Yuge Zhou: “we are all interlinked”

Pau Waelder & Roxanne Vardi

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

A system of cells interlinked within

Cells interlinked within cells interlinked

Within one stem. And dreadfully distinct

Against the dark, a tall white fountain played.

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

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

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

Yuge Zhou, Interlinked II, 2022

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

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

Yuge Zhou, Green Play, 2016

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

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

Yuge Zhou, Soft Plots, 2017

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

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

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

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

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

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

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

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

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

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

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

Yuge Zhou, Interlinked I, 2022

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

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

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

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

Jonathan Monaghan on the decadence of the digital age

Roxanne Vardi and Pau Waelder

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

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

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

Jonathan Monaghan, Panther Incensed I, 2021

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

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

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

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

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

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

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

Jonathan Monaghan, Panther Incensed II, 2021

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

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

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

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

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

Digital Storytelling: an interview with Kineret Noam

Roxanne Vardi and Pau Waelder

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

We speak to Kineret Noam as part of a collaboration with Render Studio, a collective creative experimentation for a digital reality. Render Studio is inspired by art, design, nature and technology and aims to explore dimensions of virtuality, interactivity and motion. Kineret Noam’s series Three Rooms and The Whispering Reed are both featured on Niio this summer, and were both created for Render Studio. 

Kineret Noam, The Whispering Reed, 2022

For the creation of this series you made use of two different digital art practices. Could you expand on the difference between these two practices and how you integrated each towards the creation of the final artworks?

In the creation of these series I used two techniques. First I paint on my Ipad using Procreate and Photoshop, which allow me to create digital illustrations that feel like they are painted with a brush. I create the sketch with Procreate to get an understanding of the composition. I choose the brushes that feel like the real thing,  the process is really cool. Secondly, I build every layer with all the text and the colors. For example when I illustrate a tree, I make the whole tree in one layer, and then I open up a new layer and make the mountain. In one minute of the final video we have about fifteen layers. Once I’ve created the individual elements in Procreate I arrange all the layers in Photoshop. This can amount to about sixty layers. Then in the final composition I decide which elements are moving and which stay still.  In this way, I can focus on time and on depth of the composition. 

Once I have the different elements of a scene set in different layers in Photoshop, I think about the mise-en-scene and what I want to say using these elements.

The second technique is Frame-by-Frame animation. Once I have the different elements of a scene set in different layers in Photoshop, I think about the camera, the cinematic view, the mise-en-scène and what I want to say using these elements. The camera can take the vantage point of the spectators which is a more static and passive angle. For example, I am now working on a series about Genesis. What I am trying to convey with this series is the historical importance of the Genesis story, which we all know of and which my children will know of as well. So the camera, or the vantage point, in this series is always static. But, sometimes I want to say something about time and about feelings. There is a famous song in Hebrew by singer Rona Kenan titled “My Prison by the Sea” in which the artist says ‘every time I turn away I seem to miss a train’. So sometimes I want to portray the feeling that something happened emotionally but that it is moving on, like we all do in life. So in that way I decide what to do with the camera, what needs to move and what needs to stay static in order to convey the meanings and feelings I am looking for. 

Kineret Noam, The Whispering Reed: Cleansing, 2022

So if the different elements are animated individually, we can say that you act as a stage director, setting up the stage and placing the actors. Right? 

Exactly, yes. I think about the  stage, in which the elements intervene like a cast. Sometimes I want to tell the story not from the point of view of a distanced viewer, but getting in the middle of the action. For instance, in The Whispering Reed, King Midas was alone, so I imagined following him with the camera and I tried to capture his emotions in that situation, to understand him and his loneliness in this tragic story. So, I thought about myself as a child walking around a valley near my childhood home, which also gave me the inspiration for the background and nature in this series.

I always ask myself: What is the mission of the artist today, now that we have digital tools?

As part of your work process you have stated that you first approach your works with more traditional art practices such as drawing, and then proceed to applying different softwares to create the final digital versions. What is the role of the digital in your artistic practice?

First, I will answer on a technical level. When I draw in my studio with a pencil I need to fix the work, so it takes a lot of time to work on every detail of each element and to create the composition. If I want to change something about the character I need to change the composition. When I do this digitally it’s much easier to fix things. Secondly, from a philosophical viewpoint, the great traditional artists had to draw from their memory, from just one image. But our memory works differently, we need a few frames if we want to build something. For example when you think of a childhood event, you don’t imagine it in one frame but in several frames. I always try to think how we can keep an image dramatic, like the great artists did, but still succeed in spreading the memory in a broad way. Today, it’s more convenient to create several frames, but it’s also the conflict between traditional art and digital art. I always ask myself, “what is the mission of the artist today, now that we have digital tools?”. When the camera was invented, artists encountered a conflict, because if they could capture something with a camera why would they need to draw or paint it? We need to ask ourselves: What is our mission today?

Kineret Noam, Three Rooms, 2022

How do today’s different available softwares help in reconstructing ancient narratives and philosophies while bringing attention to and questioning the world we live in today?

When you read a story, for example, ancient Greek mythology, you can imagine a few timelines together: the refuge, the character, which register in your head like a collage. When you create this and put it on a timeline, you block or omit things from your mind. So I try to ask myself how I can keep these hidden instances within the timeline, taking into consideration that we cannot see everything. Areas where you look again and again and suddenly you see something. I leave some illustrations not very clear on purpose. 

Do you also feel that it helps you to add a personal layer to such a well-known narrative? Taking into account that the inspiration for scenery comes from the valley next to your childhood home. 

What is great about my work is that I can choose subjects that I am connected to, so in all of my series I choose subjects that I feel that I can give more layers to from my personal perspective. For example, there is a scene in The Whispering Reed where the character is drying his laundry. There is a special prayer in one of the Jewish holidays where it says that God will take our sins and clean them like white laundry. Comparing the atonement to washing, I might have done that unconsciously as I thought of this prayer which I was used to repeating as a child.

Kineret Noam, Three Rooms, 2022

You have also created NFTs as part of your collection of the Three Rooms series. Could you please elaborate on your experience in this new Art Space and expand on your expectations for this new medium?

I am a bit suspicious and afraid of this space: we live in this Instagram society, we just have a few seconds to view an NFT square and cannot dive deeper into it. Thinking about NFTs as one more layer in the history of art, I find this layer hard for me to understand. When comparing NFTs to the introduction of the camera I feel that I need to find a way to do things like Cardi B is doing. The pop star is able to take the medium she is working with, pop music which is vastly spread through out society and highly accessible to all, with all the industry around it and the expectations of her fans, and turns it around to take a very personal and extreme position that is unique to her in a way critiquing society and destabilizing social foundations.

I want to take the NFT square and say something extreme about our digital world, and about our way of looking and understanding art

I am still not sure how to do this, but when I create a square NFT I want to do it in an extreme way. Using the negative aspects of society and ridicules because in a sense we are consuming this. I want to take the NFT square and say something extreme about our digital world, and about our way of looking and understanding art. I want to question, and to create something that addresses the way we use NFTs and the way we use our phones and social media.

Kinetismus: art that moves at Kunsthalle Praha

Pau Waelder

Kinetismus. View of the exhibition space. Photo: Vojtěch Veškrna, Kunsthalle Praha

Kunsthalle Praha is a new contemporary art space that opened its doors in February at the former Zenger Electrical Substation in the heart of Prague. Founded by the Pudil Family Foundation, it aims to connect the Czech and international art scenes through a varied program of exhibitions and events that take place both in their physical location and on their website, in the form of a “Digital Kunsthalle” that collects video documentation, articles, and digital guides to the exhibitions. The use of the term Kunsthalle identifies this institution with the focus on temporary exhibitions as opposed to hosting a permanent collection, which is nevertheless built through a program of acquisitions and will be presented to the public regularly in thematic exhibitions and in a digital catalogue.

Given Kunsthalle Praha’s foundational aims and the history of its building, it is only fitting that the inaugural exhibition is dedicated to the role that electricity has played in the development of art over the last century and up to the present. Kinetismus: 100 Years of Electricity in Art is an ambitious group show spanning a century of artistic creation through a selection of nearly a hundred artworks that connects the avant-gardes of the 1920s with the pioneers of kinetic and cybernetic art, and today’s digital art. Curated by Peter Weibel, revered theoretician, artist and director of the ZKM in Karlsruhe, alongside Christelle Havranek, chief curator at Kunsthalle Praha, and scientific associate Lívia Nolasco-Rózsás, the exhibition’s curatorial concept is centered around establishing the legacy and relevance of electronic and digital art in contemporary society (an approach for which both Weibel and the ZKM are widely known) as well as cementing its position in the history of modern and contemporary art. In the text he wrote for the exhibition’s catalog, Peter Weibel denounces the lack of attention that digital art has received from the contemporary art world and its institutions:

“Most museums still refuse to include light art, sound art, interactive art, and cinematographic, cybernetic, or computer art as part of their collections or permanent exhibitions. It could be called a betrayal of the masses since such museums are not truly exhibiting the art of the twentieth and twenty-first centuries but rather only paintings and sculptures from these centuries.”

Weibel, 2022, p.36

These strong words express the frustration of more than one generation of artists, scholars, curators, gallerists, collectors, and also art lovers who have seen over and over again how artistic practices linked to scientific disciplines and technological innovations have been sidetracked or utterly ignored in the mainstream contemporary art world, in which even photography and video have struggled to gain recognition as art. While this situation is clearly changing in recent years, there is still work to be done, not only to integrate digital art in the contemporary art scene, but also to understand its nature and history.

Kinetismus both adheres to the sober presentation of historical artifacts that is required of a museum, and the playful experience of visitors in front of a series of artworks based on ongoing processes. 

The NFT boom brought a renewed attention to digital art and consequently its history, although the crazed search for “OGs” has finally lead to the artworks of pioneers being used to attract newcomer collectors and boost sales at auction. It is therefore more necessary than ever to present the history of digital art to the public in all its manifestations and its complex ramifications, not only to bring attention to the names of those trailblazing artists who had been partly or almost totally forgotten, but also to better understand how the artistic practices linked to electronic and digital media came to be. Kinetismus aptly carries out this task in a way that both adheres to the sober presentation of historical artifacts and the information around them that is required of a museum, and the playful experience of visitors in front of a series of artworks based on ongoing processes rather than static objects. 

Woody Vasulka, Light Revisited, 1974-2001. Photo: Lukáš Masner, Kunsthalle Praha

The Four C’s: putting digital back into art

Peter Weibel points out that a singular trait of the exhibition is its aim to highlight the existence, for the past one hundred years, of an art based on electricity (“plugged-in art”) that he describes as “the predominant singular achievement of the twentieth century” (Weibel, 2022, p.36). Interestingly, this all-encompassing denomination overrides the myriad terms used to describe artistic practices based on emerging technologies since the work of the pioneering creators of algorithmic plotter drawings was described as computer art. It also connects these practices with the history of modern art, going back to avant-garde experiments with light, movement, and cinema. In this sense, the curatorial approach finds yet another form of integrating digital art into a long tradition of artistic practices that are already part of the established canon of modern and contemporary art history. 

Since the earliest experiments integrating emerging technologies into artistic projects, artists, theoreticians, and curators have sought to highlight the distinctive features of these art forms while making it clear that they belong to the fine arts, namely by establishing links and comparisons to painting and sculpture. From the seminal texts of artists such as Lászlo Moholy-Nagy in the 1920s, to the essays by theoreticians and curators such as Jack Burnham, Jasia Reichardt, Frank Popper and Herbert W. Franke in the 1960s and 1970s, to name a few, connections have been constantly drawn between art, science, and technology, seeking to expand the notion of what art is and how it relates to a society that is increasingly dependent on the technology it has created and shaped. 

Weibel stresses that the structure of the exhibition according to the “Four Cs” (cinematography, cinétisme, cybernetics, computer art) is what makes this exhibition different than other historical reviews of electronic and digital art

The field of what has been variously termed computer art, cyberart, electronic art, new media art, or digital art has evolved over the last sixty years into an art world of its own, but it has always been conceived by its proponents as part of the wider field of contemporary art. During the last decade, an increasing number of books and art exhibitions in museums and art spaces have underscored the connections between digital art and the history of art in the twentieth century. These approaches have been based on a concept or feature that can be traced in both digital and analogue artworks, such as the use of light, movement, instructions, or the participation of the audience.

For instance, in 2009, art historian Edward Shanken proposed in his book Art and Electronic Media (Shanken, 2009) a history of digital art based on a series of “thematic streams” such as “Motion, Duration, Illumination” or “Charged Environments,” that allowed him to connect the work of avant-garde pioneers such as Moholy-Nagy with that of established artists in the digital and contemporary art worlds such as Rafael Lozano-Hemmer and Olafur Eliasson. Similarly, in 2018, curator Christiane Paul presented alongside Carol Mancusi-Ungaro and Clémence White the group exhibition Programmed: Rules, Codes, and Choreographies in Art, 1965-2018 at the Whitney Museum of American Art in New York, which drew on the concepts enumerated in the title to bring together works of video art, generative art, and conceptual art spanning more than fifty years. 

teamLab, United, Fragmented, Repeated, and Impermanent World, 2013. Photo: Lukáš Masner, Kunsthalle Praha

Kinetismus similarly establishes thematic connections between kinetic art, cybernetic art, experimental cinema, and digital art (here presented under the term “computer art”), as well as dialogues among the artworks exhibited at the Kunsthalle Praha. Weibel stresses that the structure of the exhibition according to the “Four Cs” (cinematography, cinétisme, cybernetics, computer art) is what makes this exhibition different than other historical reviews of electronic and digital art, as it allows for a rich spectrum of associations, correspondences and interplays between artistic practices that have often been considered as separate approaches to artistic creation.

Certainly, the dependence on electricity to power light sources and motorized elements in kinetic artworks, cameras and projectors in experimental films, and computers in all sorts of digital art is a common factor to all of these art forms. This leads to two main elements that depend on electricity and ultimately connect all of the artworks in the exhibition: artificial light and movement, the latter more widely understood as a permanently ongoing process, as opposed to the static object that is a painting or a (classical) sculpture. To properly map all these connections and describe the artworks in this article would be a futile effort, as the texts written by Weibel, Havranek, and Nolasco-Rózsás for the catalogue already address the “Four Cs” in detail, and additionally a wealth of information about the artworks can be found at the exhibition’s digital guide, freely available online. Instead, I will focus on two differentiating aspects of the exhibition which are particularly relevant to the presentation of “plugged-in art” to the public: the attention to local and national art scenes, and the experience of the visitor.

Refik Anadol, Infinity Room, 2015. Photo: Lukáš Masner, Kunsthalle Praha

The legacy of Zdeněk Pešánek

While the digital art community has often criticized the contemporary art world for sidetracking or ignoring them, the history of digital art has been built mainly around artists and exhibitions from Western Europe, the United Kingdom, and particularly the United States of America. The blind spots in this history, which is still being written, are being addressed by artists, scholars, and curators from different nationalities who are enriching the knowledge about pioneering artists from Latin America, Asia, and other regions of the globe. In this sense, it is important that historical reviews such as the one proposed by Kinetismus pays attention to the contributions of their own pioneers.

The Prague show is structured around the work of Czech artist Zdeněk Pešánek (1896-1965), a painter, sculptor, and architect who was among the first to create light-kinetic works in the 1920s and the first to use neon light tubes in an artistic installation. He built the Spectrophone (1924-30), an instrument composed of a piano that projected moving lights onto a relief, combining music and visual kinetics. This machine would be the basis for his light-kinetic sculpture Edisonka (1926-30) at the Edison Transformer Station at Jeruzalémská street in Prague, which became a fundamental artwork of this period, alongside László Moholy-Nagy’s Light-Space Modulator (1922–30). Later on, he created the series of sculptures One Hundred Years of Electricity (1937) for the façade of the Zenger Transformer Station, which were exhibited that same year at the International Exposition of Arts and Technology in Paris. Most of the sculptures were lost on their return trip, the series never being installed at its intended location. 

The 3D illustration created by Studio Najbrt reinterpreting one of the artist’s sculptures makes Pešánek’s work vibrantly alive and up-to-date, more post-Internet than 1930s avant-garde.

As stressed by Christelle Havranek, Pešánek’s groundbreaking work did not receive the attention it deserved at a time when the rivalry between the Soviet Union and Nazi Germany prefigured a global conflict that had already started its dead toll in Spain, as denounced by Picasso’s masterpiece Guernica (1937). Pešánek nevertheless continued his investigations and coined the term “kineticism” in his book Kinetismus from 1941. The repurposing of the Zenger electrical substation as the Kunsthalle Praha naturally led to conceiving an inaugural exhibition around electricity in art in which Pešánek’s work and ideas take a central role. In this respect, Havranek points out that it was not their aim to review the artist’s work (a task already carried out in a retrospective exhibition at the National Gallery of Prague in 1996) but to place it in the larger context of the international art scene, spanning from the early decades of the twentieth century to the present.

Several pieces from One Hundred Years of Electricity (1932-36) and The Spa Fountain (1936-37) are exhibited in the first gallery of the Kunsthalle alongside artworks by his contemporaries Naum Gabo, László Moholy-Nagy, and Marcel Duchamp, as well as kinetic art luminaries such as Julio Le Parc, pioneers of digital art such as Lillian F. Schwartz and Jeffrey Shaw, established names in the contemporary and digital art scenes such as William Kentridge, Olafur Eliasson, and Christa Sommerer and Laurent Mignonneau, and young talents such as Anna Ridler. This juxtaposition of artworks from such a wide temporal range reinforces the relevance of Pešánek’s work, considered in its historical framework, but probably more importantly it is the 3D illustration created by Studio Najbrt for the exhibition poster and the catalogue cover reinterpreting one of the artist’s sculptures what makes Pešánek’s work vibrantly alive and up-to-date, more post-Internet than 1930s avant-garde.

In accordance with the general conception of the exhibition, the combination of a serious, properly documented approach to Pešánek’s artworks and their history, and a playful reinterpretation that takes over street billboards and is able to communicate with a wider and younger audience constitutes a sensible decision that should be common to all presentations of the history and the present of digital art.

Kinetismus. View of the exhibtion. Photo: Lukáš Masner, Kunsthalle Praha

Enjoying kinetic and digital art

Not everyone wants to read a long theoretical text before approaching the artworks at an exhibition. Some prefer to simply experience the artworks, and while it is true that one cannot expect to fully understand an artwork without some context or explanation, there is a strong value in this direct, unmediated exposure to the art. In Kinetismus, the exhibition space, particularly in the first gallery, involves an interesting contradiction: the room feels crowded, there are artworks everywhere (almost fifty in a space the size of an average art gallery), emitting noises and projecting light and reflections on each other. The initial impression is somewhat chaotic, but at the same time it reminds of early exhibitions of kinetic and electronic art from the 1960s and 1970s (which, I must say, I have only seen through documentation). The studio that designed the exhibition space, Schroeder Rauch, consciously aimed to create a “multi-perspective and dense exhibition,” in which “the artworks but also the visitors find themselves in an open landscape environment of objects, movements and light. Everything is in communication with everything.” 

Enjoyment is not a bad word when it comes to an art exhibition. With solid theoretical and historical foundations, Kinetismus offers a space for both learning and having fun.

This points to an aspect that is not so often a central consideration in an exhibition: the experience of the visitor. Through its selection of artworks and their placement in the different rooms of the Kunsthalle Praha, the exhibition becomes a cabinet of curiosities and a space of wonder and enjoyment. For some, this might be seen as a shortcoming (“the exhibition is not serious enough”, “the artworks do not have «space to breathe»”), but it is quite the contrary. By combining artworks from very different chronological moments and letting them “contaminate” each other with light and sound, the space that is created becomes less and cathedral and more a bazaar (in the sense of Eric S. Raymond’s influential essay from 2000), in which the visitor can choose what draws their attention and experience each artwork with a sense of surprise, letting the piece develop its process and reacting to it.

Enjoyment is not a bad word when it comes to an art exhibition. With solid theoretical and historical foundations, Kinetismus offers a space for both learning and having fun with a type of art that does not stare down from a high plinth but involves the viewer in its ever-changing process. Enjoyment brings with it a positive experience with the art, sparks interest, and leads to learning and appreciating the artworks in their context.

Art that moves, that stimulates thought and emotions, is remembered and valued. “Plugged-in art,” from kinetic to generative and AI-generated, has the ability to move, in every meaning of the word. It should always be presented in a way that allows it to do so.

Christina Kubisch, Cloud, 2019. Photo: Lukáš Masner, Kunsthalle Praha

References

Havranek, Christelle (2022). Introduction. In: Weibel, P. and Havranek, C. (eds.) Kinetismus. 100 Years of Electricity in Art. Prague and Berlin: Kunsthalle Praha, Hatje Cantz, 2022.

Shanken, Edward (2009). Art and Electronic Media. London: Phaidon Press.

Weibel, Peter (2022). 100 Years of Electricity in Art. In: Weibel, P. and Havranek, C. (eds.) Kinetismus. 100 Years of Electricity in Art. Prague and Berlin: Kunsthalle Praha, Hatje Cantz, 2022.

Lauren Moffatt on the intimacy of VR

Fabien Siouffi

On the occasion of our collaboration with Fabbula on the artcast Worlding with the Trouble, which features the work of Lauren Moffatt, Serafín Álvarez, and Xenoangel, we are featuring in this post an interview by guest author Fabien Siouffi with artist Lauren Moffatt.

Following the selection of Lauren Moffatt as the first recipient of Fabbula’s Worlding with the Trouble programme, Fabien Siouffi discusses with the artist her trajectory towards the VR medium. 

Worlding with the Trouble is a commission and production programme designed to support artists, hackers and thinkers in the creation of disconcerting, heady virtual worlds, translating radical thoughts into multi-sensory experiences. 

I’d love for you to trace back your trajectory as an artist. When did you start with VR, and what have you done with it so far?

I’m a graduate of painting and drawing but actually all through my studies there was an almost even balance between time-based media and painting, and even while I was studying I was integrating animation and different types of experimental image making into my painting. This culminated in a painted animation from my graduate work, and around that time I started to get really interested in embodied experiences and how to visualize what someone sees through their eyes. I started creating self portraits and then I moved onto trying to show other people’s views.

Considering this form of representation also led me to think about how our visual system works, the fact that we’re only focused on one thing that our eyes are scanning all the time and that we’re seeing parts of our faces as we look at the world around us. To me, this was a very intimate way to try and represent a world from inside someone’s body. What I found missing was questioning the visual system when certain aspects of it don’t belong in this objective table system in which everything is delineated with a horizon line. Everything starts with this fictional line. This is quite different to the way that we subjectively see things and the way that we also trace the narrative and our surroundings, as we go about our day to day. And so, it became clear at some point that painting wasn’t the right medium for these experiments that I was doing because it was taking too long. It was too complicated to bring these images that I wanted to make to the surface of a canvas.

I started working with digital images and animating them using video editing software and then I started making videos and editing them. This progressively led to a series of works in which I was building multi camera rigs, performing in public spaces while wearing these camera costumes and filming with them. I made this footage into a massive collage by manually knitting together 360 degree perspectives to create immersive videos. And by chance, it was around this time that 3D was becoming big and I received some funding and support to train in stereoscopic filmmaking. Actually, Céline Tricart was one of my trainers in Prague. She taught me how to make stereoscopic images interesting in video. 

Lauren Moffatt, On Hybrids and Strings. Image courtesy of the artist and Fabbula.

From there I went on to do a fellowship at Le Fresnoy, and it was there that I started working with VR. I wanted to do something really different and so I created the first documentary piece that I’d ever made, which was also the first VR piece that I’ve ever made. This was a piece called The Oculist Reason. I was really interested in history and the way that virtual documentation could possibly change the way that history is written. And so I used as a case study a dome-shaped painting in Liverpool and looked at it from different points of view, creating a virtual reproduction of the painting and telling its story and that of the events it describes. The next project I did was made in collaboration with a Korean filmmaker. It was an adaptation of a sequence from one of his films to VR, and it led us to think about the way that this translation changes the rules for cinema. And also about how there isn’t this cutoff between cinema and life anymore, everything is cinema and cinema is life. 

I started working with digital images because I realized that it was too complicated to bring these images that I wanted to make to the surface of a canvas.

From there I went on to make a piece called Image Technology Echoes, which has been in production for the last two years and in development for another year before that. It deals with the separation between the body and the mind, and the idea that there could be an homunculus that lives inside your mind and that is controlling everything and perceiving everything from this more interiorized point of view than the one that you are  aware of in your everyday dealings. And so in this case you can step inside each of the characters: there are two characters in an art gallery, watching an exhibition and having a conversation. As you approach them, you become transported into their mind space, a room of their own where there are some clues about who these people are. So as a viewer, you jump between these different realities and if you choose to pay close attention, then you might find out why these two people are together and what’s going on inside their minds and what’s going on between them in this conversation. However, a lot of people just like to move between all of these different spaces and look at things from different points of view, so there is no right or wrong way to to experience it.

Lauren Moffatt, Image Technology Echoes. Image courtesy of the artist

About your relationship with the medium VR in general, I’m interested in knowing why it has caught your attention? What do you see in this medium that feels special for your work?

What I find really special is that I can build a subjective space that brings together many things that I’ve been working on for many years before all of this technology became available to me. And I find it also quite powerful in the sense that you can build an entire architecture that encloses the person and, if the viewing conditions are right, they can feel safe inside it and completely suspend their disbelief in this thing that you’ve built. And this is even more powerful than a physical installation because it becomes so intimate. The intimate relationship that is created between the viewer and the piece is something that is quite appealing to me because I’m often working with intimate concepts that I’m trying to transmit to the people I’m showing my work to. There is an intensified relationship between the viewer, and you as an artist, expressing something about the medium itself, and producing subjective realities. 

Which subjective realities are you interested in conveying or which ones do you think come out with this medium that could not come out with others?

In VR you can create quiet meditative spaces where you have time to engage with ideas that play a little bit foreign or a little bit difficult to take seriously unless you really pay attention. When you get the viewer’s undivided attention, you can build empathy, and that can be really powerful when you tell human stories with this medium. The attention that the audience gives to the objects or the surfaces or whatever it is that you’re constructing in these environments is much more focused because of how they are delivered to them.

What I find really special about VR is that I can build a subjective space that encloses the person and make them feel safe inside it and completely suspend their disbelief in this thing that you’ve built. 

You once stated that VR can represent realities that we hold inside our minds.

Yes, I find it interesting to think about the way that reality is for us intimately, how we build our perception of reality and how often our ideas and our imagination are suppressed by our need to adapt to our environment. So it’s interesting to create spaces where it is possible to explore the interior life of a person and that this is not something that’s scary, or formless, or unhealthy. 

For instance, I was quite inspired by Notes on Blindness (2016), a VR experience based on a film which I found very interesting. There have been a number of works that I thought were really interesting, because they were not just constructing visible realities but also constructing points of view and  allowing you to realize how much of the lives of all of the people around me are invisible to me.

Lauren Moffatt, The Unbinding. Image courtesy of the artist

Do you feel that there is a particular area or subject matter that comes out in your work that only comes out with this medium?

Yes, there are some formulas, some narrative resources and themes that tend to surface, but it’s difficult to point them out because I’ve noticed that the audience who visit my work, had a really different experience of it to what I saw when I made it. So there’s an openness to interpretation, while it is also true that frequently strong feelings such as anxiety or melancholy emerge from the VR experiences. However, the artworks are more of an invitation to explore other realms of realities all in their complex layers rather than simply an exposition of a theme. It is often rather cryptic, so there are a lot of different interpretations that could come from it.

ISEA2022: the possible spaces of new media art

Pau Waelder

Drone show on the closing night of ISEA2022 Barcelona

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

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

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

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

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

Santa Mònica: new media art as contemporary art

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

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

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

Chemical Ecosystem by Yolanda Uriz

La Capella: work-in-progress

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

View of the exhibition Possibles at Espai Modernista Sant Pau

Sant Pau: the realms of the digital

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

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

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

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

3D printed sculptures by Varvara and Mar at Galería Alalimón

Digital art in the art galleries

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

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