What is AI Art? A Conversation with ChatGPT

Pau Waelder

Image generated with Open AI’s DALL-E 2

ChatGPT is a machine learning model developed by OpenAI which was recently opened to the public as a research preview, allowing users to test it freely. Similarly to how DALL-E 2 draw widespread attention for its ability to create impressively realistic or stylized images based on text prompts, ChatGPT is now receiving similar responses, since it is capable of producing reasoned explanations and provide answers to follow-up questions, apparently grasping the context of what is being asked. As explained by OpenAI, the model was trained using supervised learning, based on conversations written by humans, in which a question and an answer were provided. Then a reward model was trained using several answers to the same question and having a human labeler rank them from best to worst. A reinforcement learning algorithm was used to optimize the model.  

ChatGPT is able to explain concepts and provide answers considering different aspects of an issue, often maintaining a neutral attitude that seeks to balance out opposing points of view. It usually concludes with a short paragraph that summarizes its previous statements. Seeking to test it, I asked a series of questions regarding art created with Artificial Intelligence programs. It seemed fitting to have an AI system explain AI art to humans. The result is the interview below.

Please note: ChatGPT provides long answers, sometimes using repetitive formulas. I have decided not to make any edits to the text in order to remain true to its outputs, and so to avoid forcing readers to scroll through a very long article I’ve included an index below. Feel free to click on the questions you find most interesting. They are grouped into themes to make browsing easier.

Definitions and history

Creativity

Production

Environmental impact

Aesthetics

Market

Longevity

What is AI art?

AI art is artwork created by artificial intelligence. This can take a variety of forms, but typically involves using algorithms and machine learning techniques to generate visual artwork, music, or other forms of creative expression. AI art often explores the intersection of art and technology, and can involve the use of neural networks and other forms of AI to create unique and unpredictable artistic experiences. Some AI art is created with the goal of imitating human creativity, while other AI art is intended to push the boundaries of what is possible with technology and create entirely new forms of art.

AI art is a type of art that is created using artificial intelligence algorithms and technology. AI art can take many forms, including digital art, paintings, sculptures, and other types of visual art. The algorithms and technology used in AI art can be trained to create original works of art or can be used to enhance or manipulate existing artwork. AI art can be created by both human artists and AI algorithms working together, or it can be created entirely by AI.

[ ↑ Back to top ]

Is AI art a subset of algorithmic art?

AI art can be considered a subset of algorithmic art. Algorithmic art is a term that refers to art that is created using algorithms and other computational processes. AI art is a specific type of algorithmic art that is created using AI technology and algorithms.

In this sense, AI art can be considered a subset of algorithmic art, because it is a specific type of art that is created using algorithms and computational processes. However, it is worth noting that not all algorithmic art is AI art, and there are many other types of algorithmic art that do not use AI technology.

Overall, while AI art is a type of algorithmic art, it is not the only type of algorithmic art, and there are many other types of algorithmic art that do not use AI technology.

[ ↑ Back to top ]

Not all algorithmic art is AI art, and there are many other types of algorithmic art that do not use AI technology.

What role does AI art play in the history of contemporary art?

AI art is a relatively new development in the history of modern and contemporary art, and its role is still evolving. However, AI art has already had a significant impact on the art world, and it has introduced new ideas and possibilities for artists and art enthusiasts.

One of the key ways in which AI art has impacted the art world is by challenging traditional notions of what constitutes art and who can create it. Because AI algorithms and technology can be used to create art without the need for human intervention, AI art has called into question the idea that art must be created by human artists in order to be considered “real” art.

Additionally, AI art has also introduced new possibilities for collaboration between human artists and AI technology. Many artists are now experimenting with using AI algorithms and technology as part of their creative process, and this has led to the emergence of new styles and genres of art that are not possible without the use of AI technology.

Overall, while AI art is a relatively new development in the history of modern and contemporary art, it has already had a significant impact on the art world, and it is likely to continue to play an important role in the future.

[ ↑ Back to top ]

How did AI art come about?

AI art has its roots in the field of artificial intelligence (AI), which is the study of how to create computer systems that can simulate human intelligence. The development of AI technology has been ongoing for several decades, and it has led to the creation of many different AI algorithms and technologies that can be used to solve complex problems and to automate various tasks.

One of the areas in which AI technology has been applied is in the creation of art. By training AI algorithms on large datasets of artwork, it is possible to create AI programs that can generate novel and original artworks based on the information they have learned.

The first known examples of AI art date back to the 1960s, when researchers began to experiment with using AI algorithms to create visual art. Since then, the field of AI art has continued to evolve and grow, and there are now many different AI algorithms and technologies that can be used to create a wide range of different types of art.

Overall, AI art has come about as a result of the development of AI technology and algorithms, and the application of these technologies to the field of art.

[ ↑ Back to top ]

Which was the first AI artwork ever created?

The first known examples of AI art date back to the 1960s, when researchers began to experiment with using AI algorithms to create visual art. One of the first known AI artworks was created by the computer scientist Harold Cohen in the early 1960s. Cohen developed a program called AARON, which was able to create abstract drawings based on a set of rules and instructions that Cohen provided.

Another early example of AI art was created by the artist Harold Cohen in the early 1970s. Cohen developed a program called AARON, which was able to create abstract drawings based on a set of rules and instructions that Cohen provided.

Overall, while the exact details of the first AI artwork are not well-documented, it is likely that one of the first AI artworks was created by Harold Cohen in the early 1960s.

[ ↑ Back to top ]

Can you name the main artists who have created art with AI?

There are many artists who have created art using AI technology and algorithms. Some of the most notable and well-known artists who have created AI art include:

  • Mario Klingemann: Klingemann is a German artist who creates AI art using a variety of different algorithms and technologies. His work often explores the intersection of art and technology, and he has exhibited his AI art in galleries and museums around the world.
  • Trevor Paglen: Paglen is an American artist who creates AI art that explores the relationship between technology, surveillance, and power. His AI artworks often take the form of large-scale installations and projections, and he has exhibited his work in galleries and museums around the world.
  • Anna Ridler: Ridler is a British artist who creates AI art using deep learning algorithms and machine learning techniques. Her AI art often explores themes of identity and the human condition, and she has exhibited her work in galleries and museums around the world.
  • Sougwen Chung: Chung is a Canadian artist who creates AI art that explores the relationship between humans and machines. Her work often involves collaborative projects between human artists and AI algorithms, and she has exhibited her AI art in galleries and museums around the world.

Overall, there are many artists who have created AI art, and their work covers a wide range of styles, techniques, and themes. These artists are at the forefront of exploring the potential of AI technology and algorithms to create art, and their work has been exhibited and recognized in galleries and museums around the world.

[ ↑ Back to top ]

Who creates the art, the artist or the machine?

Both the artist and the machine can create AI art. Some AI art is created entirely by AI algorithms, without any human input. In these cases, the algorithms themselves are the “artists” creating the artwork. Other AI art is created by human artists using AI technology and algorithms to assist them in the creative process. In these cases, the human artist is the creator of the artwork, but the AI technology and algorithms are an important part of the creative process. In some cases, AI art may be created by a collaboration between a human artist and AI algorithms, with both contributing to the final artwork.

[ ↑ Back to top ]

How can an algorithm be an artist? Isn’t creativity exclusively human?

The question of whether creativity is exclusively human is a complex one, and there is no definitive answer. Some people believe that creativity is a uniquely human trait, while others believe that it is possible for machines and algorithms to be creative.

One way to approach this question is to consider what we mean by creativity. Creativity can be defined as the ability to produce something new and original. While this definition may seem to exclude machines and algorithms, it is important to remember that these tools can be used in ways that were not possible before, and that they can help us to explore new ideas and create new and original works of art.

The algorithms themselves can be seen as creative agents, capable of producing new and original works of art.

In the case of AI art, the algorithms and technology used can be trained on vast amounts of data and can be designed to explore a wide range of possibilities. This can allow the algorithms to generate artwork that is novel and original, even if it is created entirely by a machine. In this sense, the algorithms themselves can be seen as creative agents, capable of producing new and original works of art.

Ultimately, whether we consider AI art to be the work of a human artist, the machine, or a collaboration between the two, will depend on our individual perspectives and values. What is important is that AI art allows us to explore new possibilities and to create art in ways that were not previously possible.

[ ↑ Back to top ]

Why would an AI program create art for humans? Wouldn’t it be more interesting to create art that only another AI can understand?

AI programs can create art for humans or for other AI programs, depending on the specific goals and objectives of the program and the designers who created it. In some cases, an AI program may be designed to create art that only another AI program can understand, for example, as part of a research project or to explore the capabilities of AI algorithms.

However, in many cases, AI programs are designed to create art that can be understood and appreciated by humans. This is because art is often a way for people to express themselves and to communicate with others, and creating art that can be understood and appreciated by humans is an important part of this process.

Additionally, creating art that can be understood and appreciated by humans can also help to demonstrate the capabilities of AI technology and algorithms. By creating art that people can understand and appreciate, AI programs can show the potential of AI technology to generate novel and interesting ideas, and to explore new creative possibilities.

Overall, whether an AI program creates art for humans or for other AI programs will depend on the specific goals and objectives of the program and the designers who created it.

[ ↑ Back to top ]

Who should sign an artwork created with AI?

The question of who should sign an artwork created with AI is a complex one, and there is no definitive answer. The specific approach that an artist takes when signing AI-generated art will depend on the individual artist and their goals and values.

In some cases, an artist may choose to sign an artwork created with AI themselves, as the primary creator of the artwork. This could be because the artist believes that they were the primary driving force behind the creation of the artwork, and that the AI program was only a tool that was used to assist in the creative process.

On the other hand, some artists may choose to sign the artwork with the name of the AI program that was used to create the art. This could be seen as a way of recognizing the contributions of the AI program to the creation of the artwork, and it could be an interesting and unique way to explore the relationship between human artists and AI technology.

In some cases, an artist may choose to sign an artwork created with AI using both their own name and the name of the AI program. This could be seen as a way of recognizing the contributions of both the human artist and the AI program to the creation of the artwork.

Ultimately, the approach that an artist takes when signing AI-generated art will depend on their individual goals and values. Some artists may choose to sign the artwork themselves, while others may choose to sign it with the name of the AI program, and still others may choose a combination of both. What is important is that the artist is transparent about their approach and that they are fair and reasonable in their dealings with the AI program and any other parties involved.

[ ↑ Back to top ]

If AI programs are written by humans, isn’t AI art entirely created by humans, in the end?

It is true that AI programs are written by humans, and that the technology and algorithms used in AI art are created by humans. However, it is important to remember that AI programs are not just simple, pre-programmed tools that are used by human artists. Instead, AI programs are capable of learning from data and of making decisions and predictions based on that learning.

In the case of AI art, this means that the AI algorithms and technology are not just blindly executing instructions that have been written by humans. Instead, the AI algorithms are able to generate novel and original artwork based on the information they have learned from the training data.

This means that while AI art is not created entirely by humans, it is also not created entirely by AI algorithms. Instead, it is the result of a collaboration between human creators and AI technology, with both playing important roles in the creation of the final artwork.

Overall, while AI art is not created entirely by humans, it is also not created entirely by AI algorithms. Instead, it is the result of a collaboration between human creators and AI technology.

[ ↑ Back to top ]

Which tools are there to create AI art?

There are many different tools and technologies that can be used to create AI art. Some of the most commonly used tools and technologies for creating AI art include:

  • Machine learning algorithms, such as neural networks, that can be trained on data to generate art
  • Generative adversarial networks (GANs), which can be used to create realistic images and other types of art
  • Deep learning algorithms, which can be used to create detailed and complex artworks
  • Computer vision algorithms, which can be used to analyze and interpret visual information
  • Natural language processing algorithms, which can be used to generate text-based art, such as poetry or fiction

These are just a few examples of the tools and technologies that can be used to create AI art, and there are many other options available. The specific tools and technologies used to create AI art will depend on the individual artist and their goals and objectives.

[ ↑ Back to top ]

Which are the most commonly used AI programs?

There are many different AI programs and technologies that are commonly used for creating AI art. Some of the most commonly used AI programs include:

  • GANs (Generative Adversarial Networks): GANs are a type of AI algorithm that is often used for creating AI art. GANs consist of two neural networks – a generator network and a discriminator network – that work together to generate novel and original artworks based on a dataset of existing artwork.
  • Style transfer algorithms: Style transfer algorithms are a type of AI algorithm that is used to apply the style of one image to another image. This can be used to create AI art by applying the style of a famous painting or artist to a new image, creating a novel and original artwork that combines the style of the original with the content of the new image.
  • Evolutionary algorithms: Evolutionary algorithms are a type of AI algorithm that is inspired by the principles of natural selection and evolution. These algorithms can be used to create AI art by starting with a population of random artworks, and then using a set of rules and criteria to select the “fittest” artworks from each generation, allowing the art to evolve over time.
  • Deep learning algorithms: Deep learning algorithms are a type of AI algorithm that is based on the structure and function of the human brain. These algorithms can be used to create AI art by training the algorithm on a dataset of existing artworks, and then using the trained algorithm to generate novel and original art.

Overall, there are many different AI programs and technologies that are commonly used for creating AI art, and the specific program that is used will depend on the goals and objectives of the artist.

[ ↑ Back to top ]

Which programming languages are used to create AI art?

There are many different programming languages that can be used to create AI art. Some of the most commonly used programming languages for creating AI art include:

  • Python: Python is a popular and versatile programming language that is often used for AI and machine learning applications. It has a large and active community of developers and users, and it offers a wide range of libraries and tools for working with AI algorithms and technology.
  • R: R is a programming language that is commonly used for statistical computing and data analysis. It has a strong focus on data visualization and is often used for creating AI art that involves the generation of complex images and other visual elements.
  • JavaScript: JavaScript is a popular programming language that is often used for web development. It is a versatile language that can be used for a wide range of different AI and machine learning applications, including the creation of AI art.
  • Java: Java is a popular and widely used programming language that is often used for developing large-scale, enterprise-level applications. It is a versatile language that can be used for creating AI art, and it has a large and active community of developers and users.

These are just a few examples of the programming languages that can be used to create AI art, and there are many other options available. The specific programming language that is used to create AI art will depend on the individual artist and their goals and objectives.

[ ↑ Back to top ]

Does an artist need to code to create this type of art?

An artist does not necessarily need to know how to code in order to create AI art. While knowledge of coding can be helpful for creating AI art, it is not a requirement.

There are many different tools and technologies available that can be used to create AI art without needing to know how to code. For example, there are several user-friendly AI platforms and tools that can be used to create AI art without needing to know how to code. These tools often provide a simple, intuitive interface that allows users to create AI art by dragging and dropping different elements and using pre-defined algorithms and settings.

There are many artists who collaborate with coders and other technical experts to create AI art.

Additionally, there are many artists who collaborate with coders and other technical experts to create AI art. In these cases, the artist can focus on the creative aspects of the art, while the coders and technical experts handle the technical aspects of creating the AI art.

Overall, while knowledge of coding can be helpful for creating AI art, it is not a requirement, and there are many different tools and technologies available that can be used to create AI art without needing to know how to code.

[ ↑ Back to top ]

Do you need a very powerful computer?

The specific hardware requirements for creating AI art will depend on the specific AI algorithms and technologies that are being used, as well as the complexity and scale of the artworks being created. In general, however, creating AI art often requires a significant amount of computing power, and it is not something that can be done on a standard desktop or laptop computer.

In many cases, creating AI art will require the use of a high-performance computer with a powerful processor and a large amount of RAM. This type of computer will be able to handle the complex computations and data processing that is required for creating AI art, and it will be able to generate high-quality artworks in a reasonable amount of time.

Additionally, some AI algorithms and technologies may require the use of specialized hardware, such as graphics processing units (GPUs), in order to run efficiently and to generate high-quality artworks. In these cases, a computer with one or more powerful GPUs will be required in order to create AI art.

Overall, while the specific hardware requirements for creating AI art will vary depending on the algorithms and technologies being used, it is generally a resource-intensive task that requires a powerful computer with a large amount of computing power.

[ ↑ Back to top ]

Does this mean, then, that only a handful of artists can create AI art?

The ability to create AI art is not limited to a small group of artists. While creating AI art does require a certain level of technical expertise and access to the necessary tools and technologies, these are not necessarily difficult or expensive to obtain.

There are many different tools and technologies available that can be used to create AI art, and many of these are freely available or can be purchased at a low cost. Additionally, there are many online resources and tutorials that can help artists to learn the technical skills and knowledge that are needed to create AI art.

Anyone who is interested in creating AI art can learn the necessary skills and obtain the necessary tools and technologies

As a result, while creating AI art does require some technical expertise and access to the necessary tools and technologies, it is not something that is limited to a small group of artists. Anyone who is interested in creating AI art can learn the necessary skills and obtain the necessary tools and technologies, and there are many different resources available to help them do so.

[ ↑ Back to top ]

Will AI make artists lazy?

The use of AI technology in the creation of art will not necessarily make artists lazy. In fact, AI technology can be a powerful tool that can assist artists in the creative process and help them to explore new ideas and possibilities.

However, it is important to remember that AI technology is just a tool, and it cannot replace the creativity and vision of human artists. While AI algorithms and technology can be used to generate suggestions or ideas for artwork, it is ultimately up to the human artist to decide which ideas to pursue and how to incorporate them into their work.

Additionally, the use of AI technology in the creation of art can also help to inspire and challenge artists to think in new ways and to push the boundaries of what is possible. In this way, the use of AI technology can actually encourage artists to be more creative and innovative, rather than making them lazy.

Overall, while the use of AI technology in the creation of art can be a powerful tool, it will not necessarily make artists lazy. Instead, it can assist artists in the creative process and help them to explore new ideas and possibilities.

[ ↑ Back to top ]

Can it lead to an overproduction of art?

The use of AI programs in the creation of art could potentially lead to an overproduction of art. Because AI algorithms and technology can be used to generate art quickly and efficiently, it is possible that the use of AI could result in a large number of artworks being produced in a short period of time.

However, it is important to remember that the use of AI in the creation of art is not a new development, and it has been happening for several years. As a result, the art market has already had time to adjust to the use of AI technology, and the potential for overproduction of art is not as great as it may seem.

Additionally, it is worth considering that the quality and value of AI-generated art will vary, and not all AI-generated art will be of equal quality or worth. This means that while there may be a large number of AI-generated artworks produced, not all of them will be considered valuable or worth collecting.

Overall, while the use of AI programs in the creation of art could potentially lead to an overproduction of art, the potential for overproduction is not as great as it may seem, and the quality and value of AI-generated art will vary.

[ ↑ Back to top ]

What is the environmental impact of all of this?

The environmental impact of creating AI art will depend on a variety of factors, including the specific tools and technologies that are being used, the amount of computing power that is required, and the conditions under which the art is created.

In general, however, creating AI art can be a resource-intensive process that requires a significant amount of computing power. This can have an impact on the environment, both in terms of the energy that is consumed and the potential for electronic waste.

Additionally, some AI algorithms and technologies may require the use of specialized hardware, such as graphics processing units (GPUs), which can be expensive to purchase and difficult to dispose of in an environmentally-friendly manner.

Overall, the environmental impact of creating AI art will depend on the specific tools and technologies that are being used, and it is important for artists to consider this impact when creating AI art. There are many different ways to reduce the environmental impact of creating AI art, such as using energy-efficient hardware and recycling or repurposing old or obsolete technology.

[ ↑ Back to top ]

And if in the future many more artists can use AI programs and these are resource-intensive, does this mean that AI art can be bad for the planet?

If the use of AI programs for creating art becomes more widespread in the future, it is possible that it could have a negative impact on the environment. As more and more artists use AI algorithms and technology to create art, the demand for computing power and specialized hardware will increase, and this could lead to an increase in energy consumption and electronic waste.

However, it is important to note that the potential negative impact of creating AI art on the environment is not unique to AI art, and it is something that is also a concern for other forms of art making that are resource-intensive. Additionally, it is also possible that advancements in AI technology and algorithms could lead to more efficient and environmentally-friendly ways of creating AI art, which could help to mitigate the potential negative impact on the environment.

Overall, while the use of AI programs for creating art could potentially have a negative impact on the environment, this is not unique to AI art, and it is something that can be addressed through the use of efficient and environmentally-friendly technology and practices.

[ ↑ Back to top ]

Do people really like AI art, or are they in it just for the novelty?

It is difficult to say whether people truly like AI art, or if they are simply interested in its novelty. There are certainly many people who are intrigued by the idea of AI art, and they may be drawn to these artworks because they are something new and different.

However, there are also many people who genuinely appreciate the aesthetic qualities of AI art, and who enjoy the unique perspective and ideas that these artworks can offer. Some people may find AI art to be thought-provoking and engaging, and they may enjoy the challenge of trying to understand and interpret these artworks.

Overall, it is likely that people’s reactions to AI art will vary, and there will be some people who are interested in it simply because it is novel, while others will genuinely appreciate and enjoy the art itself.

[ ↑ Back to top ]

Why do most AI generated artworks produce nightmarish images?

Most AI-generated artworks do not produce nightmarish images. In fact, many AI-generated artworks are quite beautiful and interesting. However, it is true that some AI-generated artworks can produce images that some people might find disturbing or unsettling.

There are a few reasons why this may be the case. One reason is that AI algorithms are designed to explore a wide range of possibilities, and this can sometimes result in the generation of images that are unusual or unexpected. Another reason is that the training data used to teach the AI algorithm may contain images that some people find disturbing, and this can influence the types of images the algorithm generates.

It is also worth noting that what one person finds disturbing or nightmarish may not be the same for another person. What is considered “nightmarish” is a matter of personal opinion, and different people may have different reactions to the same image.

Overall, while some AI-generated artworks may produce images that some people find disturbing, this is not the case for all AI-generated art, and many AI-generated artworks are beautiful and interesting.

[ ↑ Back to top ]

Why does GAN generated art look like bad painting?

Not all GAN-generated art looks like bad painting. GANs, or Generative Adversarial Networks, are a type of AI algorithm that can be used to generate art, and the specific appearance of the art generated by a GAN will depend on the training data and other factors.

It is true that some GAN-generated art may appear to be low-quality or “bad” painting. This can happen for a few reasons. One reason is that the training data used to teach the GAN may not be of high quality, which can result in the GAN generating art that is less detailed or less realistic than it could be. Another reason is that the GAN may not be trained for a long enough time, or it may not be trained on a large enough dataset, which can also result in lower-quality art.

It is also worth noting that what one person considers to be “bad” painting may not be the same for another person. Beauty and quality are subjective, and different people may have different opinions about the same artwork.

Overall, while some GAN-generated art may appear to be low-quality or “bad” painting, this is not the case for all GAN-generated art, and the specific appearance of GAN-generated art will depend on a variety of factors.

[ ↑ Back to top ]

Should we reconsider our notions of art when exploring art made with AI?

The use of AI technology and algorithms to create art can certainly challenge our traditional notions of art and the creative process. Because AI algorithms and technology can be used to create art without the need for human intervention, AI art calls into question the idea that art must be created by human artists in order to be considered “real” art.

Additionally, AI art can also challenge our ideas about what makes art valuable and interesting. Because AI algorithms are able to generate artworks that are highly detailed and complex, they can create art that is aesthetically pleasing and engaging. This can challenge the idea that art must be created by human artists in order to have value or meaning.

Overall, exploring AI art can certainly lead us to reconsider our notions of art and the creative process. By challenging our traditional ideas about what constitutes art and what makes art valuable, AI art can help us to see art in new and interesting ways.

[ ↑ Back to top ]

Is AI art a good investment?

The potential for AI art to be a good investment will depend on a variety of factors, including the specific artworks being considered, the reputation and track record of the artist, and the overall state of the art market.

In general, however, AI art is still a relatively new and untested area of the art market, and there is a lot of uncertainty around the value and potential appreciation of AI artworks. Many buyers and collectors may be hesitant to invest in AI art due to its novelty and the lack of a track record for these types of artworks.

Additionally, the market for AI art is still relatively small, and there may not be a large number of buyers and collectors who are interested in these artworks. This could limit the potential for AI art to appreciate in value over time, and it could make it difficult for investors to find buyers for their AI artworks.

Overall, while there may be some potential for AI art to be a good investment, there are also many factors that could limit its value and potential appreciation. It is important for investors to carefully consider these factors before deciding to invest in AI art.

[ ↑ Back to top ]

When selling art created with AI, should the artist split their benefits with the AI program?

Whether or not an artist should split their benefits with an AI program when selling art created with AI will depend on the specific circumstances and the agreement between the artist and the AI program. In some cases, the artist and the AI program may have agreed to share the benefits from the sale of the art, in which case the artist would need to split their benefits with the AI program.

However, in other cases, the artist and the AI program may not have agreed to share the benefits from the sale of the art. In these cases, the artist would not be obligated to split their benefits with the AI program, and they would be entitled to keep all of the proceeds from the sale of the art.

Ultimately, whether or not an artist should split their benefits with an AI program when selling art created with AI will depend on the specific circumstances and the agreement between the artist and the AI program. It is always a good idea for the artist and the AI program to carefully consider and agree on these issues before starting to create art together.

[ ↑ Back to top ]

Will AI-generated art be preserved in the same way as paintings and sculptures? Will it last for centuries?

It is not clear whether AI-generated art will be preserved in the same way as paintings and sculptures. The preservation of art is a complex process that involves a variety of factors, including the materials used to create the art, the conditions in which the art is stored, and the care and attention given to the art over time.

In the case of AI-generated art, the specific approach to preservation will depend on the materials and technology used to create the art. For example, some AI-generated art may be created using digital media, such as video or audio, which may be more susceptible to degradation or loss over time. In these cases, the art may require special preservation techniques in order to ensure that it is preserved for future generations.

On the other hand, some AI-generated art may be created using physical materials, such as paint or clay, which may be more durable and easier to preserve over time. In these cases, the art may be more likely to last for centuries, just like traditional paintings and sculptures.

Overall, the preservation of AI-generated art will depend on the materials and technology used to create the art, as well as the care and attention given to the art over time. It is not clear whether AI-generated art will be preserved in the same way as traditional paintings and sculptures, and it will ultimately depend on the specific artworks and the circumstances in which they are created.

[ ↑ Back to top ]

Will it replace other forms of art making?

It is unlikely that AI-generated art will replace other forms of art making. While AI technology and algorithms can be used to create interesting and novel artworks, they are not a replacement for the creativity and vision of human artists.

Additionally, there are many different forms of art making, and the use of AI technology and algorithms is just one of many different approaches that artists can take. As a result, it is unlikely that AI-generated art will replace other forms of art making, and it will likely continue to exist alongside other forms of art making.

Overall, while AI technology and algorithms can be used to create interesting and novel artworks, it is unlikely that AI-generated art will replace other forms of art making. Instead, it is likely that AI-generated art will continue to exist alongside other forms of art making, as one of many different approaches that artists can take.

[ ↑ Back to top ]

Do you think that AI art will get better with time?

It is likely that AI art will get better with time, as AI technology and algorithms continue to advance and improve. As AI algorithms become more sophisticated and are able to learn from larger and more diverse datasets, they will be able to generate more detailed and realistic artwork.

Additionally, as more and more artists begin to experiment with AI technology and algorithms in their creative process, they will develop new techniques and approaches that can help to improve the quality of AI-generated art. This could lead to the emergence of new styles and genres of AI art, and it could help to push the boundaries of what is possible with AI technology.

Overall, it is likely that AI art will continue to improve and evolve over time, as AI technology and algorithms advance and as more artists begin to experiment with AI in their creative process.

[ ↑ Back to top ]

Over its history, AI technology has frequently promised more than it could deliver. Is this the case with AI art right now?

AI technology has indeed often promised more than it could deliver in the past. However, this is not necessarily the case with AI art. While there are limitations to what AI technology and algorithms can currently do in terms of creating art, there are also many interesting and impressive examples of AI art that demonstrate the potential of this technology.

One of the key limitations of AI art is that it is currently unable to create art that is truly original and creative in the same way that human artists can. AI algorithms and technology are still limited in their ability to understand and generate novel ideas, and most AI-generated art is based on existing data and patterns.

However, despite this limitation, there are many examples of AI art that are impressive and thought-provoking. Some AI algorithms and technologies are able to create art that is highly detailed and complex, and there are many interesting and novel ways in which AI technology can be used to create art.

Overall, while there are limitations to what AI technology and algorithms can currently do in terms of creating art, there are also many interesting and impressive examples of AI art that demonstrate the potential of this technology.

[ ↑ Back to top ]

Tamiko Thiel: when art augments reality

Pau Waelder

Tamiko Thiel is a pioneering visual artist exploring the interplay of place, space, the body and cultural identity in works encompassing an artificial intelligence (AI) supercomputer, objects, installations, digital prints in 2D and 3D, videos, interactive 3d virtual worlds (VR), augmented reality (AR) and artificial intelligence art. In this conversation, that took place on the occasion of the launch of her solo artcast Invisible Nature curated by DAM Projects, she discusses the evolution of technology over the last three decades, her early AR artworks and her commitment to create art that invites reflection.

Your work is characterized by the use of Virtual Reality and Augmented Reality technologies, with pioneering artistic projects. Which technical challenges have you met over the last decades in the creation of these projects?

My first exposure to real time computer graphics was at MIT when I was a graduate student in 1982. At that point,  writing everything from scratch, you had to program for a semester in order to get a cube that would rotate in three dimensions. Coming from an artistic and design background, I felt that this is not really where I want to create art right now, I’ll have to wait. And then about 10 years later, in 1992, Silicon Graphics came out with OpenGL, an open standard that made it possible to do real time interactive computer graphics on PCs. Then in 1994, I started to work with a company called Worlds Incorporated, which was taking this new potential for doing interactive 3D computer graphics on PCs connected to the Internet. At that time I worked with Steven Spielberg on the Starbright World Project, the first 3d online Metaverse for ill children, a virtual world where they could momentarily escape the space of the hospital. This first Metaverse was running on high end PCs, with fast connections provided by various high tech companies, but it was still unaffordable for people at home. The project ran from 1994 to 1997, and at that time the technology was still unstable.

“It takes maybe 10 to 15 or 20 years to get there instead of the five years that all the evangelists predict.”

So you must jump from that to 10 years later, when Second Life came about and this time people had more powerful graphic cards and ADSL connections at home. Second Life was able to create a much more developed virtual world, which seemed like the next phase of the Internet and all the corporations wanted to move there. Then around 2007-2008, probably due to the financial crisis, but also the rise of Facebook, which allowed people to share photographs on a common platform, the excitement around Second Life fizzled. And then if we jump another 15 years more, we find ourselves with still bigger processing power and faster connections. Now it is much easier to create virtual worlds than it was 25 years ago, partly because it is easier to create 3D objects, or you can buy them online, and also because of the advancements in hardware and software.

So, as you can see, big steps come on later than you think. It takes maybe 10 to 15 or 20 years to get there instead of the five years that all the evangelists predict. People talked about virtual reality at that time in the 90s as being a failure, just as they talked about AI being a failure in the 80s and 90s. And what they don’t realize is that technological change takes longer than you’d want it to. So it’s wrong to call it a failure. It’s more like: “Okay, we have to keep on working on this.” And if you wait long enough, 20 years or so, then you’ll get it.

Video by Tamiko Thiel, Rewilding the Smithsonian, 2021.  Created with the ReWildAR AR app (2021, with /p). Commissioned by curator Ashley Molese for the 175th anniversary of the Smithsonian Institution, in the Arts and Industries Building.

Interactive 3D and VR artworks such as Beyond Manzanar and Virtuelle Mauer have a strong narrative component as they explore historic and political issues. What is the role of the user in constructing these narratives?

Basically, what I tend to do is look for key moments that I think can be expressed and experienced and communicated better in virtual reality than in other media. In Beyond Manzanar, for me that was the moment where you’re sitting in a beautiful Paradise Garden, and  you see the mountains covered in snow around you. This is an image from the book Farewell to Manzanar by Jeanne Wakatsuki Houston: the author tells that when she was an eight-year-old and she was imprisoned in the camp, she would pick a viewpoint where she couldn’t see any guard towers, any barracks, nor barbed wire fence. And she tried not to move for the longest time, because as long as she didn’t move, she could preserve the illusion she was in paradise of her own free will. As soon as she moved, she saw that she was indeed in prison, she fell out of paradise back into prison. And so this moment occurs in Beyond Manzanar, where you enter a garden which is framed by the beautiful mountains. But if you go too deeply into the garden, then boom! – the garden disappears, and you’re back in the prison camp. 

Beyond Manzanar (2000). An interactive virtual reality large projection installation by Tamiko Thiel and Zara Houshmand.

My second piece, The Travels of Mariko Horo, has a much more complicated structure with several heavens imagined by a time traveling 12th century Japanese female artist inventing the West in her imagination. In this work there is this moment when you enter the different churches, which are in fact liminal spaces between the prosaic everyday life and the world of the supernatural. When you cross that threshold, Mariko Horo takes you to heaven or takes you to hell. But it is always by your own free will, you’re always making the decision and making the motions that all of a sudden present you with the consequences of your decisions. 

The Travels of Mariko Horo (2006). An interactive 3D virtual reality installation
By Tamiko Thiel, with original music by Ping Jin.

Finally, in Virtuelle Mauer/ReConstructing the Wall, I introduced some characters that take you in a time travel through the history of the Berlin Wall. But if you cross over the invisible boundaries of the former Death Strip,, then you fall back into the 80s, the wall appears behind you. So in all three pieces, it’s really about letting you feel like you have the freedom to go anywhere you want and do anything you want to do. But then you must face the consequences of these actions, which might take you to Paradise or they might take you to prison. But you always feel like it was your decision to go there, or to examine this, and therefore you’re sort of complicit with whatever happens to you.

Video by Tamiko Thiel, Atmos Sphaerae, 2022. Created with the Atmos Sphaerae VR artwork, 2021.

Creating artworks in Augmented Reality offers the possibility of intervening in institutional art spaces uninvited, as you did at MoMA, the Venice Biennale, or TATE Modern, or within a curated exhibition, as is the case with Unexpected Growth, which was shown at the Whitney Museum of American Art. Can you tell us about the creative process in both cases and your experience with “guerrilla” interventions versus curated exhibitions using the same technology?

Let’s start with We AR in MoMA, an augmented reality project created by Sander Veenhof and Mark Skwarek that took place at the Museum of Modern Art in New York on October 9th, 2010. The iPhone had been around since 2007, as well as other smartphone models, and in the course of 2009 both Mark and Sander had been playing around with the technology and developing AR artworks on mobiles in public spaces. And then they realized they could also geolocate the artworks to have them appear in certain spaces, so they came up with this idea of doing the spectacular intervention at MoMA. I knew Mark from the art circles before we had both shown in the 2009 Boston CyberArts Festival, so he dropped me and many of his artist friends an email saying: “Hey, we’re able to do this now. Send me some content and I’ll put it up and we’ll do a flashmob at MoMA.” They were not asking permission from MoMA. They didn’t know about it, and they couldn’t stop us. At that time, people didn’t realize that location based AR could be used anywhere. But then it turned out that they did find out about it beforehand, because Mark and Sander were doing the intervention as part of a citywide public art festival of psychogeography, so it was publicly announced by the festival all on Twitter. MoMA actually posted a link to the festival and said: “Hey, looks like we’re going to be invaded by AR,” which was very forward thinking and embracing this new development in technology. So, that was incredibly good publicity. It was a really exciting moment, when we realized that there were these possibilities that the new technology was bringing about. I would say this was a path breaking exhibit in the history of media. 

After this intervention at MoMA, the artists who took part in it created the group Manifest.AR. We were thinking about where to do the next incursion, and since I live in Munich, which is a six and a half hour beautiful train ride to Venice, I suggested we go to the Venice Biennale in 2011. It was a group of about eight of us. We created virtual pavilions that were located inside the Giardini and at Piazza San Marco, so that people who didn’t want to spend money to enter the Giardini could also experience the artworks in a public space, because the Giardini, with its walls around it is a classically closed curatorial space. The point was that having your work shown at the MoMA or the Biennale is a sign of achievement, of having been able to enter these closed curatorial spaces, but now with AR interventions that was not true anymore, anybody can place their artwork wherever they want. But then people’s reaction was: “Oh, wow, you’re showing in the Venice Bienniale, you’ve made it!” Then we told them we hadn’t been curated and that we were doing this of our own accord, but people would respond: “Oh, that’s even better.” So we thought we were doing this sort of Duchampian breakdown of all sorts of structures that define prominence in the art world. Duchamp exhibited his famous urinal not to say that an artwork becomes an artwork when an artist says it’s an artwork and places it in an art context, but to state that this whole thing is ridiculous. 

“The point of putting our artworks at the MoMA or the Venice Biennale was that with Augmented Reality anybody can place their artwork wherever they want.”

These interventions gave us a feeling of exhilaration that we could hold our own exhibits anywhere, even though no one in the art world was interested in media art at that moment. And we could also play off site. Because AR is a site-specific medium, you’re always dealing with the site. And that opened up whole new possibilities. Interestingly, shortly after that, George Fifield, the Boston Cyberarts director, arranged our first invitational show at the ICA Boston. This was in April of 2011. The ICA curators didn’t understand how the technology works. They said: “Okay, you can do it on the first floor, but not on the second floor. You can do it in the lobby and outside, but you can’t do it inside of the galleries.” And we had to tell them it doesn’t work that way. The artworks are triggered by a GPS location which has a radius of a mile or so.

As for showing Unexpected Growth at the Whitney Museum of American Art in New York, it was thanks to Christiane Paul, the adjunct curator of media art at the museum. I have known her for quite a while, I think since about 2002, and she has curated me into many of her shows over the years in different venues, but this was the first time at the Whitney. She had of course done the visionary work of creating Artport, a space for net art supported by the museum, but she still hadn’t placed an AR artwork inside the museum. Then in 2014 she commissioned an AR intervention by Will PappenheimerProxy, 5-WM2A, at the Whitney’s final closing gala for the old Breuer Building. So when she contacted me in 2018 to create an artwork to show at the Whitney, she had already gone through the process of introducing this technology in the museum. She invited me to create an artwork for the terrace, which is 20 by 10 meters in size. Since this was a big show, I needed to make sure that the piece would work properly, so I contacted the people at Layar, the AR app we had used in all our previous interventions, but by then they told me they would shut down their servers, so I had to find a solution. My husband Peter Graf, who is a software developer, told me he could write an app for me. We worked side by side on this project, so I realized he should co-author it with me and he came up with the artist name /p, so now the artwork is in the Whitney collection credited to myself and /p in collaboration. Now the artwork is not officially on view at the museum, but if you download our app and go to the terrace you can still experience it.

Video by Tamiko Thiel, Unexpected Growth (Whitney Museum Walk1), 2018. Created with the Unexpected Growth AR app (2018, with /p), commissioned by and in the collection of the Whitney Museum of American Art.

There is also the fact that the artworks are invisible, so how did you communicate their existence and solve the technical problems associated with having the proper device, software, and connectivity?

At the Venice Biennale intervention, Sander got in touch with Simona Lodi, director of the Share Festival Turin , and the artist group Les Liens Invisibles, who were together mounting another AR intervention The Invisible Pavilion. We created a common postcard with QR codes to download the app. We also invited people to come to Piazza San Marco and the Giardini on certain days and times and help them experience the artworks. Collaborating with the team from the Share Festival was a huge help, because those of us from outside of Italy had terrible connection issues, and also it was the first Venice Biennale when hordes of people were walking around with their cellphones, overloading the networks. The Vodafone network actually broke down in the Venice area. Gionatan Quintini of Les Liens Invisible loaned me his smartphone to show my work, and this is an example of the kind of collaborative atmosphere that you get in the media art world and that is not that easy to find in the contemporary art world. By connecting our networks with those of Share, we got a lot of publicity for both the interventions in MoMA and in the Venice Biennial, and that put AR in this early time into the media art history books, and therefore into the art canon.

Video by Tamiko Thiel, Sponge Space Trash Takeover (Walk1), 2020. Created with the VR space “Sponge Space Trash Takeover” courtesy of Cyan Planet and xR Hub Bavaria.

The artworks in your latest artcast titled Tamiko Thiel: Invisible Nature all deal with different aspects of our intervention of the natural environment. What has been your experience addressing this subject in terms of the balance between the artistic expression and the message you want to convey? 

Perhaps because I started out as a product designer, with the Connection Machine being what I consider my first artwork, I am always thinking of my audience and how to communicate with them. When I approach political or social issues, such as climate related problems, I know that the really shocking photographs (for instance, a dead bird whose stomach is full of plastic) give you an immediate emotional jolt, and make you realize that this is a serious problem. But I personally cannot look at those images day after day, time and time again. So, balancing my work as an artist with my desire to communicate, sometimes I think that I should be a journalist, so I could write articles that can go into the details in much more depth. But how often do you reread the same article? So I think that what is truly the value of an artist making work about a subject such as these is that the art work can be exhibited time and time again, in different places around the world. And people might see it again, they may be willing to look at it time and time again, but not if it is something horrible and shocking. I’m traumatized enough by what’s happening in the world, so I’d rather create something that is not traumatizing for people, but at the same time it makes you think.

“What is truly the value of an artist making work about a subject such as these is that the art work can be exhibited time and time again, in different places around the world.”

For instance, Unexpected Growth shows a very colorful, bright coral reef on the terrace of the Whitney. And when you look at it more closely, you realize this beautiful coral reef is made out of virtual plastic garbage. So people are confronted with something that is really beautiful, but after a while they realize that they are surrounded by garbage. So my strategy is to seduce people with a strong visual composition that is captivating. And then, when I’ve got their attention, I let them figure out that there is actually something else going on here, if you actually spend the time to look at it.

Video by Tamiko Thiel, Evolution of Fish – Anthropocene Daze #1, 2019. Created with the AR app Evolution of Fish (2019, with /p).

Serafín Álvarez: wandering into the unknown

Pau Waelder

Serafin Álvarez is an artist and researcher based in Barcelona, who explores themes and concepts associated with liminality, non-human otherness, the journey into the unknown and changes in the perception of reality; and how these are imagined and depicted in contemporary popular culture, with a particular interest in science fiction and fantasy film and video games. Encompassing 3D animation and interactive simulated environments, sculpture and installation, his work has been exhibited internationally.

The work of Serafín Álvarez has been featured in Niio in the artcasts Worlding with the Trouble (curated by Fabbula) and Heterotopias, alongside other international artists. The recent artcast Places of Otherness brings together four of his works, spanning the latest five years of his career. On the occasion of this presentation, we talked with him about the process and concepts behind his work.

Serafín Álvarez, Umbral Autoplay (Video Version), 2018

You have stated that the inspiration for Maze Walkthrough comes from the experience of going from one airport to another while you were producing a previous project. Would you say that both airports and videogame environments are “non-places” meant for endless circulation?

Indeed, airports have often been associated with Marc Augé’s concept of non-place, but I would not put, generally speaking, video game environments in that category, since they are, for many players, places where meaningful relationships are established. In any case, when I did these works I was not so much thinking about the concept of non-place as about liminality. In both cases I looked at certain architectural spaces (corridors and airports) as spaces for transit, circulation, change. Spaces that have not been designed to be inhabited, but to connect other spaces.

“What interests me most about science fiction is the speculation about the unknown and the ways of representing it. That unknown can be an Other, a place, a state of consciousness, a mutation, and so on.”

You are interested in science fiction as an exploration of the Other. In your work, this Other would be the space itself, strange and unpredictable?

One of the things that interests me most about science fiction is the speculation about the unknown and the ways of representing it. That unknown can be an Other (understood as someone different, whether human or of another species), but it can also be a place, a state of consciousness, a mutation, and so on. In my work I have looked at multiple resources that science fiction uses to represent what we don’t know: visual effects, soundtracks, costumes… but you are right that in most of my work there is an important spatial component, an active interest in spaces of otherness.

Serafín Álvarez, A Full Empty. Installation view at CentroCentro, 2018, Photo: Roberto Ruiz

In your works you seek to create an experience, which becomes immersive by allowing the viewer to wander freely through the spaces and free themselves from the impositions of gameplay. How do the sculptural elements you create for exhibitions in physical spaces participate in this immersion?

My work is predominantly digital, but when I exhibit it I’m very interested in its physical dimension. I like sculpture very much and I try to incorporate in my own work that physical relationship between bodies that I enjoy so much when looking at physical objects in the real world. On the other hand, digital work can become a bit schizophrenic, because you can edit and polish details ad infinitum, try one thing, undo it and try another one endlessly. Working with matter is different, it allows me and encourages me to be more intuitive, to let myself go, to establish a less controlling relationship with the materials, and I personally think that brings very positive things to my work.

Serafín Álvarez, A Full Empty, 2018

You have distributed your work as downloadable files that the public can buy for whatever price they want, even for free. What has this kind of distribution meant for you? Do you see other ways of distribution that would be conducive to your work, particularly because of its identification with the language of videogames?

I have two pieces of interactive software on itch.io, an interesting platform for independent video games with a very active community. I usually work with physical exhibitions in mind, but distributing part of my work digitally has allowed me to reach other audiences; it has given me a certain autonomy to show and make my work known without having to depend exclusively on institutions, galleries and curators; and being attentive to digital platforms for art distribution has allowed me to get to know the work of a large number of very interesting artists who are active online although they may not have as much presence in the conventional channels of contemporary art.

Serafín Álvarez, Maze Walkthrough. Installation view at MACBA, 2014, Photo: David Mutiloa

It seems that Maze Walkthrough has been better understood in the field of videogames than in the contemporary art world. Do you think this is due more to the aesthetics or to its “navigability”?

I don’t know if better, but different. When I published Maze Walkthrough it was reviewed in some media outside the field of contemporary art and it was very well received. Many people wrote to me, many people commented and shared both the piece of software and the collection of corridors at scificorridorarchive.com that I made while conceiving the project. Audiences around science fiction and video games have always interested me, and that such audiences valued my work was something that filled me with joy. One of the things I liked most about that reception was to see people enjoying the piece in a different way than the contemporary art audiences I’m used to, which tend to look at the work in a reflexive way, pondering possible interpretations. I’m very interested in hermeneutics, but it was refreshing to also see people enjoying Maze Walkthrough more from experience than intellect.

Serafín Álvarez, Maze Walkthrough, 2014

A Full Empty, the video you presented as part of the artcast curated by Fabbula, shows a world in which nature has run its course after an industrial era that fell into decay. Do you see in this work an interest in dealing with environmental issues through simulation, or do you continue to explore spaces linked to science fiction narratives?

Both. This work is based on two fictional texts: Andrei Tarkovsky’s film Stalker and, especially, the novel Roadside Picnic by the Strugatsky brothers on which Tarkovsky based his film. Both texts are about a forbidden zone to which humans have restricted access and which develops its own ecology, and while making that video I found myself thinking about what the planet would be like once we are no longer here.

“Science fiction and video game audiences have always interested me. I like to see people enjoying the piece in a different way than the contemporary art audiences I’m used to.”

You are interested in freeing the viewer from the tyranny of the camera, but there’s actually an interesting aspect to the camera movement in your work. Normally it’s a forward traveling sequence, following the logic of video game exploration, but in A Full Empty it is, conversely, a backward traveling, which gives it a more cinematic character. Is this a conscious decision in the creation of this piece? Have you thought about working more with camera movements in future works?

Yes, of course it was a very conscious decision. In Roadside Picnic the scientists who study the forbidden zone explore it with great care, because it is full of deadly traps. They have developed hovering vehicles with a “route memorizer” system that, once they have finished an exploration journey into the zone, return them back on their steps in an automated way to reduce the danger, undoing on the way back the exact same route they did on the way out and therefore without falling into the traps already bypassed. The video is influenced by this automated journey of return after having entered a strange place in search of something.

I’m sure I’ll continue working with camera movements, it’s something that fascinates me. Right now I’m involved in developing live simulations that are much less cinematic than the video A Full Empty, but I still think and care a lot about camera movements, no matter how simple they are. Moving the camera is a wonderful expressive resource.

Serafín Álvarez, Now Gone, 2020

In Now Gone you adopt a different aesthetic, which resembles the point clouds created by 3D scanners, to show a mysterious cave inspired by the film Prometheus and the universe of H.R. Giger. What led you to this aesthetic and how would you link this piece to your other works?

The link with other works is a similar interest in the journey, in the passing from one place (or condition, or state…) to another. Also, the arrangement of “intertextual elements”, vestiges that refer to fictional stories as if they were a kind of archaeological objects… although it is true that the aesthetics of Now Gone is different from my previous works. Now Gone was born from an invitation to participate in a publication, Today is a Very Very Very Very Very Very Very Gummy Place by Pablo Serret de Ena and Ruja Press. They sent me a very ambiguous map and asked me to make something from it. My proposal was to build an environment with video game technology. Since the publication was going to be edited in black and white I started to try things using this limitation in a creative manner and, after several experiments, something that worked very well for what I wanted to achieve was to render the images using a 1-bit dither (a graphic technique in which there are only black or white pixels organized in such a way that it produces the illusion of grays, similarly to Ben Day dots in comics). I’m very pleased with the result, in fact I soon returned to a very similar aesthetic in a later work, A Weeping Wound Made by an Extremely Sharp Obsidian Knife, and I’m currently looking at different ways to develop it further in the future.

Serafín Álvarez, A Weeping Wound Made by an Extremely Sharp Obsidian Knife. Installation view at Galeria Estrany de la Mota, 2022, Photo: Roberto Ruiz

Fabbula specializes in curating Virtual Reality projects and immersive experiences. In relation to your work, how do you see the possibilities offered by current VR devices for the dissemination of digital artworks? 

At the moment I haven’t seriously started working with VR. As I mentioned in a previous question, I’m very interested in the relationship between the work, the viewer and the physical space, but generally speaking VR experiences tend to remove that physical space. I’m sure there are interesting ways to incorporate it, but for the moment I haven’t worked in that direction yet.

Eelco Brand: landscape as fiction

Pau Waelder

Eelco Brand (Rotterdam, 1969) creates virtual 3D models that resemble beautiful natural environments full of lush vegetation, bathed by the warm light of the sun or entrancing moonlight. While photorealistic, his artworks are not based on photography or 3D scanning. They are painstakingly created from scratch, layer by layer, with the patience of a devoted painter. The scenes he creates have no conclusion. They simply play out endlessly in seamless loops, depicting a surreal activity that, by repetition, becomes natural.

Brand is represented by DAM Projects, the pioneering digital art gallery funded and owned by Wolf Lieser in Berlin, which is presenting its most outstanding artists on Niio. Our recent artcast Sprout features a selection of artworks by Brand that depict scenes of nature with a mysterious twist. We sat down with the artist to discuss the concepts behind his 3D animations and the techniques he uses to create them.

Eelco Brand. WT.movi, 2019

Can you take us through the process of creating one of your animations?

A project starts with small pencil sketches. Followed by animating the movements in simple test scenes with dummy objects. When things seem to be possible technically and it might become an interesting work, I start building with 3D modeling. Then I import the 3D objects in a construction that could best be described as a virtual film studio. Lights and a camera are used as in a real film set. Only the area within the viewport of the camera is relevant, zooming out would reveal it is an illusion, as in a studio scene of a feature film.

At the same time it is often impossible to build a whole scene in one construction because of the limitations of computer memory and render power. So I use separate rendered layers and place them on top of each other in a film editing program. Which gives additional tools for adjusting image details.

From beginning to end, to every detail, it feels important to construct everything myself. It would be very well possible to obtain existing 3D objects, but that feels as cheating.

Your artworks integrate elements of the languages of both painting and cinema. Which role do these elements play?

In my animations there isn’t a narrative, no story development. Shown within the edges of a screen hanging on a wall, the similarity with a painting is obvious. It doesn’t matter when you start looking at it. This can be bothersome in a video art exhibition, when it is unclear whether you are at the end or at the beginning. A painting, on the other hand, is static and is often looked at for just a brief moment, trained as we are to see and judge an image in a split second because of the visual bombardment we are subjected to each day. So, as a painter, to be able to use movement to attract and hold the attention of a viewer has always felt as a powerful quality. In maintaining the resemblance with a painting I prefer to use slow movements or keep the camera standing still. For me, the slow rhythm and iterations are a welcome opposite of the constant flow of images in a fast, hyper tensed society. 

Light and colors in the animations, as well as camera angle and depth of field are mostly a consequence of the scenery. The most attractive way of working on an animation is when the whole construction seems to take over and evolves by its own logic. 

Eelco Brand. HH.movi, 2017

You do not use photographs or scanned objects in the making of your artworks. Why did you choose this method of creation? Do you keep libraries of elements that you can re-use in different artworks?

Yes, I re-use objects when I can. The sculpting and texturing of a 3D object is quite a lot of work each time, but the handmade aspect is essential in my opinion. It would be very well possible to obtain existing 3D objects, but that feels as cheating. From beginning to end, to every detail, it feels important to construct everything myself.

At the same time, I find it interesting to question to which extent the 3D software is only a technical toolset and whether you can consider yourself as the creator of each and any aspect. It can be said that there is a sort of anonymous collaboration between the designers of the software and the artist, particularly when certain typical effects are applied. I always try to be careful and avoid using the newest effects of 3D software, because there is this point that it is not so much the artist just using a toolset, but you see in fact the coolest new wizardry made by software designers.

And nothing is outdated as fast as the newest, flashy techniques.

Eelco Brand. OBJ.movi, 2021

You underscore the fact that landscape is a fiction, and so your depiction of nature is at the same time photorealistic and playfully fantastic. Is this your intention, to lead the viewer to question their perception of reality?

Nature is, on the one hand, an infinitely refined machinery. A biochemical machine. Up to the tiniest protein and molecule behaves according to the laws of physics. And, on the other hand, nature is mystical, magical and divine. Or is that the human mind, projecting its thoughts and feelings? Indeed a landscape is fictional. It is our perception that creates a landscape out of trees and rocks and fields that are just randomly placed. 

For me the fascinating quality about 3D animations is its immaterial aspect. It can be compared to the substance that dreams are made of. While fully virtual, it can be convincingly real. And with VR techniques rapidly evolving using virtual environments, the boundaries between fiction and reality will fade more and more.

For me the fascinating quality about 3D animations is its immaterial aspect. It can be compared to the substance that dreams are made of. While fully virtual, it can be convincingly real.

One would say that some of your animations depict particular moods, such as joy, longing, or sadness. Is there an emotional dimension in these landscape and still life compositions?

I think that the works can have a certain atmosphere depending on the interpretation of the viewer. I entertain the idea that it is a personal issue. Nevertheless, the fact that a scene could trigger a certain emotion is very welcome.

Eelco Brand. KB.movi, 2021

The titles of your artworks are particularly puzzling, since they are reduced to a string of letters and the file extension. Is this a way to remove all possible interpretations of the artwork beyond the fact that it is a 3D rendered animation?

Exactly. They could all be named N.T., but the different letters help me organize the artworks. They are often just abbreviations of the project map on the computer. For example ‘Fir Tree Project’ would be FT.movi.

Eelco Brand. QTQ.movi, 2018

Since you create such detailed scenes with 3D modeling, have you considered expanding your landscapes to immersive 360 environments for virtual reality? Or do you prefer the image to stay inside a frame?

I have tried some things with Unreal Engine and it is fascinating. The visual impact of a VR environment is huge and a big promise for the future. But still, to put a device on your head isn’t that ideal. Especially in an exhibition surrounding, I don’t think it works very well.

Eelco Brand. The Act of Bringing To Life. 25 Frames per Second and More. Solo exhibition at DAM Gallery, 2013. Photo courtesy of DAM Projects.

Your sculptures seem to go in the opposite direction of the animations, as they are artificial objects that seem extracted from a 3D rendering process and placed in a world where they don’t belong. What is your main interest in the creation of these pieces?

Because of the immaterial quality of 3D modeling, it felt almost magical to touch a real sculpture after production, designed on the computer as an intangible object. In several pieces I have an animation in which a shiny, unnatural shape moves. And in the exhibition the sculpture lies materialized next to the monitor as the actor out of the movie. It was interesting that there were people convinced to see the sculpture moving after watching the animation.

Julian Brangold: the computer error as a great revealer

Pau Waelder

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.

Coinciding with the launch of his solo artcast Observation Machines, which brings together a selection of four artworks from a recent series exploring classical sculpture and computer glitches, we sat down to discuss his work and views on the digital art scene. 

Julian Brangold, Observation Machine (Bifurcation), 2022

Every artist studying Fine Arts is confronted with classical sculpture as a model and a source of inspiration, to the point that this particular period in the history of sculpture has become intrinsically associated with the concept of Fine Arts and academia. Is it correct to see in your work a reaction to this?

I see the aesthetic territory of Greco-roman classical statues as a marker for how contemporary imaginaries are constructed today. Our cultural identities are shaped by this legacy, and my interest resides in a sort of ontological anchor to this node, and how it connects with the now, how it has an impact on our collective cultural memory. More specifically, I am fascinated by how information storage technologies today shape our relationship to that legacy that exists in the form of data, and how it makes us connect to that information so differently from how we could in the past. 

“My approach is mediated by error aesthetics, the computing error as a sort of visualizer of the hidden side of technology, of a great revealer of what commercial technology tries to hide.”

My bond to this imagery began when I came across an overwhelmingly enormous Russian database that stored hundreds of thousands of photographs of ancient Greco-roman culture (art, architecture, ornaments, technical objects). I wanted to explore how appropriating this complete sea of information as a subject matter would look like. The first exploration came from creating a data scraper that stole all the images of sculptures from the website and then grabbing small bits from that huge span of data and developing an intimate relationship with just one cutout to create something very human, very handcrafted and detailed. In this case a drawing, or a series of drawings. In the process, I also explored how technological tools would facilitate a sort of mishmash of the aesthetic “trigger” of these classical imaginaries (we know immediately what we are seeing when we come across these images) with modern computer aesthetics. 

Physical mixed media artworks such as the Anonymous Elements of Cultural Memory (2019) series already show an interest in classical sculpture, a form or rendering (as a drawing) and duplication. These elements are clearly present in your digital artworks, what does working with 3D rendering bring to your original intentions in these series?

This is a very interesting question because for years I worked with flat images, as you mention, in drawings, and then translated them to physical large-scale collages where the process of printing and then hand-pasting the different parts of the composition was part of the work itself. The jump to 3D was in the same line, a large database of 3D scanned classical sculptures (in this case one that is meant for people to be able to print out their own versions of this classic statuary), but I became very enticed with the idea of manipulating these object in 3D space because the visual possibilities expanded enormously. My approach is mediated a lot by error aesthetics, the computing error as a sort of visualizer of the hidden side of technology, of a great revealer of what commercial technology tries to hide. So error was a big part of the transition from 2D to 3D, in the sense that the manipulations were about destroying these 3D models, breaking them, bending them, and then seeing what happens when I tried to put them back together. 3D models have a lot more potential for destruction, at least in my mind, because there is simply more data to work with, more possible iterations of the same object when, for example, you can rotate 360 degrees. 

Julian Brangold. Observation Machines. A Song of Rubble, 2022 (detail).

Your digital drawings bring to a tangible medium (paper) a single fixed composition that stems from your exploration of 3D models. How is the process that goes from the 3D model to the drawing? Do you build the composition “manually” (intervening in every step) or do you let the software decide on certain aspects of it?

I love to use randomness in my work. I am very fond of serendipitous findings in the process of building an image, especially when working with computers, because this error aesthetic shines through. I use a lot of procedural tools in 3D to create the destruction and decomposition of these 3D models, and the outcomes are usually very surprising and accidental. The first explorations based on photographs from 2019 and 2020 were digital but hand drawn, because I was looking to convey a more intimate relationship with the material. Even the return to the physical outcomes (the printing and then collaging these drawings on a canvas) was also related to that same intention. The later 2021 and most recent drawings are created with 3D shading tools that imitate a flat style, a technique called “Toon Shading”, mixed with a tool in Blender called “Freestyle”. I find it funny to go back to 2D using 3D tools, it’s like the flat, drawing aesthetic is somehow calling me. 

Julian Brangold, Fade, 2022.

In your video works there is often an atmosphere of decay and decomposition, the latter being also present in Observation Machine, albeit as something fluid and reversible. Is this a comment on our society, or rather on the ephemeral nature of 3D renderings, despite appearing “real” and “solid” to the eye?

It is definitely more related to the ephemerality of 3D objects. It has to do with this notion of “showing what is behind”’ the tools we are using, of using technology to reveal more than what we try to hide. I use industrial and commercial tools that always invite us to orbit closer to streamlined aesthetics that tend to deny the fact that they are being used, to “cheat” the eye into realism, or hide the process happening behind. This is a constant in all artistic disciplines. Film montage for example works very hard to hide itself, to give a feeling that you are “not watching a film”. I think (and this is not a very new notion) that there is a form of subversion in using the tool in ways it is not intended to be used, and thus the outcome is not about cheating the eye, but more about revealing what hides underneath. This is where error, destruction, decay, and “untidiness” come to play.

Julian Brangold, Observation Machine (Bifurcation), 2022

In the Observation Machine series, we see several classical sculptures that are used as raw material for digital manipulation. Which sculptures did you use for these artworks? Are these 3D scans that you made yourself, or that you took from an online library? If so, which one? Is the iconography or original placement of the sculptures relevant to you, or have you chosen them mainly for their aesthetic appeal? 

The 3D scans come from an open-source library called “Scan The World”, as I mentioned before, meant for people to be able to print out their own versions of classical sculptures. The process of selecting which sculptures I use for each work varies from series to series. In this case, I wanted to explore different possibilities of the 3D tool I’m using (Blender), and ended up choosing the sculptures using very visual parameters (scale, shape, amount of information). Sometimes I like to empty the sculptures of their cultural meaning and just look at them as pure subject matter, almost like an abstract object, particularly to see what happens if I do that, what happens to the archival baggage. It is kind of paradoxical, but I like that it’s all intertwined in the same process.

A common trait of the artworks included in this artcast is that, unlike previous works, they play shadows and contrast to appear flat, going back and forth between what could be seen as a digital painting and a 3D object floating in a virtual space. Color also plays an important role in creating this perceptual effect. Can you elaborate on these aspects of the artworks? 

“Observation Machines” is a series of time-based works that present an emulation of a machine learning process being operated on these sculptures. The movement and sound are inspired by a machine’s logic of movement. It is an imagination exercise: what would it look like if a machine were trying to study this object? In the works included in this artcast (a subset of this series), I wanted to explore how when using color alone within the 3D software the image would transition from two-dimensional to three-dimensional. The only thing changing in these pieces besides the sculpture is the color of the background, which makes the shadows and the textures react differently and thus reveals the depth of the object being observed.  

Julian Brangold, Observation Machine (Iteration), 2022

You have come to prominence in Argentina as a leading figure in the contemporary art scene linked to NFTs. Can you tell us how this scene is evolving and how do you participate in it? What have NFTs brought to digital artists in Argentina, and is it different from other art scenes, as far as you can tell?

I have a background in the traditional art world, where I spent almost 12 years, so for me entering the crypto art world had a very strong influence on how I see my practice and my career. Argentina hosts one of the largest, more organized communities of crypto artists in the world, called Cryptoarg. I was part of the conception of this community from the start, and the relationship with other artists that came from very diverse backgrounds in art and the creative industries, intertwined with a novel art world that had very new dynamics and potentials, was a very impactful experience for me. Argentina already has a very close relationship with crypto technologies, being one of the “capitals” for Ethereum development, for example. I think we are very prone to adopting alternative means for the distribution of labor, information, and capital management, mostly because of our very precarious economic conditions. 

“The crypto art scene is very different from the traditional art scene. The tools for the experimentation, collaboration, and distribution of art make it a very fertile landscape for exploration and experimentation.”

The crypto art scene is very different from the traditional art scene. The tools for the experimentation, collaboration, and distribution of art make it a very fertile landscape for exploration and experimentation. Honestly, I find the traditional art world quite stagnant in its approach to technology. It is almost as if traditional art curriculums turn their back to our contemporary technological realities, and if they adopt some sort of look or introspection that relates to technology, it is usually quite a few years late. It is crazy to think it is still hard in some traditional circles to have technological art considered a valid art form. This is why, for me, the crypto art environment is interesting, it is very technology-native, and so the attention to what is happening with technology is very novel and updated, it is fast-paced in the same manner that technological development is, and it provides an honest, accurate look at contemporary culture, in a way that the traditional art world can’t keep up with because of its interests and scale. I don’t renounce the traditional art world, I’m very much interested in a lot of things that it has that the crypto art scene doesn’t, so I keep advocating for a cohesive intertwinement of both, a mutual nurturing. Even the distinction between both feels a bit silly sometimes. It’s all art we are talking about in the end. But the crypto art world developed so fast and came out of the underground so quickly that I feel it missed a bit of depth in its contextualization and organization. 

Julian Brangold, Observation Machine (Fragmentation), 2022

You are now director of programming at the Museum of Crypto Art. Tell us about this entity and your role in it. How do you define crypto art, and what do you find more interesting about it?

The Museum of Crypto Art (MOCA) is in my mind the very first web3 native proper art institution project. It began as one of the largest crypto art collections and became a space for empowering, contextualizing, and displaying digital art in experimental new ways that were in tune with web3 technologies. Decentralization plays a very important role in the museum’s ethos, and so my role as director of programming is to create a cultural output curriculum that follows that ideology. This is why, beginning next year, we will begin to experiment with the museum’s DAO and have the community of art enthusiasts, collectors, and artists participate in the construction of that curriculum collectively. 

We are looking into ways of creating an art program that escapes the top-down dynamics of traditional institutions, which are inescapably mediated by political and cultural bias, without losing the paramount power of cultural resources such as expert curation, historicization, critique, archiving, and the creation of artistic experiences. It is a very challenging project and holds a great deal of responsibility, but it is one of the most exciting ones I’ve ever been involved with. 

“The fact that an artwork can be sold as unique to one individual at the same time that it is readily available for anyone to experience in its native form is very powerful.”

I find the definition of crypto art as challenging as the definition of art itself. I am a big advocate of definition by context, both in the notions of art and crypto art. So, I guess I would define crypto art as whatever art exists in the context of blockchain technologies. The same goes for art in general, which for me is whatever exists within an “art-appointed” context. As an artist, I find crypto art interesting in its nativeness to technology, and in its potential for experimentation and the exploration of distribution and commercialization. The fact that an artwork can be sold as unique to one individual at the same time that it is readily available for anyone to experience in its native form is very powerful.

As an Argentinian, I’ve struggled a lot with the accessibility of art (my artistic idols had exclusive exhibitions in London and New York all the time, so I simply didn’t have, and still don’t have, access to their works), so the fact that crypto art is an ecosystem that hosts art that is naturally networked and accessible to anyone with access to the internet is very captivating to me. The problematizing of certain arbitrary boundaries established by the traditional art market, between “the high arts” and other creative disciplines, is also something I find quite appealing. In general, I have to say that the disruptive nature of crypto art, and the fact that it challenges an art world status quo, is one of the most interesting things for me. It kind of fucks things up a bit, and I find that quite exhilarating, and honestly, quite necessary too. 

Out of the grid, into your screen: display your NFTs anywhere

Pau Waelder

The NFT revolution has brought an unprecedented attention to digital art, which is now easier to collect than ever before: once you sync your wallet to the marketplace, you only need to browse, pick your favorite NFTs, and in two clicks you’re the proud owner of a rare gem that just dropped. It is so easy that many collectors have hundreds, if not thousands, of digital artworks in their wallet. The excitement of owning something beautiful and unique, paired with the immediacy of the transaction, can become addictive. As the collection grows, it fills row after row of an endless grid that you can see on any web browser. With a simple copy and paste, you can also share your collection with anyone and brag about your possessions, your taste, or your ability to seize the opportunity and get that coveted artwork that is now out of reach of most wallets.

The excitement of owning something beautiful and unique, paired with the immediacy of the transaction, can become addictive. As the collection grows, it fills row after row of an endless grid that you can see on any web browser.

In the heyday of its market boom, NFTs were seen as quick investments that provided those who arrived earlier and were faster to collect an opportunity to multiply their earnings by buying and reselling quickly: this is what in the art market lingo is known as “flipping.” But art flippers are frowned upon in the art world: what artists, galleries, and also art lovers want are serious collectors. A serious collector is someone who buys art out of a deep appreciation for the artwork, and wants to keep it. Someone who likes to support artists and learn from their work, and obviously someone who enjoys experiencing the artwork, not just storing it somewhere.

As the NFT market has begun to attract serious collectors, a specific question has risen to the surface: how to display the NFTs in your collection? This is a concern that was usually ignored by those who intended to keep the artwork in their wallet for just a few minutes. But now that art flippers, discouraged by the drop in value of cryptocurrencies and many hyped collectibles, have begun to look elsewhere for investments, those who remain and are really interested in the art they collect are considering how to enjoy the artworks as they would if they owned a painting or a sculpture.

From browser to room

Typically, marketplaces focus on providing artworks for sale and securing the transactions. They can also provide additional files that only the owner of the NFT can access, countering the argument “why buy something anyone can download?. In some cases, the platform is not just an endless grid displaying every artwork that users have uploaded, but something more. This is, for instance, the case of Feral File, which features NFTs in curated selections that focus on a particular subject or format, and put together artworks by emerging and established artists, oftentimes produced specifically for the platform. Feral File also stands out from other marketplaces in that it provides collectors with detailed information about each artwork, its format, and the associated files that will be transferred after the sale. As I mentioned in a previous article, it is very important to know exactly what you are getting when you buy an NFT

Beyond securing the means to collect NFTs and preview them in their own website, most marketplaces do not offer any means for collectors to display the artworks they own elsewhere. Here again, Feral File is an exception with the development of the smartphone app Autonomy, which allows bringing to a single interface all NFTs collected in different wallets, on Ethereum or Tezos, and viewing them on the device’s screen. The artworks are collected from their IPFS addresses, which at first might cause some delays in loading and viewing the artworks, particularly for a large collection. The app also offers the possibility of connecting to a smart TV or projector and viewing a single artwork on a screen of projected surface, although this relies on a previous synchronization with the device that is not always easy to achieve: while Chromecast and AirPlay are increasingly used, not all screens and projectors support them properly. Solutions like Autonomy respond to the need that NFT collectors have of managing their collection and displaying the artworks, but they are still not fully developed.

Niio has a robust system for storing and managing collections of video and digital art, that is paired with a curated art program, and an app for iOS, Android, and Apple TV, also directly available on Samsung and LG screens, that allows to display a continuous stream of artworks, full collections, and curated selections with information about the art and the artists. The system also provides full integration with NFT collections by allowing users to synchronize their wallets and import the NFTs to their Vault, where a copy of the IPFS stored file is saved and can be immediately displayed on any screen using the Niio app. In this manner, the solution provided by Niio finally fills the gap between buying an artwork minted as an NFT and enjoying it on a high resolution screen at home, or anywhere. Once the wallet is connected to the collector’s personal account, they can buy NFTs on any marketplace, choose which ones to store in their private vault, create their own playlists, and view them in the app or on a screen.

This is the future of collecting, as gallery owners Valérie Hasson-Benillouche (Charlot, Paris) and Wolf Lieser (DAM, Berlin) recently pointed out: collectors are traveling a lot, and they like to have their collection with them, and also to share it with others. This brings a different way of buying art, as it is not only meant to be placed somewhere, but it becomes part of the collector’s daily life and interactions with others, wherever they go.

Moodies LA Takeover. Photo courtesy of Moodies by Hanuka

Formats and behaviors

A question that comes out when displaying NFTs usually is: how do I display my square NFT in a 16:9 screen? Certainly this is a common issue due to the paradoxical fact that TVs have evolved from being square to rectangular, while digital art, that usually adopts the format of a screen in portrait or landscape orientation, has usually adopted square formats in the NFT market. The explanation for NFTs being square can be found in the grid established by most marketplaces, which has become the field of battle where artists compete to show their work, the latter being limited to a square thumbnail. The square format has also proven to be the most successful on social media, and particularly apt for PFP collections, the type of art that one buys to use as a profile picture and signal one’s belonging to a community defined by a particular NFT project such as CryptoPunks, Bored Ape Yacht Club, or more recently, Moodies by Hanuka.

While some square frames exist, not all artworks minted as NFTs follow this rule, so it is up to each collector to decide whether to use a regular screen for all the art they own, or find a place for an additional screen in this particular format. Certainly, just as most collectors have artworks in different sizes that fit certain spaces of their homes, it is possible to have a series of screens (one in landscape orientation, another one in portrait orientation, and finally a square screen) to display different kinds of artworks. In this case, it is important to use a system that allows controlling the art displayed on all of the screens from one app, which is something that Niio can uniquely do.

Just as most collectors have artworks in different sizes that fit certain spaces of their homes, it is possible to have a series of screens to display different kinds of artworks

Not all NFTs are the same or have the same purpose. As previously mentioned, some are meant to be used as a profile picture or distributed online, which does not mean they can´t also be displayed on the wall. But others have a particular behavior, they can be generative, or interactive, which means they require a software to run continuously and sometimes an input in the form of a mouse click, movement captured by a camera, and so forth. Digital art has many forms beyond what is usually associated with NFTs, and since artists can mint any digital artwork as an NFT, it must be remembered that some can only be experienced with a specific software and hardware setup. In these cases, the collector must take into account that they need to setup a computer with the software provided by the artist, and connect it to a screen. Some companies, such as FRAMED*, sell a digital frame with an integrated computer that can run software-based artworks, but the collector must make sure that the software of the artwork they own is compatible with this type of device, as well as the size and orientation of the screen (FRAMED* currently sells a device named Mono X7 which is a 17.3-inch portrait orientation display). For video artworks, there are also solutions like Infinite Objects, which provide a customized small screen to display a single video in a continuous loop. Described as “video prints,” these screens have been used by some artists to turn an NFT into a unique object.

Autonomy lets you access your NFT collection and display it. Niio allows you to store, manage, distribute and display video, digital art, and NFTs on any screen.

A collection that lasts

The NFT space wants serious collectors that do not engage in art flipping and hold to the art they own. But collectors also demand a lasting solution for their art collections, which at first the NFT art market, immersed in constant dropping and transacting, did not care much to provide. Most NFTs are stored in IPFS, a peer-to-peer network system that is expected to keep artwork files safe and at the same time publicly available. However, the best option to ensure that one will be able to preserve the artwork is to download the file and keep copies in different locations. This is particularly true for unlockable content that is only available to collectors and usually consists of larger files and additional material. Most marketplaces rely on links to IPFS and store unlockables in their servers, but a safer choice is to keep everything at hand, in a private space. Niio provides collectors with a vault where they can store the artworks and manage all the information about them, including additional files that will be kept private and can always be downloaded. The artwork can be displayed and shared, but it is also securely stored.

Most marketplaces rely on links to IPFS and store unlockables in their servers, but a safer choice is to keep everything at hand, in a private space.

NFTs show that art collecting is entering a new phase in which collectors want flexibility, ease of use from their smartphone or any other connected device, and the ability to take their collection anywhere. But they still want reliability and a way to safely preserve their artworks. The solution that aptly responds to all of these needs will become the standard in the art world.