Yoshi Sodeoka: human audio visualizer

Roxanne Vardi and Pau Waelder

A multifaceted artist, Yoshi Sodeoka creates a wide range of audiovisual artistic works that include video art, animated gifs, music videos, and editorial illustrations. Influenced from an early stage in his career in noise music and glitch art, as well as avant garde movements such as Op Art, his work is characterized by breaking down the structure of the musical score and visual integrity of the image to find new forms of artistic expression.

A multifaceted artist, Yoshi Sodeoka creates a wide range of audiovisual artistic works that include video art, animated gifs, music videos, and editorial illustrations. Influenced from an early stage in his career in noise music and glitch art, as well as avant garde movements such as Op Art, his work is characterized by breaking down the structure of the musical score and visual integrity of the image to find new forms of artistic expression. His projects, developed individually or in close collaboration with other artists, materialize in fields as diverse as music (Psychic TV, Tame Impala, Oneohtrix Point Never, Beck, The Presets, Max Cooper), illustration (New York Times, Wired, The Atlantic, M.I.T Technology Review) fashion (Adidas, Nike), and advertising (Apple, Samsung). His work has been exhibited internationally, including at Centre Pompidou, Tate Britain, the Museum of Modern Art, the Cleveland Museum of Art, Deitch Projects, La Gaîté Lyrique, the Museum of Moving Image, the Baltimore Museum of Art, and Laforet Museum Harajuku.

In the following conversation, Sodeoka discusses his work and influences, focusing on the two artworks from the series Synthetic Liquid recently commissioned by Niio.

Could you elaborate on how your background in music influences your artistic practice when creating new media artworks?

At the beginning of my abstract video art projects, music and sounds usually come first. I guess in a way, I’m trying to be a human audio visualizer. I usually start by picking up some interesting sounds that I want to work with. That could either come from a friend or from myself. It really depends on how I feel. I’ve been a long time user of Logic (a MIDI sequencer software) so I usually cook up something quick in that. I’ve always played electric guitar since a young age, and I still have a collection of synthesizers and instruments. I’ve been a big fan of experimental noise and ambient music. I am lucky to have some really talented music friends that provide me with the exact sounds I’m looking for if I’m not in the mood to do my own. Anyhow, then I would try to come up with the idea of what sort of visuals go well with that sound. Experimental/Noise music is just a perfect fit with the videos I make.

Yoshi Sodeoka, Synthetic Liquid 7, 2022.

Why are you interested in glitch and noise?

I feel that everything is broken anyway, nothing is complete. In computer glitches, something interesting happens, in terms of color and composition. I am mainly interested in these colors and shapes. For me it comes from an aesthetic reason, I am not a conceptual glitch artist. I use it for everything.

However, these particular artworks I created for the commission look more organized, with more neutral colors. It relates to how I feel about the project or what influences me at a particular time, but I really can’t tell why.

“If you depend on the programs and machines you are using, then your creative process becomes shaped by the vision of the person who made that software or those machines.”

The neo-psychedelic style of both commissioned works from your Synthetic Liquid series with its kaleidoscope of colors resembles the aesthetic used by Futurist artists in the early twentieth century, and you have also mentioned your interest in Op Art. Would you say your work relates to these avant garde movements?

Yes, to some certain extent. I like Futurism, particularly in its more abstract manifestations. And in this particular work that I’m presenting in Niio, I should say I’ve been more influenced by Op art. I like the work of Bridget Riley and Victor Vasarely, among others. I just like the idea of making video versions of Op art. I enjoy seeing those visual triggers: Op Art makes you question what you are seeing. The arrangement of colors and shapes make your brain think. I like the idea of trying to make animated Op Art, because when you see it your mind goes someplace else, and this is fascinating to me. When you look at a landscape, for instance, you feel calm, whereas with Op Art there is a different feeling.

Yoshi Sodeoka, Synthetic Liquid 8, 2022.

Can you tell us about your artistic process and about the different digital softwares that you use in the creation of your video works and the process of moving from analog practices to digital practices? 

Sound and visuals are strongly connected. My interest in experimental noise is that it does not have a structure, which goes well with abstract videos. I have been playing music since I was 12 years old, and at the same time I studied painting. Doing both at the same time from a very young age, when I discovered video art there was no question that I wanted to do that. 

I’ve used a lot of analog setups in the past. But I use less of it now. I still like a pure analog setup, but I’m just in a different phase. I like to keep it simple with fewer gears in my studio at the moment. I incorporate the ideas that I have learned from working on analog videos into the digital video-making process. One of the things that are fascinating about what I can do with analog video is video feedback. I try to simulate that in the digital setting. The exact process might be different. But the concept is the same either in analog or digital. 

 “I imagine that the future of computing will be more organic and fluid.” 

I still have a video analog setup in my studio. For me it started to get kind of boring, and to break out of it one of the solutions was to buy more gears. I feel that the parameter is very limited because if you buy gear, then your creative process becomes shaped by the vision of the person who made that gear. I don’t like that, so I use my own video feedback technique with After Effects, which not many people do, and therefore it feels like it is my own tool and my own technique.

I also randomize a lot of elements in my audio production, working with a set of parameters. I set a tone, add notes from here to here, and allow a bit of randomness. But that’s as far as I go. I don’t use a coding environment such as PureDate to make audio compositions, but I use audio production software and randomize it, which is similar in a way. 

“I like the idea of creating Op Art, because it makes you question what you are seeing”

When experiencing your works, one cannot help but think of the beginning of the creation of everything with the representation of fluids and water.

Ha, I’m not sure. When people think of computers and technologies, they don’t really think of liquids and water. Machines are always dry and hard things. But I imagine that the future of computing will be more organic and fluid. People are using liquid elements in computing and I am fascinated by it. My videos feel very organic, particularly because they have an analog component, so it is not only about zeros and ones. I want to make everything organic as much as possible. It’s not easy, but I take it as my challenge to make things look more organic.

You have recently also been active in the NFT space, could you please share your experience with us on these projects and how you imagine NFTs becoming part of the more traditional art industry as a whole?

It’s been such a crazy ride with NFTs! I’ve sold plenty of work as I’ve never had before. And I’ve made a lot of new friends, and I discovered a lot of great artists I’ve heard of before. Overall it’s been a good experience for me. But I’m not a big fanatic of it either. I’m staying pretty low-key about it. Things come and go and I have no idea where this is going, honestly. I just focus on making good art, which has always been my thing.

Digital Collage: an interview with Nico Tone

By Pau Waelder & Roxanne Vardi

With a history that spans more than a century, collage has evolved as an artistic technique from the pieces of newspaper glued to a canvas to a wide array of forms of appropriating content using digital tools. We sat down with Tal Keren, who established the Nico Tone collective and acts as the senior artist, on their use of found images to create digital collages in their latest series of artworks.

This interview is part of a series of three editorial articles that dive deeper into the different software, technicalities, and processes that go into creating digital artworks, in order to offer our readers a deeper understanding of digital art as a medium.

We speak to Nico Tone as part of a collaboration with Render Studio, a collective creative experimentation for a digital reality. Render Studio is inspired by art, design, nature and technology and aims to explore dimensions of virtuality, interactivity and motion. Nico Tone’s series Cornucopia,  Vintage Matchbox Series and Cosmoscapes are all featured on Niio this summer, and were all created for Render Studio. 

Towards these series, Nico Tone looked at archives of vintage matchbox illustrations from around the world. Can you please explain the complexity of turning older images into novel digital artworks, and the different technicalities that go into this process?

We were very lucky to find many archives of designs and illustrations of matchboxes that were scanned in a good quality. So it wasn’t a problem to take these images from the server, and to put them into different folders. Each of the folders we create is categorized under a different topic such as animals, flowers and space. We took images of each subject and with the use of Photoshop, we cut the illustrations and then used the program After Effects in which we placed all the cut images. To make these series we needed to create many small animations. I equate this process to Lego: animating each image separately so with each artwork we can use the same animations but in different colors, sizes and placements. We also created many animated GIFs towards the creation of the final artworks. We use between 50-70 illustrations collected by the group from vintage matchboxes to create one coherent artwork. From some matchboxes we just take one element or illustration, and for others we can take all of them. We also looked at the reference of stamps and of vintage bills for the Vintage Matchbox series. The artworks are conceived to be symmetrical at first glance so that the compositions are like mirrors, but then the illustrations break that symmetry.

Nico Tone, Vintage Tales I, 2022

In your search for these images, do you have a specific website that you explore or do you start every exploration from scratch using search engines such as Google search?

We tend to use specific links that we are familiar with, and we were very careful about the copyrighting of the images, so even when we found an image that we liked we needed to do a lot of research on the image’s legal copyright conditions.

Do you take these images and try to think about what the different illustrations meant historically, and play with these existing narratives or do you really use these images just as a starting point to create something completely new?

The history of the different illustrations is usually taken into account. It is very important and interesting to know the history of the images. But when we create the artworks, the main focus is on how it looks,  and how something new can be created from these materials. It may reference and remind us of the history, but the outcome is not the history itself, it’s something else, a new world that combines everything together. Each design comes from a different culture and country, and we take everything and mix it up into a new narrative. This type of work is similar to the process of globalization, which is experienced everywhere. Keep in mind  that the vintage illustrations are very small, so we have to work with a lot of small details. This was also a challenge, to try to think what can be done, and how something new can be created from these small historical illustrations.

“Each design comes from a different culture and country, and we take everything and mix it up into a new narrative. This type of work is similar to the process of globalization, which is experienced everywhere.”

Can you elaborate on the different softwares used in creating this series of works?

As I mentioned, for the creation of these works we use Photoshop and After Effects. I make use of a digital tablet and a pen. For the space series, Wandering Stars, we needed to create the backgrounds, so we used the Ipad with a program called Procreate to create them in high quality.

Nico Tone, Wandering Stars I, 2022

In your works you combine subject matters taken from different cultures and different time periods into one coherent whole. How do advanced technical softwares help in creating these new collated narratives?

The size of the illustrations make the available opportunities very limited, but on the other hand this is also a good thing because this also creates abstract boundaries where we need to be very creative. We try to create everything that is supposed to be alive in real life as breathing. Most of the animations are not fast, but instead are very slow and calm. It is like looking into an aquarium, or like when you’re diving and looking at the fish as a spectator. So the focus is on creating something that will be nice to be with. Even when portraying wild animals, we don’t want to represent them as scary but instead as calm and pleasing. Most of the animations portray movement, where the GIFs are created in a loop of movement. For this process, we take the image, for example the head of the bear, and break it apart into different pieces, and then move these different pieces one by one.

Present in your collage works, there also seems to be little stories or narratives, so that upon closer inspection over time, one can see some particular things happening or maybe even expect some things to happen which were not necessarily visible at first glance.

Yes, the artworks are all created in loops. But within those loops of 1.5-2 minutes there exist even smaller loops. These are created purposefully so that the narrative of the work is constantly changing. We like to create small surprises in the artworks, so that every time you see the work you can see something different. Like the half moon in Shell City that jumps out and back into the coffee cup, or the butterfly in Vintage Tales II that flies and lands on top of the boat. Also, as you mentioned, there are little stories that we create firstly for ourselves, where the viewer needs to see the work a couple of times to notice these. For example, in Shell Flower, there is a turtle that is biting into a plant on top of the car. In general, we think about the movement that you see the first time that you see the work, whereas there are other elements that one would only see after a couple of times that one has seen the work.

Nico Tone, Shell Animals, 2022

You mentioned that you would like viewers to take the time to see the artworks, or to live with them. What do you think of how we usually consume images which is really the opposite, fast-paced and ephemeral?

I think that because we are confronted daily with many images and videos that nothing really infiltrates us or touches us anymore. I believe that if you take the time and look at one artwork you will start feeling and sensing its power. This is what we try to achieve. We would like viewers to look at our works for a while, and not just a couple of seconds. I am in favor of technology, but I think that the subject matter that we choose to portray is usually more natural. We try to combine technology and nature for a long term relationship as opposed to a short one.

“We like to create small surprises in the artworks, so that every time you see the work you can see something different.”

You don’t use much text in your compositions, is this done purposefully?

We feel that when you incorporate text in the works, it gives it a more radical feeling or meaning which we want to leave more open. We don’t want our viewers to relate an artwork to one culture or to one language, but instead wish for every viewer to have their own take and perception of the artwork.

Your artworks show many references to Art Historical collage practices such as those initiated by Cubist and Dadaist artists from the early Twentieth century. What do you see as the role of the digital artist in this lineage?

When we are presented with a new technology, we have a new opportunity to do new things. So that we are aware of the history, and what the artists did in the past, but now we can do those same things with different techniques and challenges. I don’t like to create political artworks. The use of technological advancements for me comes out in the small nuances, when we say that we can use technology but in a positive way. The collage method and the digital tools give us the opportunity to portray what we are trying to say. Taking elements from history and from different cultures and with that to advance towards something more positive and more colorful, and to show the similarities between these different cultures. I like the idea that when you put different and seemingly opposite things together in a collage, such as a polar bear next to a tiger, suddenly it can make sense to see these two elements presented side by side.

Nico Tone, Wandering Stars III, 2022. The Mondrian Hotel, Seoul.

You present your artworks on very large screens, which are sometimes a couple of stories high. What do you need to consider, digitally, when your art is presented on such large scale?

On very large screens every detail is seen and scrutinized. Everything needs to be meticulous and have meaning. It is like putting all your imperfections out there, enlarged for the world to see. We have to simultaneously consider both the viewer looking at the collosal screen from very close, and one looking from far away. This does not happen on a normal size screen where a viewer must come relatively close to it. The short distance viewer will be very focused in a limited space inside the artwork and must gain value from that spot alone. He or she will see every detail in that limited scope. The viewer looking from afar will see the big picture. We aspire to convey the message or story of the artwork for both these types of viewers. From a technical standpoint, these colossal screens have very irregular formats and colors that we need to consider. We commonly need to make adjustments in the artworks to fit these unique screens. It is both scary and extremely satisfying to present our works on these huge screens.  

Snow Yunxue Fu: liminality and the experience of simultaneity

By Pau Waelder & Roxanne Vardi

Snow Yunxue Fu is an artist working primarily with 3D software in a post-photographic framework creating experiences of experimental abstraction for her viewers that translate the concept of liminality into the digital space. She is also a curator and assistant professor at NYU Tisch school of the arts.

Fu’s practice combines historical and philosophical painterly explorations of the universal aesthetic and definitive nature of the techno sublime through topographical computer-generated images and installations

Following the release of two new artworks commissioned by Niio recently featured in our curated artcast Snow Yunxue Fu: Liminality we spoke with the artist about her art practice and her exploration of the techno sublime experienced through the digital space.

Your work, Resolution, initially displays a human-like form which turns into a liquid matter and is later shattered into small particles accompanied by a pulsed sound wave. Would you consider the reference to human creation as present in this work?

Yes, definitely, I think one of the reasons why I was very interested in working with fluid simulation in 3D was this idea of manipulating water. Water, in the physical world, is such an important element. Relating to this piece, human bodies are made in a high percentage of water, and I think of the way that kind of occupies our veins and our different organs. It is this idea that in everyday life, moving around, we think of the human as one entity. When I was studying oil painting, what was really interesting to me early on was the notion of the figurative as representational instead of abstract. But to me, I think there is so much abstraction, even when we are seeing inside of our body. So the work kind of came out of that, in a way, this idea of forming the human body, which is something that we recognize immediately, but then kind of breaking that into millions of pieces, so to speak, to refer to the number of small components that make up each one of us. That also still changes every day as our cells regenerate. The birth of a human being too is very much that, but conceptually too, even within the physicality of ourselves there is this subliminal quality which is sometimes hard for us to remember.

There is also an element in the work that speaks of the separation between what is nature and what is human-made. Many different cultures maintain this division, but really there is this idea that even our very own atom was once out in the universe. Technologically, in contemporary culture, we feel that we are the center of the world, but in the scale of things we are just a very small part. This matter exchange is definitely also part of the work. The water that we drink was once a part of a river and so forth.

Snow Yunxue Fu, Resolution, 2020.

You have often pointed to the Sublime represented in classical paintings to portray transcendent physical landscapes as a reference in your new media artworks. How do you relate the art historical use of the Sublime to virtual spaces?

I first encountered the idea of the sublime in classical paintings with Caspar David Friedrich, who is this very iconic figure. But then there was also this very personal experience for me, it’s actually something that always interested me, even as a very young person. I come from the inland of China, so I didn’t see or experience the ocean at a young age, as this is a very unique experience for inlanders. So when I finally did there were these moments when I thought that ‘the ocean is so big’. Also, I created a VR piece that I made in 2018 of a cave, that was actually another experience I had when I was five years old, where I went into one of those Karst caves. This is when I realized that all of the rocks are actually made out of calcium and salt accumulations and water again. I had this sort of physical reaction where I was simultaneously fascinated by how beautiful everything was and the kind of concept that this rock existed long before me and will exist long after me, but then I was simultaneously also scared to death as a five year old little girl. I think this combination that anything could fall on me or that water could rise enough so that I couldn’t get out was terrifying. What I was experiencing was a memorable experience of my own mortality. Relating that back to paintings and to art, I kind of picked that up from Caspar David Friedrich’s paintings. In a sense, he already depicted the broadness of the environment, but honestly, the pictorial frame is still very limited. So when I understood that I could do this with VR, I jumped on the opportunity. With a lot of Eastern Chinese landscape paintings, the way that human figures have been depicted, is such tiny scale compared to the vast mountains, which is many times a lot less about the perspective compared to Western oil painting, and more so about our experience and place in the world.

So I drew that connection to these historical gestures of trying to find one’s place in the world or kind of humanity’s place in the world in terms of scale. Earlier I mentioned that technology, especially digital spaces, kind of give me this very strong visual language to be able to kind of depict that vastness. So, I just kind of jumped into that counter effort to push against that idea where online culture makes us feel like we are the central attention of the world. Another group of artists that I relate to is the Land Art Earth Work group of artists from the 1960’s and 70’s. These artists went right out into nature, and created artworks that were kind of ephemeral. Like Andy Goldsworthy, who sometimes brought back natural elements into the gallery museum space as installations. In a sense, I feel like my practice relates to that as well, where the digital space becomes a mirror of the physical world. Even the vast cave that I made is really a very small model, so I think of my digital work being sort of this theater space, of what is happening out in nature. But of course, there is also this imaginary aspect that landscape or water is so hard to control. It takes different technologies and different sorts of machines for us to do this, but at least with simulation, the imagery of it becomes something that we can control such as waterbending. So there is that interactivity which is almost imagined because it only happens in the digital space, but it’s this desire for the fluidity, or a highlight of this underlying connection that we have to the larger world that is already going on. Mentally there is immersion with digital artworks. 3D or digital works can be considered epistemological models of the world. There is so much wealth of knowledge of how things work. Once we gain that knowledge, the question should be ‘how do we coexist in harmony?’ Since we are doing a lot of harm, we should ask ourselves what some of the ways are to live in harmony. That is a main question in my work.

“I drew that connection to these historical gestures of trying to find one’s place in the world or kind of humanity’s place in the world in terms of scale.”

Snow Yunxue Fu, Karst, 2019.

The experience of the Digital Sublime can bring up emotional responses which are either utopian or dystopian. Do you have a preferred response which you wish to relay to the viewers of your artworks?

This question is very efficient in terms of talking about the subject, the setup of utopia and dystopia, and the liminal. For me it’s something in between. I am frequently also asked whether I am in favor of the digital space completely taking over. I am not necessarily for this, the digital space really has vast implications, 3D simulation is a huge part of our life, so what this space can present to us again to me is this kind of mirroring or window-like looking out of what is possible within our immediate understanding. To me that is the reason why I am interested in depicting the Sublime in the digital space, it’s that simultaneity. I have also recently been working on projects where I create web3, Metaverse spaces, but I think that they exist because of the reference or relationship that they have with the physical world. So, technology can be used for very interesting and strong messages, but can possibly also be used to create damages and for these dystopic-like reasons. The way that I want my viewers to experience my work is to understand the simultaneity, it’s kind of a feedback loop of seeing the work, which helps us understand what is physical. So they don’t even necessarily kind of separate these any more, but it’s a fruitful way for us to gain more understanding. Nevertheless, I think there is certainly a huge possibility of dystopic implications.

“The way that I want my viewers to experience my work is to understand the simultaneity, it’s kind of a feedback loop of seeing the work, which helps us understand what is physical.”

Snow Yunxue Fu, Conjoin (Chapter 3), 2020.

Both your works Resolution as well as Conjoin portray to the viewer experiences of deconstruction and reconstruction turning the at once seemingly figurative shapes in the works into abstract elements. Would you consider this to be analogous to the human experience between the physical and the virtual worlds?

Yes, totally. I think maybe another aspect to be brought into this dialogue which we also discussed earlier is the limitation of human perception. So there is a lot going on, whether we kind of study it via science, philosophy or  any other sort of discipline. We try to sort of understand that something that is beyond what just meets the eye. As human beings we are really interesting, because we not only understand a concept in our brain but we are sensory beings. We can travel or go somewhere and once we are there we can experience things such as the air, the smell, and everything else, which is crucial. But then simulation is interesting too, especially the direction in which this technology is going. There are actually also simulations of sensory, which is being promised and introduced now. So that it’s not only what meets the eye and the ear, but in the future we will be able to wear gloves and to touch a surface that is for example supposed to be perceptually cold, or hot, or sharp or smooth. So, I think the translation again here is really fruitful and meaningful. This is one of the reasons why it attracts me so much to create works in this space. What I am sort of dreading in a way is that kind of space of open-endedness which gets formulated by big social media companies such as Meta. Right now what one artist can do is still very exploratory. I think that that is valuable, to protect that open space instead of having the Facebook version of what the Metaverse will be, which is probably what we don’t really want.

Could you elaborate on the concept of liminality in the digital world?

For me, the interest in terms of liminality in the digital world was always there. The way that I was able to corner it in my own practice, was when I looked into the work of Anthropologist Victor Turner. His research of the liminal and the liminoid helped me with the verbal language, to try to paint a faint picture of what I was trying to talk about. Turner defined liminal as change, periods of in-between changes so that you are not where you used to be, but you are not yet where you will be in the future. So, it’s the middle stage of a rite of passage. Liminoid is slightly different, it is a more playful and experimental space, less of a consequence, with the liminal things will change, there is an outcome. But the more you look into it the boundary blurs. For example, one can go about their everyday business, or go to a football game, and cheer, but this will not necessarily change the outcome of the game. The blurring of the lines breaks down very easily also when you are playing a video game, where you step in, play a role, and then you step out. We enable different versions of ourselves online, we choose to reveal as much as we want.  The Internet can be an intimate space. But, one could also have a complete other version of themselves online. Most of us are in between both extremes. Liminality to me is that complicated relationship that one has with that. It’s a transformative experience.  When we think of a transformative experience, we think of an incident that happens really fast. There is also the way that the internet changes us individually and as a society as a whole. The pandemic catalyzed that even more so. There is that societal change, but what I am interested in, which is not the common narrative that people connect to online spaces, is that this could be an opportunity for us to discuss, dive into, and interact and have a more authentic understanding of the world. A window of opportunity to reveal what cannot be seen by the eye, in this sensory way. This is what liminaility means to me, that back and forth force.

In the physical world there are many cultural and societal rules. The introduction of Zoom was a positive experience for me, as for a while the hierarchies that we were used to seeing in the physical world such as the human body changed. Personally, I am a small person and come off as very young, thus people usually project a certain way of talking to me. But when everyone was meeting online, especially during the pandemic, we all became squares. This disrupted the hierarchy which is very hard to break, which is a positive example of disruption. To reference Resolution, I think that there is so much more communality in humans that we have with each other such as our DNA and our molecules. This fundamental connection helps me to relate to a value system where we should all be treated equally. This possibility of a new configuration arises with the metaverse, that’s why the metaverse is portrayed in a utopian way. The potential of the unknown is what I am interested in, coming back to liminality, it’s not formulated yet, it’s open, we are listening to each other and trying to understand what humanity is all together.

Marina Zurkow: aiming at the bottom of the iceberg

Roxanne Vardi and Pau Waelder

Marina Zurkow’s work explores the relationship between nature, culture, and society, focusing on what she describes as “wicked problems,” those issues that reveal our abusive interactions with the natural environment and our difficulty to understand it beyond our human-centric, capitalist-driven views of the world around us.

A transdisciplinary artist, she works with experts from different fields to create a wide range of artistic practices that includes video art, installations, and public participatory projects. Currently, she is working on the tensions between maritime ecology and the ocean’s primary human use as a capitalist Pangea.

Her work has been exhibited at numerous international art museums, as well as galleries, including Chronus Art Center, Shanghai, bitforms gallery, NY, FACT, Liverpool, SF MoMA, Walker Art Center; Smithsonian American Art Museum, Museum of Fine Arts, Houston, Wave Hill, NY, and the National Museum for Women in the Arts. Zurkow is a 2011 Guggenheim Fellow, and received grants from NYFA, NYSCA, the Rockefeller Foundation, and Creative Capital. She is represented by bitforms gallery, and a fellow for Fall 2022 at Princeton University.

Following the release of two new artworks commissioned by Niio, we spoke with the artist about her latest work and her commitment to raise environmental concerns through her art.

Marina Zurkow, OOzy#2: Like Oil and Water, 2022

Many of your artworks, including OOzy2 and OOzy3, specifically allude to water as the main protagonist, and particularly the sea, which you have described as a “capitalist Pangea”. Sea life is both fascinating and mostly unknown to us urbanites. How do you use representations of the sea and sea creatures to address concerns about environmental issues?

First of all, I would say that one can think of the ocean in two ways: as a surface, and as a volume. The surface, which is what we mostly encounter as humans, has two functions: on the one hand, it is a surface on which we play; and on the other, it is a surface on which we transport goods, and this is what turns the ocean into a capitalist Pangea. 

This is a diagram of the ocean shipping routes. When I first saw this, it became extremely clear to me that this surface is actually a very solid plane of transaction, namely capitalist transaction. So that’s where the phrase “Capitalist Pangea” came from. Billions of years ago, in the Mesozoic era, there was one sea, called Panthalassa, and the land was a single landmass called Pangea. 

The other slide I wanted to share, which relates to the idea of the “Capitalist Pangea” is one I made for a talk on oceans, showing all the ways in which we see the ocean. We are capable of holding all of these buckets in our minds at once, and they remain in their silos to a great extent. The differences between thinking of the ocean as a site of plastic pollution, our fantasies of adventure, and 10 hour recordings of ocean waves you can find on YouTube to relax— those are all simultaneous identities that we assign to the ocean. 

This is my last slide to share: it is an image created by Donella Meadows, the systems thinker who devoted her life to ecology and is one of the authors of the report The Limits to Growth that nobody wanted to pay attention to in the 1970s and 80s, and that clearly showed that the planet can’t take unlimited growth, which is the fundamental tenet of capitalism. She was interested in using systems thinking to look beneath the surface, and offered this iceberg model in order to talk about change-making. As you can see, what is visible (and therefore  above the surface is tiny. The hardest thing to change is at the very bottom, the mental models. That’s the hardest place to get to. And honestly, I feel like if we can’t have an emotional relationship to the material of our planet that is at great risk, we can’t change the way we think about the world. And so anything like “don’t take a plastic bag,” or “get an electric car,” all the moral imperatives that are put on us, if they don’t come from the heart, they’re not going to stick, they’ll just be gone in the next election cycle –at least, in the United States. 

And so what I am committed to do with my work is to create emotional connections to this material and the ocean. Why the ocean in particular? Because it is so important! It covers 80% of this planet. And just the fact that we’ve named this planet “Earth” tells you something about human self-centeredness. Really, we are a planet of water. And even if it is such a cliche, it is true that we are made of almost the exact same composition as the ocean itself.

“There are many roles that artists occupy in terms of addressing environmental atrocities. I don’t feel like any one tactic is any better than any other. It’s all crucial.”

How would you describe the role of the artist in raising important concerns about climate change and environmental atrocities? Do you see a difficulty in balancing severe global concerns and aesthetics?

I would like to unpack this and say, there are many roles that artists occupy in terms of addressing environmental atrocities, ecocide, grief, climate change, and environmental connection-making. These roles range from explicit activism—getting people charged up to make change, to the subtler concerns that I was talking about: changing affect, changing the way we feel, changing the paradigm and the values in which we live. So for instance, it may sound oblique, but thinking about kinship across species is such a radical paradigm shift for most people. And that, to me, is one of the fundamental motivators for caring for the earth. So there’s room for everyone at this table, to participate in connecting people to the world in which we are interwoven. And I don’t feel like any one tactic is any better than any other. It’s all crucial. 

Regarding the second part of that question, yes I see a tremendous difficulty in balancing severe global concerns and aesthetics. Because the same things that make visuality potent, also make visuality impotent. The brain wants to categorize what it receives and put in boxes and dismiss those ideas that seem dangerous, depressing or disturbingly radical. Presenting an audience with an impactful idea will attract their attention, but it may also lead them to reject the idea because it is too disturbing and just move on. Our brains want to take a nap, and have a difficult time dealing with uncertainty. Yet, what we have at present is the tremendous force of geoplanetary uncertainty that, in many ways, we have produced. In this context, is visual art the right tool? I think there’s a lot of room at the table for these experiments. And you would have to be out of your mind to think that you, as a single individual, can change anything. We all have to contribute to making incremental changes. And this is very hard, because artists, myself included, have a big ego and want to feel like “yes, I am a changemaker.” But instead, I have to say, I am committed to change making, and I want to participate in that in whatever little ways I can. 

“I see a tremendous difficulty in balancing severe global concerns and aesthetics. Because the same things that make visuality potent, also make visuality impotent.”

I have been working in audio more, I just finished collaborating on a 30 minute immersive audio piece about the ocean, that is a radically different kind of experience. The audio sneaks into your psyche. And because nowadays we are used to audio guides, I can use this technique to pretty great effect. This has been an instructive piece for me to think about other ways to invite people into these complex, difficult conversations and to go places where the human body can’t go, like deep into the ocean, or doing things that are impossible for us, such as dissolving into little bits and getting eaten by a whale.

As an artist working in many different mediums from new media art to performance to collage, how do you see the role of video artworks differing from other artistic practices?

I would add that I also work with food, for instance, that asks you to put things in your body as a way of experiencing the world. Each encounter between public and material can be thought of as “ways of knowing” (or epistemologies), and my job as a collaborator, thinker, and maker is to work with people who understand their own media like technology or cooking in such ways that we can do the most we can with those media to connect people to concepts and experiences.

Marina Zurkow, Making the Best of It: Jellyfish (2016)

As for video art works, the way to connect with the audience is obviously through the visual (and aural) quality of the piece, its scale and its context. The images produce all kinds of relations that your brain is trying to make sense of. Some images remind you of others, or spark certain feelings. All of this process is happening neurologically, and because we’re such visual creatures and pattern recognizers, the invitation of looking is built in and seductive. In that sense I am particularly interested in the humorous, the quirky, because it disarms the viewer. The viewer leaves their defenses behind when they see something really enchanting, or funny. So in my animated films I often use elements that are somewhat funny or seem naïve, but they point to issues that are not funny at all.

“I am particularly interested in the humorous, the quirky, because it disarms the viewer.”

Another aspect that is important for me in connecting with people happens when the artwork lives in people’s homes. I like work that people live with, and get to spend long times with. Some of my works are really long, they go on for hundreds of hours, sometimes unfolding over the course of a year, so that when someone has the artwork at home they can spend a lot of time with them and see how they change. Even if the work is not very long, about three minutes, I think about the density and add many layers, so that the story is told in depth and not in length. 

Marina Zurkow, OOzy #3, 2022

Do you think that people react better to something they’re more actively involved in, or can they also have a profound experience of a visual artwork that they see at a certain distance?

These experiences are really different, and can be memorable for an audience in different ways. The food projects can suffer from exactly the same problems as the visual projects, which is the production of spectacle. I have only really been able to do one very successful public food project that was not elitist in costliness: a jellyfish jerky pop up shack on the UCLA campus that attracted 300 people to eat and talk. We provided a night market stall atmosphere, where people could sit and eat, and we interviewed many eaters in what was a really rich, two way exchange. For us as artists— my collaborators Henry Fisher, Anna Rose Hopkins and myself— this was a chance to have a real-time exchange and to create an offering that condensed into a snack some of the components of the tremendous risk of sea level rise. The video work does not have the same kind of immediacy: I don’t know what is happening with the work in terms of people’s reception. It’s a much more distanced experience for me. And at this point, I hesitate to understand what is so compelling about the work, or if the work really does move the mind at all. I really don’t know.

Your extensive career, among many other things includes your teachings as faculty member of the NYU Tisch School of the Arts. Could you elaborate on your views of the artist as educator?

I don’t think you have to educate inside of academic institutions, I think you can educate in many ways, which goes back to my statement about “ways of knowing.” Art is always political, and it is also always educational. What I mean is that art will be teaching you something whether it intends to or not: it might be teaching you that art is decorative, it might be teaching you that art has cultural vitality, it might be teaching you that the oceans are polluted. Art is always engaged in communication, and communication is, essentially, the transfer of information. This information accumulates and sometimes opens up a new way people can think about things. And that itself is a form of pedagogy. I teach that way. I was lucky to teach in a program that was very “anti-lecture,” very participatory and dialogic. This methodology pushes you to think about ways in which you teach and how to facilitate hands-on, engaged learning.

“Art is always political, and it is also always educational”

Your commissioned works show a tension in the relationship between the natural world and humanity with a specific focus on consumer culture and technological advancements. Do your works also suggest a solution for this probing question?

I don’t have any solutions. The first thing you learn in systems thinking is, there’s no such thing as a solution, because the solution will only beget further problems. When you think you’ve solved something you go to sleep, you don’t worry about that anymore. So I’d rather have the opposite: opening up new ways of thinking about these difficult entanglements and producing more questions rather than answers. Questions persist in your brain, they haunt you a little bit. And then maybe they drive your inquiries into the everyday. So what if making people conscious is the most I can do? What happens then? I have been going through tremendous doubt of the efficacy of artmaking in the  last couple of years, and I am not on the other side of that yet, but I’ve been thinking a lot more about modest offerings of what change looks like and ways in which we can open up the world. A world of more inclusive ethics that would drive us to make better ecological and interpersonal decisions. 

“I can only claim to do a small bit and then it is up to everyone to change their mindsets and act.”

Still, as an environmental artist, you are expected to solve things. There’s a group of artists and scientists who say, “If we don’t make work that addresses really tangible ways of changing things, we are useless. How do you measure that? We don’t want to talk about metaphors. We don’t want to talk about mindsets, we want to make change, we’re in a crisis.” But I would also say, sometimes you have to slow down to move fast. Interestingly, the Rising Seas Jellyfish Jerky Snack Shack showed me the contradictions in this way of thinking about solutions. People who participated and thought of themselves as environmentally active students, who were doing environmental studies, still went downstairs to the vending machine and bought single serve plastic wrap snacks. It was like the snacks were a blind spot in their whole system of thinking about the world. So I can only claim to do a small bit and then it is up to everyone to change their mindsets and act. 

Yuge Zhou: “we are all interlinked”

Pau Waelder & Roxanne Vardi

Yuge Zhou‘s artworks and artistic practice explore connections, isolation, and longing across natural and urban spaces as sites of shared dreams. The artist creates immersive experiences through the digital collage technique. Niio recently commissioned two artworks by Yuge titled “Interlinked I”, 2022 and “Interlinked II”, 2022. The title, ‘Interlinked’ was inspired by the film Blade Runner 2049, in which there is a poem recited by the protagonist as a base-line test.

A system of cells interlinked within

Cells interlinked within cells interlinked

Within one stem. And dreadfully distinct

Against the dark, a tall white fountain played.

In the film, the main protagonist and the female protagonist’s lives are interlinked even though their lives are opposite. Their mission and world views are different, but ultimately their actions are driven by their perspectives, and their lives are interlinked because of that. We spoke to the artist about her latest commissioned works and their relation to her overall artistic direction.

As part of your artistic practice you are known for your digital collage artworks which bring together numerous video clips taken into a coherent whole that represent the cycle of urban life. Can you please elaborate on this process?

It depends on the project. For this commission, the process involved a lot of improvisation so it has two steps. First, I travel to the locations and collect raw footage. Most of the time I go to the places without a particular mission not trying to film the most photogenic view, but I have a sense of what I want to capture, I am very open minded and I allow chance to happen. Once I collect the raw footage I bring it back to my studio and I start editing and this is when I search for themes and events and interesting justifications in the footage. Then I assemble the footage into the collages, so in a way my work is a visual diary, it’s an intimate process for me. For Interlinked II, which I shot in the subway station, it’s a collage of hundreds of themes, when I filmed the work I knew that I wanted to film the people on the other side of the platform, but I didn’t know what they were going to do. It was about duration and time spent at the location, and then I discovered a rhythm of the moment in the footage and also in the editing process especially the direction of the moment. This is what I think is the most interesting aspect of the footage I capture, what I want to highlight in the project. A lot of my recent work is very different from the collage works, the newer works are more planned and scripted, and I have a specific vision of what I want to do and I am kind of a director and I have a team of people working with me, its different depending on the work, but I enjoy both processes equally.

Yuge Zhou, Interlinked II, 2022

It’s interesting that these works show a very marked rhythm, like other previous works such as Underground Circuit, how they compare to other works like Soft Plots or Green Play which are more about expanded space that you create through collage compared to these compressed spaces. How would you relate these kinds of works?

There is a lot to do with architectural space that I want to capture. Both in Interlinked I and in Interlinked II, in addition to the rhythm of the people there is the rhythm of the architecture as a formal element, the verticality of the urban space of the east coast and the horizontality of Los Angeles, of the west coast. I composed my scenes in different grids for both pieces. I see Interlinked II more as a network of people, as a labyrinth of the city. That is the reason why it is more contained, it is very purposeful, people can see the boundaries of the framing, of the different sections. With a piece like Green Play it is an open field, the color comes from the people doing their activities on the grass field, a more coherent background, I want to create a scene that is more seamless instead of emphasizing the boundaries of the architecture. Green Play and Soft Plots are more about the surrealist landscape as a stage for these activities.

Yuge Zhou, Green Play, 2016

Different works generate different feelings, do you want to play with these feelings or to keep a more distant relationship with what you portray?

It’s not so intentional, I want to have the feeling come out of the work on it’s own without trying to put that in front of the people. Green Play or Soft Plots, are about leisure activities and about the open space. The carefree spirit of American life comes out of the screen and people feel that optimistic spirit which I believe is so American. With Underground Circuit or Interlinked II, it is about an in-between space, people going from one destination to another,  they have a mission, they go to work or to meet someone, people feel a lot more trapped in that space, they feel a lot more anxiety, these moments are more machine-like.

Yuge Zhou, Soft Plots, 2017

The term Collage was first introduced as an art practice by Cubist artists Pablo Picasso and Georges Braque in 1910 as an experimental art form in order to break from the flat representation of painting. This medium was later taken up by Dadaist artists who further sought to challenge the traditional perceptions of art. Can we see your artworks as further expansions and explorations to challenge accepted art forms?

Yes, Cubists definitely have a great influence on my work. But I also want to mention the Chinese traditional landscape paintings. In a way this is another form of Cubism, because in these paintings the viewers are presented with collages of time which are very flat, like compressed narratives, multiple events from different times and perspectives happening simultaneously in those landscape paintings. So I am influenced by both cultures; Eastern and Western, and by their histories. In terms of video, a lot of video framing is conventional, a lot of artists are trying to break the rules nowadays, I am one of those artists, for me framing is very important in painting and photography. For me I want to introduce the idea of unconventional framing in my work. It’s different because it’s not painting, it’s something that happens over time, because of that, events unfold over time and create interesting juxtapositions and meaningful coincidences and stories happen over time and that is what I am trying to push over that medium and the unconventional collage of framing in my work is that juxtaposition. That is the beautiful thing that happens, the accident, meaningful stories happening over time. One of the most famous urbanscape paintings in China is titled Along the River during the Qingming Festival, (1085-1145) as a classic traditional landscape painting you can see a lot of stitching of events together and things happening simultaneously on the canvas but it takes time to see it. It’s interesting because it takes time to see things in my work too, so there is a lot of parallel.

Zhang Zeduan, Along the River during the Qingming Festivel (small section of the painting depicting scenes at the Bianjing Gate), 1085-1145. Wikipedia. https://en.wikipedia.org/wiki/Along_the_River_During_the_Qingming_Festival.

“I am influenced by both cultures; Eastern and Western, and by their histories.”

In your video installations, the elements of the collage are projected onto three-dimensional shapes that give them a certain sculptural quality and jointly configure a sort of trompe-l’oeil. What interests you about transforming your video collages into these physical installations where the solidness of the objects is combined with the ephemerality of the projected images?

There are two aspects to it,  one is like you said in the question that I want to enhance the physicality of the ephemeral video medium and to create a surprise dimension for people approaching the work to see the three-dimensionality, almost like a spectacle, because video art takes place on a two-dimensional plane pushing beyond that giving it a physical aspect is important in my work. The second aspect is that of rhythm. Conceptually, my work has a lot to do with architectural space, in Interlinked I and Interlinked II, and another work of mine titled To Afar the Water Flows they are all shot in urban architectural spaces, and I want to use the physical aspect to emphasize the architectural aspect in the subject matter in the video to create the three-dimensional relief as if it’s some kind of architectural relief it makes the city look like a piece of sculpture.

Some of your works such as, Interlinked II, displays a common public space of people’s commute in subway stations. Could you please share your interest in this subject matter?

One of the inspirations for my works comes from documentary photographers like Walker Evans that capture the American vernacular of ordinary life and indigenous architecture. For Interlinked II it came about during my visit in New York city, I was strangely fascinated by the subway structure where the platforms of the local stops were on opposite sides. So I noticed that while people wait for their train they can’t help but observe those on the other side of the platform as if they are actors on a stage, so the station is like a two way theater. So I want to explore this sense of theatricality and urban rhythm embedded in those ritualistic moments. Theatricality is a key word of what I want to capture.

“I constantly try to seek out the in between space, the gray area, not here and not there, that in between is the most interesting and the most beautiful for me.”

It’s interesting that many video artists see themselves as directors creating a theater, and that it also relates to the character of the flaneur described as the person who subtracts oneself from the rhythms of the city who look at what others are doing.

A lot of video artists use cameras, the camera for me is an extension of my sight, my eyes, I am very aware of looking, of observing the other side, and of me being observed simultaneously. The Flaneur, speaks about the outsider and the insider. If you are distant and observing the subject matter it feels more distant from the subject matter you are looking at so it feels like an outsider perspective, and sometimes like in Interlinked I, I stood on 42nd street so I was part of the collective rhythm so it was more of an insider perspective. I felt like one of them.

Yuge Zhou, Interlinked I, 2022

Although your works often represent turbulent scenes of daily life they have a meditative quality to them as well. How do you translate these scenes of the multiplicity of daily life into contemplative compositions and what is the role of digital technologies in your practice?

It’s interesting you use the word turbulent, because I never thought about it in that way. I think it’s very exciting, a lot of activities are happening on the canvas at the same time. It’s mostly about the ritualistic moments of daily life, and stitching them together helps emphasize the flows and the rhythm of those activities and because a lot of things are happening simultaneously, I think that those simultaneous activities in a way defines urbanity. In urban space a lot of things happen simultaneously. I am trying to portray that in my work which creates a sense of rhythm and in a way defines a sense of place. The meditative aspect you see in my work is the collective rhythm that comes from those simultaneous events that happen in the city. I mentioned traditional landscape paintings, there is a sense of Eastern philosophy rooted in my work, because in Eastern culture we seek to find peace beneath the turbulent activities of everyday life so the meditative quality in my work comes from that aspect of my upbringing. The digital, the technology, is like my paint brush, if I were a painter it would be my paintbrush to help me paint.

Your work, Interlinked I, shows a juxtaposition between life in the East Coast and the West Coast of the United States incorporating on the one hand elements of urban life such as trains, cars, and skyscrapers adjoined by the representation of a blue sky in the middle of the work. Does it make sense to contemplate this work in a broader sense to your longing of the East as an artist living in the Western part of the world?

I didn’t really think of that for this work, but in a way it does relate to it because in my other work When the East of Day Meets the West of the Night, the viewer sees a collage of footage from two sides of the Pacific ocean, of the Chinese side and the American side, so there is a sense of the togetherness, the sharing of the sky, of the water, the linking of the water of the two lands, the Pacific ocean is a separation but also a link of both sides of the world. I think in Interlinked I which is filmed in the east coast and the west coast of the United States, one landscape is very open on the west coast the pacing is very leisurely, whereas the other is very vertical on the east coast, and in many ways when I stitch the footage together they share the same sky. The pasting of the footage says a lot of the limitation of the world, there are a lot of things that we all share, it’s all interlinked, it’s all connected. We all share the same sky, the same air, a lot of the cores of humanity are the same, the core emotions we experience. That is the connection between my work. Maybe because I come from drastically different cultures, I constantly try to seek out the in between space, the gray area, not here and not there, that in between is the most interesting and the most beautiful for me.

Jonathan Monaghan on the decadence of the digital age

Roxanne Vardi and Pau Waelder

An award-winning artist whose work is characterized by otherworldly narratives, Jonathan Monaghan introduces in his animations, prints, and sculptures a critical view of our contemporary society that aims at consumerism and our growing dependence on digital technology. His work has been exhibited at the Sundance Film Festival and the Palais de Tokyo in Paris, and has also been acquired by numerous public and private art collections, including The Crystal Bridges Museum of American Art and the Washington, D.C. Art Bank Collection.

In a recent artcast, Revelations, we showcased a selection of artworks that combine the mundane and the supernatural, drawing inspiration from diverse sources such as depictions of mythological creatures in Middle-Age tapestries or the iconography of the Book of Revelations by St. John of Patmos. Monaghan’s exploration of otherworldly narratives continues in his two recently commissioned artworks, Panther Incensed I and II, which we are now presenting in a dedicated artcast.

In this interview, the artist discusses the themes that inspire his work and his views on the digital age, which contrary to what his stunningly beautiful animations may seem to convey, is deeply critical of what our technology-mediated society has become.

Jonathan Monaghan, Panther Incensed I, 2021

In many of your artworks, including Panther Incensed I and Panther Incensed II, we find Baroque architectural structures that are warped into technological beings. What is it about the combination of these two different motifs that interests you?

I work with baroque ostentation, because the digital age is decadent, in my opinion. It is an age very much about excess, and one that is pervaded by extreme wealth inequality. Also, in all of my work, there is a tension and discordance between natural and synthetic forms, which allows me to explore our uneasy relationship to technology. You can think of my work as therapy for an uncertain future because, like a dream, the imagery in my work embodies these fears and anxieties we have.

You incorporate mythological creatures in your works which are based on art historical references, such as the Unicorn, which is inspired by French medieval tapestries. In contrast, this same creature is frequently used as a pop culture reference, oblivious of its symbolism. What is your opinion on this popularization and vulgarization of mythological references, would you say it is part of the decadence you perceive in our consumer culture?

Traditionally, mythological stories have been born out of a desire to understand humans’ relationship to the wilderness and are deeply connected to the human psyche. Fantastical and otherworldly visions of mythical creatures sometimes offer the best channel to understanding the complexities of human nature and the inhabited world. Stories and symbols that are thousands of years old have indeed been appropriated by entertainment and commercialism, and their meanings have been lost. So my work asks today, in the midst of ecological crises and an often dehumanizing technological dependence: What would contemporary mythology look like? I rebuild these ancient symbols and stories for the digital age.

The digital age is decadent in my opinion. It is an age very much about excess, and one that is pervaded by extreme wealth inequality.

In your works there is frequently a narrative that is laid out in a series of scenes with no dialogues but with significant actions and transformations. How do you conceive of these narratives? What do you want to make explicit, and what do you leave for the viewer to imagine?

The narratives in my work are very loose and subjective, meant to evoke fears and anxieties surrounding authority, commercialism and technology. Because I work closely with the techniques and aesthetics of mass-media, my computer animations are sleek and refined, however the narratives are disjointed and ambiguous. With imagery drawn from science fiction, corporate logos, ancient mythology and baroque architecture, the works are at times jarringly absurd. Installed as continuous loops, with no definite beginning or end, my works allude to a disconcerting reality behind the seductive surfaces of technology and consumerism.

Jonathan Monaghan, Panther Incensed II, 2021

In your art practice there is always this fine balance between a dream-like world and a feeling of dystopia. How would you describe this contrast?

Like many artists, I want my work to reflect the tensions of our contemporary culture. Consumerism and technology co-depend, and utopia and dystopia co-exist in the digital age. So I confront my audience with an illusionistic, yet dehumanized world in which past and present merge into a dreamscape filled with opulent architectural décor and banal mass-produced items of today. At once fanciful and bleak, it portrays our consumerist culture in which technology takes over ecology.

My work asks today, in the midst of ecological crises and an often dehumanizing technological dependence: What would contemporary mythology look like?

There is often a reference to surveillance equipment and cameras in your work. How would you describe your interest in these intrusive apparatuses?

The worlds I portray in my video installations are devoid of human presence, yet these are not your typical post-apocalyptic landscapes. If there are human-like figures, like in Panther Incensed II, they are robotic or like a cyborg. More importantly, in my worlds, products may be on display, security cameras are ominously moving, and everything is sterile and corporatized. I envision this world as an alternate future where technology, the surveillance state, and consumer goods take on a life force of their own, replacing human presence.