Jaime de los Ríos: sculpting infinity

Pau Waelder

Jaime de los Rios (Donostia/San Sebastian, 1982) is a visual artist and programmer, founder of the open laboratory of art and science ARTEK[Lab] (2007). An expert in free software and hardware, he has developed over the last decades a body of work that blends contemporary art, science and technology, creating immersive environments and generative works, often in collaboration with other artists, scientists and engineers. 

On the occasion of his solo exhibition “El problema de la forma” at Arteko Gallery, we present in Niio a selection of his recent digital works and conduct this interview in which we delve into the career, work processes and inspiration of the Spanish artist. 

Explore a selection of artworks by Jaime de los Rios in On The Problem of Form

Jaime de los Ríos. LeVentEtSaMesure I, 2024

As a visual artist and programmer, you unite the two essential aspects of digital creation. What led you to develop your career in this field? Which aspect tends to prevail, the one that seeks a particular aesthetic expression, or the one that seeks to experiment with new technologies?

I consider that creation is intimately linked to the paradigm that the artist inhabits. In my case, different contemporary aspects intersect that have led me to use new technologies, as well as the aesthetics of these technological times. I did my studies in electronic engineering and I was educated to successfully manage the technical capabilities of my time. However, in the process of learning, certain desires and results have come in the way. These were not initially desired, but they responded to a philosophy or a concern. I remember well when I had to program an automaton that controlled a traffic light and I forced it to make a certain error that made the three lights blink in a randomized cycle. This reminded me of the famous movie “Close Encounters of the Third Kind” (Steven Spielberg, 1977) and how it used the language of sound and color, with the notes Sol re Sol. There I realized that to control the technology of the moment was also to be able to use the best tools in a critical and aesthetic way and that in such a technologized society artists have an important role to reconfigure or offer a political view of the situation. 

I work mainly with algorithms. I don’t always do it from a programming language but the logic is the same. I compose simple systems that are governed by different equations: these combinations make the system complex, quantum we could say. In its infinity I cannot know how the system will behave at a given moment but I can frame its behavior. It is like sculpting infinity. When handling these systems, I navigate among the mathematics themselves and it is these that make the possibilities emerge that perhaps would never have been in my head if I had thought about it from the beginning, so aesthetics and technology are absolutely linked to each other.

In your work there are influences of geometric abstraction and the work of pioneers such as Manfred Mohr. What references have marked the visual vocabulary of your works?

Of course, Manfred Mohr, Vera Molnar, Frieder Nake…. And also the whole ecosystem of the Computing Center of Madrid, including artists such as José Luis Alexanco or Elena Asins. At the moment when these artists became acquainted with computation through the computer there is a moment of singularity that is very inspiring for me and can be appreciated in my last exhibition. The precarious resources, such as simple geometries, and yet the great capacity for resolution are undoubtedly a great metaphor for the work of these artists in their time. It is the first  painting made using a computer, but it has immense poetics. 

I have arrived in my work to these artists that I already knew but I have done it at a later time, after exploring the history of painting itself and activating algorithms in a pictorial way. In recent years I have wanted the work to speak of its own support and its own algorithms in a transparent way and that is why the elements I use are precisely reminiscent of that synthetic painting.

Jaime de los Ríos. FlyTheProblem, 2024

A main aspect of your work lies in the use of generative algorithms to create constantly morphing compositions, with each work being what Frieder Nake once defined as “the description of an infinite set of drawings.” What attracts you to the possibilities of generative art? What is it like to conceive of a work that does not consist of a finished visual composition, but rather a set of instructions and behaviors?

It is undoubtedly one of the great differences with respect to plastic art. Algorithms allow us to think and develop artworks that change endlessly. We work with movement, fundamentally, let’s say that so far we have a new characteristic which is rhythm and we leave behind, as if it were a curse, the texture and smell of painting. 

Here there are also two types of digital artists, those who direct their creation to something they have previously thought of and others like me who navigate mathematics and in the dialogue with the algorithm itself we let emergencies flow, but then both types of artists need to conceive the work as a system, a framework of possibilities. The work is never solved but it is enclosed in a space of freedom. 

The most exciting thing about this technique, I would say, is to reach the infinite in a poetic way that enables contemplation. To do this, and knowing that it is a post-editing technique, that is, it does not begin or end, we only have to look at nature, the largest infinite system that can be known. From there it is trapped into mathematics and transferred to aesthetic systems. Some artists do it in a very direct and figurative way, others use a system of color and a rhythm that we can perceive as human beings, everyday phenomena such as the reflection of the light in the sea, the shoals of fish or the choreography of birds. 

“The work is never solved, but locked in a space of freedom.” 

In addition to pictorial references, in your work you have explored the relationships between digital art and film, using Gene Youngblood’s concept of “expanded cinema”, and also with the electroacoustic music of Iannis Xenakis, as well as jazz. What do these connections with film and music bring to digital art, and especially to your work?

My work is an incessant search for pictorial, tactile, and sound systems. However, I rarely generate my own sound, so I use the mathematics of music to apply it to the artworks. Many of us electronic art artists work transcoding data, that is, a work can be silent and at the same time have a lot of musicality as is the case of my work on Iannis Xenakis, where I use his famous equation, the curve, which he applied on the one hand in architecture but also in sound composition, to move a series of kinetic artifacts that are like windmills. By activating a movement directly proportional to this curve and also generating a very powerful rotational sound, the whole immersive work, which is also projected, forms a universe that evokes the work of Xenakis. It is almost a scientific experiment: what would have happened if we human beings did not have the sensors to hear, and had to translate those frequencies in the form of color, for instance.

Jaime de los Ríos. pixelsunshine, 2024

Telepresence is a concept you have worked with in several projects, which have notably incorporated a complex interaction between devices, people, and spaces. What attracts you to the possibility of creating these remote connections? Based on your experience with these projects, how do you see the ubiquity of digital art through platforms like Niio, which make it easy to integrate artworks on any screen?

The telepresence I worked with is situated in time between the utopia of net art, the rhizomatic connection, and the quantum era of entanglement. It is one of those concepts that are human aspirations and that Roy Ascott and Eduardo Kac, of course, talked about and developed a lot. In the days of the Intact collective we did teleshared actions between many places around the world. The most interesting thing is that they were not based on video as in our new tools, but given the precariousness of the Internet connection what we sent was mostly mathematics. So I became an interactive beacon of light to the music coming from the SAT in Montreal thanks to the data flowing through the fiber optic cables. 

Niio is a revolution for digital art, it takes advantage of the nature of the medium and takes art out of the black box. One of the big problems of art today is that it has not changed at the pace of society, today we must be accessible and in the pockets of the user, the art lover and not exclusively in centers or institutions and galleries, which of course provide a great value to the work but limit access. Likewise, one of the characteristics that most interests me about Niio is to be able to enjoy the works in privacy, at a contemplative pace and in a space of one’s own without the pressure of contemporary daily life. Enjoying the work during different times throughout a day, a week or as long as you wish, that is the way in which art becomes great and we truly understand it.

“One of the features that interests me most about Niio is being able to enjoy the works in privacy, at a contemplative pace and in a space of one’s own without the pressure of contemporary daily life.”

Your works have occupied the facades of large buildings such as the Etopía center in Zaragoza or the Kursaal in Donostia. What are the challenges of creating a work for the public space and in large dimensions? How would you say they contribute to raising awareness and appreciation of digital art? 

Besides the technical complications, because each digital facade has its own nature, what I am most interested in is to dialogue with the space, to reduce the gap between art that people feel safe with and is part of their history and digital art. Of course this is not the same everywhere. For example, in the city of Zaragoza, which is closely linked to classical art, I created a work called Goya Disassembled. It was the first work made for the facade of the art and technology center Etopia and the result of an artistic residency in this cultural institution. It was an infinite work in which the artist’s entire color palette was displayed, based on all his paintings and drawings. In most of the cities of the world this work would be a rhythm of colors, however in the Aragonese city it spoke of its history and the people who saw it knew perfectly well that these are the colors that in one way or another inhabit the city: dark, strong colors, just like the paintings that they know and love so much of Francisco de Goya

Jamie de los Ríos. Crimson Waves, 2021. Kursaal, Donostia/San Sebastián. Photo: Sara Santos

Much of your work is characterized by collaborations with other artists or collectives. What have these collaborations contributed to your work? How does the creative process differ when you work on a piece individually from when you work as part of a team?

My artistic work has always been linked to collaboration, and I think that in general all artists working with new technologies are constantly busy! In my case I think that for better or worse I have developed a more personal line and when I have the opportunity to work with other artists in the creation, being a very hard and difficult process, it allows me to get out of my more personal line and activate other issues. If I look back, I’d say that when I work in a collective I am much more political and semantic, while when I work on my own I’m more romantic and liberated. 

In any case there are different types of collaborations. When you work with different disciplines, for example in my case I have worked with musicians, we allow ourselves to be ourselves and reach something common. When you work with other digital or plastic artists you have to create a whole new space, that’s why many times you start from discussions and it’s more complicated to speak from the heart.

“When I work with a collective I’m more political and semantic whereas when I work on my own I am somewhat more romantic and liberated.”

You have a long experience in the design and technical coordination of digital art exhibitions and events in Spain, such as the Art Futura festival or the exhibition “Sueños de Silicio,” among many others. From this perspective, how have you seen the presentation and reception of digital art in Spain evolve? What successes and missed opportunities would you point out, globally?

This is a complicated question and at the same time essential to understand the contemporaneity of electronic art. I will begin by talking about the artists themselves and how they have been affected by the way of exhibiting this type of art, which is often related to spectacle and the possibilities of the future of art. Electronic, digital and new media art has been closely linked to the exhibition of new technologies and this has generated a precarious business model for artists who, by collaborating with more people, generate grandiloquent and very expensive works. The spectacularization of the medium has not served to professionalize the artists but rather the other way around, we have festivals in which we seek to be impressed by the use of new technology, and this has caused us to generate a niche, a place apart from contemporary art. 

This is not bad per se, but we must enable new paths, encourage professionalization and the labor of art, with works in a smaller scale but also more linked to a personal production. This may sound a bit classical but I had the opportunity to work with the Ars Electronica archive some time ago for the curatorship of a small exhibition in Bilbao. The vast majority of artists who participated in this festival throughout its history do not create art anymore. Perhaps it is still a very young art. 

Finally, I would like to add that I work at the New Art Collection and I study the work of artists in the technological field. In recent years there has been a great step forward in the field of collecting, with serious proposals from the creators that will allow new generations to enjoy this art.

Jaime de los Ríos. Scintillant, 2019. Collaboration with IED Kunsthal Bilbao and Susana Zaldívar.

Over the last two decades you have been active in the training aspect of digital art, running workshops and being part of teams in medialabs, notably as founder of ARTEK [Lab] at Arteleku. Can you give me an overview of the genesis and development of the maker and open source communities in Spain? How have the collaborative and training spaces in which you have participated influenced the development of a digital art scene in Spain? How has the reception of digital art that you mentioned in the previous question affected these spaces?

I have great memories of the first digital artists I met in Spain. They were linked to centers like medialab Prado. They were collectives like Lumo, which lived in a space of open creation, where they worked in the technological field from a political position of open source but also aesthetics. Not to beat around the bush, I will say that all this changed with the arrival of the maker movement. Being interesting and positive in the first instance, this movement took the political facet (open source, collaboration, etc.) and turned it into its emblem but left behind the aesthetic and even critical field. It linked creation to a certain machinery and it can be said that it made us almost slaves of those machines. 

I lost many people along the way who, from being free researchers, turned exclusively to machines and the machinery of the market. I would say that here there is a first stage which is the hackmeeting, hacktivism as epicenter and hybridization of new ways of thinking in terms of technopolitical, cosmovisionary feminism, and then maker culture, a reductionism with neoliberal tendencies, oriented to generate a third industrial revolution linked to new economies. 

“We have festivals where we seek to impress ourselves by the use of new technology, and this has caused us to generate a niche, a place apart from contemporary art.”

You are currently working as advisor and technical coordinator of the New Art Foundation, the largest collection of digital art in Spain. What challenges does the preservation of digital art pose, and how do you see the future of this type of artistic creation in terms of its permanence in institutional collections and the knowledge of its history?

Indeed, I am the technical director of the collection and I am passionate about it. We work with more than one hundred and fifty works, 95% of which belong to living artists. From the first thoughts on cybernetics in the video art of Peter Weibel to the generative art of Alba Corral. All the works are of a different nature and this implies a maximum challenge, a knowledge of thousands of sub technologies, different operating systems and different interfaces. It is still a path that is being generated thanks also to the support of all the artists, but it is certainly a collective challenge that we face and we want our works to survive in the future. 

If I have to give some advice, in order for our works to be enjoyed in the future, I would comment that it is important that we work with tools that we know very well, that we make them our own and little by little we feel that we control those supports absolutely. Our lines of code are our paint strokes and the screens, our canvases, appropriating their colors and their movements. This may sound a bit unpopular, but the field of collecting requires a certain security when it comes to a work working or being restored. We are also developing protocols for the collection that make it possible to arrange the craziest works, of course! 

Jaime de los Ríos. Vortex, 2024

In “The problem of form”, your current exhibition at Arteko Gallery, from which we present a selection of digital pieces in Niio, you recover the connection between painting and algorithmic creation that underlies much of your work. The exhibition combines digital works with pieces on paper and digital printing on aluminum. At the current moment of maturity in your career, how do you conceive the role of digital art in relation to other forms of contemporary artistic creation? How has the exhibition been received in the context of a contemporary art gallery?

I’m really excited about exhibiting at Niio, the exhibition has expanded in an unimaginable way. Now it travels through the networks and sneaks into screens all over the world. It is a very personal work that above all I have been able to exhibit in my homeland. After several exhibitions in the Arteko gallery, I can say, and this seems to me very important, that people have made my art their own. 

In times of globalization and the tentacular capacity of the Internet, it is common to think that the number of “likes” is more important than the number of people around you. This is why the exhibition has been very successful, even in terms of sales! And nowadays I would say that digital art is already part of contemporary art. Both art lovers and people who are more distant from the medium are already more familiar with this movement that speaks of issues they are aware of, and uses the same tools they use in their daily lives.

“For our works to be enjoyed in the future, it is important that our lines of code are our paint strokes and the screens our canvases.”

Franz Rosati: The Collapse of Truth

Pau Waelder

Musician and digital artist Franz Rosati recently presented on Niio a series of three videos titled DATALAKE: GROUNDTRUTH (2024) in which he worked with AI models to generate mesmerizingly fluid landscapes that evoke chaos and disaster, but also regeneration and impermanence. Widely recognized on the international digital art and electronic music scene, Rosati creates a unique combination of visual landscapes, soundscapes, and cinematic narratives that embody the ideal of the total work of art (Gesamtkunstwerk) for a fully immersed audience.

In a previous interview for Niio Editorial, on the occasion of the launch of Rosati’s series LATENTSCAPE (2021), the artist offered us a general approach to his work. In this article, we focus on his most recent series, diving into his use of machine learning programs, his reflections about our current visual culture, and the elusive concept of truth.

Franz Rosati. DATALAKE:GROUNDTRUTH N1, 2024

This series brings to mind our fascination with disasters, which has been enhanced by digital technologies allowing the creation of ever more spectacular images of cataclysms in films and TV shows, and the growing tendency in mainstream media to feed us with disturbing images in the midst of the raging attention economy. Would it be correct to interpret the artworks as a commentary on our current media landscape? 

I don’t know if I want to see the work as a commentary on the media landscape, this is not the very first target of the project. 

For sure the theme of disaster, the cataclysm, and the overwhelming flux of visual information, has extended not only to the natural and ecological context, but also to the perception of a cognitive vortex. So the disaster as something disruptive, unexpected and out of control, is exactly what emerged during the production and the selection of the final materials.

I do not start any of my projects with a specific political or critical theme, it’s a pretty more subconscious process, I just start doing things and stop when something resonates with some parts of me, then I try to figure out why it resonates with me so much. This is why I’m very interested in understanding how my work might adhere to a vision of reality.

I think every artwork is political in some ways but I also think that every artwork must speak for itself, it’s not about releasing a statement through images and sounds, but instead leaving it there and observing how it resonates with the surrounding environment.

In this case, after months of generating materials and testing sounds, I decided that I wanted to catch the vibe of a visual multiverse inflated by images, that through an inescapable hyper-aesthetization process, disastrously decorate and beautify its own impermanent deflagration and collapse.

“After months of generating materials and testing sounds, I decided that I wanted to catch the vibe of a visual multiverse inflated by images that disastrously decorate and beautify its own impermanent deflagration and collapse.”

The use of split screens in some scenes reinforces the connection with newsreels and mass media. What do they bring to this project, in terms of visual composition and subtext?

The splitscreen aesthetics idea came out in an advanced phase of the work and was absolutely the most difficult part to do from a technical aspect.

I didn’t want to do it by using masks to tell AI where to put different things, which is a pretty common and straightforward approach. Instead I wanted to let AI interpret several words in the prompt, going back and forth to see how a comma or the weight of a specific word can alter the results and recall some features in the model. This was a pretty long process.

The screen is a very iconic and persistent element of our visual culture since Nam June Paik (and before him Guy Debord, Isidore Isou or Abel Gance) which was probably the first in visual arts to understand how powerful could it be, but today we have incredible artists such as Baron Lanteigne who is able deal with a simulacra of the screen in extremely powerful, subtle and unexpected ways, as in the content so in the setup of his works.

The splitscreen in this series is my “tribute” to the device, in its embodiment as a magic portal, a simulacra, a magic surface opening up to other worlds. A multidimensional device shaping our reality more and more, first in our homes, then covering walls and buildings of our cities, then fitting in our hands and pockets to slowly landing in the art galleries and exhibitions.

In my case I wanted multiple screens representations to be a strong part of the artwork: The television layout which is the one telling what’s happening in our world shaping our perception of reality as well as the LED wall or the stage design which is instead the most diffused example of mass worship during concerts and large events. 

“The splitscreen in this series is my «tribute» to the device, in its embodiment as a magic portal, a simulacra, a magic surface opening up to other worlds.”

I want these elements to be almost like a living organism that is symbiotic with the natural elements, absorbs nature and is absorbed by nature. Virtuality and biology melted together.

So it is not just a way to visualize different contents and context. It is more about the splitscreen, the “news layout”, the LED wall, as a part of a new and complex hybrid ecosystem.

Franz Rosati. Still from the series DATALAKE: GROUNDTRUTH, 2024

An interesting detail in these scenes of chaos and destruction is the presence of cars. Artist Iñigo Bilbao once stated: “Confronted with images of a disaster, in order for them to cause us a real (and perhaps pleasant) impact, we need to identify something among the chaos, a reference that informs us of the scale of the tragedy […] Apart from the most macabre evidence, cars offer an easily recognizable shape, allowing us to glimpse the seriousness of the accident, the power of the bomb or the height of the floods.” Is the presence of cars in these artworks connected to this sense of scale mentioned by Bilbao? Or maybe it is something embedded in the imagery of disasters that AI models replicate?

Cars and humans have a very accidental yet central role in this work, retrospectively. That wasn’t planned at all, my idea at the beginning was only focused on depicting this process of nature, architecture and technology struggling to coexist and find their place, fighting, morphing and twisting.

I tried everything to totally get rid of both humans, cars and vehicles, and keep only images of technology. For some reasons the CLIP (Contrastive Language-Image Pretraining) part of the code responsible for learning and connecting visual concepts from natural language supervision, was strongly trained with tons of images labeled as cars, vehicles and people or something strictly related. So the semantic domain of technology is not separable from cars and vehicles.

The observation made by Iñigo Bilbao is revealed to be dramatically true and fitting in this case. In the end I decided to keep cars and vehicles and play with them, giving them a role, as a reminder of the many biases we can discover in AI, and how that speaks so much about our world and how some peculiar aspects of our society will always percolate into the tools we use and back in a recursive process, shaping their functions and role in our evolution or progress. 

This could lead to a very simple deduction: The tool is the message or at least the part of the algorithm generates part of the message.

“I wanted to let AI interpret several words in the prompt, going back and forth to see how a comma or the weight of a specific word can alter the results. This was a pretty long process.”

The soundtrack is a crucial element of the artworks, as it brings in a strong emotional element to the images. As a musician, how would you describe the role of sound in this series?

Sound is very central for me, for many years I’ve worked with materials gathered from streaming platforms, and social networks as well as field recordings or unusual sounds, trying to build some kind of accidental sound design and music from the social bubble as Burial first taught us.

I always liked the realistic imprint coming from a mediated support, the new sonic landmarks and the emblematic sounds of audio compression and the limits of some new media devices; it’s like collecting field recordings in a digital world but recorded by non-professional devices such as smartphones, dash-cams, live recorded concerts, cracks, crashes, impacts, then reinforced with classic sound design process. All of this is mediated by audio compression and so on, ending up building a totally different soundscape. The question in this case is: we’re immersed in a virtual multiverse since the ‘90s, so what has become of our listening and hearing process from a cognitive and perceptual point of view?

In the first iteration there was a very strong musical presence, since it’s more than a couple of years that I’m working on the integration of real and AI generated strings, especially cellos, and my first thought was to go in that direction.

What you hear is basically the sound of disaster, something close to white noise on a liminal level but full of patterns your brain can hook up to.

In this case, I decided to use AI systems to produce a sort of massive but realistic sonic avalanche instead of composing music.

By analyzing some frames of the videos using Llava, I was able to generate a prompt to feed a Latent Diffusion Model for audio generation and enrich my AI-Foley Sound Library which was built around 2021 with the Latentscape project using SampleRNN at the time.

“What you hear is basically the sound of disaster, something close to white noise on a liminal level but full of patterns your brain can hook up.”

I came to this conclusion after seeing the workshop Martina Carbone and Daniele Imani Nobar, which also works with me as assistant, held for Re:Humanism. They focused on using AI for Foley in a classical sense, generating and designing sounds for silent movies.

So after browsing my Sound Library and after listening to it repeatedly I then decided to only focus on these massive realistic sounds, following the morphings and the behavior of the images, while pushing the musical layer in the background, beneath all the other sounds.

At the same time the sound design workflow for an artwork series is very different from the one I use for my music or audiovisual performances. 

For this reason, Mattia Magionami‘s support has become essential in the last year. I usually come up with a general workflow, a well defined sound aesthetics and an overall idea for some details, I make some starter templates and collect or generate materials. Mattia then takes charge of all the creative editing, synching, mixing and mastering of the final piece.

Franz Rosati. DATALAKE:GROUNDTRUTH N2, 2024

Another mesmerizing aspect of these animations is the fact that they are constantly morphing, without end, every disastrous event merging into another. The scenes therefore are captivating in presenting a thrilling spectacle of chaos, but at the same time, since the disaster is not permanent, but part of a flow, it does not seem like a tragedy. What have you found interesting in the technique of morphing and constant transformation?

I always worked with chaos intended as a high number of complex events happening together. This definitely depends on my fondness for musicians like Iannis Xenakis or Zbigniew Karkowski, Masami Akita or Paul Dolden, just to cite a few who had the first relevant impact with contemporary culture in my teenage years.

Chaos is potentially where you can create the most interesting connections, a pool of everything happening simultaneously, to be explored and where to find unexpected patterns and relationships.

When we talk about AI, learning is one of the key terms, but remembering is never mentioned. I feel that learning and remembering relate to a different sensibility rather than applying the same exact mechanism. The ease with which mass media and people tend to forget things is a crucial issue in our reaction to information overflow.

The constant morphing flow of images and events, forces you to check for patterns, to hang on landmarks in the screen space and try to learn what you’re seeing and remember something to not get lost in the flux and start to decode what is happening.

“Chaos is potentially where you can create the most interesting connections, a pool of everything happening simultaneously, to be explored and where to find unexpected patterns and relationships.”

Going back to the theme of disaster, this continuous morphing reminds me of that specific instantaneous feeling you have while the disaster is unfolding: a fall from the bicycle, or something more tragic, for instance, not necessarily physical.

In that moment your brain freezes the time: the unexpected event leads to a condition where it’s impossible to find patterns, and time stretches to infinity until this perception ends and you go back to a new, a new different reality to be re-semantized.

Franz Rosati. DATALAKE:GROUNDTRUTH N3, 2024

Both the images and the soundtrack have been generated using AI models. Can you explain the process of creation, and the differences between generating images and generating sound with AI? Given that you already worked with generative algorithms, what do these artificial intelligence programs contribute to your creative process?

I don’t want to go deep into technical stuff about workflows and code. I’ll focus on the creative experience with Generative AI compared to “old school” Generative Algorithms.

There are very huge differences in some aspects. We’re confronting with the same kind of approach at the foundation, based on giving rules and observing narrow variations as results, but we’re dealing with different kinds of complexity.

Dealing with Generative AI means we have to handle visual data condensed in a Latent space and then used to represent words we can prompt. It’s like a magic spell, and numbers are hidden behind this, since the final users have very few numerical parameters.

In “old school” generative process, we’re dealing with numbers and parameters in a very Pythagorean way, using equations, working with euclidean spaces, coordinates or controlling emerging features and systems behaviors.

In a creative approach, this leads the artist and the creative, in a very peculiar position. At the same time this technology is evolving so rapidly that is very much subject to paradigm shifts.

“When we talk about AI, learning is one of the key terms, but remembering is never mentioned. The ease with which mass media and people tend to forget things is a crucial issue in our reaction to information overflow.”

In this series you introduce the concept of “ground truth”, which is used in statistical models, cartography, meteorology, and the military to refer to information that is known to be true. Evidently, the fictions created by 3D simulations and AI models are putting into question what we can call “ground truth.” What has led you to work with this concept in this latest series?

Ground Truth is a technical term used in AI as well as Geographical Information Systems or Remote Sensing (which I used a lot in projects such as Distantia from 2023) and Statistics in general, used to prove if something is real based on empirical evidence.

It’s basically the opposite concept of Inference, which is a more common and popular term in the field of AI.

At the same time, if you ignore the meaning of the term, it could sounds a bit ambiguous: the word “truth” is very central since the advent of the internet and the alleged democratization of the media, this word is being used to represent and declare the state of declaring a single truth itself especially by conspiracy theory influencers, Q-Anon militants and alt-right propaganda at the point that we are now used to identify the word “truth” as a sort of red-flag…for fake, dangerous bad stuff and in general to deny the existence of many truths. So “Truth” is probably the word that best represents the gray areas of our time.

“«Truth» is probably the word that best represents the gray areas of our time”

This exact dichotomy and hard contrast led me to go for his title, to exactly evoke that kind of broken and twisted information system, depicting the distorted infosphere, the flow we are exposed to every day, in contrast with the quantum conception of reality, which gives us the tools to see the many truths reality is made of, that is instead becoming more and more strongly established.

Cosette Reyes: narrating stories to AI

Pau Waelder

This interview is part of a series dedicated to the artists whose works have been selected at the SMTH + Niio Open Call for Art Students. The jury been selected at the SMTH + Niio Open Call for Art Students. The jury members Valentina Peri, curator, Wolf Lieser, founder of DAM Projects/ DAM Museum, and Solimán López, new media artist, chose 5 artworks that are being displayed on more than 60 screens in public spaces, courtesy of Led&Go

Cosette Reyes is a Mexican designer, artist, anthropologist, and biochemical engineer. Over the last few years, she has participated in international research projects in the fields of mental health, human evolution, and cognition. This extensive research has inspired a deep exploration into the phenomenon of the mind and its corporeal expressions through design and art. Currently residing in Valencia, Spain, Reyes is in the third year of a Degree in Graphic Design and Digital Media at LABA Valencia, School of Art, Design & New Media. In addition to academic pursuits, she leads several creative and community-building projects.

Since 2022, Reyes has collaborated with House of Chappaz, a prominent contemporary art gallery in Spain, contributing her expertise in motion graphics, 3D, and video art. The choice of the nickname “Ammoniite” reflects a fascination with its connection to science, art, and mystery. The fossilized figure, with its ideal aesthetic proportions, aligns with her main interests. The added “i” in the name symbolizes a commitment to interdiscipline and innovation in professional practice.

Cosette Reyes. Instante, 2024

Your work focuses on the exploration of the mind, with a direct application to human-machine interaction research in interface design. Can you tell me about these two facets of your work, how they relate to each other?

I seek to articulate the whole corporeal part of the human mind, with its behavior and the relationship it has with the new media. I find it especially interesting to explore how the human being leaves its mark on new technologies and this feeds all the systems that will later interact with the humans of the future.

“We have, as designers and artists, the great responsibility to show the options that are available, instead of imposing a unique vision or use.”

As a designer, I think we are at a key point where we are not using all the knowledge we have about human behavior. We have gone from using color psychology and marketing techniques to having a wealth of information about users’ habits, which we can transfer to the users themselves. This opens up a wide range of possibilities, paths, ways of interacting with technology and allows us to go back to introspection and get to know ourselves through our own body and the environment, whether digital or tangible. We have, as designers and artists, the great responsibility to show the options that are available, instead of imposing a unique vision or use. Something that characterizes us as humans is to be curious and to have the possibility to choose. Through design we provide solutions, challenges that we solve with our creativity and the answer to these challenges are creative solutions that provide many options for our user or viewer: it is not about guiding them, or giving them a guideline towards one choice or another, but letting them know that they have all these options, always within an ethical framework, within the legal framework and the context in which we find ourselves and above all with the exercise of our own rights and respect for the rights of others.

Cosette Reyes. Instante. Displayed at CC Plenilunio (Madrid) as part of the SMTH + Niio Open Call. Photo: SMTH

You are studying in the Graphic Design Degree at LABA Valencia. How has your experience in this degree been, what does it contribute to your professional and artistic development?

In LABA Valencia I have developed a lot of technical skills, I have acquired a lot of basic knowledge and I have learned a lot of software, especially new technologies. But what I have valued most about LABA in terms of knowledge in the field of design and the creative sector is that we have contact with working professionals. These professionals make us very aware of what the sector is like, what the market is like, and how they have had this approach with a client, whether it is the Generalitat Valenciana, or the education sector, or even in associations where the clients are themselves. In LABA Valencia, the human aspect stands out. The teachers are very up to date with their syllabus, with all the educational proposals, but they always put a lot of emphasis on the human side, on the tangible and physical side, and on working with real cases, with a global perspective but also, so to say, with the feet on the ground. In the Design Thinking process they put a lot of emphasis on empathy. Empathy has greatly enriched all the knowledge I had and I have been able to articulate it now with design, which has led me to observe human behavior and people in a more global way. But always with that sense that connects and that is incipient to us: being creative, being curious, and above all something very important that is collaborative. That is what LABA Valencia has given me the most: the experience of collaborating.

It has also helped me a lot to meet people who are starting out in the sector, and to share the day-to-day with my colleagues and peers. That is very enriching. Valencia is a city that inspires, a quiet, green city, which is closely linked to design: it has quite an important history in terms of design. All the designers who are now active have had this contact, not only with the community but also at a national level. In the field of design in Valencia I have seen that there is always a discourse and a social motive. They look not only at vulnerable sectors but at things that matter to the community. They are always at the forefront, not only in terms of graphics but also in social movements. It is one of the cities with the highest quality of life.

“What I have valued most about LABA in terms of knowledge in the field of design and the creative sector is that we have contact with working professionals.”

You collaborate since 2022 with House of Chappaz, from this perspective, how do you see the art market today in relation to digital media? What possibilities do you see for artists?

I have had the opportunity to collaborate for about a year with Ismael Chappaz’s gallery, which is a reference gallery in Spain. The gallery is very supportive of design, but above all conscious design, design with a reason. As for the position of digital artists in the market, I think it has evolved a little slower than all the new media and everything digital. Acceptance has always been complicated, because especially after the pandemic we have gone more towards contact, towards everything tangible. But currently and in the last few months I have seen that this impulse to go towards digital and for artists to express themselves in these non-tangible media has been much more supported. I have also noticed that when projects flow better is when there is another physical, tangible and “classic” part, so to speak. In interactive exhibitions, where there is participation of the body, is where I see more possibilities for digital artists.

Cosette Reyes. Instante. Displayed at CC Max Center (Bilbao) as part of the SMTH + Niio Open Call. Photo: SMTH

Your work was selected in the previous edition of the SMTH university call. What was your experience then? How do you see the current collaboration with Niio and the options it brings to artists?

I found it very interesting to bring this art to all kinds of audiences, and not to limit it to museums or spaces where a public that is already interested will experience it. It is important that this happens after the pandemic, because we were quite disconnected in the sense of the body and the tangible, but very connected in a more ethereal sense. I don’t consider that to have been a bad thing, but rather that we’ve been given the opportunity to see how we can be in both environments and have this more hybrid essence. That you go to a physical space of leisure, recreation, being more connected to yourself and seeing the works that speak to your own body, I think that was a very important point to reconnect with all of that. It can be for all audiences a point of inspiration, and I have also seen it in the second call: the artists have brought a much more introspective and more conscious discourse in terms of new media, and also in terms of the body. It’s revealing that most of us have touched the collective: that’s a very interesting process in which you discover yourself as a person and then you see what’s around you and how you can collaborate.  

“I found it very interesting to bring this art to all kinds of audiences, and not to limit it to museums or spaces where a public that is already interested will experience it.”

Tell us about Instante: you have worked with Artificial Intelligence programs to generate the dreamlike images that populate this video. How does this piece fit in with your work and your fascination with surrealism? What has it been like to work with AI?

In this work I had thought of doing something else more inclined towards video art, much more about the body but with touches of reverie, capturing physical spaces in which we find ourselves safe, but that we can no longer find. Regarding working with AI, although it seems that these systems are automated and that we only have to give them a few instructions so that everything builds itself, it turns out that there is a kind of dialogue: when I started, I had something very concrete in mind, but when after interacting with these models of artificial intelligence I realized that it wasn’t two or three clicks. So I decided to take up the idea of how our mind doesn’t always reflect what’s going on through our own corporeality. So I gave myself the task of looking for many more references, to give a twist to the idea I had, because it was going the other way and I found it an interesting challenge to say to myself, “I don’t think I should take what this one artificial intelligence engine is giving me, but I could combine it with others and make them collaborate and feed back to each other.” 

Cosette Reyes. Instante. Displayed at CC Zaragoza as part of the SMTH + Niio Open Call. Photo: SMTH

I used three models and thanks to that combination I was able to give my original idea a life and essence of its own. As designers we always have the challenge of having an idea, and in the course of being able to materialize it we have a lot of possibilities of tools and new media to be able to transmit it. I wanted to make a tribute to everything we have and everything we enjoy, always being aware that we don’t know when is the last moment we will be able to enjoy it. And I’m not just talking about the natural and tangible environments, but also that our own tools as designers and artists are changing. The Photoshop we used to know, where we could spend hours removing a background, now artificial intelligence is included and in two clicks it removes the background and then you have to adapt to these new times, to these new speeds, and to the new results that technologies are giving you. All this can help you and give you many more possibilities to develop your creativity.  

“Now most artificial intelligence engines ask you not only for a prompt but also for a context, a story, an aesthetic.”

Part of the process of working with AI is the use of language, through the prompts with which the images are generated. For me this has been very interesting, because I like writing very much, I have always enjoyed writing and it is one of my best ways of expression. I have always considered it necessary to accompany the visual pieces with text to communicate what I wanted. Now most artificial intelligence engines ask you not only for a prompt but also for a context, a story, an aesthetic, with a description as extensive and precise as possible of what you want to create. The program adapts more and more to the subjective, to the associations of ideas, and in this way gives you results that are less and less strange or sinister and more and more familiar, with which it is easier to connect. You have to narrate a story to it, and then tell it “from all this that I’ve told you, create an image of what happens when this or that happens.” 

Cosette Reyes. Instante. Displayed at CC FAN Mallorca as part of the SMTH + Niio Open Call. Photo: SMTH

At the end of the day, that’s what we designers and artists do, we create a story and share it through our own experience but always looking to connect with those who will experience it. Then you have to keep in mind that you have to work with different AI models, for example one that can enhance your prompts to be better understood by another AI engine, or one to work on color or lighting. It’s a new process that you need to adapt to.   

Bruno Tripodi on fusing cinema and new media art

Pau Waelder

This interview is part of a series dedicated to the artists whose works have been selected at the SMTH + Niio Open Call for Art Students. The jury been selected at the SMTH + Niio Open Call for Art Students. The jury members Valentina Peri, curator, Wolf Lieser, founder of DAM Projects/ DAM Museum, and Solimán López, new media artist, chose 5 artworks that are being displayed on more than 60 screens in public spaces, courtesy of Led&Go

Bruno Tripodi is a 26-year-old Chilean audiovisual artist whose work merges cinema with new technologies. Raised in a creative family, his early exposure to film sets inspired him to study audiovisuals. In 2020, he began experimenting with TouchDesigner, leading to work as a Video Jockey and co-founding Sonda Tecnopoética, exploring sound synthesis and digital art. By 2022, he was creating music videos, commercials, and documentaries for a production company. Bruno aims to fuse cinema and new media, encouraging deeper appreciation and new perspectives on these artistic forms.

Bruno Tripodi. Desvanecer, 2024

Your work combines an interest in visual art made with digital media and sound art. What attracts you to these disciplines, and how do you combine them in your work? 

From an early age, my best friend and I immersed ourselves in electronic music, exploring its many facets and participating in communities where we shared a passion for DJing and live performances. Together we would travel to festivals in other countries to see performances by DJs who did not visit Chile due to the scarce electronic music culture in the country.

During one of those trips, in Colombia, I was fascinated by the visuals displayed on a giant screen. This experience transformed me. At that moment I knew I wanted to get involved in that world. That’s how I started exploring new media and experimenting with tools like TouchDesigner. My approach has always been to combine animations with music, looking for a harmonious integration between both elements to create meaningful works.

As time went by I also started to define myself as a visual artist. My initial inspiration came from music, but I gradually evolved towards creating animations that complement the music I love. In my work Desvanecer, for example, I not only incorporate visual elements, but I also create the sound. I use the image data and turn it into channels to generate sounds, allowing the images (flowers) to produce their own sound as an allusion to the fact that they are expressing themselves.

Bruno Tripodi. Desvanecer. Displayed at CC Plenilunio (Madrid) as part of the SMTH + Niio Open Call. Photo: SMTH

You are co-founder of the project Sonda Tecnopoética, can you tell us a little more about this group, its members and its trajectory? How would you compare the dynamics of collective work and individual work as a creator?

Sonda Tecnopoética emerged from a conversation with a very good friend, Darla, with whom we shared an interest in combining sound art and digital art. At that time, she was learning to use synthesizers while I was exploring the possibilities of TouchDesigner. During our chat, Darla introduced me to Vicente, who is nowadays another great friend and a fundamental part of the project. Without Darla and Vicente’s collaboration, this project would never have come to life. I deeply admire their passion and determination to achieve their artistic goals. The central idea of Sonda was to create experiences that would transport viewers to different worlds, a technopoetic exercise that explored the intersection between sound synthesis and digital art.

“The possibility of creating collaboratively with people who nurture your creativity from different perspectives is invaluable.”

We became so involved in this concept that we were invited to the Foster Observatory at Cerro San Cristóbal, to musicalize one of the guided tours of the site. We were excited and motivated as a team. Our first event was a microfestival of ambient, drone, noise and experimental music, which for me was an unforgettable experience. It was then that I realized how enriching it is to work as a team. The possibility of creating collaboratively with people who nurture your creativity from different perspectives is invaluable. After that festival, I traveled to Valencia, while Darla and Vicente continued the path of Sonda. It fills me with pride and admiration to see how they have improved their abilities to create music and sound environments. They have been invited to festivals and events, they have traveled around Chile presenting their work live and it shows how much they enjoy what they do. I look forward to meeting them in Chile and collaborating again, sharing the new things we have learned lately.

Bruno Tripodi. Desvanecer. Displayed at CC Miramar as part of the SMTH + Niio Open Call. Photo: SMTH

You are currently studying at LABA Valencia, can you tell us about your experience at this school and how it is helping you to channel your career, both in the contexts of design and multimedia creation as well as in the development of your artistic research?

I am currently studying at LABA Valencia, a school that I deeply admire for the quality and experience of their teachers. You can tell that they are people with extensive experience and deep knowledge in their fields. This experience has helped me to focus and find the right direction for my career. I have acquired a variety of techniques and skills that I feel prepared to apply in specific situations, and for this I am very grateful, especially to Pablo and Manuel.

In terms of my artistic research, being in an environment so different from what I was used to has challenged me to grow and study day by day to make the most of this opportunity. Although it has been a demanding and sacrificial time, I value it greatly. In addition, I have had the opportunity to connect with my classmates, many of whom have become great friends. I have learned a great deal from them, both artistically and personally. Their different points of view and experiences have helped me to broaden my perspective and grow as a person and as an artist.

This experience has led me to reflect on aspects that I had not even considered before, and has motivated me to keep moving forward on my artistic path. I am especially grateful to have won an award during my time at LABA, which fills me with gratitude and drives me to continue developing my artistic career.

As one of the winners of the SMTH and Niio open call you are going to see your work exhibited on more than 30 screens in public spaces. What do yo think of this opportunity to show your work outside the traditional exhibition spaces of the art world?

As someone with experience in the audiovisual world, where our creations usually appear on television or social networks, the opportunity to show my work on more than 30 screens in public spaces in 5 cities in Spain is simply amazing. Using my favorite techniques and tools to create this work and then being selected as one of the winners of the SMTH and Niio open call is an achievement I never imagined before coming to Spain. I am really happy and grateful for this opportunity.

I can’t wait to see how my work will look on an LED screen with that resolution. It is exciting to think about how my work will be received by the public in such a different environment than a gallery or museum. This experience allows me to explore new ways to connect with people through art and bring my work to a wider and more diverse audience. I am confident that this exhibition in everyday public spaces will be a unique and enriching experience for both myself and those who have the opportunity to see it.

“The experience of the SMTH + Niio Open Call allows me to explore new ways to connect with people through art and bring my work to a wider and more diverse audience.”

In Desvanecer we see references to Quayola’s Natures (2013) series. What other artists have inspired your work? What do you find most interesting in artistic practices linked to digital media today?

It’s curious because I didn’t know Quayola’s work, but upon researching it, I was fascinated and I’m sure it will be a source of inspiration for my future works. Besides Quayola, other artists who have deeply influenced my work are Tatsuru Arai and Ryoichi Kurokawa. Tatsuru Arai is a visual artist and sound composer who works mainly with dots and flowers, two elements that have always fascinated me and that I enjoy experimenting with. The way he represents nature in digital formats captivates me; the process of bringing something living into a virtual world, where everything is reduced to data, is an analogy that I find extremely intriguing. On the other hand, Ryoichi Kurokawa uses dots, light and glitch in his works, and I feel that each one tells a story. Coming from an audiovisual background, I really appreciate the narrative that Kurokawa manages to create in his work. It’s like watching a movie, and that storytelling ability inspires me deeply.

As for artistic practices linked to digital media, what fascinates me most is the infinite variety of possibilities they offer. With the advancement of technology, these artistic expressions have no limits. Every day I discover something new and find inspiration in the expanding community of digital artists. I love the online interaction and how people share knowledge and experiences to enhance our skills as artists. While the limitless growth can be a bit overwhelming, I see it as an exciting opportunity to explore new frontiers and expand my artistic practice.

Bruno Tripodi. Desvanecer. Displayed at CC FAN Mallorca (Palma) as part of the SMTH + Niio Open Call. Photo: SMTH

Can you tell us about the digital art scene in Chile? What spaces or groups do you consider most relevant, and what are the challenges for Chilean new media artists?

The digital art scene in Chile is experiencing remarkable growth, with an increasing interest from both the public and institutions. There is growing interest in learning programs such as TouchDesigner, both from individuals and from educational institutions seeking to teach these skills. Museums are also recognizing the importance and potential of this expanding field, which is encouraging for the future of digital art in the country and motivates me to continue exploring and creating.

From my perspective here in Valencia, I have observed a remarkable space called Museo Interactivo Las Condes, which is standing out as an important center for digital and interactive art in Chile. In addition, there are other relevant spaces and projects such as Cimuad, directed by Esteban Fuica, a leading exponent of digital art in Chile, as well as Centro Cultural Ceina, Feria Fast and Hub Creativo, among others.

“New media artists in Chile face the challenge of a lack of formal education in this field, insufficient recognition and understanding by institutions, and funding, since some artworks can be costly to produce.”

For new media artists in Chile, the main challenges include the lack of formal education in this field, which is relatively new. Many learn these techniques through a constant effort of searching for resources and knowledge. In addition, there is a need for greater recognition and understanding by institutions, art critics and the general public of the value and importance of new media works. Finally, funding can be an obstacle, as some works can be costly to produce.

Cruda Collective: mapping the untamed

Pau Waelder

This interview is part of a series dedicated to the artists whose works have been selected at the SMTH + Niio Open Call for Art Students. The jury been selected at the SMTH + Niio Open Call for Art Students. The jury members Valentina Peri, curator, Wolf Lieser, founder of DAM Projects/ DAM Museum, and Solimán López, new media artist, chose 5 artworks that are being displayed on more than 60 screens in public spaces, courtesy of Led&Go

The artist duo Cruda Collective, formed by Laila Saber Rodriguez (CAI-CDMX) and Andrea Galano Toro (CL, ES), creates ways of re-thinking established narratives and mindsets through what they describe as rewilding practices: “ to activate the wilderness, playfulness and the glitches within storytelling & mythology.” They approach the world, aesthetic, and language of magic to address the non-normative through playful action and critical thought. Their artistic practice mainly consists of audiovisual performances, videos, workshops, and spell-casting.

Cruda Collective. Re-Rooted, 2024

Your work deals with magic, hybridity, transformation, the non-normative, wild, unseen, and obscured. You address these fields of knowledge and existence through workshops, bestiaries, performances, and spells. How do you deal with the dichotomy between the untamed and the systems of order and rationalization behind analytical practices such as making a bestiary or a cartography, and the necessary application of rules and consistent methods in the elaboration of a workshop or a spell?

Andrea Galano: We are fascinated with the processes that have a certain order, because we’re very interested in transformation. We like to adopt processes such as those involved in cartography, or burial too, which have a certain method or ritual. We then switch the narrative, still within that particular method, to talk about transformation or spells: we appropriate certain structures or ways of ordering. It is useful when you’re talking of things that can be ungraspable.

Laila Saber: In order to apply a method, an order, or an analytical practice, we need to be involved and interact with that practice or method in order to break it and disrupt it. And we also consider how the incomprehensible or the disorganized, the disobedient as an archetype, or as a process is what can create new models and new systems of knowledge. We reference a lot the concept of “Body without Organs” by Deleuze and Guattari: how can the breaking down of the body, and the normal functions of the organs, address new maneuvers and new functions of the body? And then how can it produce new models of thinking?

Andrea Galano: Mappings, rituals, the functions of the body… These are things that create the world we live in. So if we transform them, then we are somehow creating other worlds.

It seems that we are always attracted to chaos and everything that is mysterious or hidden, but at the same time, we need structures to understand these “untamed” aspects of reality. How is the experience of people who are in your workshop, what are their expectations, and how do they react to the methods that you suggest to them?

AG: Sometimes we start with something that is very playful, not knowing yet what you’re going to do with what you’re making. And then later we ask them to think of a narrative with it. So rather than thinking of the concept, and then making something, sometimes we do it the other way around, just to see what happens. This is the method that tends to work best, first doing hands-on or embodied exercises, and later on asking participants about the narrative and perhaps bringing in theory. 

LS: I think most of our participants are from the art world: they are makers, or creatives, or artists and designers. So it becomes super interesting to propose to them to think with their hands and think with the body rather than with the rationale of having to produce a perfect product. By starting with this uncertainty and playfulness, we also ask them to defy the linear structures that makers are so conditioned to go follow. We actually just start all the workshops by saying: “Okay, today we die. Today everything is gonna die.” We start with death, and from death everything begins. We read really beautiful texts specially written by Gloria Anzaldúa on Coatlicue and Mesoamerican deities, which are all about transformation and rebirth.

“Mappings, rituals, the functions of the body… These are things that create the world we live in. So if we transform them, then we are somehow creating other worlds.”

Andrea Galano

Writer Alan Moore has said that magic was once “a science of everything,” and that “If magic were regarded as an art it would have culturally valid access to the infrascape, the endless immaterial territories that are ignored by and invisible to Science, that are to scientific reason inaccessible, and thus comprise magic’s most natural terrain.” Would you agree to this connection between magic and art? How do you see this idea from the context of your artistic practice?

AG: It is true that there’s a certain first reaction or expectation that we’re going to talk about, I don’t know, paganism. Which anyway, we find very interesting, but it’s not in the way we are approaching it. However, this is good because it creates this reaction of  “oh, but what is it gonna be about?” That is an interesting starting point. Also, for example, we always talk about knowledges, in plural. There are many ways of thinking that coexist, and have coexisted in the past, but perhaps were erased or they’re not part of the main Western narrative. So already thinking that there are other alternatives to this monolithic Western thinking, becomes very intriguing to the participants, and also to ourselves. We are very interested in different fields of knowledge, such as biology or ecology, and we find that some of the processes they study are very magical. For instance, the fact that something new can emerge out of two separate things that were put together, that feels like magic.

LS:  Something we’ve also been working on is how magic animates worlds and landscapes or elements. We imagine what it would be like to engage in a conversation with, for example, the ocean or the mountain. What can those bodies tell us about the world we live in? And how, within that conversation, another world can emerge? And I would say that magic is another word for speculation or imaginative thinking, engaging in a really beautiful and often confronting or disruptive way of thinking and acting. In this way, we can apply Magical Thinking to everything, not only science, but let’s say cooking, business, or politics. In all discourses there is the possibility of redirecting what is expected and opening new paths to creative thinking.

“Magic is another word for speculation or imaginative thinking, engaging in a really beautiful and often confronting or disruptive way of thinking and acting.”

Laila Saber

Similarly to how science has undervalued magic, as Alan Moore states, it has often dismissed art and artistic research. When you approach science, how is your connection to art and magic perceived? Have you had this discussion with scientists?

AG: There are many people from the sciences that are very inspiring to us, such as Karen Barad, who has a background in quantum physics. We do find references from science that resonate with us, and at the same time we’ve had workshops where some participants were scientists who found it very interesting for them to actually play and think of something that didn’t have to be real or measured.

LS: It’s in the symbiotic fusions between disciplines where we can find interesting models and new forms of seeing the world. I don’t think that, as artists alone, we can make those changes, and neither can biologists alone. We need to have conversations, and work together to open up these worlds, which are often isolated and self-referential. It also comes down to the language barrier: the way we speak, as artists, is very different from the language of science, and of course we need to find ways of understanding each other.

You take the concept of rewilding beyond the sphere of the natural sciences and the environment to encompass a rewilding of our inherited ideas and dogmas, particularly in relation to a society driven by Western colonialism and patriarchal structures. Can you elaborate on how your work addresses this expanded notion of rewilding?

LS: We like to think of rewilding as a practice of planting new seeds. Just as in an ecosystem or a rainforest, seeds travel and grow into plants, bushes, and trees, by communicating ideas we are planting something that ultimately will regenerate the terrain. These ideas mingle and all the new thoughts, disciplines, and discourses entangle within one another. In this way, rewilding is a portal into other possibilities of what there is, both in the natural world as in society and in our mindsets.

AG: The artist Johanna Hedva, who works a lot with witchcraft, once said: “It’s no coincidence that as capitalism began to take root, a regime of colonial exploitation started to run amok, de-enchanting the world. If the world is seen as a lifeless resource, it can be mined without compunction.” In this sense, rewilding is re-enchanting, not only in terms of ecology, as Hedva suggests, but also culturally and artistically, connecting with those cultures that celebrate the enchantment of the world and have been sidelined by post-colonial Western rationalism. In these cultures and in the concept of rewilding we find a more sustainable relationship with our planet

“Rewilding is a portal into other possibilities of what there is, both in the natural world as in society and in our mindsets.”

Laila Saber
Cruda Collective. SHAPESHIFTERS: Matters of Demons, Ghosts and Monsters, 2023

Your interest in beasts and shapeshifting brings to mind Donna Haraway’s concept of the Cthulhucene, with its tentacular, earth-bound, promiscuously hybrid forms as a response to the rational, human-centric view of the Anthropocene. How does your work relate to Haraway’s concept, and subsequently to our relationship to the environment?

AG: Haraway also talks about kinship with other species. We relate a lot to this idea: when we talk about bees or hybrids, there’s definitely this kinship with other beings. Also, in the spells we write or perform, we usually embody creatures that have other forms of communicating, such as bioluminescence, or the snake shedding its skin… 

LS: In terms of the Cthulhucene, we are also interested in the chthonic, which relates to what lies under the earth or soil. We’ve been recently researching on our last workshop about this, the underworld and the gestures and acts of burial. We have found inspiration in the book Underland by Robert Macfarlane, in which the author speaks about Anthropocene unburials: “Forces, objects and substances thought safely confined to the underworld are declaring themselves above ground with powerful consequences.” We are a species that buries, and also a species that digs, and in our exploitation of the Earth’s resources, what was buried comes back to the surface. 

Cruda Collective. Worldbuilding lecture. Media Arts Festival Arnhem, focus theater, Arnhem NL

Process and narrative can be said to be driving elements of your performances and workshops. How do these two concepts translate into your videos? How does the video, as an audiovisual narrative passively consumed by a spectator, connect to your other forms of knowledge transmission and active participation? What do you expect of the video as a medium?

AG: We’re very drawn to video because it has the capacity to build a particular world and, when it is combined with sound, it can create an immersive experience. We love storytelling, and we find in video a way to play with narratives and also a dissonance between what you see and what you hear. In our video pieces we aim to take the viewer through a certain journey, and also give them space to process their experience. 

LS: We often refer to our video artworks as portal openers. The term “video” sounds very limiting, so we try to use this medium to bridge different narratives and suggest new meanings, subvert expectations. We like to think about forms of nonlinear filmmaking, fluid filmmaking, a kind of storytelling that is sometimes slippery, that sometimes leaves you wondering what is going on. 

AG: Another aspect of video that attracts us is the possibility of working with different levels of perception, from images of the cosmos to those of a microscope. Also with audio, we can play with very different sources to create a hybrid of contents and meanings.

LS: Our practice is also evolving in this sense, we are increasingly interested in creating immersive experiences through audio visual performances where we have both visual and sound as we’re performing. We often describe our videos as “spells” because our performances and videos are actions of enchantment, and as a video piece, this action becomes a spell that is out there and can be activated by any viewer.

Cruda Collective. Re-Rooted. Displayed at CC Plenilunio (Madrid) as part of the SMTH + Niio Open Call. Photo: SMTH

Since your work addresses that which is outside of the normative and established, how do you see the possibility of taking it out of the exhibition space, the cultural institution, and into an everyday commercial space as is the case in this distributed screening project with SMTH and Niio?

AG: This is something new for us, and therefore it is also exciting. As we were saying earlier, playing a video can be like activating a spell, enchanting a place, so I’m curious to see if it resonates with the people in these spaces or not. In any case, it is occupying a space where it is not expected, and that is interesting in itself. I also think that it is important that the artworks do not only stay in the galleries or in spaces dedicated to art and presented to an art audience. 

LS: It feels magical to have this artifact existing in several spaces, having a presence in these commercial locations. In a way, it is like breaking a curse, maybe the colonial curse, the capitalist curse… It is about rewilding too, in this shopping mall in which it may not be seen or understood, but it will still be there, and possibly prompt questions, reflections, or experiences.

“Playing a video can be like activating a spell, enchanting a place, so I’m curious to see if it resonates with the people in these spaces or not.”

Andrea Galano

You are currently students at Bau and Elisava Design Schools in Barcelona. What is your experience of the educational models in these schools? How do your studies inform your artistic practice? What is your opinion about the current perception of artistic research as a field of knowledge creation?

AG: We come from different studies in the past, and now we are also in different studies in our respective schools. As for me at BAU, I’m doing a Master’s Degree in Audiovisual and Immersive Spaces. And I think I can only speak for my master rather than the school, but I’d say we’ve learned a lot about having a critical approach to the ways of making. I think that’s very interesting, because it’s not so much about the topic or the concept, but about the tools you use, such as open source software or making your own electronics. It is also a very collaborative environment. Being part of a community that is open to sharing knowledge is an eye opening experience that helps you get rid of the old-fashioned idea of the artist as the sole creator of their work. 

LS: I studied Fine Arts in the Netherlands, in a super good program, which involved a lot of theory, so we read Deleuze, Foucault, Haraway and many others as part of our studio practice, and I think that set the foundation for my ongoing studies at Elisava Design School in a Master’s Degree in Art Direction and New Narratives. I do feel that there’s a gap between making and keeping with a critical speculative practice that is really valuable in any artistic research. In that sense, it has also been interesting for me to be immersed in a space that is really focused on functionality and communication. I’d say that this has led me to be more receptive or more agile, so I can sense what it is exactly that I’m disrupting or trying to disrupt eventually. I also find it valuable that my classmates are from different nationalities, which brings an intersection of multiple cultures, that helps a lot in working with the concept of new narratives.

Cruda Collective. Re-Rooted. Displayed at Zaragoza Outlet as part of the SMTH + Niio Open Call. Photo: SMTH

ReRooted presents an interesting take on the patriarchal notion of masculinity from a wider perspective that connects with the notion of rewilding ideas and avoids traditional imagery about masculinity to suggest addressing this subject from the perspective of living beings and natural systems. It is also connected to a workshop activity. Can you elaborate on the context and intentions behind this audiovisual artwork?

AG: In this artwork it is important to mention our collaborator the writer Virginia Vigliar, who hosted a workshop titled ReRooted: an ecological approach to masculinity. It is in the context of this workshop and our conversations with Virginia that we decided to create this video. It takes elements from discussions we had with participants in the workshop, with some quotes making it into the video itself. It was challenging for us to decide which imagery to use, since we wanted to disrupt traditional views of masculinity.

“We need to reconceive masculinity as not being patriarchal per se, and explore those micro stories of masculinity that are hidden.”

Laila Saber

LS: We spoke a lot about how we are all affected by the patriarchal archetype of men and the patriarchy. Virginia’s approach in the workshop is to uproot myths in our stories surrounding masculinity, and rethink them. Actually, we came to say reboot it, because we need to reconceive masculinity as not being patriarchal per se. For the visuals, we decided to focus on microscopic imagery and then macroscopic images, from the cosmos. And in bridging those two, we were trying to reflect on how masculinity has its macro stories, which form a big corpus, but also micro stories that, perhaps, are hidden, and you can’t really see until you zoom into them.

Rolin Dai: escapism as connection in an ever-changing world

Pau Waelder

This interview is part of a series dedicated to the artists whose works have been selected at the SMTH + Niio Open Call for Art Students. The jury been selected at the SMTH + Niio Open Call for Art Students. The jury members Valentina Peri, curator, Wolf Lieser, founder of DAM Projects/ DAM Museum, and Solimán López, new media artist, chose 5 artworks that are being displayed on more than 60 screens in public spaces, courtesy of Led&Go

Rolin Dai is an artist deeply interested in exploring new narrative forms by means of 3D images, animations, and various types of time-based media. Born and raised in Shenzhen, China, she is currently studying Photography and Imaging at New York University’s Tisch School of the Arts. Her artistic work is characterized by an approach to storytelling that looks for positive messages and explores a variety of aesthetic influences ranging from Bauhaus rationalism and classic animation films to Y2K design. 

Rolin Yuxing Dai. Conform or Not, 2023

In “A fortuitous cosmic afterthought” you express an approach to storytelling that seems key in your work, which is to look for positive emotions and joyful ambiences even when facing difficult subjects. Can you elaborate on this choice and whether it defines a particular aesthetic in your digital art works?

In visual storytelling, I think there’s always an immense power in exploring positive emotions and moments of love and joy even within the context of challenging subjects since it helps to build a deeper connection in a world that often feels divided and tumultuous. Due to my personal preferences, most of my work is situated within a fantastical realm but its thematic essence remains firmly grounded in reality – I reckon that we can only reassess problems from an objective perspective when we step out of the conventional boundaries of space. Overall, I hope my artwork can be not only relatable but also offer an easygoing atmosphere that uplifts my audiences and serves as a catalyst for contemplation.

“Most of my work is situated within a fantastical realm but its thematic essence remains firmly grounded in reality.”

In terms of aesthetics, your work brings to mind fantastic realms such as Lewis Carroll’s Alice in Wonderland, as depicted in the 1951 Walt Disney film, digital animations from the early 2000s, Oskar Schlemmer’s Triadic Ballet, and Vaporwave. Can you tell me more about your influences and the role they play in your digital artworks?

Drawing from a fusion of both my personal experience and academic journey – from my fascination with Y2K style to the Bauhaus aesthetics taught in school – I have always been immersed in various artistic styles and consistently integrated them into my creative process. Thus, it’s hard to define the specific pattern among my works as it reflects a fluid amalgamation of all the influences. However, I realize that a recurring theme across them is the utilization of a vibrant color palette. Notably, I am drawn to the approach of artists like Schlemmer, who employed color not only for its visual appeal but also as a fundamental tool for spatial organization, and thematic expression in his theatrical productions. Consequently, I have combined aspects of his aesthetic into certain 3D works, driven by a desire to try out some new perspectives when combining the old elements with contemporary technology.

Rolin Yuxing Dai. Y2KIDS, 2024

Another subject that appears frequently in your work is escapism, that you connect on the one hand with vintage aesthetics (clothing, objects) and on the other with the need to stay within the comfort of home and let imagination go rather than confront the outside world. This is a common feeling that is facilitated by digital technologies. How do you address this subject?

I recognize my tendency towards escapism and nostalgia, as I believe in the value of reminiscence to remember who we used to be. Regarding the inspiration from the vintage, a significant portion of my artwork includes objects featured in the 2000s, years in my early childhood in which memories are all fragmented and blurred. I’m deeply influenced by the Y2K aesthetic and things that I like today always have a pinch of this aesthetic. Rather than a critique of the rapid pace of today’s information landscape, I view it as a homage to a collective memory or a yearning for a bygone era. Besides, I always find a feeling of peacefulness when wandering off into imaginative thoughts or fantasies since it serves as a repository of all my inner emotions. Thus, either through nostalgia or seeking comfort in familiar surroundings—what can be called escapism—it brings profound energy and meaning as these moments hold significance for me, offering a sense of connection and grounding in an ever-changing world.

“I’m deeply influenced by the Y2K aesthetic. Rather than a critique of the rapid pace of today’s information landscape, I view it as a homage to a collective memory or a yearning for a bygone era.”

Conform or Not?, the winning artwork in the SMTH + Niio Open Call, addresses both the escapism into a fantasy world and leaves open the question of being different or celebrating being part of the mass. Can you elaborate on the concept behind this artwork and its making?

As our life today is marked by hyper-individualism, the distinction between conformity and individualization has become increasingly pronounced, exemplified by the ability of an individual to influence widespread trends, attracting millions of followers, or one may deliberately seek to distinguish himself in a rapidly evolving social landscape. In this project, I don’t want to make a point that either the behavior is something good or bad but more in an open-ended way. Perhaps exploring the potential of conformity for fostering moments of simple happiness amidst shared experiences.

For the creating process, I tried with different 3D assets and built the virtual scenes in Maya. In the first part about the mushroom world, I was inspired by supporting actors in cartoons since conforming is a pretty common behavior among them which always contributes to a whimsical ambiance for the whole drama. Similarly, the portrayal of extraterrestrial life on a distant planet reflects a charming form of conformity amongst its inhabitants. The last scene features typing endeavors and I aim to capture the essence of a prevalent modern-day profession – programmers. Despite the demands, there’s a significant number of individuals dedicated to this field. Many of my acquaintances have pursued computer science because they used to believe a coding career has scope—not just today, but well into the future. Nevertheless, I intend to express that whether we choose to conform or assert our uniqueness, the paramount principle remains to stay true to our genuine selves. It is through this authenticity that we embody our true selves and cultivate meaningful connections with the world around us. After all, the world could be one that celebrates the one; the world could be one that celebrates the mass.

Rolin Yuxing Dai. Monodrama of a Buffon. Courtesy of the artist.

The SMTH + Niio Open Call brings you and four more artists the opportunity to have your work displayed on more than 60 screens in several shopping malls in Spain. What is your opinion about this kind of project, that aims to bring digital art closer to a wider audience in public spaces?

I think by presenting the digital work in a physical venue, it avoids the phenomenon of algorithmic audience segmentation because each viewer can experience a first-hand engagement. It will establish a deeper connection with the audience that differs from other digital engagements via handheld electronic devices. Given the thematic focus of my work on human dynamics, the audience somehow plays a role akin to the characters in the piece as the work serves as a backdrop for them. Besides, when our artwork is placed in diverse locations and spaces, additional layers of significance might emerge from it, enriching the overall meaning. 

Rolin Dai’s Conform or Not displayed at Max Center (Bilbao) as part of the SMTH x Niio open call. Photo: SMTH.

“Presenting the digital work in a physical venue avoids the phenomenon of algorithmic audience segmentation because each viewer can experience a first-hand engagement.”

You are currently majoring in Photography & Imaging at NYU Tisch School of the Arts. What has the school brought to your artistic practice? Which opportunities can be created from this and other similar institutions for emerging artists?

During my time in school, in addition to mastering photographic techniques, we were encouraged to experiment with emerging technology to produce innovative artwork. From a technical standpoint, I was trained a lot related to the field of post-photography such as 3D modeling, animating, and scanning through the use of a variety of software. I also found the cross-disciplinary setting of our program especially beneficial for me as it allows me to delve into diverse subjects extending beyond visual arts, including liberal arts and science. This comprehensive approach allowed me to draw inspiration from other fields, thereby enriching my creative process and the development of ideas.

“I found the cross-disciplinary setting of our program at NYU Tisch especially beneficial for me as it allows me to delve into diverse subjects extending beyond visual arts, including liberal arts and science.”

In your photography and video work, there is a marked interest in people, relationships and being different. You address these subjects with care and sensitivity, can you tell me more about your approach to photography and video as a means to tell these stories, as distinct mediums, and also in connection with your work with digital technologies?

In my approach to creating photography and video content, I find myself more of an observer role rather than that of a creator, especially when compared to my work in 3D art as those traditional mediums often involve a closer and more immediate interaction with my subjects, either through verbal communication or eye contact. Regarding its connection with my digital artwork, I usually try to apply my photographs as references for my 3D creations. I also feel that certain visual narratives are better conveyed through non-traditional mediums, prompting me to explore new ways to expand the possibilities of storytelling. 

Rolin Dai’s Conform or Not displayed at Fan Mallorca as part of the SMTH x Niio open call. Photo: SMTH.