As we reach the end of 2022, we look back at a very busy year, and forward to an even more intense 2023. In this series of posts, we have selected some of our favorite artcasts, artists, artworks, articles, and interviews. They outline an overview of what has happened in Niio over the last months and highlight the work of artists and galleries with whom we are proud to collaborate. However, there is much more than what fits in this page! We invite you to browse our app and discover our curated art program, as well as our editorial section.
Five artworks from 2022
Screens have become the canvas of the 21st century. Artists display their creativity in digital artworks that are meant to exist on a screen, sometimes inside a web browser or even a mobile app. We believe that artworks are better experienced and appreciated in a dedicated screen, and therefore our whole system enables setting up a screen at home or anywhere that becomes a space for art. Within this space, many things can happen: the images that appear on the screen can be painstakingly created through 3D modeling, or drawn using a generative algorithm. They can also consist of video footage mixed with hyper-realistic CGI elements. They can be abstract or build a precise narrative, and they can be crafted from scratch or appropriated from an external source. It is quite impossible to describe everything that an artist can create digitally and that fits on a screen, as it is defining everything that a painting on canvas can be.
We have chosen five artworks from more than 230 moving image artworks and 185 photographs featured in our curated art program this year. Click on the artists’ names to find out more about their work.
Yoshi Sodeoka. Synthetic Liquid 8, 2022
Supported by a hybrid creative process that is both analog and digital, Sodeoka deploys an unconventional artistic approach that challenges the video medium. While questioning the major issues of visual media, its perception, and the interpretation of the world in the digital age, the work navigates narrative universes with singularly ultra-guided aesthetics. “Synthetic Liquid” depicts organic forms and blatant colors that open a portal to psychedelic and illusory world far from reality.
A multifaceted artist, Yoshi Sodeoka creates a wide range of audiovisual artistic works that include video art, animated gifs, music videos, and editorial illustrations. Influenced from an early stage in his career in noise music and glitch art, as well as avant garde movements such as Op Art, his work is characterized by breaking down the structure of the musical score and visual integrity of the image to find new forms of artistic expression.
Driessens & Verstappen. Kennemerduinen 2010, scene H, 2011
Kennemerduinen 2010, is a project for which the artists documented six locations around the Kennemer dunes (near the North Sea). Each film has a duration of almost nine minutes and covers exactly one year, from one January to the next. On a weekly basis, each scene was repeatedly photographed from the same position and at the same time of day, around noon. With custom developed software each series of shots was edited into fluid transitions. Slow transformations and changes in season, that are never directly perceptible in daily life, are perceptible on a sensory level. By systematically computerising and formalising observation, the Kennemer dunes films became studies of the spontaneous course of nature, of the emergent and entropic processes underlying it.
In the past years Driessens & Verstappen have documented three different types of Dutch landscapes: a historic landscape park (Frankendael 2001), a dike landscape (Diemerzeedijk 2007) and a dune landscape (Kennemerduinen 2010). From each landscape type several films are made.
Katie Torn. Dream Flower I, 2022
“Dream Flower I” is a 3D animation that depicts a snoozing biomorphic female arrangement made out of flowers, leaves and pipes. As the creature sleeps, a plastic like liquid flows from the pipes creating a relaxing fountain. The work is inspired by Victorian botanical illustrations.
Katie Torn’s work explores the female figure in a world shaped by digital technology and obsession with self-image boosted by social media and consumer culture. She uses 3D graphics and video to build assemblages of natural and artificial elements that question the boundaries between beauty and decay, body and prosthesis, organic and synthetic, and between a person’s own self and the image she creates of herself.
A sculpture depicting a seating man is multiplied six times, the copies rotating in a choreographed fashion. Colored in a pink hue, the sculptures resemble consumer products, souvenirs lined up on a shelf waiting to be purchased. At the same time, the artist applies an effect that makes the sculptures come to pieces, as if an invisible hand were trying to touch them but destroyed them in the process.
Julian Brangold (Buenos Aires, 1986) is one of the leading names in the growing digital art community in Argentina. Through painting, computer programming, 3D modeling, video installations, collage, and a myriad of digital mediums, he addresses how technologies such as artificial intelligence and data processing are shaping our culture and memory, as well as our notion of self. An active participant in the cryptoart scene and NFT market in Argentina he has been exploring art on the blockchain since 2020 and is currently the Director of Programming at Museum of Crypto Art, a web3 native cultural institution.
Julie Blackmon. New Neighbors, 2020
Courtesy the artist and Fahey-Klein gallery
Julie Blackmon (b. 1966) is an American photographer who lives and works in Missouri. As an art student at Missouri State University, Blackmon became interested in photography, especially the work of Diane Arbus and Sally Mann. Blackmon’s oeuvre also shows influences from Masters of the Dutch Renaissance such as Jan Steen.
Niio Art in collaboration with Fahey/Klein Gallery recently published an Artcastof Julie Blackmon’s photography works in digital format. The artist focuses on the complexities and contradictions of modern life, exploring, among other subjects, the overwhelming, often conflicting expectations and obligations of contemporary parenthood. Blackmon has stated that her works deal with “modern parenting, and the contradictions and expectations and the overwhelmed feeling that go with parenting today as compared to the past” furthermore the artist has stated “with the little ones it’s more metaphorical than about parenting, and speaks of the anxieties of everyday modern life”.
Thomas Lisle is a British artist who works in 3D animation, painting, digital art, and installations. Lisle’s works display his intention in creating new forms using digital tools, and his interest in psychology and the environment. Moreover, his artworks are part of the collections at Tate Modern in London and MoMA in New York. This interview is presented in conjunction with the launch of our latest curated solo show artcast titled Thomas Lisle: New Forms and Plasticity.
As an artist you create both paintings and digital artworks. Moreover, towards the creation of some of your digital works you also use digital paint techniques? Could you share with us your thoughts on combining more traditional historical art mediums with today’s available digital tools?
So I don’t see a combination of mediums; I see different mediums but with shared values (no mathematical values !), shared visual languages, shared symbols and psychological responses, it’s just a continuation of modern art practice in a new medium.
Let’s be clear the digital medium is very different from the real world, art critics and writers used to talk about an artist’s relationship with the media they were working in, but today very few art commentators have much knowledge of the practicality and techniques of digital art.
Artworks may be evaluated on the visual images, ideas and reactions that they invoke. We do care and think about how traditional paintings and sculptures are made. People talk about responses to mediums, and the specific use of a material in the artwork, like Eva Hesse (Hesse’s interest in latex as a medium for sculptural forms had to do with immediacy.) Wikipedia. or Richard Sierra and rusty steel. A drawing made with a pencil and a drawing done with mud or blood, for example, the medium makes a difference.
So I see the autographic, the hand-making marks by the artist as central to the paintings that I admire along with composition colour and form. What’s extraordinary about digital 3D painting is that it opens up the boundaries of what a paint stroke is capable of. If you think of ‘loading’ a brush with paint, then this paint flows out of the brush onto the paper and depending on your point of view, makes something beautiful, interesting or not. The brush is an emitter, the paint, carbon, ink, whatever flows out its just a real world liquid that can be simulated digitally. You can copy this with a digital paintbrush, but every aspect of the paint stroke can be programmed, if you use a tablet, then the pressure, direction and speed data all gets collected, and that data can be then fed in to control how thick your brush is how hairy, how anything you like, almost.
I get lots of satisfaction, both intellectually and visually, from making complex time-based abstractions from 3D paint strokes and 3D models. It relates to the need for some chaos, some randomisation in an artwork, some craziness, the hand-to-eye relationship. I use the variation in pressure, speed, and direction of a 2D brush stroke to become the starting point in a great deal of my artwork. Often the 3D brush stroke gets abstracted beyond the point of recognition as a brush stroke very quickly. This is intentional, and it’s not that I don’t like brush strokes, but that the initial motion and intent, is recorded and the data from it, is used to drive other values, such as the density of a cloud or velocity of a liquid, it’s a kind of transformation of one thing into another, a kind of ‘painting’ ‘form’ ‘psychological alchemy’ to me. A visual and coded metaphor for internal, psychological or collective change, progression, or distortion.
So while the digital paint medium is very different from the real-world medium, and one of the biggest differences is that its time based, many things are the same. I think composition, colour and form are still important; they didn’t just get cancelled. Visual languages don’t just disappear; symbols and meaning didn’t just ripped up and forgotten about. The trouble is that it’s difficult to have access to the right software – it can be expensive, it takes many years to learn and then the artist has to find a means of expression with the tools, software and hardware that are available.
I have personally been trying to make some kind of moving painting since 1982 when on my foundation, I started detuning TV sets and recording the results so that I could realise this idea of time-based art that is not photographic film/video, but rather abstract and based on visual languages.
If you have only become interested in digital art in the last few years, then it can all seem just digital at first, and how it’s made doesn’t seem so important. However, I would argue that what software is used and how well it is handled has a very drastic effect on the artistic output. As a simple example of this, just look at how many bald CGI characters there are. Any idea why? I don’t think it’s because it’s a new way of depicting humans or some ideas about bodily purity (hair being unpure, intrinsically non-body), that’s for sure. And I’m guilty of making bald figures, too. I know why I have done it; it’s because adding hair involves a whole series of technical and time-consuming issues (and not because I’m fairly bald). If I wanted to add realism, then it is going to take a few days to program and set up so that it looks and moves realistically as the character moves. On top of that, there’s a huge hit on the render time per frame from computing the motion of all the hairs and rendering 100s of thousand of individual hairs. If I buy or download some license-free, none dynamic hair, just a solid blob of matter, I might feel I have compromised. If I didn’t know a bit about human IK skeletons and character rigging (the systems that enable character animations). I wouldn’t know how to keep that hair in the same place as the head; it’s attached to as it moved. You then need to give that hair mass a hair-looking texture and have to understand how UV mapping works (UV coordinates map textures to 3D objects); it’s quite difficult to learn. If my figure is in some way distorted or abstracted, I would have to apply a similar abstraction to the hair, and this is another big issue because if my hair model isn’t made in the same way as the figure, and I didn’t make the figure, I just downloaded it or bought it for £10, then I would have to learn how to model and how to integrate even the most basic hair model into the deformation in a way that matched the figures’ abstraction also not straight forward. So bald is the easy solution, but it really makes no sense; art history is not littered with bald Mona Lisas and Madonnas, ok babies are born fairly bald, so that’s ok. The world’s artists have never gone around and depicted people who would normally have hair bald for any reason whatsoever that I know of.
There’s also a huge difference between art drawn on an iPad and made by an AI or drawn, modelled in 3D.
If you look at a digital artwork and think that someone has hand-drawn it when in fact, it’s a video effect off the shelf that took 5 minutes to achieve – it may not devalue the artwork, but it may still be fantastic in your eyes, it may be genuinely fantastic! Or you imagine an artist has cleverly programmed an Ai supercomputer to do it or built a filter from the ground up. It’s valuable to understand the artwork and the artist’s input. I’m being careful not to dismiss digital techniques that are not sophisticated or are off the shelf, the artist may be new to digital art generation the visual idea and the concept could still be fascinating, but if you don’t know the differences, then you don’t know what the artist did and you don’t understand the process or the artist’s practice.
“So I see the autographic, the hand-making marks by the artist as central to the paintings that I admire along with composition colour and form. What’s extraordinary about digital 3D painting is that it opens up the boundaries of what a paint stroke is capable of.”
Thomas Lisle, Abstract 01, 2022.
For the creation of your artworks included in your latest artcast you make use of 3D digital tools. Could you dive deeper into the complexity of these tools and how to aid contemporary artists in expressing their explorations through this new medium?
I have been trying to make time-based paintings since I was 19. Yes, there is hand drawn/painted animation, but it takes so long, it’s not procedural, and on the whole, it hasn’t been the medium of many contemporary artists, and I would say that’s because it takes a very long time, there has been no market for it, and I would say it’s difficult too, but NFT’s might change that.
The artworks in my artcast are autographic, generative and procedural (procedural-an artwork defined by a computationally represented system of rules, relationships, and behaviours, enables the creation of works that are flexible, adaptable, and capable of systematic revision. Dynamic Drawing: Broadening Practice and Participation in Procedural Art Jennifer Jacobs MIT 2017). Many artworks are going to be both Generative and procedural at the same time, and they could be 3D, 2D, AR, VR, still or moving.
In simple terms, procedural means that one programs an effect/distortion that affects a 3D model or some element in 3D or 2D and it abstracts it in a very specific way. Because it’s procedural, you can apply that effect to another different model by swapping over the input model i.e from a horse to a chicken. Procedural means all the elements that make up the abstraction effect can be tweaked, revised, animated and manipulated in more depth. I use these techniques a great deal and build on complex programming sequences that I have worked on previously, changing, modifying and improving the initial way the distortion or simulation works. Sometimes I take the whole abstraction code and make it part of a subset of another larger, more complex distortion/simulation. Once you start playing around with the fundamental building blocks, the DNA of form as it where you can start to build a new and personalised visual abstractions that are, in effect, similar to painting styles. This is particularly relevant to 3D artwork, where the scope for new forms and new and novel ways of abstraction is vastly wider than in 2D. This is because 3D encapsulates the whole object, whereas 2D only gives you the bit you can see. Leonardo only painted the front of the Mona Lisa, so if we manipulate her in 2D, we are never going to have access to the back of her, only the bit we can see in 2D.
The artworks in the artcast use lots of different techniques, from 3D painted forms to 3D painted forms turned to gases and liquids, deformed shapes, animated textures, several different types of gas simulation, directly painted tubes, particle flows, and more! It’s very much about contrasting visual elements motions and forms working in different ways to come to a sort of visual balance.
My heartfelt belief is that as cave women/men painted and people throughout history, it’s the element of the human expression that comes through using tools that they themselves wield and have a relationship with that have the meaning. The most direct way of doing that digitally is with a touch-sensitive pen or equivalent. As I mentioned earlier, an artist has to work with the tools that they have available, and I believe Blender ( a free open sources 3D package) has some 3D painting capabilities. It can make fluids, and gases, animate characters, deform models, it can do a great deal it has a modular programming functionality and a procedural node based programming language. I personally think that it’s easy to get lost in the effect and lose sight of the goal. I know that I have often spent months trying to learn a certain technique and forget why I wanted to use it in the first place. I use Maya for my artworks and have done for over 15 years.
I read an article by Alex Estorick a few years ago when he asked the question, “why are there not more painting-based 3D artworks”. Well, the answer is quite simple, it’s complicated to make a 3D paint mark that has fluid qualities and is programmable over time. The only solutions I have seen that incorporate touch sensitivity, a loaded multicoloured brush, and liquid simulations are in Houdini and Maya software packages maybe Blender. In 10 years time or so, I think people will have the computation power and disk space to do this easily. At the moment, it’s complex, and there is no off-the-shelf digital tool that does it properly. To get it to work, I have to program it procedurally, there are limits to how much detail and how long a fluid simulation will be defined by my computing power. It’s possible to make the paint stroke fundamentals in real time; the rest, the liquid simulations, take a few days to compute. I enjoy making something based on a paint stroke that then morphs into something uniquely animated and digital that no longer has any visual relationship with a brush stroke yet uses the data in the stroke to drive the animation/abstraction/deformation. And If I didn’t say anything you would probably never know.
Sometimes I have made these types of artwork and feel that the real interest lies in the struggle to work out how to do it, as the result is not as interesting as the amount of effort put in to make it. However, a few years later I find that I appreciate that learning and experimenting with a technology has led to all sorts of new and exciting work and has been invaluable after all. A splash of paint can easily become a sort of non-contemporary art thing, a more corporate communications symbol for some kind of creativity. I really want to avoid that! And find more interest in the abstraction and deformation of paint-like strokes; being able to turn off gravity reverse the surface tension of a liquid, and make paint stick to 3D characters or models opens up lots of interesting possibilities. I’m starting to treat paint simulations as an element of a larger artwork, an element that describes something but is not the centre of the artwork.
I heard Frank Stella recently describing some of his work as painting in 3D, and this is what is so interesting about 3D software, it brings together two systems that have been thought of as two distinct systems. It’s a fundamental shift in visual thinking.
“I enjoy making something based on a paint stroke that then morphs into something uniquely animated and digital that no longer has any visual relationship with a brush stroke yet uses the data in the stroke to drive the animation/abstraction/deformation.”
Thomas Lisle, In the Minds Eye, 2022.
Can you please elaborate on your interest in psychology and how this is incorporated into your artworks?
I will try and answer briefly. It seems that there are universal rules that apply to people’s psychology regardless of where they are born, which means that basically, we are all humans regardless of race and religion; religion itself seems to be oriented to where you are born and the culture you grow up in. So rather than think of specific issues to bring to the public attention in art why not look at the underlying causes of all the issues. And secondly, we are all developing psychologically; I don’t think many people can claim they have reached a full understanding of themselves or their full potential. We all have some personal issues, no one is perfect, and we all have a shadow side that we need to come to terms with. We are all moving towards individuation of one sort or another from birth, it seems to me.
As I studied psychology more and more, I started to find out about psychological symbols in art and film, and I started to investigate archetypes ( https://www.youtube.com/results?search_query=this+jungian+life+archetypes wonderful lectures of archypes) and their use in narratives and symbols, from folk tales to feature films. And symbols and psychological alchemy, the psychologist (James Hillman was written some eye-opening books on the subject.) And I started to incorporate ideas and concepts of psychology into my artwork. And Jung’s book “Man and his symbols” and introduction to Jungian psychology and symbols.
Thomas Lisle, Abstract 02, 2022.
Some of your artworks such as Abstract 01 and Abstract 02 may remind some of artworks by artist Wassily Kandinsky. Is there a purposeful reference to art history in your works?
Not specifically, but I love his work and subconsciously, its working away somewhere in the background. There are lots of references to the art history of the last 100 years, in my work.
Are there any other traditional artists or art periods that you look back at or are inspired by in the creation of your works?
In the 20th century, artists like Picasso and Rauchenberg, the Fauves and German expressionists have been lifelong influences. Helen Chadwick, Ron Haseldon, Marc Chaimowicz all had an influence on me when I was at Art school. Today some of the artists I find the most interesting are Albert Oehlens and Gerhard Richter. It’s the visual experience and ideas that make their work so interesting and important and an important influence on my work.
Thomas Lisle, Subconscious Motions, 2022.
As a young artist you became interested in Glitch Art and Punk Rock, could you outline how these art forms influenced your art practice and oeuvre of works in general?
I think there is an element of punk rock in lots of art movements, from the Fauves to Dada to Expressionism, at the time of punk rock, it only really lasted a few years; there was no equivalent visual movement, I was only 16 in 1978, it seemed an important movement to be part of and it was very cathartic.
My glitch art was borne out of a desire to make art that was more about our time (then) and the media of the time, analog TV, to basically make images that had a new approach to abstraction by detuning TVs by making them go wrong and using ones that didn’t really work, capturing a bit of the randomness at specific moments. For those of you who never experienced analogy TV it was the high tech of the 70’s 80’and 90’s that really wasn’t very perfect and all controlled by the Broadcasters. Around that time in the early 1980s, I started to be interested in Electronic music – I can’t play an instrument or even hum in tune, but there was no equivalent to the synthesiser for artists in the 80s. Today I still like electronic music. I listen to a wide variety from classic to world, to electronic. The fascinating popular music for me today is the french “Trip Hop” scene, I can see elements of that kind of clash of taking all sorts of reference points and techniques and putting them together in a chaotic way that somehow finds some kind of balance or sense interesting in a number of ways with my digital art.
So going back to your question, I think the legacy of punk rock was to be happy to take risks and not worry about the results. My work with glitch art was aimed at finding new ways to abstract figures in a mode that was analogous to the times I lived in and to take on board the idea of time-based painting. I gave up making glitch TV artworks by the early 1990’s as I got frustrated with the inflexibility of the medium; there’s very little control. It seems less about conscious abstraction, especially of the figure, than about a symbol for the frailty of the digital era. Analog glitch art threw up interesting abstractions, very randomly. Digital glitch art is programmed. Digital 3D systems give me control of nearly every aspect of the artwork I make, it’s all a conscious decision it’s all intended, even the added visual chaos is orchestrated.
Emotions are complicated, much more than a set of emojis can ever convey. “By one estimate, more than 90 definitions of «emotion» were proposed over the course of the 20th century,” stated psychologist Robert Pluchnik [1], the author of one of the most widely cited theories of basic emotions. In 1958, Pluchnik suggested a structure based on eight basic bipolar emotions: joy versus sorrow, anger versus fear, acceptance versus disgust and surprise versus expectancy. Later on, in 1980, he developed this classification further into a more complex “wheel of emotions,” analogous to a color wheel, in which primary emotions were placed forming a circle, with opposites 180 degrees apart and other emotions placed between them, as mixtures of the primary emotions in the same manner that primary colors can be mixed to obtain secondary colors.
Pluchnik’s wheel of emotions. Source: Wikipedia
Inspired by Pluchnik’s diagram, in early August 2022 visual artists Asaf and Tomer Hanuka created Moodies, a collection of 7,401 artworks generated from a set of 32 original illustrations depicting human emotions in the form of a portrait of a fictional character whose face is a big hole (which the artists call “the cave”), filled and surrounded by different elements that build a visual metaphor of each emotional state. Notably, the brothers Hanuka have updated some of the terms in Pluchnik’s diagram, adapting it to the type of emotions that are prevalent in a society where human interactions are mediated by social media and messaging apps.
For instance, the term “annoyance” in Pluchnik’s wheel becomes FOMO (Fear Of Missing Out), a particular kind of annoyance we all experience in the fast-paced “present” built by mass media. Similarly, “aggressiveness” is described as “bullish,” an attitude that is at once celebrated by those who identify with toxic masculinity and frowned upon by those who decry a behavior that preys on the weak and can have fatal consequences (such as cyberbullying). Other changes may seem a matter of semantics, but they are nonetheless significant. Take “serenity”, which becomes “nostalgia,” a feeling particularly connected to Asaf’s and Tomer’s generation, whose childhood was deeply influenced by the culture of the 1980s, which has since been constantly repackaged a resold to them as adults, cashing in on their longing for the past. Additionally, “admiration” becomes “proud,” signaling the growing importance of the self in our highly individualistic society.
Moodies emotion map. Source: moodiesnft.io
These subtle changes illustrate the attention that both artists have put into creating a depiction of human emotions that speaks to the specific context of social media and the NFT art scene. Moodies stems from the Hanuka brothers’ desire to re-imagine the profile picture or selfie as it is used in today’s world; the image that has come to define us in the social world. Asaf and Tomer therefore describe the Moodies as ‘anti-emojis’ and aim to re-introduce to our social lives conversations about emotions and the inner-self rather than just creating pictures of perfect lives that are usually experienced as cover-ups.
‘FOMO’, for example, portrays an eyeball with a knife poking down its middle where the face is supposed to be, in the background we see a broken down backyard that looks out on Hollywood Hills. The person in the image has a bad hairdo with bald spots on the top of his scalp, and the grass that makes up his body and the background is far from being green. ‘Nostalgia’ depicts an old tape recorder in place of a face, the figure wears a Duran Duran 80’s hairdo and a jean jacket, and the background is a retro gas station.
“Our mission is to expand the conversation of feelings. These are the anti-emojis. There is an astonishing beauty to the complexity and intricate structures that govern our moods. This esthetic quality has been erased by outsourcing our social lives to platforms like Instagram”
Pluchnik’s diagram not only provided inspiration but also the blueprint for an algorithmic creation based on combining the elements in each of the 32 original drawings. These illustrations, termed “Pure Soul Moodies,” are each composed of 6 elements: Aura (head), Body (clothing), Cave (face), Environment (backdrop), and Skin (color or texture of the skin). These elements are then associated with the emotion that the Pure Soul represents, thus creating several thousands of mixed emotions artworks, in which each part of the drawing corresponds to an emotion. The compositions resulting from this process, alongside the original 32 Pure Souls, constitute the Moodies NFT collection, each artwork being minted as a unique piece.
One-page story by Asaf Hanuka explaining the making of Moodies.
A meaningful PFP project
Moodies belong to a type of NFT projects known as PFP, which stands for profile picture: these are illustrations intended to be used by their collectors as profile pictures on social media. Increasingly popular thanks to the success of early projects such as Larva Lab’s CryptoPunks or the ubiquitous Bored Ape Yacht Club, that have inspired an endless array of copycats, PFP NFTs combine the uniqueness of the artwork with the desire to create a personal identity on social networks that is at the same time distinctly individualistic yet belonging to a group. However, Moodies stands out for introducing a narrative and an underlying concept that is lacking everywhere else. Award-winning illustrators and storytellers, Asaf and Tomer Hanuka have succeeded in creating a series of artworks that respond to the driving aesthetics of the NFT space but also introduce a reflection on the need to express one’s personality and emotions. As Pluchnik stated:
“Although personality is usually taught in universities as if it had little or nothing to do with emotions, words such as gloomy, resentful, anxious and calm can describe personality traits as well as emotional states. An individual can feel depressed, or be a depressed person, feel nervous or be a nervous person. […] Thus personality traits may be conceptualized as being derived from mixtures of emotions.”
In this sense, the Moodies aptly connect the depiction of a combination of emotions with the construction of one’s personality, and more specifically, one’s persona in a social environment like those provided by Instagram, Twitter, TikTok, and so forth. The chaotic combination of elements in a surreal and somehow uneasy relationship becomes a perfect illustration of Pluchnik’s description of emotions as unstable processes:
“Emotions are not simply linear events, but rather are feedback processes. The function of emotion is to restore the individual to a state of equilibrium when unexpected or unusual events create disequilibrium.”
The artists have therefore succeeded in creating a series of artworks that reflect on our digital identity and our need to belong to a group, which nowadays can be made of a large number of geographically distant and anonymous people, but also invite expressing our inner self in a playful way: “We wanted to create a group of people that care about feelings,” state Asaf and Tomer. “Instagram is about looking good and feeling happy: this is manipulation, forcing you aggressively to be happy. For us this felt fake, and we wanted to turn this inside out. Inside you have darkness, pain, love, we are made up of a cocktail of good and bad.”
Into the Moodieverse
Moodies goes beyond the depiction of mixed emotions in a set of algorithmically combined portraits. The artists are currently developing a larger story that builds a whole world around the initial idea of bringing the wheel of emotions to life. Central to this story is a character known as The Great Moodie, “a brilliant physician turned mentalist who modeled the principles of electromagnetics to uncover the mysteries of the unconscious mind.” This enigmatic character, which according to the story created a machine capable of tapping into the collective unconscious, known as the Soul-Ray, is said to have disappeared and will soon resurface in the Metaverse.
The Soul Ray. Source: moodiesnft.io
The Hanuka brothers consider this character essential to the plot that unites the whole Moodies project and will lead its continuation beyond the initial launch of the NFT series, which quickly sold out and is now only available in the secondary market.
“The relationship between the great Moodie and the Moodies is that first we wanted to create generative art, something we wanted to control mixed with random decisions, and then we needed to define a concept to justify this loss of control, which brought us to creating mixed emotions. The Great Moodie is us trying to visualize feelings. There is this visual metaphor: The Great Moodie is what it means to be an artist.”
Just like The Great Moodie, the Hanuka brothers have big plans for this project which they keep under wraps for the moment, but that will unfold in a fully developed narrative and a growing community experience for their NFT holders. The project has already expanded beyond the blockchain to create experiences with people in the real world: the Moodies have been touring the world, making appearances in Los Angeles and at NFT NYC 2022. Their latest stop is Tel Aviv, where the Hanuka brothers have displayed a selection of the collection at SAGA, a cave-shaped gallery in Jaffa.
Moodies LA Takeover. Source: moodiesnft.io
Asaf Hanuka is based in Tel Aviv and serves as the Head of Department at Shenkar College of Engineering, Design and Art. He is also an illustrator and comic book artist. He has won multiple international awards including the Eisner for best US edition of international material for The Realist, an autobiographical weekly comic, and recently published I’m Still Alive with writer Roberto Saviano (Gomorrah).
Tomer Hanuka is based in New York and has most recently worked in visual development with Netflix and Sony for live-action and animated projects. He is an illustrator and cartoonist who regularly contributes to magazines such as The New Yorker, Time Magazine, The New York Times, and Rolling Stone. Tomer has exhibited at international museums such as The British Design Museum and has won multiple industry awards including Gold medals from The Society of Illustrators and The Society of Publication Designers.
They have also co-created, with the collaboration of writer Boaz Lavie, The Divine, a graphic novel which made The New York Times bestseller list, was nominated for a Hugo, and won the International Manga Award. Publisher’s Weekly described it as “Heady, hellacious, and phantasmagoric”. In addition, the brothers Hanuka have contributed a story to the Attack on Titan anthology, published by Kodansha Comics.
[1] Robert Plutchnik. The nature of emotions. American Scientist ; Research Triangle Park Tome 89, N.º 4, (Jul/Aug 2001): 344-350.
As we reach the end of 2022, we look back at a very busy year, and forward to an even more intense 2023. In this series of posts, we have selected some of our favorite artcasts, artists, artworks, articles, and interviews. They outline an overview of what has happened in Niio over the last months and highlight the work of artists and galleries with whom we are proud to collaborate. However, there is much more than what fits in this page! We invite you to browse our app and discover our curated art program, as well as our editorial section.
Five artists from 2022
We created Niio for artists. As the creators of the artworks, which are the key element around which revolves the whole art world, they are fundamental to the existence and the development of contemporary art. Digital artists have long faced a lack of recognition and understanding of their work, paired with the difficulties of disseminating art in a digital format while retaining control of it. At Niio we help them share their art with a wider audience, sell it with the assistance of their galleries, and explain their creative process, all while keeping full control of their work. This year our curated art program has dedicated 42 artcasts to present the work of a single artist, and we have carried out almost 40 interviews that dive deeper into their practice.
We have chosen five artists from more than 80 featured in our curated art program this year. Click on their names to find out more about their work.
Dagmar Schürrer, We are already history, and we don’t know it, 2021.
Dagmar Schürreris an Austrian digital artist based in Berlin, Germany. She holds a degree in Fine Art from Central Saint Martin´s College in London, UK. She assembles digitally generated objects and animations, text and sound to form intricate video sound montages, presented on screen, as installations or combined with new technologies such as augmented reality. She is a research assistant at the University for Applied Sciences Berlin, where she teaches AR technologies and supports the production of AR applications in the field of art and culture. As a board member of the Berlin media art association (medienkunstverein) she is committed to supporting new forms of presentation of contemporary new media art. This year she has presented on Niio the solo artcast Parallel Realities.
Andreas Nicolas Fischer, Nethervoid 07 L 2180, 2022
Andreas Nicolas Fischer is a multidisciplinary artist from Berlin. Fischer started his artistic career as a traditional artist working mainly with painting and drawing, but became interested in generative art upon his visit to artistCasey Reas’ Process/Drawing exhibition in 2005 atDAM Gallery in Berlin. While he did not have a background in computing, Fischer was motivated to teach himself code and started creating animations with Processing. He also worked briefly with fabrication and sculpture to adapt to the demands of the market at a time when the interest in digital art was not yet mainstream. However, he considers himself a purist and likes to create systems that operate autonomously, something that he can achieve by working with generative algorithms.
Eva Papamargariti, As they were drifting away, their bodies turned into waves, 2022.
Eva Papamargariti is an artist based between Athens and London with a background in Architecture and the Visual Arts. The artist’s artistic practice focuses on creating 2D and 3D rendered spaces that ultimately blur the boundaries between physical and digital environments. Moreover, her practice focuses mainly on the moving image but she has also worked with prints and sculptural installations. Papamargariti’s works deal with the interactions between humans, nature, and technology which define our identity and everyday experiences. The artist’s works have been exhibited at different institutions on an international level including at The New Museum in New York, The Whitney Museum, New York, and Tate Britain in London.
Matteo Zamagni is a multi-disciplinary artist who works across the visual arts, electronic music, multimedia installations, and film production. Using analytical geoscientific tools, VR/AR/MR, real-time generative imaging, photogrammetry, and CGI techniques Zamagni explores the complexities of the different crises that define our contemporary age and society. Zamagni’s artistic production is characterized by the exposure of the interrelations between nature and technology through machine-driven visual artworks. This year he has presented on Niio the solo artcasts Experiences of Synchrony and Thought Experiments.
Fabio Catapano is an Italian digital artist and designer who works with code, CGI, and motion. He has a degree in digital sociology and anthropology, and with his work focusing on the relationship between society and technology, he attempts to create digital images that feel poetic and meditative. Fabio’s expansive work has been exhibited in Paris, Brussels, London and many other cities. He has also been part of the first Italian NFT auction organized by the auction house Cambi and SuperRare. And, he has been nominated as one of the ten most influential NFTs artists in Italy. Fabio collaborated with brands such as Nike and Apple.
This year he has presented on Niio the solo artcastA Theory of Color.
As we reach the end of 2022, we look back at a very busy year, and forward to an even more intense 2023. In this series of posts, we have selected some of our favorite artcasts, artists, artworks, articles, and interviews. They outline an overview of what has happened in Niio over the last months and highlight the work of artists and galleries with whom we are proud to collaborate. However, there is much more than what fits in this page! We invite you to browse our app and discover our curated art program, as well as our editorial section.
Five artcasts from 2022
Our curated virtual exhibitions are characterized by their flexibility to bring art in a digital format to any screen, at the homes of collectors and art fans, as well as in the framework of international exhibitions. This year, we have featured commissioned artworks by outstanding artists, participated in the ISEA2022 Barcelona International Symposium of Electronic Arts among other events, and introduced photography artcasts with celebrated photographers in collaboration with Fahey-Klein gallery.
We have chosen five artcasts from almost 60 launched since March this year, featuring the work of more than 80 artists. Click on the titles to explore each selection.
Niio joined the exhibitions of the ISEA2022 Barcelona 27th International Symposium on Electronic Art with a selection of artworks addressing the main themes of the symposium. The screen-based works address the notion of possibles in different ways, from the dynamics of microscopic particulate matter to the global effects of climate change, from new worlds we could inhabit to those that are fading away, and from our individual perception of the world to the realization that even machines can forget. Participating artists: Frederik de Wilde, Diane Drubay, Jeppe Lange, Sabrina Ratté, Antoine Schmitt, and Snow Yunxue Fu.
Artists create with the weight of art history on their shoulders. The canons from Antiquity, the Renaissance, the Baroque and Neoclassical periods, as well as Modernity have shaped the perception of the Fine Arts and the objects that an artist is supposed to create. Artists nowadays have the possibility, through digital technologies, to incorporate, remix, and reshape the art from the past in order to create new artworks that question the need for a static piece of marble or a canvas, and instead present an ongoing process. Participating artists: Quayola, Daniel Canogar, Frederik de Wilde, and Julian Brangold.
Steve Schapiro. Andy Warhol, Edie Sedgwick and Entourage, New York, 1965
A selection of photographs by Steve Schapiro (1934-2022), one of the most prominent figures of documentary photography in the United States, initiated our series of photography artcasts curated by Nicholas Fahey, owner of Fahey-Klein gallery in Los Angeles. Devoted to photojournalism from a young age, he worked as a freelance photographer for Life and other magazines such as Time, Newsweek, the Saturday Evening Post and Paris Match. An exceptional witness of the civil rights movement, his camera captured key moments in American history with a sharp eye and caring attention to the subjects of his portraits.
In this series of works, artist Carla Gannis and her avatar C.A.R.L.A.G.A.N. travel around different parts of the world, in the city, and the countryside scanning and recording their experiences. The artist references historical philosophers, thinkers, and artists considering developments and similarities between the past and the future, between the pre-digital and the post-digital ages. The artworks represented derive from a series of 3D LiDAR scans taken from the artist’s iPhone, which are then recreated into fragmentary sceneries through a multimedia process that includes post-photography, 3D animation, digital painting, and AI generated imagery.
The pace at which city dwellers move is faster the bigger the city is. This was already proven by Marc and Helen Bornstein in their often quoted essay The Pace of Life from 1979, and has become much more clear nowadays, when our physical movements in the city are paired with a relentless digital activity. Yuge Zhou revisits her exploration of urban environments and the flows of commuters in these two commissioned artworks creating video collages of passersby in different U.S. cities, walking on sidewalks or rushing through subway stations. The collage technique allows her to create repetitions and create a sense of rhythm in these observations of daily life. “Interlinked I” and “Interlinked II” are part of the Niio Commissions Vol. 3
Ask Me Anything is a series of articles in the form of conversations, aiming to clarify certain terms, techniques, and debates related to digital art. Our Senior Curator puts 20 years of expertise in digital art at your service to answer your questions, taking only 5 minutes of your time.
Mark Amerika. Mobile Beach, 2007
Hey, what happened? The screen is broken!
What? Ah, don’t worry, the screen is fine. What you are seeing is glitch art.
This is art? But there’s something wrong with the image, it’s not loading properly. Did you check the cables?
Yes, precisely that is how the image is supposed to look. The glitches are what this type of art is about.
Oh, you can’t be serious… How can this…? I mean, ah… I can’t concentrate with this image jumping around and… and getting all pixelated and broken…
I understand. Let me recommend a simple exercise: take a deep breath… and stop trying to fix the image, just look at the changing patterns on the screen. Don’t think of it as an image of a river, or the portrait of a woman, or whatever it is you are trying to see there. That is just an illusion. The image does not exist, it is just information interpreted by a program and displayed on a screen.
The image does not exist, it is just information interpreted by a program and displayed on a screen.
I don’t understand. When I download an image to my computer, it is always an image. I see a thumbnail on the desktop, I click on it, and there it is: an image.
Yes, because it is interpreted as such every step of the way by the operating system. But try this simple trick:
1. Click on the filename. Change the extension from .jpg or .png to .txt
2. Open the file. The operating system will use a text editor.
3. You’ll see strings of weird characters that make no sense. Select some and erase them.
4. Save the file. Change the extension back to .jpg or .png
5. Open the file. The image has changed, it is probably broken or cut at some point.
This shows you what I explained before. When everything goes well, you are deceived into seeing a sharp, beautiful image, but when the data is corrupted, not properly transmitted, or there is an error in the program interpreting the data, this is what happens.
Ok I get it. But then, why is this art?
Glitch art is mainly about exploiting an error in a computer system, exposing its inner workings. It is hard to offer a specific definition, since there are many types of glitches and ways of interpreting what a “glitch” can be. Artist and researcher Rosa Menkman, who has extensively worked and theorized about glitch art, puts it this way:
“A glitch is the most puzzling, difficult to define and enchanting noise artifact; it reveals itself to perception as accident, chaos or laceration and gives a glimpse into normally obfuscated machine language. Rather than creating the illusion of a transparent, well-working interface to information, the glitch captures the machine revealing itself. Glitch artists make use of the accident to ‘disfigure’ flow, image and information, or they exploit the void – a lack of information that creates space for deciphering or interpreting the process of creating (new kinds of) meaning.” [1]
Menkman argues that glitch art goes beyond the aesthetic or the machinic, revealing flaws that are also present in social, political, and knowledge systems.
Raoul Hausmann, fmsbwtözäu, poster poem. 1918. Centre Pompidou, Musée national d’art moderne-Centre de création industrielle, Paris. Photo: Philippe Migeat
How can art be about error and nonsense?
Different art movements have explored the creative potential of errors and played with the absurd. Take for instance the Dadaists, who proclaimed the futility of art and their distrust of the art system. “Everything one looks at is a fake,” said Tristan Tzara in his Dada Manifesto of 1918. The Surrealists also wanted to disrupt the creative process and access less formal and rational ways of creating art by introducing randomness and spontaneity.
Ok, but the Dadaists and Surrealists did not use computers.
No, but they faced structured systems with codes and an internal logic that they wanted to disrupt. Using random words to create a poem or creating one out of unintelligible words, such as “dll rrrrr beeeee bö fümms bö,” as Kurt Schwitters did in his Ursonate (1932), is akin to creating a glitch in language, understood as a formal system, and actually developing a different kind of language. Similarly, Glitch Art is not simply about creating a disruption in a computer system, but exploring the creative and expressive capabilities of integrating glitches into a digital image, video, text, sound, or software, among other mediums.
Rosa Menkman and Johan Larsby, Monglot (2011) glitch software.
Hold on, you’re saying that the artists create the glitches?
They sometimes appropriate them, or create the conditions for the glitches to happen. Musicians working with electronic synthesizers already experimented with disrupting the circuits to create noise. Also artists like the duo JODI, who are among the pioneers of net art, explored the aesthetic capabilities of the code hidden behind every website and also with the first modifiable versions of videogames such as Wolfenstein 3D or Quake. Some artists appropriate glitches happening while using computer software, as for instance Ant Scott, who in the early 2000s built a blog collecting screenshots and photos of software crashes and offered an initial definition of glitch art. Others initiate a process aimed at making glitches happen: this is the case of Mark Amerika’s experiment with mobile video in the late 2000s, forcing the capabilities of the mobile phone and the limitations of streaming HD video to generate “datamoshing,” a visible error caused by video compression. Rosa Menkman and Johan Larsby created in 2011 a glitch generator software called Monglot as a way of teaching about glitch at a moment in which it had been widely adopted as a purely aesthetic visual style in music videos and graphic design. More recently, glitch has been frequently adopted in the NFT art scene, as can be found in the work of Domenico Barra, or notably in generative art projects such as Kim Asendorf’s Sabotage. Then some artists are inspired by glitch art but move beyond it, as is the case of Yoshi Sodeoka, whose work connects noise music and glitch into an audiovisual language of his own.
Yoshi Sodeoka, Synthetic Liquid 7, 2022.
Wow, you went full art historian mode there.
I just scratched the surface.
Understood, but now that we have increasingly better high resolution screens, hyperrealistic 3D simulations, and immersive virtual reality devices, what’s the point of glitch? Isn’t it a bit nostalgic and passé?
I would argue quite the opposite, that as the means to create a convincing virtual reality around us are getting better, we need to counter this sleek, fake hyper-reality with a bit of glitch. Besides, glitch is fun.
Yes, I have to say that once you “get it,” it’s quite fun.
Told ya.
[1] Rosa Menkman. The Glitch Moment(um). Amsterdam: Institute of Network Cultures, 2011, p.29-30, 33.