Get to Know Anne Spalter: Academic pioneer, artist, collector, curator and author

You have an MFA in painting from RISD: Rhode Island School of Design.  What came first for you, art or technology?

I studied traditional analog art in high school and at RISD as an undergraduate before transferring to Brown University to study mathematics. I was as surprised as anyone to find myself using the computer to make art after graduation. In fact, I have to admit that I was a total computer-phobe and pretty much thought art made with a computer had to probably be evil (which, unsurprisingly, seemed to be the general institutional sentiment when I later returned to RISDI for my MFA).

I really began to appreciate the visual power and convenience of the digital world when I was working in New York after college. I had a computer in my cubicle and was working a gazillion hours a week. The only way I could work on my art was inside that machine; it became my tiny studio. I began to explore what I could do with art software like Photoshop… and when my boss walked by… presto… like magic… I could easily click back on Excel.

After a while, I realized my future probably didn’t rest in banking [duh] and I applied to graduate school in Painting at RISD–of course, without mentioning that I’d been using a computer to make art, since that was still a pretty subversive insult to the painting tradition back then.

Once I was back at RISD, I wanted to continue exploring the digital realm. There weren’t any classes offered, though, so I actually ended up getting “volunteered” to teach one to my fellow graduate students. In the course of developing curriculum for what became the first digital fine art courses at RISD and Brown, I ended up writing the widely used textbook, The Computer in Visual Arts (Addison-Wesley). This was a multi-year undertaking and it brought together aesthetic, technical, and art-historical aspects of the field.

I was also fortunate during this time to work with Andy van Dam in his Computer Graphics Research Group in Brown’s Computer Science Department where I was a researcher and Artist in Residence. It was a bit like an old fashioned apprenticeship and I learned about the technical side of the field.

After 15 years immersed in academia, I thought, if I don’t give my art career a chance it’s probably never going to happen. I took a sabbatical in 2008 and ended up not returning.

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Precession at SPRING/BREAK Art Show, curated by Elizabeth Keithline, New York, NY, 2016. Wall mural, video screens, canvas prints. Courtesy of Anne Spalter.

What do you think is most misunderstood about digital art and what would you like people to know?

Ahh, where to begin. Perhaps the most common myth, similar to the “anyone can point and click” accusations that plagued photography, is that somehow the computer is making the art for you and the digital artist is merely pressing a mouse button and sitting back with a toothpick while the machine does all the hard work.

In reality, it is exactly as difficult to make art with the computer as with a paint brush or any other medium because the hard part doesn’t lie with the technical device or medium but in the artmaking aspects–the choice of content and how to express it. A great artist can make art with a crayon–as Picasso did drawing a dove–and a lousy artist can fail to make art with the world’s most powerful supercomputer. If anything, I’d say it takes more hours working with a computer than most traditional media because it is a new technology and involves a lot of tedious problem solving on a daily basis.

As we move into a new world of machine learning and AI, this may change and the computer may truly be making art, but I have not seen convincing examples of that yet.

I’d say another misunderstanding, and one that photography and video art and some other art forms share but that has for some reason particularly plagued digital art, has been that “it’s not art because it isn’t done by hand.” For reasons that are not entirely clear (given the history of other genres for which this is true), this stumbling block keeps reappearing. Ironically, I have often felt more like I was drawing and painting when working with digital video than I did wielding a physical pencil or brush. One would think in this day and age that art could be accepted for it’s conceptual and aesthetic qualities and the mediation of the hand would not be brought into so many discussions–but it remains an issue.

I could go with these misunderstandings forever, but I’d say these are the most common.

Adrift on Titan (Miami Marbles series) at PULSE Contemporary Art Fair Miami Beach, FL, 2016. The first PULSE PROJECTS Special Commission, Miami Marbles is a mixed augmented reality (AR) installation combining AR components, via a custom app, with nine physical helium-filled spheres—ranging from seven to 16 feet in diameter— printed with digitally manipulated footage of Miami Beach; Courtesy of Anne Spalter
Adrift on Titan (Miami Marbles series) at PULSE Contemporary Art Fair Miami Beach, FL, 2016. The first PULSE PROJECTS Special Commission, Miami Marbles is a mixed augmented reality (AR) installation combining AR components, via a custom app, with nine physical helium-filled spheres—ranging from seven to 16 feet in diameter— printed with digitally manipulated footage of Miami Beach; Courtesy of Anne Spalter.

You use custom software to create your work. Have you always developed/used your own tools?  Tell us about that process.

At this point I have custom software, but there was a process behind the evolution that led me there. I mostly used off-the-shelf software (back to Photoshop 1.0 and even its rudimentary predecessors like Letraset Realist) but starting with my kaleidoscopic video works, the standard software didn’t offer all of the features I felt I needed.

I began working with a wonderful programmer, Nathan Seilikoff, on custom plugins for Adobe AfterEffects and Photoshop. These let me work with more parameters for the patterning and motion, and also control them better. I did take programming courses but, basically I’m a slob and spent an inordinate amount of time chasing down stray semicolons. Learning how to program does help me understand what is possible, however, and to communicate with people who are good programmers. That said, I am happy working with programmers like Nathan to develop my custom software.

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New York Dreaming, The Fulton Center, New York, NY, 2016-2017; 9 corresponding videos on 52 screens throughout the Fulton Street Transportation Hub; Courtesy of Anne Spalter.

As an artist, what do you think are the biggest challenges in exhibiting digital art?

Some galleries simply will not exhibit digital art. Of course, many artists use the computer at some point during their creative process (from image research to composition work and beyond), so this is an increasingly meaningless statement.

For those that do exhibit new media, the biggest challenges are making everything run smoothly and supplying instructions for non-technical people to easily keep things running. Surprisingly, there are still not any widespread “entry level” mechanisms for basic digital art display (e.g. a simple and easy-to-use screen or projector that would seamlessly loop digital files), and thus a new media show usually involves a crazy set up of extension cords and media players; multiple remotes with line-of-sight issues; and other things that are baffling to gallerists unaccustomed to such technology. Things are even worse if an actual computer must be kept running the whole time a show is up. Many spaces turn their power off at night requiring everything to be reconfigured each morning.

Beyond technical display issues, it is also sometimes challenging to explain to viewers that a work could be shown in their home or institution differently from the way they are experiencing it in the gallery or museum. For example, it is sometimes hard to explain to  people that a video work would look fine on a different sized screen, or on a screen even though they are seeing it projected. Prospective clients also often balk at having to choose their own screens or other equipment, even with advice from the artist or gallery.

Wonder Why, 5K digital video, 2017; 7 minute loop; Courtesy of Anne Spalter.

As a collector and artist, what  do you think are the biggest challenge in collecting digital art?

We collect mostly early works that are plotter prints on paper. As such, we avoid most of the archival and storage issues of collecting new media as essentially they are india ink on paper and this is a well known entity. We do have some works that are video, i.e., files, and those are backed up multiple times–both on physical hard drives and in the cloud.

Some of the challenges are the same as any art collection I think–storage, organization, documentation, etc. We have begun to put the collection online for research purposes–to share it with a broader audience and you can see our efforts so far at spalterdigital.com. Many works are not up yet as they need to be photographed, and we are still entering data. Implementing any new cataloging system is always an incredibly daunting task, though.

As an artist creating digital video works that others collect, I have struggled to find an optimal way to present work for easy display and use and integration with clients’ existing collections. Several of my collectors have told me my work was the first new media piece they purchased; I think that is because I go to great lengths to try to make it easy to install and maintain the work. My ongoing search for solutions in this space led me to Niio. Their approach is the only hardware agnostic one I know of —letting clients use their existing screens without the need to  deal with extra remotes.

In addition, unlike virtually all the made-for-art displays available, Niio addresses file quality issues that have always bothered me, letting clients view the optimal version of the video. The Niio server also stores archival versions of the file, and addresses distribution and backup issues. It is difficult to communicate some of these features to collectors who are not technologically inclined, but they are supremely important.

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Beacon, 1080p digital video, 3 minute loop, 2018; Courtesy of Anne Spalter.

As a collector and artist, how do you tackle the topic of  preservation?

[see above for the Collection]

As an artist I live in fear that I will lose files! This is the equivalent of a fire in the studio. I make local backups to a RAID array, multiple cloud backups, and off-site backups.

AR – Are you a fan as an artist? As a collector?  Any works in your personal collection?

I really love AR. I think AR has a great combination of convenience and aesthetic quality and ease of use. We own one of Claudia Hart’s AR works. I thought Will Pappenheimer’s Privateer (in Boston Harbor) was super. And, of course, I did an app for Pulse Contemporary Art Fair Miami Beach in 2016–Miami Marbles–which you can download from the app store.

What do you think will help establish the stature of digital art in the context of the global art world?

Fortunately this is already happening! Although we are all impatient, it really hasn’t been that long since the invention of digital computers and the advent of digital art to, now, shows at major museums featuring new media works.  I think we all live in internet time and expect things to happen almost instantaneously. Artists already know that the computer is a part of the art-making process and use it without hardly thinking about it.

For collectors and the critics and THE art world status quo to accept it will just take a few real leaders to give it THEIR seal of approval. Shows like the Thinking Machines, curated by Sean Anderson and Giampaolo Bianconi currently up at MoMA in NYC, help accomplish this. Not only is it a thoughtful interesting show but it brings together digital and analog works under the aegis of a larger theme and it doesn’t comment on the difference. The show treats all the artists equally — de facto as part of art history. This is the type of thing cements digital art into the canon.

About Anne Spalter:

Digital mixed-media artist Anne Spalter is an academic pioneer who founded the original digital fine arts programs at Brown University and The Rhode Island School of Design (RISD) in the 1990s. In her studio practice, Spalter uses custom software to transform source footage—captured by the artist during multisensory experiences such as riding the Coney Island Cyclone; walking through an open-air flower market in Bangkok; and gazing down from a helicopter over downtown Dubai—into kaleidoscopic, algorithmically manipulated Modern Landscapes.

Spalter, who studied mathematics as a Brown undergraduate before receiving an MFA in painting from RISD, has a longstanding goal of integrating art and technology. With additional cross-disciplinary masteries including a 2011 Sensei designation in Kenpo Karate, Spalter’s influences in the studio are as diverse as Buddhist art, pure mathematics, Futurism, and Action Painting.

Spalter’s work is housed in the permanent collections of the Victoria and Albert Museum (London, UK); the Albright-Knox Art Gallery (Buffalo, NY); the Rhode Island School of Design Museum (Providence, RI); and others. In March 2016, Spalter received accolades from Forbes, Surface, Whitewall, and others for her large-scale installation Precession at SPRING/BREAK Art Show. Later that year, she was tapped by PULSE Contemporary Art Fair for its inaugural commissioned installation series, debuting at PULSE Miami Beach 2016. Also in late 2016, MTA Arts commissioned Spalter to create a 52-screen digital art installation, New York Dreaming, in one of its most crowded commuter hubs (on view through Summer 2017 in Fulton Center). Spalter currently sits on the board of the New York Foundation of the Arts (NYFA).

To learn more about Anne Spalter and to experience her artwork, please visit: http://annespalter.com

Anne will be exhibiting her work with curator Natalie White at this year’s SPRING/BREAK Art Show 2018 in NYC, March 7-12.  Get passes now!

What We’re Reading Now: Art (x) Design (x) Technology

At Niio, we are passionate about the intersection of Art, Design & Technology. From code-based and algorithmic artworks, to AR & VR installations, to blockchain for authentication, crypto art as well as the .ART domain, talk of digital art was everywhere in ’17.  Check out some of the great stories that we’re reading now and look out for lots more throughout the year.

ARCHITECTUAL DIGEST  // 
Marilyn Minter’s Largest Public Artwork Is All About Me 

“Well, all artists have a narcissism problem,” says Marilyn Minter gleefully as she walks the 280-foot length of her newest work. A collaboration with the Art Production Fund, the project is a video, produced in partnership with Westfield World Trade Center and displayed, unignorably (as any narcissist would appreciate), every eight minutes on the 19 screens of varying sizes that dot the inside of Santiago Calatrava’s Oculus and its surrounding buildings.”  Read more.

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Photo via Art Production Fund

 

THE ART NEWSPAPER  // 
The Future May Be Virtual, But Who Is Running the Show? 

Virtual reality (VR) art is no longer the preserve of geeky coders. Artists such as Paul McCarthy, Marina Abramovic and Jeff Koons are beginning to create work using the technology, and start-up technology firms are springing up in the race to distribute and sell them. But as collectors begin to circle and prices rise, several legal and ethical questions are being raised, including who owns the art, how do you protect your work, and who has the right to place art in virtual public places?  Read more

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Mat Collishaw: Thresholds at Somerset House Photo: Graham Carlow

 

NEW YORK TIMES  // 
Will Cryptocurrencies Be the Art Market’s Next Big Thing? 

“On Dec. 16, the nascent market for what might be called cryptoart appeared to reach a new level when the hitherto-unknown Distributed Gallery announced the auction of “Ready Made Token,” a unique unit of a cryptocurrency that the gallery said was created by Richard Prince using technology from Ethereum, the network responsible for Ether. The online gallery describes itself as the first to specialize in blockchain-based artwork and exhibition.”  Read more.

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Richard Prince’s “Ripple” paintings share a name with a high-rising cryptocurrency. Credit David Regen/Gladstone Gallery

 

ARTSY  // 
When Steve Jobs Gave Andy Warhol a Computer Lesson

It was October 9th, 1984, and Steve Jobs was going to a nine-year-old’s birthday party.  He’d been invited just a few hours earlier by journalist David Scheff, who was wrapping up a profile of the Apple Computer wunderkind for Playboy. Jobs was far from the highest-profile guest, however. Walter Cronkite, Andy Warhol, Keith Haring, Louise Nevelson, John Cage, and singer-songwriter Harry Nilsson were also in attendance. And Yoko Ono, of course—it was her son’s birthday, after all.  Read more.

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A 1984 Macintosh. Photo via Dave Winer on Flickr.

 

THE GLOBE & MAIL  // 
Is It Big Brother? Is It Art? What If It’s Both? 

The watchers watch us, we watch ourselves, and maybe someone is preparing to feed it all back to us as art.

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The creator of Colorimeter is Rafael Lozano-Hemmer, a Mexican-born artist who lives in Montreal.

 

ARTNEWS  // 
Rhizome Gets $1M. From Mellon Foundation For Webrecorder, Its Web Preservation Tool 

The New York–based digital arts organization Rhizome has been awarded a two-year $1 million grant from the Andrew W. Mellon Foundation to continue the development of its web preservation tool Webrecorder. The grant, the largest in the institution’s history, follows a previous two-year grant of $600,000 from the Mellon Foundation that it received in December 2015 to put the tool’s development into full gear.  Read more.

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Niio at NADA Art Fair with AES+F

Niio Powers Events 

This winter ’17, NYC’s TRANSFER Gallery selected Niio to power its presentation of AES+F’s newest work ‘Inverso Mundus’ (The World Is Upside Down).  AES+F achieved worldwide recognition and acclaim in the Russian Pavilion at the 52nd Venice Biennale.

Together with our hardware partner, Barco Residential, who generously provided one of its top of the line professional 4k projectors, the work was displayed 16ft x 10ft using Niio’s ArtPlayer and Remote Control App.  The booth drew huge crowds and garnered widespread praise:

 

“At any given moment during the VIP preview, it was literally overflowing with people craning their necks to catch a glimpse of AES+Fs 38-minute video, projected wall to wall.”Artspace 

“Stunning video installation.”Artsy

“Crowds were squeezing into the booth to watch.”ArtNews

“Every time I walked by the booth, the viewing area was filled with fairgoers, frozen by the epic tableaux.”Hyperallergic

“A true highlight of the fair.”ArtFCity

 

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“Crowds were squeezing into the booth to watch.”ArtNews

“Every time I walked by the booth, the viewing area was filled with fairgoers, frozen by the epic tableaux.”Hyperallergic

“A true highlight of the fair.”ArtFCity

Can digital art last forever?

Ben Fino-Radin

Artists have always reached for the tools, materials, and technologies of their time. The 20th century in particular has witnessed the greatest explosion of new materials for artistic experimentation.

Celluloid, analog video, early mainframe computers, networks, robotics, the personal computer, the world wide web – you name it. Artists created works with these tools as soon as they could get their hands on them – be it by sneaking into a video post-production house after hours, or by private corporations sharing the wealth through artists residencies (for instance, Bell Labs). The year I am writing this, 2016, marks the 50th anniversary of Experiments in Art and Technology (EAT), a Robert Rauschenberg and Billy Kluver founded organization established to develop collaborations between artists and engineers.

Computer Music pioneer, Laurie Spiegel, in her studio. Photo credit: Enrico Ferorelli
Computer Music pioneer, Laurie Spiegel, in her studio. Photo credit: Enrico Ferorelli

While fifty years is young for an artistic medium, during that time, we have seen technologies come and go making artworks created with these tools and formats oftentimes inaccessible, obsolete and impossible to recover all with drastic stakes. We suddenly have an entire generation of artistic creation – cultural heritage and artifacts – that are at risk of simply disappearing. While all works of art can fall apart eventually if not cared for, even a sculpture made out of concrete, the materials of the 20th and 21st centuries do so at an alarming rate, and are at great risk of disappearing long before institutions deem it worthy of collecting and preserving (if ever).

Thankfully there is at least one preventative measure that can be employed: digitization. It is a well established fact that there are no analog media carriers that will last forever – by digitizing analog media, we can ensure that the contents can be losslessly preserved and migrated into the future. However, digital files can also fall apart – become corrupted, obsolete, lost, deleted. To combat that, an entire profession has evolved,  devoted solely to digital preservation. Museums, have experts (myself included) dedicated to preservation.

  • What does it mean to “preserve” something digital?
  • When you “preserve” a digital artwork, what are you actually preserving?

First and foremost, you are preserving the digital files (videos, sound files, still images, executable software) that make up the artwork and that are necessary to exhibit and/or view the artwork. These files contain the data: zeroes and ones that make up bits and bytes. Preserving these zeroes and ones perfectly (and being able to prove and demonstrate that one has done so) is paramount when talking about a work of art. No matter what storage medium these files are copied to, we must be able to prove that the same file, bit for bit, every zero and every one has been accounted for. This is how we can prove and validate the authenticity of digital art.

Preserving these bits and bytes however is just the first step – just because we have perfectly stored a file, doesn’t mean that in the future it will be understandable.  Therefore, we need to record data about the data – metadata – about what these files are, what they are supposed to look like, and what purpose they serve within the larger context of the artwork. For instance,  are these video files part of the artwork itself, and they meant to be projected in the gallery, or are they videos documenting the exhibition of the work? Without the preservation of this contextual information, the files are useless.  

Consulting artist Phil Sanders at the 2013 New Museum exhibition XFR STN. Photo courtesy Walter Forsberg
Consulting artist Phil Sanders at the 2013 New Museum exhibition XFR STN. Photo courtesy Walter Forsberg.

The last piece of the puzzle is storage – we need to put all of this information somewhere safe. Unfortunately digital storage is by its very nature fallible – just as there is no archival or permanent analog storage medium (safe for film, when properly cared for) – there is no permanent or archival form of digital storage. Thankfully we can design around this problem. First and foremost, we can build storage devices that have built in redundancy and safety measures, including the ability to identify problems. Secondly, we need to store multiple complete copies of all of this data and metadata in multiple locations. This protects us from natural disaster, or complete failure of the digital storage device.

In theory, all of these principles are quite simple. The problem is that in practice they are quite hard. People have limited time, money, and expertise, and unfortunately, uploading assets and artwork to a cloud storage platform meant for regular everyday use simply isn’t a viable digital art preservation plan. Most artists have a hard enough time finding creative headspace with everything they are already juggling: paying the bills, running their studio, getting ready for the next exhibition, seeing their friend’s shows. Worrying about digital storage, checksum algorithms, growth projections, format obsolescence, viruses, natural disasters is yet another challenge that very seldom addressed.

This is where Niio comes in. I am collaborating with the team to not only make digital preservation accessible, but to also make it affordable and sustainable. Not just to artists, but to all of the various stakeholders in the art world: galleries, private collectors, institutions, you name it.

Read Our In Depth Q+A With Ben

Part 1: A Conversation With Ben Fino-Radin, Preservation Expert
Part 2: A Conversation With Ben Fino-Radin, Preservation Expert

About Ben Fino-Radin

Ben is a NYC based media archaeologist, archivist and conservator of born-digital and computer based works of contemporary art. Until recently, he was the Associate Media Conservator at the Museum of Modern Art (MoMA) where he developed strategies and policies that contributed to the preservation of the museum’s digital collections. Today, he is the founder of Small Data Industries,  a consultancy providing services to support the collection, exhibition, preservation, and storage of digital and time-based media art.  His clients include the Whitney Museum, The DIA Art Foundation, Cooper Hewitt, Smithsonian Design Museum, the Museum of Modern Art, and the studios of Cory Arcangel.

Prior to MoMA, Ben worked as a Digital Conservator at Rhizome at the New Museum where he structured preservation and collecting practices for collections management, documentation, and preservation of born-digital works of art. As an Adjunct professor at NYU’s Moving Image Archiving and Preservation (MIAP) program, Ben taught a course on Digital Literacy designed to equip first year graduate students with fundamental technical skills for careers in digital archives as well as Handling Complex Media, a course designed to give second year graduate students practical skills for the identification, risk assessment, preservation and treatment of creative works that employ complex and inherently unstable digital materials.

Research interests include: digital preservation, digital cultural heritage, web based creative communities, computer history, information architecture, metadata and animated gifs.

The Lumen Prize: a conversation with Carla Rapaport

Lumen Prize (Moving Image Winner): AfterGlow by boredomresearch
Lumen Prize Moving Image Winner 2016: AfterGlow by boredomresearch

What led you from working as a successful journalist to deciding that you were going to start the Lumen Prize,  a not-for-profit global art prize?

Journalism changed completely during my career and not for the best. I was looking for a give-back project that I could do from my home in rural Wales. I’ve always loved art and once I started meeting emerging artists, I was hooked.

Why new media? What specifically sparked your interest in the medium?

David Hockney

I went to his 2012 Exhibition at the Royal Academy in London 3 times and was astounded by what he was creating with digital devices. It occurred to me that there had to be more artists doing this kind of work and it turned out that there was a whole world of art and artists that I’d never seen or heard of before.

"MAY 11TH 2011 WOLDGATE 12:45PM" 18 DIGITAL VIDEOS SYNCHRONIZED AND PRESENTED ON 18 55" NEC SCREENS TO COMPRISE A SINGLE ART WORK, 27 X 47 1/8" EACH 81 X 287" OVERALL DURATION: 2:00 © DAVID HOCKNEY
May 11th 2011 Woldgate 12:45pm, 18 digital videos synchronized by David Hockney.

You’ve said that you started the Lumen Prize to “raise the enjoyment and visibility of new media art” and to “bring it into the contemporary art scene in a curatorial and global fashion.” Why do you think that is so critical?

The contemporary art scene has a love/hate relationship with work created digitally. Curators are afraid it won’t work, museums worry that the equipment will become obsolete and galleries aren’t comfortable with art that can’t be framed, shipped and sold.

At the Lumen Prize,  we can take the profit element out of the equation and work from the other end, creating enjoyiment, awareness and – dare I say it – demand. That, in the end, will tip the balance and allow digital art to ‘hang’ alongside traditional artwork.

What do you think will help establish the stature / acceptance of new media art in the context of the global art world?

A safe way to store and share the work which protects the artists’ copyright is one way – and Niio is working on that.

Another way is to get more mainstream museums involved in digital art shows. Prizes help too – we’ve done 5 awards and global tours now. By the time Lumen is 10, I expect the gulf to be narrowed.  (View the 2016 Lumen Shortlist)

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Lumen Prize 3D Sculpture Winner 2016: ANIMA by Nick Verstand and onformative.

What do you think is most mis-understood about new media art and what would you like people to understand?

New media art is just like the print or oil on your walls. As Hockney famously said, “A paint brush is a tool just like an iPad is. Except an iPad offers millions of colours and an ‘endless’ sheet of paper.”

Do you envision a time when new media art will be be considered mainstream?

Yes, I’ve no doubt.

What do you think the biggest challenge is in collecting and exhibiting new media art?

Developing a secondary market for digital art will be key. Until that happens, it will be hard to crystalize price points for installations or works involving AR and VR, for example.

How do you think a company like NIIO will be able to contribute and support the growth of new media art?

Niio provides something unique – which is an open platform that artists and companies like Lumen can use to protect their work. As it grows, it will help establish a higher degree of comfort among the established art community.

What do you think about all the hype surrounding VR?

Lumen’s winner this year is a VR work and it’s astounding. There is a lot of hype about any new tool or piece of kit – it will shake fairly quickly.

At a recent show, a 10-year-old marched in and asked about the VR, put on the headset and spent 15 minutes exploring what is essentially a painting. Adults normally take off the headset after 2 minutes.

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Lumen Prize VR Winner 2016: Hyperplanes of Simultaneity by Fabio Giampietro and Alessio De Vecchi.

When did you first experience new media art? Was there a specific show / artist that you recall as having had a great impact on you?

I’ve always loved Bill Viola’s work and Sam Taylor-Woods moving Still Life, 2001, is probably my favourite work. But it was Hockney that ignited my curiousity and since then, I’ve been lucky enough to meet some of the most exciting digital artists working today. Bliss!

About the Lumen Prize 

The Lumen Prize celebrates the very best art created digitally. As a not-for-profit social enterprise their goal is to focus the world’s attention on this exciting genre through an annual competition, a global tour and associated activities including workshops, seminars and special events.

Lumen is dedicated to building a movement around digital art, providing a network and opportunities to its longlisted and shortlisted artists, as well as the winners. Since its first show in London’s Cork Street January 2013, Lumen has staged nearly 30 shows and events around the world, including New York City, Shanghai, Athens, Amsterdam, Riga, Cardiff, Hong Kong, Leeds and London. In collaboration with its academic partners, Lumen advances the understanding of digital art at seminars, artist talks, workshops and symposiums.

A Conversation With Kelani Nichole of Brooklyn’s TRANSFER Gallery (Part 2)

We are big fans of Brooklyn based TRANSFER. Gallery founder/director Kelani Nichole, started the exhibition space nearly four years ago in order to support and and cultivate artists with computer-based practices. Get to know Kelani:

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What are the biggest challenges you face dealing in a digital medium both as a gallerist and as a curator?

Technical details aside, I’d say the biggest challenge currently facing the market for media-based artworks is around preservation and documentation of the artists’ intent.  Much of the work I deal with is software-dependent, ephemeral, or online public artwork, so preserving the larger context and supporting platforms becomes the major consideration when appreciating these works.  Just as any traditional format of artwork, new forms of media require restoration and care, and have the added complexity of authentication.

What are the biggest challenges in collecting digital art?

Preservation and authentication are the two biggest challenges to growing a secondary market for these artworks.  Additionally, the body of criticism is still developing – the artworld is warming up to how to talk about these works, and successful institutional displays are somewhat few and far between.

I’m very keen to explore new methods of authentication. The current standard for authentication is a signed certificate, often accompanied by a digital still, editioned media storage device/object or other accompanying physical ephemera.  In the near future I believe digital transfer of ownership will become more prevalent, as new standards emerge. 

How do you think a platform like Niio will affect the medium of digital art?

I think Niio has solved some of the challenges related to displaying these works. I’m particularly interested in the workflows and collaboration points of the software between collectors, curators, galleries / institutions, agents and artists and believe a method of seamless exchange is an important step to making the work more accessible.  

You’ve said that this year all the shows you’re staging at TRANSFER feature only women artists.  Why is a series like that important to you?

I dedicated 2016 to showing new works from the studios of women, all of them experimental in their format and looking to test new ideas from the studio at TRANSFER.  Gender balance was a hot topic in the artworld last year, a group of women working with new forms of performance and media were featured in ‘Women on the Verge’ in artforum.  

This article crystallized a movement I had started to engage with during ‘gURLs’ a night of performance at TRANSFER  in 2013, and have been tracking ever since.  I found this article inspiring, and saw a timely opportunity to deepen my own understanding of the ways in which women are pushing into new forms of performance, installation and time-based media unlocking new opportunities for technology that are emotional and deeply human.

Carla Gannis launched my 2016 program, introducing a new body of 4K video works of self portraiture, a continuation of a year-long performative drawing project.  Claudia Hart’s large-scale media installation was extended through the summer at TRANSFER.  Next I’ll launch Angela Washko’s first video game artwork in September, followed by a new body of work from Morehshin Allahyari in the fall.

Read Part 1 of our interview With Kelani.

CpNq2vpVYAAN1wx
Claudia Hart

 

BOND_20160815-_11A8330
Carla Gannis