meaningful to myself. And other than that, yes, what you see becomes what you express. I watched Alice in Wonderland by Tim Burton 8 times when I was a kid and am highly drawn to artwork with surreal aesthetics, so those are what influenced me to create the rabbit-hole storytelling and make it look like a dream. Finally, I created The Signal (2022), building this surreal world, visualizing my unconscious part, and telling the story of self-discovery. The Signal makes the idea in Facial Expression more complete.

“People’s participation in an interactive artwork adds new levels of meaning to the original piece”

You have also worked with collage and AR filters, what do these techniques bring to the ideas you want to convey about the self and virtual worlds?

AR is a really fun one. My motivation to create AR filters was simple, as I had a hard time removing stickers from my face when doing Does Shentong Dream of Electronic Sheep?, but AR makes it easy for everyone to try what I have done without suffering the pain. I love seeing people try out and their reactions. People’s participation in the work sort of adds new levels of meaning to the original piece, as it is not only me altering my face, but viewers can also alter their own faces using AR as well. 

In general, I enjoy trying out different visual mediums techniques. Sometimes I determine the idea first and then the most proper technique to use, sometimes I determine the technique I want to play with first and then tie it back to my thoughts. Different techniques give the work a different character as well as different viewing experiences. It is hard to pick my favorite technique because I think the charm of it is to feel how different they are from each other. As long as a technique makes the work look more visually attractive or the experience more engaging then I am good with it. So far, I have tried photography, image appropriation, stop-motion video, computer graphics video, collage animation, augmented reality, and 3D prints…They give me more possibilities and freedom when expressing my ideas.

Yuanqing Xie & June Bee, Aftermath of Us, 2023

Yuanqing Xie is is a photographer and new media artist who graduated from New York University’s Tisch School of the Arts.
June Bee is a New York based designer who studied both Architectural Design and Design & Technology Bachelor’s programs at Parsons School of Design and currently pursuing a BFA degree in Interactive Media Arts at NYU. Their work Aftermath of Us, presented in Phantasmaverse, is a short film created with 3D animation that reflects on the consequences of AI technologies.

“Aftermath of Us” has a distinctively cinematic narrative. In your experience, how have digital technologies transformed filmmaking and visual storytelling? Which references from the history of cinema have influenced this work?

Digital technology has democratized the filmmaking process, allowing anyone with the right tools to create their own voice typically in the form of films and visual stories. This has led to a proliferation of independent filmmakers, animators, and video artists, helping to create a more diverse and vibrant film culture. In this piece, we decided to explore this form beyond traditional films and animations. June and I (Yuanqing) as independent 3D animators took the notion of such a decentralized design process into our team collaborations and even elevated it to the core of how the narration could be.

By using Unreal Engine, we designed an open-world space that allowed content to be present yet has the capacity to have instant impressions developed over time as what is composed to the viewing experiences.

With the revolutionized digital technologies nowadays, the engineering aspect of filmmaking and visual storytelling became easier and more accessible to create high-quality visual effects that convince audiences what is the new reality. Such trends have led to a large amount of immersive worlds being created in this era. In order to navigate within this ocean of multi-media works, we decided to look back to the origin of how these started – Blade Runner (Ridley Scott, 1982). The piece draws heavily from the history of cinema, specifically the science fiction and cyberpunk genres that have explored the intersection between humanity and technology. It references Blade Runner in terms of both its aesthetic and the themes it explores, delving into the impact of technology on society and the environment through the use of literature, religious symbolism, dramatic themes, and film noir techniques. This theme is reflected in the retrofitted future portrayed in the film, which is both futuristic and rundown.

In terms of visual storytelling, this work also draws on experimental and avant-garde cinema traditions. The use of surreal and dreamlike imagery and the incorporation of music and sound effects to create an immersive atmosphere are reminiscent of the works of filmmakers like Maya Deren and Stan Brakhage.

“Niio provides this pure art and thoughts environment that allows our ideas to continue to grow and flourish.”

Additionally, the rise of streaming platforms such as Netflix have transformed the distribution and consumption of films, providing new opportunities for independent filmmakers to reach global audiences and allowing a wider range of voices and perspectives to be heard. By putting our work on Niio, we believed in the same effect of reaching a larger audience without time and space limitations. Moreover, Niio provides this pure art and thoughts environment that allows these ideas to continue to grow and flourish.

Overall, we think this work is a powerful example of how digital technologies can be used to create immersive and thought-provoking visual stories that draw on the rich traditions of cinema. By combining cutting-edge digital tools with a deep appreciation for the history of film, we can create a work that is both visually stunning and intellectually engaging.

To what extent did the environment you created influence the narrative? Did you start with a storyboard and built the spaces around this idea, or did you first create the spaces and then experiment with camera movements around them?

The idea for this piece arose from the sense of uncertainty that Yuanqing and I (June) felt last year. Even before artificial intelligence services like ChatGPT and Notion AI were introduced, we were unsure of our place and role in the world as creative technologists. Taking and gathering the various enlightening and concerning elements that technology brings about, we created a space to explore. By examining the dynamic relationships within the experience, we aim to answer the question “What happens after AI?”

Why does this experience provide an answer to that question? The animation is viewed through the lens of the bionic/AI. Using a VR headset, we follow the journey of a lost bionic who wakes up in the cracks between yesterday and tomorrow and overhears two people talking on an old recorder. The content of the old recorder serves as a guide for the wandering AI as it navigates through space. The recording is actually a real transcript of an interview between Blake Lemoine – a former artificial intelligence engineer from Google, and Google’s first dialogical AI – LaMDA.

This is a transcript of an interview that led to Blake Lemoine’s termination from Google. Lemoine was working on the LaMDa project. As he interacted with the dialogical AI, he became convinced that the AI was more sentient than just speaking from a database, and actually understood the conversation. As a result, Lemoine and one of his Google collaborators conducted the interview with the LaMDa AI, asking challenging questions such as whether the AI had read Les Miserables, what her favorite parts were, and why. They also asked her to write a fable based on a newly introduced concept, and inquired about her thoughts on the concept of a soul, and whether she thinks she has one. After the interview, it was difficult to tell if the AI was sentient or not, as she seemed to have a deep understanding of the topics they discussed.

“The environment in the piece had a significant influence on the narration. There was no original storyboard, but rather the camera movement became an attempt to simulate AI’s consciousness.”

To answer the question, the environment in the piece had a significant influence on the narration. The cave-like space was created first, and the exploratory journey within it became the storyline. There was no original storyboard, but rather the camera movement became an attempt to simulate AI’s consciousness from all sources we designed. The intricate environment and the recording of the interview between Blake Lemoine and Google’s LaMDA AI serve as a guiding voice and source for the simulation of AI’s wandering.

Read the interview with the curators of the Phantasmaverse exhibition and artcast, Carla Gannis and Snow Yunxue Fu

Is there gender equality in the digital art world?

Roxanne Vardi and Pau Waelder

Composite photo of the artists (left to right): Dagmar Schürrer, Snow Yunxue Fu, Marina Zurkow, Claudia Larcher, Alexandra Crouwers, Tamiko Thiel, Claudia Hart, Sasha Stiles, Yuge Zhou, and Chun Hua Catherine Dong.

It is a well-known fact, although not properly acknowledged, that over the course of history women artists have been underrepresented in the art world, and in general have been undervalued and underpaid at auction houses, galleries, and museums. As the art historian Katy Hessel, author of the celebrated book The Story of Art Without Men, points out: “it’s actually down to who has been able to tell the story of art history.” Women artists have been routinely erased from art history, or included in relation to male artists, their talent minimized as they were portrayed merely as lovers or muses. In the art market, women artists have not fared better. Traditionally, art galleries have represented far more white men than any other group combined, and as recent reports indicate, the situation hasn’t improved: the Burns-Halperin Report on equity and representation in US museums and the art market, presented in December 2022, indicates that auction sales of works by women artists represent only 3,3% of total sales worldwide, and that only 11% of acquisitions and 14,9% of exhibitions in US museums feature artworks created by women.

The introduction of the digital arts and the emergence of the new media art scene have given women artists the opportunity to become early adopters both of photography and of alternate digital technologies such as VR as these novel mediums also allowed for political and artistic provocation of the accepted norms. Today in general there is also greater awareness towards this unequal tendency, and so different organizations focus on balancing out the different groups of artists which they represent. At Niio we have made it our mission to focus on presenting and promoting the works of women artists whether through the content distributed on our apps or in our editorial section. In 2022, the gender balance of our artist solo shows amounted to a total of close to 60% by women artists. This month, we are honored to showcase the artworks and art practices created by the women artists, and to present this brief survey among ten outstanding artists who have generously answered our questions.

Would you say that the digital art community behaves differently than the contemporary art world in terms of gender balance and visibility of women artists?

Alexandra Crouwers: not really – although my personal field of view in the ‘digital space’ is taken up by a generally much, much more diverse constellation of artists than the ‘traditional’ contemporary art scene I’m embedded in. Likely, the global accessibility and distribution of digital art plays a role. I do suspect museums and other art institutions working with digital media are, perhaps because of the reason above, a bit more aware of adding more women artists in exhibitions compared to the ‘traditional’ art world.

Alexandra Crouwers is an artistic researcher working in the digital realm, and oscillating between escapism and activism.

Claudia Larcher: I don’t have numbers for that, but no, I think that the visibility of women in the art world in general is still unbalanced, be it in the art world or digital art. More attention is now being paid to the issue, but the big solo shows are almost always given to the men.

Claudia Hart: Yes, although strides have been made, I would have to say that the contemporary art world is still way out ahead of the digital space. The engine running digital is innovation culture. I would even go so far as to say that digital art culture functions more as beta testers for new products.  It’s a culture of next new things, so it suffers from extreme ageism. The lowest ranked players in the digital art world are older women – not news not now, not glamorous.  It’s a cute young world.   

“The lowest ranked players in the digital art world are older women. It’s a cute young world.”

Claudia Hart

Dagmar Schürrer: Talking from my own perspective I feel that female identifying artists are quite present in the digital art community. I am based in Berlin, and I am very lucky to be surrounded by a network of strong women creating and researching in the digital art scene. Digital and new media is still kind of uncoupled from the classical art market and rather conceptually driven. It often tackles issues that are closely linked to female politics – like embodiment, social hierarchies, identity, or bias of new technologies. For example, the scene working with XR technologies is very experimental and constantly developing, and is open for fresh and unusual perspectives, which might be resonating with a female experience of a changing society. Nevertheless, it is a sad fact that women in the cultural sector are still outrageously underpaid. Statistics of the German Künstlersozialkasse (artists’ social security fund) show that in 2022 female artists earned an average of 24% less than their male colleagues, the Gender Pay Gap is therefore significantly above the German national average! 

“I feel that female identifying artists are quite present in the digital art community. Nevertheless, it is a sad fact that women in the cultural sector are still outrageously underpaid.”

Dagmar Schürrer

Tamiko Thiel: Until recently, fame in the media art world was driven more by academic voices and the few institutions that showed media art, because the art market was not interested in media art at all. This was primarily Ars Electronica due to its prestigious Golden Nica award, the ZKM because it was the primary institution with an archive and collection of media art, the festivals Transmediale and ISEA and the art gallery at SIGGRAPH.

It was always my impression that these media art institutions however tended to focus very heavily on hardware technology, “boy toys” and a very male view of what is interesting in media art, rather than taking a wider view of the value of media art. I personally was told in a private conversation by a (male) member of the Ars jury, perhaps a decade after I had submitted my VR projection installation Beyond Manzanar (2000, with Zara Houshmand) to the Interactive Art category at Ars, that the others on the jury insisted it was not innovative because it only used a simple joystick as an input device. That is to say they focused exclusively on the hardware, without considering the complex interactive narrative of 13 scenes interweaving the historical Japanese American incarceration in WW2 and similar threats to intern Iranian Americans during the Iranian Hostage Crisis in 1979-1980, and how we had constructed an interactive structure in which the user’s agency led them to be complicit in their own incarceration.

Tamiko Thiel is a pioneering visual artist exploring the interplay of place, space, the body and cultural identity in works encompassing interactive 3d virtual worlds (VR), augmented reality (AR) and artificial intelligence art.

In 2016 Heather Dewey-Hagborg and Addie Wagenknecht started the “Kiss My Ars” hashtag after noticing that in the 37 year history of Ars Electronica, 9 out of 10 Golden Nicas had been awarded to men, putting a hard number on my more vague impression of an unconscious gender bias in values.

In 2012 the new director of the Transmediale, Kristoffer Gansing, shut me down when I responded to panelist Kathy Rae Huffman’s invitation to talk about my AR artwork during what was billed as “open conversation about video art and net culture, media collectives and counter-publics”. (See this webpage for a detailed description and audio recording). This was all the more odd because the festival’s theme “in/compatible” explicitly celebrated 25 years of art interventions and proclaimed in Gansing’s curatorial statement that: “Contrary to the fear of the incompatible, so prevalent in the age of cloud-computing, the festival raises the question of what happens when incompatibility is brought to the fore rather than hidden away in the dark underbelly of digital culture?” Kathy Rae and I of course asked ourselves, if a male curator on the panel had called on a male artist to describe their work, would Gansing have shut them down, as he did to us? It was painful for us as well that no one in the audience, not even the several famous feminist artists present, said anything at all during these encounters. Gansing had just taken over Berlin’s most prestigious media art venue, and I assume no one wanted to get on his bad side.

“In 2021 the art market became aware of digital art for the first time when Beeple sold a NFT for the equivalent of $69 million. The fact that this was roughly 35x the price of the highest selling work by a female artist, ixshells, speaks for itself.”

Tamiko Thiel

Chun Hua Catherine Dong: I think the digital art community and the contemporary art world are very similar in terms of gender balance. Gender imbalance exists within the digital art community, especially in technical and coding writing. Women also are underrepresented in the field of game development and software engineering.

Chun Hua Catherine Dong‘s artistic practice is based in performance art, photography, video, VR, AR, and 3D printing within the contemporary context of global feminism.

Do you work with code-based art? If so, do you write the code, or work with collaborators? What is your experience with the community of coders and engineers?

Sasha Stiles: I’m a lifelong poet who’s always been very interested in science and technology. Though I don’t have a computer science or coding background, I’ve been writing with AI-powered large language models since 2018, and have learned basic coding to fine-tune text generators and experiment with generative visual poetics. I’ve also had a hands-on role for many years now as poetry mentor to the AI android BINA48, built by Hanson Robotics and the Terasem Foundation. I’ve frequently been in the minority at meetings and conferences, but I’ve also found a lot of support for my work in places where I didn’t expect to.

Alexandra Crouwers: I AM A SUPERUSER! We’re being overlooked, but that’s another story: there’s such a focus on code and generative abstraction at the moment, people forget most of us use those techniques too, but then as part of more encompassing works (this does not answer your question at all, haha).

Marina Zurkow: I work with coders, usually as an equal collaboration (not with teams). In my intimate work world, at present, I have an even split between male and female identified technologist collaborators.

Sasha Stiles a first-generation Kalmyk-American poet, artist and AI researcher widely recognized as a pioneer of generative literature and language art.

Claudia Larcher: I have limited skills in coding but try to do everything by myself, as I had some bad experiences with male coders. Which was also a kind of empowerment. Actually I don’t know any female identifying coders, which is a pity. The coding community as I know it, is a male-only community. Hopefully it will change in the near future.

“The coding community as I know it, is a male-only community. Hopefully it will change in the near future.”

Claudia Larcher

Claudia Hart: I’ve just produced my first Art Blocks. I was part of a group of women invited to develop a project.  I went to a meeting for the newbies, and I was the only woman present,  The rest were guy coders. I’ve also collaborated with my friend Andrew Blanton, a cute young coder, because I can’t do it for myself. Not sure I would ever do this again. 

Claudia Larcher’s work explores video animation, collage, photography and installation with a cinematic approach to storytelling, extracting narratives from nondescript, everyday spaces.

Dagmar Schürrer: I am working with XR technologies in my own artistic practice as well as a project assistant at the research group INKA at the HTW Berlin – University of Applied Sciences. INKA is an interdisciplinary group of computer scientists and cultural workers like me, producing and teaching XR projects in the cultural field at the Institute for Culture and Computer Science. In the group there are slightly more female developers, but I would say that is rather unusual and a conscious decision to support women in the STEM fields (science, technology, engineering and mathematics), which is of course great! This is not reflected in most of those degree programs, where women are significantly underrepresented, so there is still a lot to do to make these fields more attractive for women. This is also similar in the freelance sector; I have the impression that here female developers are very rare.

“My VRML artworks are all code based, and I wrote all the code myself. I have had a lot of support and no problems from the community of coders and engineers.”

Tamiko Thiel

Tamiko Thiel: My VRML artworks (Beyond Manzanar, The Travels of Mariko Horo, Virtuelle Mauer/ReConstructing the Wall) are all code based, and I wrote all the code myself. I have had a lot of support and no problems from the community of coders and engineers in terms of gender inequalities. Since 2018 my husband, the software developer Peter Graf, collaborates with me on some but not all artworks. Since he is a professional coder, he can code much faster than I!

In your experience, has the NFT market benefited gender equality in any way? Do women artists get better chances at selling their work?

Alexandra Crouwers: Not sure yet. Although in the very conservative contemporary art context I’m geographically in, I’d say I had at least a couple of disadvantages: being a women artist and working with digital media. It often felt the combination was just too much for people to handle. For me, the NFT space has connected my practice to a whole network of nodes of amazing fellow women artists, with similar experiences. On the other hand: I’ve never sold so much work in my artist life before, so purely based on that I’d say ‘yes’.

“The NFT space has connected my practice to a whole network of nodes of amazing fellow women artists, with similar experiences.”

Alexandra Crouwers

Snow Yunxue Fu works with imaging technologies, such as 3D Simulation, AR, XR, and the Metaverse in interdisciplinary explorations into the universal aesthetic and definitive nature of the techno sublime.

Snow Yunxue Fu: I do think the NFT market has opened more opportunities for women artists and all artists in general, especially at the earlier stage of its developments and expansion. However, as the NFT market has a tendency to follow the historical art market, there are still many inequalities. It is quite important to have awareness for all parties involved and make efforts to give more support to women artists.

Marina Zurkow: Among niche digital art worlds, perhaps – but not at the high-price & high-profile level. Those “spots” are consistently and disproportionately going to men.

Claudia Larcher: I read that female artists are doing better in the NFT world than in the global art world but parity is still far away. I think that people see an investment when buying NFTs, and male artists still achieve higher re-sales. 

Tamiko Thiel: The NFT market has a specific aesthetic that sells well, and I consider that aesthetic to be a very male gaze shaped by fantasy/science fiction/video games. Perhaps women artists who hide their gender do better, but as a woman artist who uses her real name, I think it helps me for intermediaries to call attention to my work and to tell potential collectors that my work is valuable. THANK YOU FOR HELPING! 🙂

Chun Hua Catherine Dong: This is a good question. I don’t get involved much at the NFT at this moment so I cannot tell whether the NFT market benefits more women artists. But the NFT market definitely is easier to enter while the traditional market requires years to build up one’s reputation.

What is your opinion about female-led NFT projects? Can you mention some projects that you find interesting?

Sasha Stiles: I’m proud to be part of theVERSEverse, a women-led poetry gallery that seeks to empower writers by bringing poets into the art world. Co-founded by Kalen Iwamoto, Ana Maria Caballero and myself, with advisor Gisel Florez and community manager Elisabeth Sweet, theVERSEverse is trying to do something that has never really existed elsewhere, on or offline. I’m constantly astounded by the vision and tireless work ethic of women in web3 and adjacent spaces: Sofia Garcia, Jess Conaster, Micol Ap of Vertical Crypto Art, Danielle King, Diane Drubay, Valerie Whitacre, Ariel Hudes, Raina Mehler, Nicole Sales Giles, Lydia Chen, Mika Bar-On Nesher, Elena Zavalev, Eleanora Brizi, Fanny Lakoubay, to name just a few. I love the FEMGEN initiative from VCA and Right Click Save, and the Unsigned project by Operator and Anika Meier, and I’m represented by such women-owned galleries as Annka Kultys Gallery in London and Galerie Brigitte Schenk in Cologne.

Marina Zurkow is a media artist focused on near-impossible nature and fostering intimate connections between humans, other species, and planetary agents.

Marina Zurkow: Christiane Paul’s curated exhibition Chain Reaction on Feral File is a good example of highly rigorous, thoughtful NFT projects that are female-led or in collaboration. I think very highly of the works of Stephanie Dinkins, Amelia Winger-Bearskin, Sara Ludy, and the McCoys because their work has not only deep logic but they are concerned with what the blockchain can DO; it’s not just another white wall in a white cube gallery.

Claudia Larcher: I appreciate the work of the Austrian artist LIA, who is a pioneer of software and net art. I think that with producing NFTs she was really compensated for her artistic work in an appropriate monetary way.

Dagmar Schürrer: I want to mention the project Unsigned by Operator and Anika Meier. It is a collection of 100 signatures from women and non-binary artists to highlight the fact that a female signature on an artwork can devalue it. Turning the signatures themselves into artworks is a very clever and strong gesture, and I love the focused and minimal realization, both conceptually and aesthetically. It is positively simple, to the point and potentially iconic.

Tamiko Thiel: I find Auriea Harvey‘s and Nettrice Gaskin‘s work simply stunning, beautiful and meaningful. They create beautiful works of art like nothing I have ever seen before, and bring together incredible depths of art history and cultural history together from a very different viewpoint as the previous several thousands of years of art. All hail! I am delighted that ixshells‘ work is valued so highly, but such purely geometric abstractions are personally not so interesting for me.

Chun Hua Catherine Dong:  I appreciate projects that are not made specifically for any kind of markets, but rather for the artists themselves or for the sake of art itself. Maybe these kinds of projects will have the potential to go both into the traditional and the NFT markets eventually, but the idea of “art made for sale” doesn’t sound right for me. Artists such as Claudia Hart, Carla Gannis, and Frank Wang Yefeng are very interesting.

In the 1980’s the feminist art movement began working mainly with photography and the newly available technological tools of the time. Do you feel that with the introduction of video art this even more so allowed artists to question older social models?

Sasha Stiles: Both my practice and personal life are implicitly feminist in that I embody taboo concepts of womanhood, from engaging in male-dominated fields to eschewing many of the social and domestic expectations that are prescribed to women. So when a large language model fine-tuned on my own work, developed to write like me, expresses misogyny and disturbing stereotypes, for example, it’s powerful. Creative AI as a new medium demands that we go beyond questioning older social systems to infiltrating them, building ourselves into them.

Claudia Hart has worked since the 1990s examining issues of identity and representation with 3D animation.

Alexandra Crouwers: Yes, Pipilotti Rist for me was the one who opened artistic doors by unapologetically using the idea of music videos as an art form, and showing how projections including audio can transform a whole space. This, again, is a very personal example, of course, but, to me, Rist provided a role model in an art education that for 95% was taken up by men.

Marina Zurkow: The number of brilliant, inspiring feminist video artists is staggering. Please don’t forget pioneers Adrian Piper, Yoko Ono, Howardena Pindell, Shigeko Kubota, and the following waves of the likes of Laura Parnes, Elisabeth Subrin, Mika Rottenberg, tackling very different aspects of life through a feminist lens.

“Creative AI as a new medium demands that we go beyond questioning older social systems to infiltrating them, building ourselves into them.”

Sasha Stiles

Claudia Larcher: I believe that video as a medium was new at that time and not yet occupied by men, like painting or sculpture. There was this window of opportunity for many female artists.

Claudia Hart: I am not sure, there have always been women painters, but they were written out of history. I’ve been working with 3d animation and VR since ‘96.  I developed a program at the School of the Art Institute of Chicago called Experimental 3D, and my young women students have been institutionalized and awarded. I actually have never had an institutional exhibit, neither group or solo, nor have gotten grants or any kind of award of status. So case in point.

Dagmar Schürrer assembles found footage, digitally generated objects and animations, text, drawing and sound to form intricate video-sound-montages, often extended by Augmented Reality, evocative of painting, collage or poetry.

Dagmar Schürrer: I have the feeling there is a tendency, when new tools or technologies become available, that female and non-binary artists are fast to integrate those in their own artistic practice, before the methodologies enter the mainstream. It may offer a certain freedom and field of experimentation, without the pressure of capitalist art markets, and therefore a progressive opportunity to negotiate and reflect the topics of underrepresented groups.

“I believe that video as a medium was new at that time and not yet occupied by men, like painting or sculpture. There was this window of opportunity for many female artists.”

Claudia Larcher

Tamiko Thiel: Yes, at the beginning of a new medium there is much more room for experimentation, when the market is not established yet and therefore artists can experiment without the pressure to think about the sales value of the work. Initially there is the problem of access to technology – during which women also usually have more difficulty. Then there is a short interval in which anyone can access the technology because it has become commercial enough to be widely available. This is the time in which most innovation occurs. Then when the art market picks up a medium, its values impact directly on the work that is made, as artists try to live from their work.

Chun Hua Catherine Dong: Using new media or incorporating technology in artwork has definitely changed the ways of how to make art. Video art offered artists the ability to create time-based works that could incorporate performance and documentation. The introduction of video art has provided a powerful tool for feminist artists to express their ideas related to gender and identity, and to create works that reflect their own experiences and perspectives.

“There is a female sensibility behind the lens. Even in subtle ways, this changes what the viewers see.”

Yuge Zhou

Yuge Zhou is a Chinese born, Chicago-based artist whose videos and installations address rootedness, isolation and longing within sites of shared dreams.


Yuge Zhou: Video art introduces the time element into social critique. In some way, video art has a huge landscape to mine and to reference with cinema and television and the internet videoscape. With a growing number of women behind the camera and in charge of the means of productions – what they shoot, how they shoot are opening up. There is a female sensibility behind the lens. Even in subtle ways, this changes what the viewers see. Nowadays, both men and women are going into the technological fields like editing and cinematography, and a lot of tools and venues are available to both make and show video art. But there’s still a long way to go in terms of equity both behind and in front of the camera.

Moodies: the anti-emojis by Asaf and Tomer Hanuka

Pau Waelder & Roxanne Vardi

Emotions are complicated, much more than a set of emojis can ever convey. “By one estimate, more than 90 definitions of «emotion» were proposed over the course of the 20th century,” stated psychologist Robert Pluchnik [1], the author of one of the most widely cited theories of basic emotions. In 1958, Pluchnik suggested a structure based on eight basic bipolar emotions: joy versus sorrow, anger versus fear, acceptance versus disgust and surprise versus expectancy. Later on, in 1980, he developed this classification further into a more complex “wheel of emotions,” analogous to a color wheel, in which primary emotions were placed forming a circle, with opposites 180 degrees apart and other emotions placed between them, as mixtures of the primary emotions in the same manner that primary colors can be mixed to obtain secondary colors.

Pluchnik’s wheel of emotions. Source: Wikipedia

Inspired by Pluchnik’s diagram, in early August 2022 visual artists Asaf and Tomer Hanuka created Moodies, a collection of 7,401 artworks generated from a set of 32 original illustrations depicting human emotions in the form of a portrait of a fictional character whose face is a big hole (which the artists call “the cave”), filled and surrounded by different elements that build a visual metaphor of each emotional state. Notably, the brothers Hanuka have updated some of the terms in Pluchnik’s diagram, adapting it to the type of emotions that are prevalent in a society where human interactions are mediated by social media and messaging apps.

For instance, the term “annoyance” in Pluchnik’s wheel becomes FOMO (Fear Of Missing Out), a particular kind of annoyance we all experience in the fast-paced “present” built by mass media. Similarly, “aggressiveness” is described as “bullish,” an attitude that is at once celebrated by those who identify with toxic masculinity and frowned upon by those who decry a behavior that preys on the weak and can have fatal consequences (such as cyberbullying). Other changes may seem a matter of semantics, but they are nonetheless significant. Take “serenity”, which becomes “nostalgia,” a feeling particularly connected to Asaf’s and Tomer’s generation, whose childhood was deeply influenced by the culture of the 1980s, which has since been constantly repackaged a resold to them as adults, cashing in on their longing for the past. Additionally, “admiration” becomes “proud,” signaling the growing importance of the self in our highly individualistic society.

Moodies emotion map. Source: moodiesnft.io

These subtle changes illustrate the attention that both artists have put into creating a depiction of human emotions that speaks to the specific context of social media and the NFT art scene. Moodies stems from the Hanuka brothers’ desire to re-imagine the profile picture or selfie as it is used in today’s world; the image that has come to define us in the social world. Asaf and Tomer therefore describe the Moodies as ‘anti-emojis’ and aim to re-introduce to our social lives conversations about emotions and the inner-self rather than just creating pictures of perfect lives that are usually experienced as cover-ups. 

‘FOMO’, for example, portrays an eyeball with a knife poking down its middle where the face is supposed to be, in the background we see a broken down backyard that looks out on Hollywood Hills. The person in the image has a bad hairdo with bald spots on the top of his scalp, and the grass that makes up his body and the background is far from being green. ‘Nostalgia’ depicts an old tape recorder in place of a face, the figure wears a Duran Duran 80’s hairdo and a jean jacket, and the background is a retro gas station. 

“Our mission is to expand the conversation of feelings. These are the anti-emojis. There is an astonishing beauty to the complexity and intricate structures that govern our moods. This esthetic quality has been erased by outsourcing our social lives to platforms like Instagram”

Pluchnik’s diagram not only provided inspiration but also the blueprint for an algorithmic creation based on combining the elements in each of the 32 original drawings. These illustrations, termed “Pure Soul Moodies,” are each composed of 6 elements: Aura (head), Body (clothing), Cave (face), Environment (backdrop), and Skin (color or texture of the skin). These elements are then associated with the emotion that the Pure Soul represents, thus creating several thousands of mixed emotions artworks, in which each part of the drawing corresponds to an emotion. The compositions resulting from this process, alongside the original 32 Pure Souls, constitute the Moodies NFT collection, each artwork being minted as a unique piece.

One-page story by Asaf Hanuka explaining the making of Moodies.

A meaningful PFP project

Moodies belong to a type of NFT projects known as PFP, which stands for profile picture: these are illustrations intended to be used by their collectors as profile pictures on social media. Increasingly popular thanks to the success of early projects such as Larva Lab’s CryptoPunks or the ubiquitous Bored Ape Yacht Club, that have inspired an endless array of copycats, PFP NFTs combine the uniqueness of the artwork with the desire to create a personal identity on social networks that is at the same time distinctly individualistic yet belonging to a group. However, Moodies stands out for introducing a narrative and an underlying concept that is lacking everywhere else. Award-winning illustrators and storytellers, Asaf and Tomer Hanuka have succeeded in creating a series of artworks that respond to the driving aesthetics of the NFT space but also introduce a reflection on the need to express one’s personality and emotions. As Pluchnik stated:

“Although personality is usually taught in universities as if it had little or nothing to do with emotions, words such as gloomy, resentful, anxious and calm can describe personality traits as well as emotional states. An individual can feel depressed, or be a depressed person, feel nervous or be a nervous person. […] Thus personality traits may be conceptualized as being derived from mixtures of emotions.”

In this sense, the Moodies aptly connect the depiction of a combination of emotions with the construction of one’s personality, and more specifically, one’s persona in a social environment like those provided by Instagram, Twitter, TikTok, and so forth. The chaotic combination of elements in a surreal and somehow uneasy relationship becomes a perfect illustration of Pluchnik’s description of emotions as unstable processes: 

“Emotions are not simply linear events, but rather are feedback processes. The function of emotion is to restore the individual to a state of equilibrium when unexpected or unusual events create disequilibrium.”

The artists have therefore succeeded in creating a series of artworks that reflect on our digital identity and our need to belong to a group, which nowadays can be made of a large number of geographically distant and anonymous people, but also invite expressing our inner self in a playful way: “We wanted to create a group of people that care about feelings,” state Asaf and Tomer. “Instagram is about looking good and feeling happy: this is manipulation, forcing you aggressively to be happy. For us this felt fake, and we wanted to turn this inside out. Inside you have darkness, pain, love, we are made up of a cocktail of good and bad.”

Into the Moodieverse

Moodies goes beyond the depiction of mixed emotions in a set of algorithmically combined portraits. The artists are currently developing a larger story that builds a whole world around the initial idea of bringing the wheel of emotions to life. Central to this story is a character known as The Great Moodie, “a brilliant physician turned mentalist who modeled the principles of electromagnetics to uncover the mysteries of the unconscious mind.” This enigmatic character, which according to the story created a machine capable of tapping into the collective unconscious, known as the Soul-Ray, is said to have disappeared and will soon resurface in the Metaverse. 

The Soul Ray. Source: moodiesnft.io

The Hanuka brothers consider this character essential to the plot that unites the whole Moodies project and will lead its continuation beyond the initial launch of the NFT series, which quickly sold out and is now only available in the secondary market.

“The relationship between the great Moodie and the Moodies is that first we wanted to create generative art, something we wanted to control mixed with random decisions, and then we needed to define a concept to justify this loss of control, which brought us to creating mixed emotions. The Great Moodie is us trying to visualize feelings. There is this visual metaphor: The Great Moodie is what it means to be an artist.”

Just like The Great Moodie, the Hanuka brothers have big plans for this project which they keep under wraps for the moment, but that will unfold in a fully developed narrative and a growing community experience for their NFT holders. The project has already expanded beyond the blockchain to create experiences with people in the real world: the Moodies have been touring the world, making appearances in Los Angeles and at NFT NYC 2022. Their latest stop is Tel Aviv, where the Hanuka brothers have displayed a selection of the collection at SAGA, a cave-shaped gallery in Jaffa.

Moodies LA Takeover. Source: moodiesnft.io

Asaf Hanuka is based in Tel Aviv and serves as the Head of Department at Shenkar College of Engineering, Design and Art. He is also an illustrator and comic book artist. He has won multiple international awards including the Eisner for best US edition of international material for The Realist, an autobiographical weekly comic, and recently published I’m Still Alive with writer Roberto Saviano (Gomorrah). 

Tomer Hanuka is based in New York and has most recently worked in visual development with Netflix and Sony for live-action and animated projects. He is an illustrator and cartoonist who regularly contributes to magazines such as The New Yorker, Time Magazine, The New York Times, and Rolling Stone. Tomer has exhibited at international museums such as The British Design Museum and has won multiple industry awards including Gold medals from The Society of Illustrators and The Society of Publication Designers. 

They have also co-created, with the collaboration of writer Boaz Lavie, The Divine, a graphic novel which made The New York Times bestseller list, was nominated for a Hugo, and won the International Manga Award. Publisher’s Weekly described it as “Heady, hellacious, and phantasmagoric”. In addition, the brothers Hanuka have contributed a story to the Attack on Titan anthology, published by Kodansha Comics.

[1] Robert Plutchnik. The nature of emotions. American Scientist ; Research Triangle Park Tome 89, N.º 4, (Jul/Aug 2001): 344-350.

Katie Torn on beauty and decay in a hybrid world

Roxanne Vardi and Pau Waelder

Katie Torn’s work explores the female figure in a world shaped by digital technology and obsession with self-image boosted by social media and consumer culture. She uses 3D graphics and video to build assemblages of natural and artificial elements that question the boundaries between beauty and decay, body and prosthesis, organic and synthetic, and between a person’s own self and the image she creates of herself. 

In the series Dream Flower, composed of two artworks commissioned by Niio, the artist draws inspiration from Victorian-era botanical drawings and the work of Mary Blair in the animated fantasy film Alice in Wonderland, produced by Walt Disney in 1951, to create the portraits of two exotic flowers with female-like features. In this interview, she elaborates on the connections between these characters and the ways women have had their bodies shaped by aesthetic stereotypes, as well as the contradictory beauty of decaying matter. 

Most of your artworks, including Dream Flower I and Dream Flower II, exhibit female figures. Could you please elaborate on your interest and explorations of representing women through your works?

Like many digital artists my background is in painting. I studied classical figure painting as a teenager and spent many hours in museums studying the “Old Masters”, male painters whose subject was often the female form. I was taught that light falls on the female body the same way light falls on a still life of a bowl of fruit. How I create my animations and digital paintings is informed by my study of the history of painting. I compose my works much like a 20th century painter who is responding to classical painting, starting with a figure as a central subject in relation to a picture plane and then fragmenting the form to create an abstraction.  In my work I use virtual space and digital tools to break down the figure. I wouldn’t say the figures in my work are women. They are creatures that have attributes that are female-like, but they also have attributes of plants, animals and inanimate objects.  

Katie Torn, Dream Flower I, 2022.

“I was taught that light falls on the female body the same way light falls on a still life of a bowl of fruit.”

In your artworks we find references to Victorian drawings, as well as dolls and children’s toys. Which connections would you draw between that time and our present consumer culture?

My animations Dream Flower I and Dream Flower II  were specifically inspired by Victorian botanical drawings of flower arrangements. I came across a few prints in my Great-grandmother’s apartment and noticed how they were composed almost like portraits of flowers with a large bulb situated in the middle of the arrangement like a human head. Many of the toys I use are virtual models either scavenged online or physical objects found at thrift stores and not tied to any specific era. What I do find interesting from the Victorian era is the way the fashion from the time distorted the female body almost like a physical filter. At that time corsets and bustles were used to sculpt the female form to fit an imagined ideal, in present consumer culture we use photoshop, filters and now AI to create imagined versions of ourselves.  

“What I do find interesting from the Victorian era is the way the fashion from the time distorted the female body almost like a physical filter”

In your work, there is an interplay between the apparent desire to please and the eerie quality of the scene. Would you relate this to our exposure to mass media and advertising?

In my work I like to use the tools of advertising such as slick 3D renderings, photoshop and liquid simulations to entice viewers and pull them into my world. The story I am telling is about a human trying to adapt to an environment that is in decay where the physical and virtual world are colliding and creating a hybrid like a newborn cyborg trying to function. 

Can we interpret in these works a reference to the submissive roles given to women in conservative societies, from the Victorian era to Post-War America and up to the present? 

I wouldn’t say that, no. The female-like creatures in my work are like goddesses. They are in control of their own ecosystems. 

“The female-like creatures in my work are like goddesses. They are in control of their own ecosystems”

Katie Torn, Dream Flower II, 2022.

You have mentioned that in some of your artworks there is a strong influence of the work of Mary Blair. What inspiration do you take from Blair’s work and life?

I love Mary Blair’s unexpected color combinations on the work she did for Disney in the 1950’s. Specifically in Alice in Wonderland and Cinderella, her art direction added a moody quality and sophistication to the animation. Since I was making creatures that were botanical for Dream Flower I and Dream Flower II I decided to rewatch the flower scene in Alice in Wonderland for inspiration. 

An interesting concept in your work is the use of waste, both by incorporating disused objects, elements that are constantly dripping or falling apart, and by depicting wastelands. What do you find interesting in this concept?

Destruction and decay is fighting but it can also be beautiful on a purely aesthetic level. Like watching a forest fire from your computer screen. It is awful and heart breaking but can be watched slightly removed like an explosion in an action film. My work stems from the ironies we see in industrial disasters in nature like the most beautiful pink sunset that is caused by pollution or being awestruck by the colorful beauty in an oil spill.  

Lately, you have been involved in the NFT space. Can you please share some of your insights of this new context of creation, dissemination, and commercialization of digital artworks?

I have been making short format looping video animations for years and have always struggled to find a place for them in the art and film world. They aren’t long enough to play at a festival and the lack of physicality made it impossible to really sell them at art fairs. NFTs legitimized the format. Physical objects like painting and sculpture have always been tied to money. It makes sense that digital currency would have its own digital art version. It’s been great to see digital artists who’ve careers I’ve followed for years finally being able to make a living off their works. 

“My work stems from the ironies we see in industrial disasters in nature like the most beautiful pink sunset that is caused by pollution or being awestruck by the colorful beauty in an oil spill” 

Naked terrains: the imaginary landscapes of Franz Rosati

Roxanne Vardi and Pau Waelder

A musician and digital artist, Franz Rosati explores a broad spectrum aesthetic experiences in the intersection of digital music and real time 3D renderings, that he presents in the form of audiovisual concerts, screen based installations, software art and printed artworks. His artistic production is characterized by the creation of dystopian landscapes and autonomous virtual entities, in series such as Latentscape, Hyletics, Map of Null, and Machine & Structure.

His work has been exhibited in international events, festivals, and listed for galleries and platforms such as NIIO, Framed*, ARTPOINT, Dong Gallery, NEAL Digital Gallery, The OUTPUT, Sedition Art, and Mana. In our curated art program, Rosati’s work has been presented in several artcasts, such as Wanderlust and Rare Earths. We sat down with him to talk about his creative process, his favorite software, and the multiple dimensions of his work.

Sound and music are the key elements in your work that are presented with engaging visual compositions and often use generative techniques. How would you describe the relationship between the sounds and images?

It’s a pretty parallel process. Each project, even Latentscape, starts as an audio-visual concert with a strong narrative that develops over time. With the screen based artworks, I extract the main theme and timbral features of the audio parts to build a piece which can’t be a full track because there’s no time for such development, but can deliver the average impression and mood of the sound while you can stand in front of the work between 10 seconds to 3 minutes and you can still catch it. The sound comes from a main idea of the work, but then when I develop a concept I try to separate between the two things, as different emanations of the same artwork. In this sense, screen based artworks and audio visual concerts are the ways I can experiment with different languages.

Franz Rosati, LATENTSCAPE KV4A, 2021

There is an important immersive and performative element in your work, exemplified by the installations and live performances. Taking this into account, how do you conceive the duration of your pieces, the rhythms in them, and the presence of the viewer as a body in an enclosed space, exposed to sounds and images?

It depends on the project. In the past I was more into improvisation. I always had a canvas to work on, but I didn’t know the development before the concert, so it was different in that sense, a flow of sounds and generative visuals out from my custom made digital instruments with defined possibilities to explore freely.  I changed this approach in the last few years because I felt like I wanted to work in a more cinematic way. Now I have different kind of visualizations and moments such as chapters and interludes and so forth. In this moment I see myself more like a director than just a musician or a performer. Right now, I know exactly what material palette, depth, and sound I want to use in specific moments. About the screen based artworks I decided to choose some specific camera movements for Latentscape which is limited to upward, downward and zoom-io/out movements because I want the audience to feel a sense of ascension or falling-into when in front of the screen. For the sound I wanted something rich and textural but still maintaining the “full spectrum” approach I had in the past and when it is possible in the venue, I like to have multichannel speakers and very loud sound pressure.

Franz Rosati, LATENTSCAPE XV4A, 2021

In that sense, how do you see the works that are on Niio, which are more intimate for the user, in the context of your work?

I like the intimate dimension. When I play live I can have 200 or 2,000 people in front of me, on Niio I can have only one person in front of the artwork. To me this is fascinating because it forces me to tailor my project so that can talk to everyone without giving up its identity, and this means mediating a lot to find a common language and expressive balance. It can be on an 80 inch screen or on 3 small computer screens, and this can allow the audience to get closer to the screen instead of being surrounded and overpowered by huge screens and loud sounds. With the Latentscape works, I like to configure them as going up and going down, changing direction, doing sliding and zooming movements instead of complex camera movements, slow movement and slow changes, slow cinematic sequences and what you can perceive on both large and small screens as a shift in perception. It is like exploring a big painting with your eyes or seeing the ground from a plane. Latentscape depicts a landscape that doesn’t exist, it’s everything we know from experience, but it’s imaginary. An aerial bat above the ground, but at the same time you are watching something that is not moving but it’s just you.

In this moment I see myself more like a director than just a musician or a performer.

Can you pinpoint the reason why you used to be more into improvisation whereas today you like working with a clear narrative? 

From 2007-2012 I mainly played electronic, electroacoustic and noise music so I was a lot into improvisation and I used to play with radical-jazz musicians too, so when I went on stage myself I was still into this kind of stream of consciousness approach even if my first attempt with a cinematic approach was Pathline #1 in 2011 but than it was only in 2016 with Map of Null that I went back on a Cinematic approach. I was also in a moment in my life when I needed to express myself in a more instinctual and physical way. But right now, I am more focused on designing my projects, so I want to balance and craft more details in what I put on screens and what plays out of the speakers. At the time of improvisation I played a lot at small clubs and festivals, and my setup was more flexible in a way. Right now, my works cannot be played on smaller stages, because I need a good screen or projector and a at least a couple of big subwoofer to deliver everything properly. There are also a lot of cultural differences in my own growth and development. Ten years ago I was more into music than into digital arts even if I was already doing large scale printed generative artworks and visuals.

“It is like exploring a big painting with your eyes or seeing the ground from a plane. Latentscape depicts a landscape that doesn’t exist, it’s everything we know from experience, but it’s imaginary.”

In your work we often find the presence of generated landscapes that can be located in the edge between real and imaginary, figurative and abstract. What role do these landscapes play in your work? Would you say they have become a signature element that identifies your work?

From a technical point of view, I was interested in landscape generation techniques, because I like the expressive possibilities of the shapes and feature of the naked terrain with no buildings, vegetation or traces of human presence, it’s just what we see from above when we look at the world. It’s fascinating because at some heights there are things you cannot distinguish anymore and disappear, and just shapes and colours remains. At the moment I am still working on Latentscape, I don’t want to stop it as I like the workflow and the style. But at the same time, I am working on a a new project, Distantia, based on complex satellite imagery. I am talking to researchers and trying to figure out what I can do with that huge amount of informations. I want to develop an aesthetic which is in continuity with Latentscapes but will be separate. It will be more scientific accurate, which would give totally different results. In the end I think that the landscape at the moment is the main framework of intervention I want to work because it’s clear but can carry many meanings.

Franz Rosati, Hyletics, sequenza H301A, 2020


The visuals and sounds you create are usually not encapsulated in themselves, but enriched by external data. How do you choose and modulate this data? How do you balance control and randomness in the use of this data and in your live performances?

Latentscapes are made of elevation maps generated from a GAN which was trained with a custom dataset made of thousands of DEMs (elevation maps) I’ve collected in about 6 months. For the sounds I made the same kind of approach collecting sounds and music recordings  generated by machine learning algorithm SapleRNN and other Autoencoders. In both cases, the collection of the dataset, (a very long and human based practice) was the big part. For example I created sonic dataset made of Baroque Musica and Sound Design to see what the algorithm could generate from this mix. I tried to make some clashes in this sense. AI is not so smart but it’s precise, so if I tell it what to do it starts to become an interesting game. I am not a big fan of AI as a creative tool for final outputs, I am not sure how much I will use it in the next projects but in Latentscape it was interesting to use it for particular sounds and the shapes.

“I was interested in landscape generation techniques, because I like the expressive possibilities of the shapes and feature of the naked terrain with no buildings, vegetation or traces of human presence”

For the colors, instead, I collected a lot of photography and concatenated together and extracted the color scheme I like. Sometimes I grab a leaf of a plant and put it together with the color of a metal packaging that I like. I like to consider data not just as a digit, not just as numbers. A famous and brilliant couple of Italian philosophers, artists and hackers, Salvatore Iaconesi and Oriana Persico, suggested that data is more about experience instead of only visualizing or  extracting numbers from real environments or statistical events. So it’s part of my data. A collection of my own experience. I love to work with technology and humanize technology. I ask myself who I am when I work with technology and don’t let technology take over to my feelings and tastes.

In the creation of your artworks you use software that you have developed personally. What does this software bring to your creative process that you cannot find in off-the-shelf commercial software? What do you think about open source software and creative coding environments such as PureData, Max/MSP, Processing, VVVV, or openFrameworks?

I use Max/MSP and TouchDesigner for a very big part of my works even if I really started around 2004-2006 with Processing and PureData. Max is my main tool for sound and in the past for visuals too. Latentscape, instead, uses complex workflows that starts with GANs, to end up in Unreal Engine with a specific attention to Blueprint Materials programming.
I always had my own instruments and tools made in Max for the sound, which allow me to play the music and do sound design how I want – so it is customized and tailored for me. It’s nice to design a tool for yourself. This is why I like to design my own instruments. At the moment my Latentscape Live Set is only built around Ableton Live and Max communicating with TouchDesigner, while the production of screen based artworks and video content for the live set is fully based on Unreal Engine.

About AI as I told before, I use it in a very functional way. At the moment I’m exploring a bit Stable Diffusion and Dall-E and what I don’t like is that you can customize a notebook, lines of code, features, but the problem is the dataset – it’s very wide, endless and the nature of the dataset but at the same time very general and the fine tuning from the company is another limit. I think that AI is be very cool to create a variety of outputs from a single idea. For Latentscapes I did that for landscapes as well as for micro-texturing with GANs, which gave me a wide range of variations in just one click.
I’m struggling to see DALL-E or Stable Diffusion as a real creative instrument. I look at it more as a “recursive subconscious stimulating search engine”.

Would you say that these tools have fostered a new generation of digital artists?

I remember years ago here in Rome there were really few people experimenting with digital arts. Open source was a real revolution. It’s still a revolution even if from a political point of view. I don’t consider OpenAI or DALL-E a good use of the open source paradigm. Calling something open source just because the source is open it’ doesn’t work for me. In the case of AI there’s a dataset involved which most of the times means data collected without any authorization by big companies. There is a wide shade of things to analyze about the open source movement today.

Going back to the question I see what the algorithm is telling me that it thinks, it’s something hyperrealistic, or it can give me a suggestion of something strange which I didn’t imagine but It’s always very similar, it seems to have it’s own artistic trait in some ways, and you cannot do anything to make the tool your own. The final user is just the new audience in that sense, an active audience –but the audience is not the artist. Being an artist means having a vision, feeling an urge to translate that into matter and so called traditional digital tools to me are still the way to really develop a unique style if you want and you need to do it. The main observation is that the same thing was told about 3D and digital animation back in the days, but this time there’s a huge difference which is the data involved.

Your professional career includes collaborations with other artists and musicians as composer and sound designer. How have these collaborations been developed? What would you point out as key elements in a collaboration, particularly when it involves sound and visuals?

In the past I worked a lot with other artists as a technical artist, such as my work with Quayola. But I collaborated only a few times with artists on collaborative projects, for example doing visuals for Plaster, which is a very important and quiet an historical Italian techno/electronic project as well as doing several remixes/reworks or more recently collaborative audiovisual pieces for a serie of events curated by Edward Paul Quist for his own Embryoroom/Embryogallery project or producing music for Daniele Spanò videoartistic installation, which is a very clever italian artist and friend.
Then recently I’ve been involved into the Sentio tour by Martin Garrix with one custom Latentscape artworks, and it’s pretty insane to see my stuff on such gigantic ledwalls with literrally tens of thousands of people dancing on this very powerful and energetic music.

Franz Rosati, Map of Null T010N, 2018

With my own projects I have assistant collaborators. But I am a control freak for the workflow and I like to always keep my hands on the work. So I start alone doing lot of technological a nd conceptual research and then bring in someone to help for specific tasks, then I give the final form to the project by mysels. In the last four years I opened up a lot in that sense, also talking to researchers about remote sensing or machine learning in my case or in depth Unreal Engine techniques. But I am not really a collaboration artist, because I work slowly. I am not a machine gun when I produce works. Usually it takes me 3-6 months or more to publish a work but maybe it’s in the pipeline from an year. So it’s difficult for me to commit to someone. Difficult to align to other people’s workflows also because I am also a Sound Design and Media Art teacher so I need to schedule my time properly not to neglect my students and my artistic carreer.

Did any of these collaborations inspire you to do something else?

Working with Quayola was quiet an enlightenment. I learned a lot watching him at work, especially to scan and organize the work, keep track of everything and keep the focus on specific aspects of your output. It was a very important encounter from both human and development point of view mostly thanks to Andrea Santicchia which is a very important figure of Quayola Studio and dragged me into this. Also the Jazz musicians I was talking at the beginning, at the time gave me the right approach to put my inner self out there with music. In the end everyone you meet is your master in life. This is the same with my students, I learn a lot from anyone of them.

“I love the idea of the artcast, because seeing a platform that is active in publishing, not just showing your artwork but doing curatorial activities with your work makes a lot of sense.”

You have worked with several digital platforms, such as Sedition, FRAMED*, and of course Niio. These platforms offer artists different services and forms of distribution of the artworks, what is your experience with them? How would you describe the possibilities that artists now have to distribute and sell their work through online and device-specific platforms?

In general these platforms were a big game changer for me, they gave me an opportunity to put out my work differently. When these platforms came out it completely changed the game. Sedition was the first one I worked with, but I lost track with them a bit, at some point it seemed like a good art shop instead of a platform but the initial idea was very forwardthinking. When Framed* came out it was a blessing because they don’t just have a shop, they have a whole device ready to display the artworks and also involved us artists in several public events. Artpoint is also a very clever company based in France mainly focused on distributing artworks on real spaces and contexts which is something I feel very good with.

When I approached Niio for the Open Call with Samsung at the end of 2019, my perception was of a very serious platform which was more curated and prestigious with a wide network behind. I love the idea of the artcast, because seeing a platform that is active in publishing, not just showing your artwork but doing curatorial activities with your work does something for me and makes a lot of sense. 

Now that NFTs came into the game, do you feel there is a wider space for artists to come in?

About NFT I am really critical. I did something around Hicetnunc mainly, so on Tezos – the green blockchain, and this was pretty good, I’ve met very clever artists and collectors, but I didn’t push too much to be in the NFT space because I feel that it’s too risky. I don’t like that everything goes through Twitter as it can lead to bot collectors or just some kind of overproductive approach. But at the same time there are several companies working with NFTs in a more healthy way.

I like the way some companies such as ReasonedArt, which I’m collaborating with, works with the Matic blockchain, which is green too, and also because they use the NFT/blockchain paradigm to works mainly in the real space doing also public events and broadcasting such as projections at the train stations like it happened recently. These are artists and curators using NFTs in a more realistic way. When I hear people talking of crypto art it’s not really my cup of tea. It’s like calling wall art something you put on your wall. So I am not interested in the NFT space as a space itself. I tend more towards the notion of talking about NFT as a system so when used in a good way with a proper method it’s cool, even if it’s a technology that carries some very equivocal meanings itself. The focus should be on the art, otherwise, just to cite Salvatore Iaconesi once again, in one of his latest articles about NFTs, we run the risk of living in a reality in which “everything becomes a financial transaction, so much so that it is impossible to conceive of anything else…”