ISEA2022: the possible spaces of new media art

Pau Waelder

Drone show on the closing night of ISEA2022 Barcelona

The 27th International Symposium on Electronic Art took place in Barcelona from 9 to 16th June, bringing to the city a community of more than 750 experts in art, science and technology and hosting 140 presentations made by experts in the field, 45 institutional presentations, 40 talks given by artists, 23 screenings, 18 posters and demos, 16 round tables, 13 workshops, and 13 performances. The main organizer of the event was the Open University of Catalonia (UOC), in partnership with ISEA International, the Government of Catalonia and the main cultural and political institutions in the region.

Directed by Professors Pau Alsina and Irma Vilà from the UOC, the symposium included a densely curated art program with several exhibitions in the city that can be visited during the summer. While organizing the symposium, Alsina and Vilà established collaborations with the major cultural institutions in Barcelona, resulting in a particular presentation of new media art that has permeated the local contemporary art scene, establishing a dialogue with the curatorial approaches of the different venues. This interplay can be seen in the three major exhibitions spread over the city: What is Possible and What is Not at La Capella, Possibles at Recinte Modernista Sant Pau, and The irruption at Santa Mònica. While the most established art institutions in Barcelona, the Museum of Contemporary Art (MACBA) and the Center for Contemporary Culture (CCCB), hosted the talks, lectures, and a series of performances, the three spaces have had the task of collectively presenting an overview of artistic creation in the field of art, science, and technology (AST). The result is particularly interesting, as it has brought about a rather unprecedented variety of formats, themes, and approaches to creating and presenting art made with and about digital technologies and scientific research.

The exhibitions in Barcelona feature three different forms of presenting new media art: a setup similar to contemporary art biennials, a process-oriented, artist-in-residence environment, and a new media art festival exhibition.

In my role as Chair of Artworks of the symposium, I oversaw the whole selection process of the more than 600 artistic projects presented in an open call that exceeded all our expectations. The peer-review process involved more than 200 scholars, artists, curators, and art professionals to whom ISEA and the Barcelona team are deeply indebted. The selected artworks were presented to the curators of Santa Mònica and La Capella, with the third exhibition putting together a selection curated by Irma Vilà, a presentation curated by myself through Niio, and part of the BEEP Collection. The curators in the respective venues integrated the artworks they selected into the narrative they had developed for their spaces, which organically led to three different forms of presenting new media art: a setup similar to those of contemporary art biennials, a process-oriented, artist-in-residence environment, and finally the kind of exhibition one typically encounters at a new media art festival. While these approaches could have found a more dialogical setup in a shared space, the fact that they constitute three separate proposals makes it an enriching experience for a visitor who attends all three exhibitions knowing that all the artworks are related to the field of art, science and technology.

Antoine Schmitt. Generative Quantum Ballet 21 Video Recording, 2022. Artwork included in the selection by Niio at the exhibition Possibles.

Santa Mònica: new media art as contemporary art

The curators of Santa Mònica, Marta Gracia, Jara Rocha and Enric Puig Punyet, selected more than twenty artworks from the open call which they grouped under an overarching theme addressing the conditions of life on our planet after the disruption caused by the COVID-19 pandemic. Climate change is a prevalent subject in this exhibition, as exemplified by It will happen here, in Barcelona, an algorithmic cinema installation by Roderick Coover, Nick Montfort, and Adam Vidiksis that elaborates a never-ending narrative about the impact of rising waters, which will entail migration and extinction. The piece is presented as a large-scale projection that takes half of the second floor of the former convent. Other artworks address our relationship with the planet from the wider perspective of the anthropocene, such as Quadra Minerale-Rare Earths by Rosell Meseguer, which connects mineral colonization with our dependence on digital technologies, and Tools for a Warming Planet by Sara Dean, Beth Ferguson, and Marina Monsonís, which consists of a crowdsourced collection of current and speculative tools for adapting to life in our changing world, contributed by designers, artists, activists, and scientists. These artworks are presented in the form of archives and displays that remind of the classical cabinet of curiosities.

Climate change, the Anthropocene and our social and spatial relationships during the pandemic are prevalent subjects in the exhibition at Santa Mònica

Our social and spatial relationships during the pandemic are also a recurring subject in the exhibition, with artworks such as Muted by Lauren Lee McCarthy, which collects several performative pieces she carried out during lockdown and afterwards, establishing different kinds of mediated communication with friends and strangers. McCarthy’s work takes the form of an installation with a double bed and several digital devices displaying the documentation of these performances. Also related to the pandemic, #See You at Home – The Domestic Space as Public Encounter by Bettina Katja Lange, Uwe Brunner, and Joan Soler-Adillon creates an immersive and interactive installation based on a series of 3D scans of people’s domestic spaces collected during lockdown, which has evolved into a reflection on the boundaries between the private and the public. While the exhibition, as can be expected, features numerous screen-based artworks and some VR environments, the overall experience is closer to what one might expect from a contemporary art biennial, with a predominance of objects, prints, and video installations.

Chemical Ecosystem by Yolanda Uriz

La Capella: work-in-progress

The artistic director La Capella, David Armengol, chose to combine the presentation of a selection of artworks from the ISEA open call with those of the artists participating in Barcelona Producció, a yearly program dedicated to promote local talent through grants for research and production. The result is a well-balanced combination of artistic projects, all of which are characterized by their processual nature, be it as reactive sculptures, algorithmic animations or data-driven visualisations. Here it is telling that in most cases the artworks selected by ISEA reviewers cannot be told apart from those of local artists experimenting with technology. For instance, Anna Pascó’s ZENZ(A)I, a neural network that creates sayings by collecting meteorological data from different locations, could well have been part of the open call, as would also Estampa’s computer visions of an urban landscape or Mario Santamaria’s geolocative installation. The five selected artworks from the ISEA call turn towards nature and artificial intelligence in their reflections of the world around us, from Anna Carreras’ generative drawing Arrels, Yolanda Uriz’s stimulatingly olfactory Chemical Ecosystem, and the intimately analog Water Drop Viewer by Roc Parés, to the AI-inspired construction of language in d’Eco a Siringa by Josep Manuel Berenguer and the speculative robotics developed by Mónica Rikić in Especies I, II y III. While the artworks in this exhibition are no less complete and fully functional than those in Santa Mònica, the setup and narrative of the show lead more clearly to considering them as works-in-progress, not unfinished but always evolving, and it that sense provide visitors with a different experience, in which the experimental, the potential, and in fact the possible take a more prominent role.

View of the exhibition Possibles at Espai Modernista Sant Pau

Sant Pau: the realms of the digital

The Art Nouveau historical building of Sant Pau hosts a temporary exhibition in a dark underground room that is actually an illustrative example of the kind of spaces where digital art has been shown in the context of new media art festivals over the last decades. Dominated by a large selection of artworks from the BEEP Collection, the largest collection of digital art in Spain, the exhibition mainly consists of screen-based works and installations, many of which are interactive, and creates an atmosphere densely populated by the lights and sounds emanating from the artworks. The BEEP Collection, started in 2006 by entrepreneur Andreu Rodríguez and directed by Vicente Matallana, features a wide spectrum of new media artworks by pioneers such as Peter Weibel or Analivia Cordeiro alongside established names in the field such as Rafael Lozano-Hemmer, Christa Sommerer and Laurent Mignonneau, and Daniel Canogar, as well as younger local artists, such as Santi Vilanova, Mónica Rikić, and Alex Posada. Built year after year with individual acquisitions, it presents a sample of the main developments in new media art over the last three to four decades, with examples of video art, interactive art, bio art, generative art, artificial intelligence art, light installations and so forth. The presence of the collection’s pieces greatly contributes to give the exhibition this aura of a new media art festival both in the aesthetic qualities and the variety of the artistic projects.

A selection of artworks from the ISEA open call curated by Irma Vilà explores the varied forms of perception of reality mediated by digital technologies. Liquid Views by Monika Fleischmann and Wolfgang Strauss, a pioneering interactive work created in 1992 and updated for this exhibition, confronts viewers with their own image in a mesmerizing “mirror of Narcissus” that anticipated, 30 years ago, our current selfie culture and the appeal of tactile interfaces. Last Breaths by Linda Dement, Paul Brown, and Carmine Gentile develops a different form of register of the existence of a person. The last breaths of the artist George Schwarz, who died of a cardiac failure, were recorded. The audio values were turned into a 3D printed sculpture of living cardiac cells. Evoking loss and memory, the piece confronts the power of science with the inevitability of death and suggests a new way of perceiving an ephemeral, yet crucial moment in a person’s life. The living, interconnected system of a forest is consciously presented as an empty vessel in a series of 3D scans of a natural environment in Queensland (Australia) made by Keith Armstrong. Common Thread connects the deceivingly realistic rendering of the forest with the shallow perception of nature by Australia’s colonizers, as opposed to the profound understanding and rich mythologies of its original dwellers. This view can be compared to the ironic take on Artificial Intelligence created by Thierry Fournier in Sightseeing, a fiction about an all-too-intelligent AI whose task is to observe a beach through a CCTV camera, leading it to ultimately question what it perceives as well as its own purpose and existence. Finally, Paul Brown addresses a further stage in the perception of reality by elaborating in Quantum Chaos Set a visualization about the quantum world of uncertainty, through a photograph of felt fibres that undergoes continuous transformations generated by random sorting algorithm that repositions each pixel of the image. 

A selection of artworks from the ISEA open call curated by Irma Vilà explores the varied forms of perception of reality mediated by digital technologies

The exhibition is completed with a presentation of artworks curated by myself on Niio. Following the themes of the symposium, I addressed the subjects of humans and non-humans, natures and worlds, and futures and heritages through a selection of video works displayed on a single screen. In Generative Quantum Ballet 21, Antoine Schmitt takes his interest in choreography and performance arts and his signature minimalistic visual element, the white pixel, to the realm of quantum systems in a generative artwork of which a video excerpt was shown. Jeppe Lange creates a beautiful and poetic narrative around perception in Le monde en lui-même, a video work that uses hundreds of post-impressionist paintings in a mesmerizing collage. Diane Drubay challenges our complacent perception of the world in times of climate change in Ignis II, an animation showing the transformation of a placid summer sky into a menacing storm in the span of 14 seconds, which correspond to the 14 years left until we reach a point of no return in our warming planet. Oblivion finds a visual representation in Frederik de Wilde’s Oh Deer!, an AI experiment showing a short clip of a deer being continuously processed by a Generative Adversarial Network that the artist modifies to progressively remove information, until nothing is left but a grey square. Sabrina Ratté addresses both nature and memory in FLORALIA, a speculative fiction about a virtual archive room preserving extinct plant species. The selection concludes with Snow Yunxue Fu’s Karst, a virtual reality artwork that takes us to spaces that are beyond human reach, questioning whether the ability to experience them in a simulated environment may expand our notion of the reality around us.

3D printed sculptures by Varvara and Mar at Galería Alalimón

Digital art in the art galleries

Beyond these three main exhibitions, the presence of artists working with digital technologies in commercial galleries exemplifies the increasingly normalized presence of new media art in the contemporary art market. Anna Carreras presented her generative artworks in a solo show at Ana Mas Projects during the days of the symposium, while the artist duo Varvara and Mar brought their newly developed 3D sculptures and prints to Alalimón Gallery and Mario Santamaria presented his explorations of networks in a solo exhibition at Àngels Barcelona. All three solo shows combined screen-based artworks with prints and, in some cases, sculptures, which points to a telling flexibility of formats that seamlessly move between the physical and the virtual.

These last examples provide an explanation to the rich variety of approaches to new media art that can be seen in the three exhibitions currently on view in Barcelona. Not only due to the curator’s visions and decisions, the plurality of forms of artistic projects related to science and technology is caused by the artists’ own interest in moving away from a strictly “new media” aesthetic that has been so common in festivals and specialized events and exploring a culture that is already immersed in the digital and does not always require complex technological devices. Our daily life incorporates the experience of virtual environments, artificial intelligence, and interactivity, and is routinely affected by algorithms. This means that the possible spaces for new media art are expanding to the point where distinctions are no longer necessary: everything is, and has always been, art.

Kelly Richardson: creating potential futures

Interview by Pau Waelder

Taking cues from 19th-century landscape painting, 20th-century cinema, and 21st-century planetary research, Kelly Richardson (b. 1972, Canada) crafts video installations and digital prints that offer imaginative glimpses of the future that prompt a careful consideration of the present. Her work HALO I (2021), part of a trilogy in which a pleasant summer moon becomes an unsettling reminder of the consequences of climate change, is featured in our recent artcast Anticlimactic, a selection of works from the eco-friendly NFT art community a\terHEN.

How can art address the climate emergency in a way that inspires, if not action, at least reflection?

It is not an easy subject, but it’s necessary to speak to it if we have any hope of addressing it. Until this point, on this precipice, we’ve allowed terrifying futures to be ushered in despite the predictions of so many. Perhaps we have allowed this in part because we couldn’t visualize or understand these futures from an experiential point of view. I try to offer this window of understanding through my work. I create potential futures for people to experience, to encourage reflection on current priorities and where those are leading us as a species. Hindsight is 20/20.

Art can help to connect the head and the heart. When emotions are triggered, change is possible. Most of us would react to ensure our survival if faced with an immediate threat. The response to climate change needs to mirror this. Reading a text for an exhibition that I’m in later this summer, curator Jessie Demers writes “artists and activists are both adept at [the] practice of observing the world, responding emotionally, forming a vision and expressing it through action, with no guaranteed outcome. This is how new worlds are built.” Great art allows us to see and understand the world differently. Through that shift in consciousness, hope lives.

You have described some of your works as “collapsed narratives in a singular landscape” that allow viewers to draw their own conclusions. How do you decide which elements to put forward, how to play with ambiguity?

I refer to this as “calculated ambiguity”. The works don’t offer a completely open narrative. Rather, they offer enough information that viewers can unpack and make sense of depending on their outlook. There are always multiple ways to read them. One reading or understanding of what you’re looking at might be quite terrifying in its implications, while other readings are less so. This is deliberate, to allow for viewers to personalize their experience with and understanding of the work to a point. 

When thinking through ideas, image construction, colors used (some of which act as indicators, the purple sky in Embers and the Giants, for instance), sound, etc… it’s always a juggling act of including enough information that leads interpretations towards this set of potential explanations. “How” I arrive at the right elements to juggle for each work is a little trickier to answer. Each work is a puzzle for me, in some sense. I consider every aspect of each work with regards to what it’s doing, or needs to do to support the narratives or push the overall feeling of it towards the unnerving end, or towards the beautiful.

Kelly Richardson, Embers and Giants (2019). Installation view.

The aesthetics and ideals of Romanticism seem to inspire some of your work, in terms of the notion of beauty and the Sublime, as well as a sense of “beautiful tragedy.” Which role do beauty and tragedy play in your work?

Yes, it’s apocalyptic sublime for the 21st century, at the other end/side of large-scale unchecked industry, and the initial fears expressed by painters and poets in the late 18th and early 19th centuries about the potential fallout of the Industrial Revolution. I use beauty as a vehicle for the delivery of deep concerns about where we’re heading as a species. Beauty invites viewers to engage with otherwise very difficult subject. Tragedy in the work is located in the truth of what we’ve wrought, the conditions within which we now find ourselves, and the urgent call for us to collectively face it in order to address it. After decades of scientific warnings riddled with predictions of what life might be like in the future, our path hasn’t changed course. We’re already experiencing extreme weather events associated with climate change. The future is now and the window to act, to avoid the worst of what will come, is quickly closing.

“Art can help to connect the head and the heart. When emotions are triggered, change is possible.”

We find several layers of reality and fiction, of video footage and digital animation in your work. For instance, in The Great Destroyer you have not altered the original footage, while in Leviathan you add digital effects to the video, and then in Mariner 9 you create a fully digital landscape, with real elements reproduced in painstaking detail. What determines this relationship between reality and fiction? 

This is such a great question, mainly because I’m still working through it myself. With The Great Destroyer, footage of the forest itself was enough. Any extra visual intervention on my end seemed unnecessary. For Leviathan, the location itself is important historically regarding our relationship to fossil fuels and its many associated environmental catastrophes. Using actual footage of the site, then, points to this truth directly. Caddo Lake, where it was filmed, is the site for the first through water oil exploration in human history. Simultaneously, the cypress forest is so stunning that I could never do it justice – particularly at that time in terms of software capability – if I attempted to recreate it in 3D. The effects, in this case, necessarily shifted viewers’ focus from the stunning landscape to questioning what was happening in the water. 

In other cases, as you’ve mentioned, creating everything in 3D was needed. For instance, in Mariner 9 I wasn’t able to film on Mars, but I could set out to create a realistic experience of Mars in 3D using topographical data from the planet, which is what I set out to do. Making that work, I also rather enjoyed not having to play by elements outside of my control, such as weather or sun location. A blend of physical limitation, the realization that I could offer a realistic experience of Mars on this planet and the value of that, and on a practical level, having complete control over the landscape. How I approach each work then is largely determined by the idea itself and what I feel best serves it.

Kelly Richardson, Mariner 9 (2012). Installation view. Photo: Paola Bernardelli.

Further, much earlier in my practice, I spoke of this more than in recent years, but I’ve always been concerned with our understanding and by extension, our appreciation of the natural world in relation to constructed environments where truth is often difficult to locate. For decades, we’ve “understood” the world through screens which offer a complete disconnect from our relationship to the natural systems which sustain us. I have serious concerns that over time, we’re diluting our appreciation through this rupture, further amplifying generational amnesia when we desperately need to be moving in the opposite direction. The situation globally is now so dire and yet, I’m not sure how much of the public truly understands how grave it is. 

Quoting Lyn Richards in a recent review of my work, “Richardson courts irony by turning the same digital media that potently enables our detachment from the natural world into a powerful tool for examining the myth of endless growth driving humanity’s misguided labors toward a catastrophic future.” I deliberately communicate these concerns through the digital hoping to redirect the focus of our detached gaze towards the physical planet. 

I use beauty as a vehicle for the delivery of deep concerns about where we’re heading as a species.”

HALO is an updated version of one of your earlier works from 1998. Do you think that something has changed in the message behind this work, or the need to communicate it? Would you say that the tools you have now allowed you to create a more compelling image?

It’s a sequel to CAMP which was a work which presented a rather idyllic and clichéd summer moment in Canada: heat rising from a campfire, distorting a full moon overhead with the sound of popcorn popping on the fire. In just a couple of decades, it feels like everything has changed. Campfires are now banned during the summer in British Columbia, where I now live, due to extended droughts and the threat of wildfires. Last year we experienced our 3rd worst wildfire season on record, all 3 of which occurred in the last 5 years. 1,610 fires burned 868,203 hectares across the province. Within months, the fires were followed by unprecedented flooding.

The color of the moon in HALO will be familiar to many living out here, as the smoke from these fires often creates vibrant, stunning pink, orange or red moons. The sun too reflects similar colors and can be stared at easily with the smoke offering a sufficient hazy filter. Summers now bring a mix of joy for its promised, remaining riches and genuine fear associated with what else they will bring. I now look out my windows towards a tree-covered mountain and think, “that’s a lot of fuel”.

The image and sound quality of CAMP certainly reflects the time that the work was produced, along with the capabilities of consumer video cameras at the time. It was also one of my earliest moving image works where the moment seemed more important to capture than its fidelity. Now that I’m able to control images with a certain level of precision, I’m equipped to create works that are increasingly freed of the limitations of technological capabilities (and their associated impact). I can create with a more painterly lens, in a sense, which has clear benefits on the quality and overall construction of the image.

Your work draws inspiration from science fiction to portray potential futures. Which subjects do you expect to address in your work? Which potential futures would you like to explore?

The situation we’re in and the futures we now face result from all crises, really. They are all connected. One drives another, and so on. For us to evolve as a species in order to usher in a different future, we need to address the connections between all of these crises and what drives us towards them.

How would you describe your experience in the NFT space? Why did you choose to exhibit your work on alterHEN?

I originally entered the NFT space in opposition to the harmful emissions associated with the energy use of PoW. 30 artists, many of which are digital art pioneers, contributed to The FEN, a coordinated NFT drop on hic et nunc (the first NFT platform on PoS), initiated by Joanie Lemercier and curator Juliette Bibasse to encourage artists and collectors within the space to switch to using a significantly less harmful platform and blockchain which uses a tiny fraction of the energy of PoW. On PoS, minting an NFT requires energy use equivalent to a social media post such as a Tweet, for instance. Over the last year, I’ve maintained advocating for this harm reduction and will continue to for as long as I am part of this space.

Both founders of a\terHEN, Diane Drubay and Patrick Tresset were part of The FEN so we connected there. Additionally, at the time that a\terHEN was conceived, there was a frenzied pace of production within the space where artists were minting several times a week. Between the pace and the associated hype, it felt like the ability to slow down to appreciate the work itself was nonexistent. a\terHEN set out to offer a space to slow down consumption, to give work the time it often needs to be fully appreciated. This really appealed to me both from a production point of view (as I tend to labor over my work) and an experiential one. I want my work to have impact and for that, it requires my time and that of those that consider it.

“For decades, we’ve “understood” the world through screens which offer a complete disconnect from our relationship to the natural systems which sustain us”

Through a\terHEN and other platforms which focus on the artworks, such as TEIA and Versum, I’ve connected with an inspiring community of artists and collectors, many of whom are new to me. It has allowed me to expand on the reach of my work in a significant way, with new audiences, which is invaluable when I concern myself with affecting the consciousness of people (particularly, as previously mentioned, within a screen based space). Additionally, for the first time in 25+ years making moving image works, I have been able to acquire works from 250+ artists who I’ve admired for many years along with artists who I was previously unaware of. It’s groundbreaking in that sense and it’s a joy to be a part of.

Kelly Richardson, HALO I, II, III  (2021). Installation view.

NYC TRANSFER Gallery + Niio @ Minnesota Street Project (SF)

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Summer in the City

We are big fans of Brooklyn based TRANSFER. Gallery founder/director Kelani Nichole, started the exhibition space nearly four years ago in order to support and and cultivate artists with computer-based practices through solo exhibitions, events and international art fairs.

This summer, Kelani and TRANSFER have migrated west, installing an outpost inside San Francisco’s brand new, highly anticipated, Minnesota Street Project.

TRANSFER DOWNLOAD @ Minnesota Street Outpost

The TRANSFER Download

Installed as a series of hyperlinked solo exhibitions,  ‘TRANSFER Download’ invites artists to present custom three-channel solo presentations of moving image. Each work is accessible via a playlist, creating a layered salon-style exhibition format first tested during Art Basel Miami in 2014. Selecting an artwork from the control screen changes over the entire installation space to feature a single work – formats include time-based narrative, generative 3D video, and looped moving images. 

TRANSFER + Niio

We’re thrilled to be collaborating with Kelani and TRANSFER during their debut at Minnesota Street. Niio, via its cloud platform + video player (4K/60fps) + remote control app,  will power a dedicated 4K 65″ single-channel screen featuring a collection of artworks from the gallery’s inventory which will give collectors an opportunity to take the Niio technology for a test drive while discovering new works of art.

Garden of Emoji Delights by Carla Gannis
Photo Credit: Kelani Nichole Instagram: “New toy from @niioart – upload on website, watch in 4K ??? @carlagannis ‘The Garden of Emoji Delights’ looks stunning ?”.

 Featured Artists Include:

Claudia Hart – ‘Empire’
Mary Ann Strandell – ‘Tromploi’
Rosa Menkman – ‘DCT’: Syphoning’
Phillip David Sterns – ‘Polar Visions 002’
Rick Silva – ‘Vibes Accelerationist’
Rollin Leonard – ‘Spinning Pinwheel of Death’
Laturbo Avedon – ‘Pardon Our Dust’

Check Out the Show:

July 30th – September 8th, 2016 in San Francisco

Minnesota Street Project
1275 Minnesota Street
San Francisco, CA
Open Tuesday – Saturday from 11am-6PM and by Invitation

Learn more about the Minnesota Street Project.

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