Antoine Schmitt: coding movement

Pau Waelder

Paris-based artist Antoine Schmitt describes himself as a “heir of kinetic art and cybernetic art,” aptly indicating the two main aspects of his work: the interest in all processes of movement, and the use of computers to create generative and interactive artworks. With a background as a programming engineer in human computer relations and artificial intelligence, his career spans almost three decades and is characterized by a combination of interactive installations, process-based abstract pieces, and performances. He has collaborated with a wide range of professionals from the fields of music, dance, architecture, literature, and cinema. He also performs in live concerts and writes about programmed art.

Schmitt’s award-winning artworks have been exhibited internationally, in prestigious venues such as the Centre Georges Pompidou and Musée des Arts Décoratifs in Paris, and world-renown festivals Sonar (Barcelona), and Ars Electronica (Linz). A selection of video recordings from his generative works have been featured in our curated art program, including the artcasts Unvirtual Art Fair (Paris) and Possibles, which was exhibited at the ISEA2022 Barcelona Symposium. The artist kindly answered a series of questions about the concepts and processes behind his work.

Antoine Schmitt and Franck Vigroux. ATOTAL. Audiovisual concert, 2021

From your early works to the latest installations, there is a constant interest in the relationship between the artwork and the viewer, and more generally between a human and a machine, that often become intimate, connected to emotions and to physical proximity. What do you find interesting about this strange relationship between an individual and a machine, or an apparently sentient entity?

Programming has always been for me a means to approach reality, by recreating it. I consider programming as a radically new material, in art and in general, because of its active nature: programs are processes embedded in reality and can react to it and act upon it. This specificity allows me to recreate programmatically aspects of nature that interest me. One of the most complex entities in reality (known so far) is the human being. Many of my artworks stage a programmed artificial entity that embodies a deep aspect of human nature. These artworks act for me as mirrors for the viewer, a way to question deep human mechanisms or ways of being, like desire, curiosity, language, conflict, gravity, etc… not forgetting that humans are also animals, and are also bodies in space. 

This approach also allows me to reflect on the way we humans are programmed, by laws, evolution, society, etc… My artworks are, like deep science fiction, very much fueled by philosophy, physics, metaphysics, sociology, psychology, anthropology, etc… Using programming to create artificial entities, more or less intelligent, more or less sentient, but all embodying dynamic aspects of human life, allows me to focus each artwork on a specific concept or aspect of human nature. They are forms of living caricatures that are all the more effective.

“I consider programming as a radically new material because of its active nature: programs are processes embedded in reality and can react to it and act upon it.”

Your work is characterized both by its interactivity and the generative processes that bring it to life. What do you find most interesting about these two types of processes, the one carried out by an autopoietic generative artwork and the one carried out by an interactive installation?

All my artworks are active and exist in real time, i.e. the same time as the spectator. Some artworks are not sensitive to the real world, they are not interactive, they live their life in their own universe, and we watch them like we would watch a strange animal in an aquarium. With these artworks, the main link between the audience and the artwork is through empathy. By projecting oneself in the existential universe of the artwork, the spectator recognizes and feels the situation. It is the same process as with movies and books, with the additional dimension of the real time: with realtime artworks the spectator knows, or feels, that what happens happens here and now. It is not a recording. This gives a different dimension to the empathy, like when watching a live performance which also happens here and now.

Antoine Schmitt. Systemic. Interactive installation, 2010

With interactive artworks, I usually want to question the behaviors and inner mechanisms of the audience themselves. It is the actions of the viewer which are the artwork, I create the dynamic situation in which the viewer is immersed and I orient it so as to highlight and question certain deep ways of being. For example, the Systemic (2010), Lignes-mobiles (1999) and La chance (2017) installations draw dynamic arrows on the floor in front of passers-by to question their intention. In Psychic (2007), a text on the wall describes the movements and intentions of the spectators in the exhibition space (“Somebody is coming”).

I tend to adopt a minimalist approach: I don’t use an artistic dimension (color, figure, interactivity) unless it is mandatory for the artwork. So I don’t use interactivity unless the artwork’s subject is the spectator themselves.

“In my interactive installations it is the actions of the viewer which are the artwork, I create the dynamic situation in which the viewer is immersed and I orient it so as to highlight and question certain deep ways of being.”

Since the beginning of your career, you have collaborated with performing artists, among which composers such as Vincent Epplay, Franck Vigroux, and Jean-Jacques Birgé, performers such as Hortense Gauthier, and choreographers such as Jean-Marc Matos and Anne Holst. How did these collaborations take place? What have they brought to your own work and your creative process?

I have two different approaches to performance, whether I’m on stage or not. When I work with professional performers who use their body and actions as their main material, we craft situations where the human entity is confronted to an artificial one. This allows us to precisely stage the encounter and focus precisely on certain aspects, which become the subject of the performance. The situation usually centers on the concept of an encounter with an “other” and on the modalities of dialog. In Myselves with Jean-Marc Matos, it is about exploring various modes of dialog like imitation, fight or fusion. In CliMax with Hortense Gauthier, it is about finding mutual pleasure. In these setups, the mirror effect happens between the performer and the artificial entity rather than with the audience. The audience is watching the encounter. The artificial creature becomes an actor of the performance, in the spirit of performance: taking risks in a staged delicate situation. 

Antoine Schmitt and Hortense Gauthier. CliMax (Préliminaires), 2018

When I am on stage, I usually play live images, using a videogame-like visual instrument that I program myself and that recreates a specific abstract though consistent live universe, while the other performer plays live music. We are in a situation of semi-improvisation and we create an audio-visual temporal exploratory journey around a specific theme (the birth of shapes in Tempest, the cohabitations of multiple timelines in Chronostasis, totalities in ATOTAL, flows in Cascades, etc…). As a performer, I appreciate sharing the energy of the present moment with the audience, especially while being delved into an artificial universe and struggling with it, which the audience can feel.

Antoine Schmitt. Generative Quantum Ballet 21 Video Recording, 2022

Besides the performing arts, another strong reference in your work is scientific research: you often mention theories from mathematics or physics as the conceptual ground for your pieces. What does science bring to your work? How do you build a bridge between the scientific method and your creative process?

I am very sensitive to the deep and strong laws of the universe that math and physic theories can give us, as they allow me to both approach our reality and imagine other possible realities. What is interesting with these laws is that they are programmable so I can recreate them using programs, thus focusing on deep mechanisms, to stage them or alter them. For example, in the Tempest show, I created a universe containing many of the forces of our universe but also invented forces, thus opening the doors to parallel universes.

I often say that science and art are interested in the same subject : the crack that exists between reality and our abstraction of it. This crack is our curse as human beings. Animals do not feel this pain but as soon as one has the gift of abstraction, the distance between what we abstract and what is, is the source of all mental suffering. Science tries to close that crack by explaining as much as possible through theories and language, more and more precisely, even though it is an impossible task (as was demonstrated in the 20th century by the scientists Heisenberg and Gödel). On the contrary, Art delves in the depths of the crack, exploring all its modalities, playing with all the emotions that stem from it. And the narrower the crack, the deeper it is.

“I often say that science and art are interested in the same subject: the crack that exists between reality and our abstraction of it.”

The aspects of your work that we have previously addressed all point to a main subject which are the processes of movement, as clearly highlighted in your artist’s statement. These processes are explored in a wide range of contexts, from the quantum realm to urban societies, and among different actors, be it people, bodies, or particles. Why are these processes so important to your work, and which of these contexts is more rich, engaging or interesting to you?

I think that I’ve always had this abstract approach to reality which can be synthesized in the question “why does it move like this?”. I started with a rather scientific approach through my studies as an engineer, and when I decided to become an artist, I continued to explore this question in a different way. It is an analytical approach, a way of looking at the world, and a way to question it. I frankly appreciate all the dimensions of it and will continue to explore them, but I think that the strongest and the ones that give me the biggest satisfaction are the most abstract approaches, the ones that are the most remote from reality and still apply to many aspects of reality, existing or perceived. Black Square (2016), where a flock of white pixels try to enter an invisible square and bounce on it thus revealing it, can lead to multiple interpretations. It is a fundamental delicate situation. 

Antoine Schmitt. Black Square Video Recording, 2016

The signature element in your work, the pixel, is introduced in Le Pixel Blanc (1996). There, you describe it as “a minimal artificial presence… something that almost did not appear, but that still would be «there».” Over time, the pixel has gained more presence and become as much an object, a presence, and an absence, as part of a flow or the representation of an individual. How would you describe the evolution of your conception of this basic element and its influence on your work?

The pixel and the square are omnipresent in my work. I like my artworks to be minimal, like mathematical theorems. This naturally led to the pixel, the minimal visual element in the universe of the computer. A pixel is a small square, and by enlarging it, you get a large square. And like Malevich, I consider the square like the symptom of the human being’s power and curse: the ability of abstraction These two elements are the basis of most of my artworks. What I work on is their movement, relatively to the space around them, or relatively to the other elements. They are minimal but open to all the possibles, through their movements and the infinitely rich possibilities of programming.

“The pixel and the square are minimal but open to all the possibles, through their movements and the infinitely rich possibilities of programming.”

Your career spans almost three decades, in which you have explored many different formats of creation and distribution, from multimedia projects on CD-ROM, to Internet-based artworks, interactive installations, video mapping, screen-based pieces, software art, live performances, generative cinema, NFTs, and much more. What is your opinion on the way technology has evolved over these decades and how it has influenced art making? How have you experienced this period of constant innovation and obsolescence?

These have been very exciting years, for one because computers are more and more pervasive (we all now have a powerful computer in our pocket) and also because art made with computers is now widely accepted. It is therefore easier to create programmed artworks and to show them. The technology is more easily available, the distribution channels — in the wide sense — are numerous and the audience is listening.

On the other hand, technology is nowadays mainly used for advertising, surveillance, entertainment and manipulation of opinions, which is a social problem and has an effect on art made with technology. Many approaches build upon or react to these social dimensions, which are all needed and interesting but leave little room for the more conceptual and radical approaches. This may be true for all forms of art, but it is stronger with technological art as technology so much shapes our society these days.

Antoine Schmitt. FaçadeLifeGrandPalais. Generative mapping at the Grand Palais in Paris, 2016

What is interesting also is that I think that no new concept was really born in the field since Alan Turing invented the computer, the “universal machine”. All computer-based technologies are avatars of this unique concept. This can probably account for the fact that my artworks have not radically changed since I started. My work does not reflect on the social impacts of technology on society, nor are impacted by the various technological “innovations” and obsolescence. It is minimal so does not make use of the innovations toward more “power”, and it is rather rooted deeply in the concepts of the universal machine which have not changed : with a universal machine, all thinkable processes are programmable.

“Art made with technology often builds upon its social dimensions, which are all needed and interesting but leave little room for the more conceptual and radical approaches.”

You were already working with generative text twenty years ago, in The Automatic Critic (1999). What is your opinion about the current trend among artists to use machine learning models such as ChatGPT?

Although I am quite impressed by the quality of the interactions of users with ChatGPT (I thought that this level of quality would take more years to happen), the generative approach on these systems are in the normal continuation of the original concept of the computer. We are at the stage of imitation: these algorithms generate media that look like media created by humans, as the central mechanism of neural networks is pattern recognition and pattern generation, whether it is text, images, music, reasoning, etc… This is quite fascinating for users and it is similar to the caricatural mirror effect that I was referring to at the beginning. The art, or more generally the forms of expression, created by these algorithms in imitation of ours are a mirror to our forms of expression and thus question them.

But art is intention and responsibility. These two notions are still unique to humans. But maybe one day, we will be able to create an algorithm able to feel pain, express it with intention towards its fellow humans and take responsibility for it. There is no theoretical impossibility for this in the theory of the universal machine and I look forward to it.

In the meantime, as an artist, the most interesting aspect of AI systems remains for me the creation of biased algorithms which focus on some dimension of human nature, like Deep Love (2017) which answers all questions with “I don’t know, but I love you.”

Antoine Schmitt and Franck Vigroux. Tempest. Audiovisual concert, 2013

You entered the NFT scene in 2021 with Buy Me! a particularly conceptual, and generative piece. What has the NFT market brought to your practice? Has it influenced your production? Have you found new forms of creation or sources of inspiration, beyond its commercial dimension?

It took me some time to understand that the main new concept behind the NFT market boom was the perspective of financial profit, for collectors and for artists. This is the reason I created the satirical piece Buy Me! (2021), which embodies an algorithm desperately trying to convince its viewers to buy it, using language techniques inspired by advertising and psychological manipulation. It is a piece on the processes of marketing.

Apart from greed, the NFT market has opened the field of computer art to a new audience, which was really interesting, but I am eager to see the fusion of the traditional art market with NFT seen as a new way to buy and collect artworks.

Antoine Schmitt. The Fall of Leviathan. Interactive installation, 2021. Photo: Quentin Chevrier

You recently quoted the mathematical theory of catastrophes to describe the year that has begun and may bring sudden change, positive or negative. How does this year look for you? Which upcoming projects can you share with us?

I am very excited to start a collaboration with the DAM Projects gallery in Berlin. Its owner, Wolf Lieser, has been involved in computer art for a few decades and I look forward to working with him and his team. We will start with a solo show next autumn, with a selection of historical works and new artworks.

I am also very excited by two new live audiovisual performances, Videoscope and Nacht, with Franck Vigroux, which are in the making, and that will tour the world along with the existing performances (Melbourne, Gijón, San Francisco, etc..).

It was never about replacing the artist: AI and post-creativity

Pau Waelder

The following text is an excerpt from my contribution to the book The Meaning of Creativity in the Age of AI, edited by Raivo Kelomees, Varvara Guljajeva, and Oliver Laas (Tallinn: EKA, 2022). The volume is focuses on critical observations of the possibilities of Artificial Intelligence in the field of the arts and includes contributions by artists, art professionals, and scholars Varvara Guljajeva, Chris Hales, Mar Canet Solà, Jon Karvinen, Luba Elliot, Oliver Laas, Raivo Kelomees, Mauri Kaipainen, Pia Tikka, and Sabine Himmelsbach.

The book, which addresses key questions currently being debated around AI systems such as DALL-E 2 and Chat GPT, has been recently made available as a free PDF.

Cover of the book The Meaning of Creativity in the Age of AI (EKA, 2022)

Can you teach your machine to draw?

On 5th February 1965, during the opening of Georg Nees’ exhibition of algorithmic art at the Technische Hochschule in Stuttgart, there was an exchange between the engineer and an artist who asked him provocatively if he could teach the computer to draw the same way he did. Nees replied that, given a precise description, he could effectively write a program that would produce drawings in the artist’s style (Nake, 2010, p.40). His response echoes the conjecture that had given birth to the field of artificial intelligence ten years earlier: that “every aspect of learning or any other feature of intelligence can in principle be so precisely described that a machine can be made to simulate it” (Moor, 2006, p.87). It should be noted that, at least at this point, the machine is not meant to think or create, but simulate. In his seminal paper from 1950, Alan Turing already suggested that computers could perform an “imitation game” (later known as the Turing Test) in which the aim was to mimic human intelligence to the point of seeming human to an external observer (Turing, 1950).

Therefore, what Nees asserted is that the computer could create a successful imitation of the artist’s work. The exchange between Nees and the artist did not go well, as the engineer’s vision of a computable art seemed to threaten the superiority of artistic creativity. Upset and resentful, the artist and his colleagues left the room, with philosopher Max Bense trying to appease them by calling the art made with computers “artificial” (Nake, 2010, p.40) – as opposed, one might think, to a “natural” art made by human artists. The need for this distinction denotes the uneasy relationship between artists and their tools, the latter supposedly having no agency at all, being mere instruments in the skilled hands of the artist.

The computer introduced an unprecedented level of autonomy: the artist only needed to write a set of instructions, the program did the rest.

Certainly, there had been some room for randomness and uncontrolled processes to emerge in the different artistic practices that had succeeded each other during the 20th century, but until that point creativity was unquestionably anthropocentric, with the artist (or their assistants), at the centre of the creation of every artwork. The computer introduced an unprecedented level of autonomy: the artist only needed to write a set of instructions, the program did the rest. This was challenging for artists at a time when few had seen a computer and even fewer knew how to write a program or understood what it could do.

Vera Molnar. Untitled. Plotter drawing. Ink on paper, 1968. Courtesy DAM Museum

Despite the profound differences from our current perception of computers, over fifty years later, AI still holds the same fascination and is subject to the same misunderstandings as early computer art. The initial rejection of computer-generated art has turned to uncritical enthusiasm, and the prospect of an art that does not need human artists has been celebrated with a spectacular sale at Christie’s. But the artist was never out of the picture. 

Pioneering computer artist Vera Molnar created her first artworks in the 1960s with a “machine imaginaire”, a program for an imaginary computer that helped her develop a series of combinatorial compositions of geometric forms and colours. In 1968, she started working with a real computer (which back then was only available at a research lab), but she has always stressed that the machine is, to her, nothing but a tool: “The computer helps, but it does not ′do′, does not ′design′ or ′invent′ anything” (Molnar, 1990, p.16).

“The computer helps, but it does not ′do′, does not ′design′ or ′invent′ anything”

Vera Molnar

Another pioneer, Frieder Nake, recalls the experience of creating his first algorithmic drawing in 1965, underscoring his role as the creator of the artwork:

“Clearly: I was the artist! A laughable artist, to be sure. […] But an artist insofar as he – like all other artists – decided when an image was finished or whether it was finished at all and not rather to be thrown away. I developed the general software, wrote the specific program, set the parameters for running the program. […] I influenced the process of materialization by choosing the paper, the pens, and the inks; and I finally selected the pieces that were to be destroyed or to leave the studio to be presented to the public.”

Nake, 2020

Manfred Mohr, one of the first artists to work with computers who, like Molnar, had a background in fine arts instead of mathematics, has frequently stated that his artworks transcend the computational process they are based on: “My artistic goal is reached” he states, “when a finished work can visually dissociate itself from its logical content and convincingly stand as an independent abstract entity” (Mohr, 2002). 

Manfred Mohr. P032.Plotter drawing on paper, 38 x 38 cm., 1970. Courtesy DAM Museum

Algorithmic artists have played with the balance between control and randomness, always keeping a direct involvement in every part of the process of creation, from the code to the final output. The software, however, can be allowed a greater portion of the decision making. This is what Harold Cohen did in 1973 when he developed AARON, a computer program designed to generate drawings on its own, with no visual input, based on a complex series of instructions written by the artist.

Influenced by the ideas that were being discussed at Stanford University’s Artificial Intelligence Laboratory at the time, Cohen sought to understand how images were made. AARON aimed to answer that question by creating drawings that simulated those of a human artist, without human intervention. Cohen stressed AARON was “not an artists’ tool” but “a complete and functionally independent entity, capable of generating autonomously an endless succession of different drawings” (Cohen, 1979). This autonomy led to thinking about AARON in cognitive terms, with Cohen himself stating that the program “has a very clear idea of what it is doing” (Cohen and Cohen, 1995, p.3). For over four decades, the artist kept developing the program, establishing a relationship that he described as the kind of collaboration one would have with another human being:

“AARON is teaching me things all the way down the line. From the beginning, it has always been very much a two-way interaction. I have learned things about what I want from AARON that I could never have learned without AARON”

Cohen and Cohen, 1995, p.12

Cohen’s work prefigured the current applications of AI systems in art making, not only in the way the program worked but also in its role as a collaborator rather than a mere tool. 

Harold Cohen. Arnolfini series. Plotter drawing, ink on paper, 1983. Courtesy DAM Museum

Artists working with artificial neural networks nowadays describe their experience in similar terms to those expressed by AARON’s creator. When Anna Ridler created her own dataset of 200 drawings to train a GAN for her animated film Fall of the House of Usher I (2017), she sought to push the boundaries of creativity by producing an artwork that is a machine generated interpretation of her drawings, which in turn represent scenes from a silent film based on a short story by Edgar Allan Poe. The outcome has led her to wonder where is the “real” artwork, and to doubt the role that the program plays in its making: “I do not see a GAN as a tool like I would think of say a photoshop filter but neither would I see it is as true creative partner. I’m not really quite sure what is is” (Ridler, 2018).

For Patrick Tresset, working with robots that can draw in their own style enables him to distance himself from his work: “I found it very difficult to show my work, as a painter, as an emotional thing, and the distance that we have with the action when you use computers, that you are not directly involved… makes it far easier for me to exhibit” (Upton, 2018).

Memo Akten explores the structure and functioning of artificial neural networks and uses Machine Learning as a form of exploring human thinking: “My main interest,” he states, “is in using machines that learn as a reflection on ourselves, and how we navigate our world, how we learn and ‘understand’, and ultimately how we make decisions and take actions” (Akten, 2018).

Gregory Chatonsky criticizes the perception of the artist as purely autonomous and the machine as a simple tool, while describing his creative process as an interaction with the software that not only generates images but also spurs his imagination: “Working with a neural network to produce images or texts,” he states, “I perceive how my imagination develops, becomes disproportionate and germinates in all directions. I try to adapt to this rhythm, to this breath. It’s almost alive” (Chatonsky, 2020).

Artists have carried out a dialogical relationship with the software they have used, considering it not just an instrument, but a collaborator.

These statements show that artists have carried out a dialogical relationship with the software they have used, considering it not just an instrument, but a collaborator. However, the deeply entrenched perception of the artist as the sole creator of the artwork, in full control of every aspect of the outcome, looms over this partnership insisting that either the machine is to remain a mere tool or it is destined to take over the artist’s role.

Anna Ridler. Mosaic Virus. 3-screen GAN video installation. 2018-2019. Courtesy DAM Museum

Towards post-anthropocentric creativity

The question whether a machine can be creative is recurrently asked as AI systems increase their capabilities and become more sophisticated. Recently developed systems such as CAN (Creative Adversarial Network), which is taught to deviate from the examples it has learnt in order to produce new types of images (Elgammal et. al., 2017), or DALL-E, which can generate images from text descriptions (Ramesh et. al., 2021), illustrate how far computers can go in creating visual content.

CAN has even been used in an attempt to pass the Turing Test, that is, to produce machine-generated art that appears indistinguishable from that created by an artist. The results have been disputed in a study that shows a preference for art made by humans and suggests that what should be asked is not if AI can create art, but whether the art created by AI is worthy (Hong and Ming, 2019).

What should be asked is not if AI can create art, but whether the art created by AI is worthy.

Seen from this perspective, the debate pivots to more practical considerations: what can AI do, and how can it be used? GANs are widely employed by artists nowadays, but they tend to generate the same type of images because of the limitations of the programs and the processors. In this sense, the artificial neural networks are not particularly creative because they do not produce anything that breaks out from a set of established parameters and similar outputs. The creativity stems from how artists use these images and assign them a certain narrative. Therefore, to expect machines to become creative by following problem-solving approaches seems limiting and even counterproductive (Esling and Devis, 2020), given that we don’t even understand how creativity works and cannot translate it into computable formulas.  

Instead of asking whether an AI system can replace an artist, it would be more interesting to consider how artists can expand their creativity using AI. This proposition does not imply considering the artist as the sole creator of the artwork, but moves past this preconception to embrace a notion of creativity that includes all the actors involved, human and non-human.

Guido Segni. Demand Full Laziness. Lot 2018/000022. AI-generated image, 2018.

Jan Løhmann Stephensen suggests the terms “postcreativity” or “postanthropocentric creativity” to challenge the idea of creativity as something that is exclusive to humans and a marker of human “greatness” (Løhmann, 2019). Through the lens of postcreativity, we can consider artworks as the outcome of an interaction between a variety of actors, including humans, objects, systems, and environments. In AI-generated art, this means taking into account all the people, animals, natural environments, institutions, communities, software, networks, etc. that take part, more or less directly, more or less willingly, in the artwork’s making.

This opens up deeper reflection on how the piece is created, as do Anna Ridler and Memo Akten in their examination of the artificial neural networks they use. It also allows artists to distance themselves from the specific output while retaining authorship of the process, as do Patrick Tresset and Guido Segni – the latter currently engaged in a five year project titled Demand Full Laziness (2018-2023), in which he outsources his artistic production to a deep learning algorithm trained with images from his moments of rest. Overall, it emphasises the potential of co-creation between humans and machines, in which computers do not mimic, but expand human creativity. 

Through the lens of postcreativity, we can consider artworks as the outcome of an interaction between a variety of actors, including humans, objects, systems, and environments.

Artificial Intelligence has developed at a growing pace over the past seven decades, and it will continue to do so, bringing new challenges and possibilities for computer-generated art. As several authors point out, AI is currently at a stage equivalent to the daguerrotype in photography (Aguera, 2016; Hertzman, 2018), and it is difficult to predict what novel forms of creativity it will unfold. It might well be, if AI were to reach a stage of consciousness or self-volition, that a program may not be interested in producing a drawing or a photograph and would rather express itself through elegant programming code or a beautiful mathematical equation. Or, maybe it would even create art that is not intended for humans to understand, but is addressed to fellow AIs. 

This text was written in March, 2021

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Ridler, A., 2018. Fall of the House of Usher. Datasets and Decay. The Victoria and Albert Museum, [online]. Available at: https://www.vam.ac.uk/blog/museum-life/guest-blog-post-fall-of-the-house-of-usher-datasets-and-decay [Accessed 14 March 2021].

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Upton, D., 2018. Interview with Patrick Tresset by David Upton for the Computer Arts Society. YouTube, [online]. Available at: https://youtu.be/vb1Cj0fVq1M [Accessed 14 March 2021].

Spøgelsesmaskinen: invoking the ghost in the machine

Pau Waelder

Rune Brink Hansen (Denmark, 1979) is a digital designer and artist who has developed a career in web design, 3D modeling and VJing since the early 2000s, creating stage design for operas, concerts, and festivals, as well as spatial design for museum exhibitions. Since 2010, he has created a wide range of immersive and interactive light installation pieces in Danish galleries and museums and has also worked as curator in several contemporary art projects. In May 2021, he created Spøgelsesmaskinen (“the ghost machine,” in Danish), an alter ego and a specific project for the NFT scene that focuses on creating short 3D animations in a distinctive pixelated style that depict surreal and eerie scenes involving computers and other machines. After successfully selling his NFTs on Tezos, Ethereum, and Solana, he is now preparing screen-based pieces to exhibit in art galleries.

On the occasion of his solo artcast Abnor Mall, we spoke about his career, his aesthetic and conceptual choices, and the influence that the NFT scene has had on this production and creative process.

Rune Brink and Yoke Aps, KONSTRUKTUR. Interactive installation at Nikolaj Kunsthal, 2018

You are known for your interactive and kinetic light installations, which often create a novel experience of the surrounding space. What interests you about working with light and the architectural space?

I have always been interested in telling a story in a different way than you would normally find in a movie or a book, a way in which you can become the main protagonist of an experience that the story creates. I have done a lot of installations for cultural heritage museums, and in them I’ve tried to develop a visual language that would keep a certain level of abstraction, in a way to focus on telling the story. And then by doing spatial projections, or light installations, I have created a landscape around the visitors that would trigger their imagination to feel that they are the main character of the story, instead of watching something at a distance. For instance, if I had to depict a war zone, I’d rather create an atmosphere of anxiety and work with the feelings it generates rather than show images. 

So I would say that this is the reason why, when I started to work in art installations, coming from a design background and then doing visuals for music, I decided to create these spaces for the audiences where they really feel immersed and not just watching someone else. I have always been hesitant to create a narrative that is too defined and detached from the viewer, even when I did live visuals for music. I didn’t want to create a perception of the music that was too concrete, too pre-defined.

Spøgelsesmaskinen. Abnormall: Parking, 2022

The animations you create as Spøgelsesmaskinen usually depict scenes in carefully set up spaces, how do they relate to your artistic installations?

In 2009 I did a stage design for the opera Konsumia by Rasmus Zwicki. The story was about a group of people trapped inside a digital illusion. The opera singers would have to sing to make sure that the computer controlling the illusion couldn’t understand what they were talking about. All of this was situated in this dull, eerie, office landscape that represented the capitalistic world. I did the stage design in the exact style I’m now using with Spøgelsesmaskinen, with non-antialiased, very hard pixels and low resolution. 

So I thought, okay, I would really like to go back to this world. It was really a very nice world for me to work in. So that led to what is Spøgelsesmaskinen, basically. And then things started to take off, I started to go into different directions, but I also went back into doing more abstract experimentations. But obviously, the style that is identified with Spøgelsesmaskinen comes from stage design and probably that is why they look like tableaus, in small spaces, although without any characters. But there may be a spirit somewhere in the room…

“The style of Spøgelsesmaskinen comes from stage design. That is why they look like tableaus, in small spaces, although without any characters.”

Spøgelsesmaskinen means “The Ghost Machine:” why did you choose this alias? Is that connected to the idea of “the ghost in the machine” and the use of glitches?

In my early childhood, maybe at the age of eight or nine, the first computer came into my home. To me, the computer was always surrounded by mystery, an uncanny feeling. The computer was in a corner of my bedroom. I was in my bed at night, and I was looking at it and just expecting it to wake up on its own. Because for me, this was magic. In Microsoft DOS, there was this application called Q Basic, where you could write small applications. And I wrote my first chatbot, which would just reply to different prompts. And I could sit for hours chatting with the bot, having a pre-programmed conversation, and feeling that there might be a spirit in this machine, somehow. This continues coming back to me: the complexity of the machine is still enough to fool me into believing it’s alive, in a way.

And how do the glitches come in?

The glitches are what the computer does that is unexpected to the human. I guess that’s why glitches are celebrated, especially right now, as the computer’s capability of being an artist on its own, in a way creating things that are unexpected. Design today is very inspired by how HTML is wrapping different boxes around and making mistakes. There is a huge trend of putting text on top of images halfway, all these different things are coming out of what the computer can do. And so the glitch is proof that the computer is superior or that the computer can surprise us.

“The complexity of the machine is still enough to fool me into believing it’s alive, in a way.”

In relation to this ability of the computer to create, now that artists are increasingly integrating AI tools into their creative processes, are you interested in this possibility?

Yes, certainly. I recently did an installation for YOKE with AI Sweden for the Nobel Prize Museum’s new exhibition, Life Eternal, at Liljevalchs art gallery in Stockholm. The installation is based on GPT SW3, a Swedish version of the GPT-3 generative language model, and used the text of the novel Klara and the Sun by Kazuo Ishiguro. Visitors can have a conversation with an AI system modeled after the protagonist of the book on the theme of eternal life. So, I have worked with AI in the facet of my work related to installations and stage design, but not yet as a tool to create visual compositions. I’m very open to doing so, but I just haven’t found the right opportunity.

Spøgelsesmaskinen. Abnormall: Electro, 2022

The aesthetics of your work as Spøgelsesmaskine are clearly influenced by computer graphics from the early 1990s, which is about the time you started doing 3D animations before becoming a graphic designer and VJ. How do all these experiences collide in your present work?

I have this background as a graphic designer, and then I’ve worked with a lot of installations, festivals, and live events, building big physical installations that are very costly, so I’m used to dealing with all the pressures and limitations, making sure that things are not coming down from the walls or that I don’t go over the budget. In this work with 3D animations I feel that I have the complete freedom to do anything I want, to experiment in any crazy way I like to. And sometimes it seems to me that I am also sketching physical works to come. So in a way, they are a sort of doodle, or a sketch. Even though they are self contained pieces on their own.

“The glitch is proof that the computer is superior or that the computer can surprise us.”

Your low pixel resolution work becomes instantly recognizable. Do you feel that in an environment saturated with images, and particularly in the NFT community, with many similar artworks, it is important to stand out with a distinctive visual style?

Yes, I’m trying to stick to it. Because I feel that it’s becoming my signature. And I never really had a style before, I never drew, or painted. So it feels like I’m finally coming to a place where I can connect with what I create very easily. Working with 3D has always been limited by the looks of the final render, because the final render never looks like reality, it’s very hard to make it look realistic. And so I’ve always been struggling with 3D, but now I found a render style that is actually taking me into a more humble space. I think it was p1xelfool who said that the lower the resolution, the more connected to the machine he felt. I agree and I think that working in low resolution is a way for us to feel this craftsmanship and also to feel that the computer is not overdoing it, that you can still be in control. It’s not this hyper technological thing that you need the robots to do it for you. It is also a way to say: I don’t need 204k screens, I don’t need to buy new things all the time. I can work with what I have, what has been here for a long time.

In that sense, you have mentioned that you find a lot of 3D models in libraries of objects that no one uses anymore, and that you include in your scenes.

Yes, there are so many 3D models on different platforms that represent different times in history, for instance old mobile phones that are not being used anymore for the commercial purpose they were built for. So it’s a fun way of diving into the history of 3D models, and it’s interesting to see how much time and thought went into modeling all these objects that are now lying in digital junkyards.

Spøgelsesmaskinen. Abnormall: Flash, 2022

So, to better understand the process, you create the whole model in 3D, and then you apply the rendering in a very low resolution, is that correct?

Yes. For some of the scenes I’ve used all these different 3D models I’ve found and put them together, and for others I model from scratch because I need to build a specific scene. Then an interesting thing happens with the loss of information when rendering at a low resolution: sometimes it doesn’t look good the first time, and I have to change the objects, the positions, maybe zoom in more, get more or less details, and so on. I render them in 320 x 240 pixels and scale them up frame by frame, to double the size, and then turn them into GIFs. I think Photoshop is getting rid of GIFs, so maybe soon I will probably have to start working on older machines to actually be able to run the software

Right now I’m working with a company that builds LED screens and I’m doing tests to have an animation run in the screen at the exact size, each pixel an LED, with no scaling, a sharp image. For that I need to avoid any form of antialiasing, which luckily can still be the disabled in some software. 

You have decades of experience with 3D imaging and digital creation tools. What do you think about the development of digital technologies for creatives? Do you consider that open source software has had a major impact on creativity?

I wouldn’t be able to use abandoned software and hardware in the future if there wasn’t an open source community. I did a small project called Memory Leaks in which I worked on the Classic Mac OS. And that was only possible because of the community that is still putting up the software online, hosting it, and making it available for free. The same goes for the 3D models. I’m working on a series of assets for people to create their own scenes. So I’m planning to do a series in which every model is made by me from scratch and everything is released for people to use in different ways.

“The NFT scene has changed my life completely.”

What has the NFT market brought to your practice and its sustainability?

It changed my life completely. I went from working freelance for museums, and very rarely doing my own installations, maybe once a year, to only being on my own now. So it has completely changed everything. In Denmark, there is a lot of interest in blockchain because it is still so new and few people work on it. So basically every week, I have five phone calls with organizations asking me how they can implement blockchain and what they can do with it. I started a small think tank with two friends of mine, called Korridor.digital, which is a shared workspace for blockchain projects in the field of art. We try to help other artists, we do workshops. And we just recently moved into an art foundation where we are now helping to consult in this field.

My network has really changed, I have made so many friends all over the globe in the last few years, and such a huge network, having places to crash in all the major cities of the world, that it is completely mind blowing, and amazing. Even if NFTs are a capitalistic project, they have become a huge social movement. I also worked for some time on the Afghan NFT project where we try to raise money for African artists and Africans in general in need. About 50 artists donated works, and we raised around $18,000. Unfortunately crypto is currently banned there.

Spøgelsesmaskinen. Abnormall: Escalation, 2022

You work under two different names, one of them specifically directed to the NFT market. How does that affect your practice? Can you balance both aspects of your work?

I don’t know. What should I do? Help me! The Spøgelsesmaskinen project is growing, now I’m going to do exhibitions in Copenhagen, so I guess I will start to work with some specialists who can help me out a little bit. Because I recently did a permanent light installation in a park which is like a playground where you can play with light, and that has really nothing to do with the concept of Spøgelsesmaskinen. So for me it is good to have these two names and separate the kind of work that I do. Being online as a different person that is not related to my real identity or my personal life is very interesting. And starting from scratch Twitter and Instagram accounts that are now outnumbering my other accounts, this gives so much energy. So in that sense, I am enjoying the freedom it gives me to try out something new.

Daniel Belton: dance, music, and digital art

Roxanne Vardi

Daniel Belton is an artist, filmmaker, choreographer, and dancer from New Zealand. In 1997, Daniel Belton and creative producer Donnine Harrison founded Good Company Arts, an entity devoted to creating live events, exhibitions, and installations through the fusion of multiple art forms, and is internationally recognized as arts innovators that combines dance, choreography, fine arts, music, and digital cinema. Belton acts as the artistic director of Good Company Arts, and together their project based art programs are internationally recognized as innovating the arts and design sectors.

On the occasion of his solo show artcast Unification of Dance, we had a conversation with Daniel Belton about his work and artistic practice of combining different mediums and art forms into a unifying whole. Belton has choreographed a number of acclaimed dance works, created a number of experimental film dance works, and has created a number of short films. The artist holds a number of renowned rewards and honours.

Daniel Belton, Astrolabe – whakaterenga (Portals), 2020.

In your digital artworks you combine contemporary dance, music, animation, and AV technologies. Can you walk us through the different complexities combining these disparate media into a coherent whole?

In my work the role of digitally augmented dance is really determining how the narratives or story threads are shared to the viewer. As well as this, the relationship between the choreographed work and music, is a central driving force. When you watch the works in motion, for me it is the relationship between the dance and sound, that is the heart beat, the emotional arc if you like. From this centre all the other elements are derived – the couture, the motion graphics and generative atmospherics, the virtual worlding of spaces in which the human figures project themselves, traverse, journey, or inhabit. 

I’m a self taught filmmaker – I studied photography and painting before heading into an international career in dance. After a decade working in Europe for various theatre and dance luminaries, I returned home to Aotearoa NZ to begin raising a family, and this was is also a significant turning point, when we founded Good Company Arts (1998). I began working closely with film artists to initially document our live performances. 

My curiosity for film and dance as shared mediums, really grew through the next decade, and continues to this day. More recently I have focused on outputs from the digital to print, and installations.

When I edit film, it is not in a conventional way. I use FCP, After Effects, predominantly for my workflows which often have 10 or more layers of visual material in a scene. I usually start by testing out the compositional space, with various visual components. This means playing with masks, scale, proportion, colour, and tone to establish a design language for the specific work. If you see all my works in a space together, you will recognise the “eye” and aesthetic, which is my signature. I’m grateful to the small team of collaborators who I bring in to support the overall vision – these artists work with software such as Cinema4D, After Effects, Premiere, Lightwave and more. I commission and guide their contributions, and we have a long rapport of collaboration. Their work becomes part of the total vision for the design feel of my work with GCA.

Collaboration with the performing artists is key. I work closely with Donnine Harrison (my life partner and Creative Producer for GCA), to choose dance artists who are also makers in their own right. These young artists bring their choreographic voices to the work, which is carefully guided. Usually we work shop and film in a choreolab style process. The filmed material is then reflected on in post, and this is where the relationship to music, and the visual design and narrative structure is developed – the total work is usually anchored this way. Sometimes later on, and it can be years later, a work is recommissioned to be performed as a hybrid piece. Then we bring the team together again to realise a performance activation of the digital work, for example with large outdoor projection, live music and live dance bridging to the digital world and expanding on it.

It is a fluid relationship. Works arrive and carry in a specific quality or message. They have their own energy and wairua (spirit). So the relationship becomes overtime, even more attentive because it is like communicating with a child of ours, and this is reciprocal. We listen, watch and respond.

“Works arrive and carry in a specific quality or message. They have their own energy and wairua (spirit).

Daniel Belton and Good Company Arts, AD PARNASSUM – Purapurawhetū Solstice, 2022.

There is something very theatrical and cinematic about your compositions. Do you find inspiration in these two areas of artistic expression?

Yes, I come from a background as a professional dancer, choreographer and visual artist, with many years of working in theatres. It has become a deep fascination to explore how we can expand our storytelling practices out and away from traditional blackbox and proscenium theatres. This gradual shift in my own work, has developed skills with digital mediums to grow my practice for dance art-film, and 2D screens, projection mapping etc. More recently I’ve started the deep dive into XR which has migrated my projects with GCA from 2D to 3D formats with full dome and CVR.

To me, the theatre and the cinema are inherently connected. They are powerful amplifiers and channels for broadcasting our stories. Human beings are story telling beings. From the cave painters of the paleolithic, through to cutting edge VR, we have always pursued the liminal, pushed ourselves and our communities towards a greater understanding of our place in the cosmos. This search is a beautiful, ongoing quest for identity and belonging.

“Human beings are story telling beings. From the cave painters of the paleolithic, through to cutting edge VR, we have always pursued the liminal, pushed ourselves and our communities towards a greater understanding of our place in the cosmos.

Daniel Belton and Good Company Arts, soma_songs_(aarhus_festival_promo) (Original), 2022.

Your artworks have been exhibited at art galleries, museums, public spaces, and architectural facades. Can you elaborate on the differences, at least from your personal perspective, working in the public sphere as opposed to the private gallery sphere?

This is about space, the human relationship to environment, our sense of belonging, and well-being. It is about discovery and returning to something to engage with it in a new way. What do we see? Our perception of an artwork is altered greatly when we augment through scale, light, surface. The ephemeral digital nature of film, especially projected, means that it is a membrane of datum, a digital cloak of light rippling with stories.

When we can identify ourselves in these stories because they are populated by the human in motion, then our awareness also moves to new places. So my works are not didactic, they do not attempt to tell a story in the traditional sense, rather to create an invitation for the audience to connect. This is a personal experience, and each individual will have their own response to an artwork. 

I find that when filmed dance appears in unusual sites such as mapped onto building facades – people really engage with it. Perhaps part of this immediate connect is that dance is a universal language.

In this way we can bring a new kind of illumination to a site, and invigorate, catalyse. For my work Line Dances at the Bauhaus University in Weimar, this was a direct link up to Paul Klee’s lithographs inspired by the theatre such as his delicate and humorous “Realm of the Curtain” and “Equilibrist”. It was 2013 with the Genius Loci Weimar Festival, and my first go at projection mapping. Since then we have learnt much, and I have been fortunate with GCA to be invited to many cities to show our work in more unconventional ways, with mapping. 

I do love the clarity and purity of a fine gallery or museum space. Artwork can breathe, and when curated well, bodies of work offer incredible insight to public, around an artists practice and oeuvre.

Many of your artworks, including Astrolabe – whakaterenga (Portails), are rendered in black and white and display celestial, astrological compositions. Could you elaborate on the intended reception of these representations?

The monochromatic space is powerful. I find it a natural optical realm in which to create compositions, and to cultivate spatial relationships that are coherent. Integrating the human figure here is also a natural progression for me. Don’t get me wrong, I adore colour! But it must be introduced carefully and deliberately. Human beings are travellers, and our ancestors were largely nomadic. Since we can remember our species have navigated using the stars, and the natural elements which we embrace as part of the vast family of sentient life on Mother Earth. In our shared histories, Indigenous peoples from all around the globe have created maps and charts, and systems to move safely and efficiently from place to place, over land and water. Everywhere we look, there is evidence of knowledge founded in the wisdom of the stars, and the wisdom of living in rhythm with Gaia (Papatūānuku). Certain GCA projects I have directed, such as Astrolabe – Whakaterenga, are about celebrating this. Whakaterenga in te reo translates as “to launch”. In this work, there is a merger of Asian and Pacific Island wisdom, that binds such systems as astronomical charts and stick charts (used in canoes to navigate with the stars). This work as with OneOne is about honouring diversity, and acknowledging the many links that bind us. These pieces are affirmations of the human spirit, of diversity and unity. They speak of the interconnectedness of being.

Daniel Belton, NGURU, 2022.

In many of your works, including NGURU, you reference Māori arts which are an important part of Māori culture. Could you dive deeper into this compelling subject matter and how it facilitates in representing more contemporary media?

In some of my works, those that carry and promote nga taonga pūoro, I have with GCA engaged Māori artists who are practicing musicians, composers, dancers and weavers. Specifically the works are OneOne, Taiao, Astrolabe, Nguru and Ad Parnassum. Although I am not Māori, I have Maori and Samoan cousins. I greatly respect and admire Māori language, arts and culture. When GCA brings in Māori artists to collaborate, they lead in their specific field of expertise, and their mahi (work) is carefully combined into the total artwork and process. We are attentive to protocols (tikanga) and this is reciprocal. For Ad Parnassum -Purapurawhetū there is a focus visually on weaving and the horizontal. The music score created by Dame Gillian Karawe Whitehead (of Ngai Terangi and Tuhoe descent), is a fusion of classical (string quartet) and taonga pūoro (traditional Maori instruments). Of the nine female dance cast, 2 are tangata whenua (which means they are Inidgenous Māori, or have a Māori bloodline). The other 7 dancers make up this multi-cultural team which combines ancestry from Japan, India, the Phillipines, Eastern and Central Europe, Scandinavia, and Fiji. Their dance is contemporary, not traditional, but I do see influences in their work that offer glimpses of each artists cultural ties.

Refik Anadol: art in a latent space

Pau Waelder

Refik Anadol. Unsupervised: Machine Hallucinations MoMA (2022)
Museum of Modern Art, New York

Refik Anadol (b. 1985, Istanbul, Türkiye) is a media artist and lecturer, whose meteoric career has taken him from creating video mappings on building façades in several European cities, to being one of the first artists in residence at Google’s Artists and Machine Intelligence Program, the founder and director of Refik Anadol Studio RAS LAB in Los Angeles, a lecturer for UCLA’s Department of Design Media Arts, and a successful artist with global recognition in the contemporary art world. In just 15 years, Anadol has amassed numerous awards and presented his site-specific audio/visual performances at iconic museums and events such as the 17th International Architecture Exhibition – La Biennale di Venezia, Walt Disney Concert Hall, Centre Pompidou, Daejeon Museum of Art, Art Basel, Ars Electronica Festival, and the Istanbul Design Biennial, among many others.

He works with a large team of designers, architects, data scientists, and researchers from 10 different countries and has partnered with teams at Microsoft, Google, Nvidia, Intel, IBM, Panasonic, JPL/NASA, Siemens, Epson, MIT, Harvard, UCLA, Stanford University, and UCSF, to apply the most innovative technologies to his body of work. He is represented by bitforms gallery in New York. 

bitforms is participating in the Art SG art fair in Singapore from 12 to 15 January 2023, presenting a selection of generative artworks by Refik Anadol. Niio supports the exhibition as technical partner, in collaboration with SAMSUNG, and is proud to present the artcast Refik Anadol: Pacific Ocean, which features excerpts from three pieces by the Turkish artist. The following article offers a brief introduction to the main aspects of Refik’s work.

Refik Anadol. Unsupervised — Machine Hallucinations — MoMA Dreams — F
Image sold on Feral File as NFT. 100 editions, 1 AP

Building a latent space

A trailblazing artist in the field of art and artificial intelligence, Refik Anadol uses large amounts of data and machine learning techniques to create his generative artworks and site-specific installations. His creative process often implies the creation of a data set from an archive of images, sounds, and documents or from measurements taken by sensors, radars, and other devices. The data set feeds a series of machine learning processes that generate an endless succession of audio-visual compositions, which can fill a large screen, a whole room, or the façade of a building. 

At the heart of the machine learning models that transform the original data into something else lies what is called a “latent space,” in which clusters of items are formed from similarities between them, which give rise to a set of variables. The latent space is therefore a space of possibilities, somewhat unpredictable, that contributes to shaping the final outcome. In Refik’s work, it is not only part of the machine learning model but also a concept that helps understand his generative pieces and installations as spaces in which creation is constantly exploring its latent qualities. Spaces in which the artwork is never finished. 

His recent installation at the Museum of Modern Art in New York, Unsupervised: Machine Hallucinations MoMA (2022), clearly exemplifies the conception of the artwork as a latent space. Using the public metadata of The Museum of Modern Art’s collection, which comprises more than 130,000 pieces including paintings, drawings, photographs, and video games, the artist and his studio created a series of artworks that result from the interpretation of this data by means of a machine learning algorithm. The initial series was sold as NFTs in the exhibition Unsupervised on the online platform Feral File, the project being further expanded into the generative artwork installed at MoMA’s lobby. Casey Reas, artist and co-founder of Feral File, aptly described the artwork in terms of its latency: “What I find really interesting about Refik’s project with MoMA’s dataset, with your collection, is that it speculates about possible images that could have been made, but that were never made before” [1]. The artwork can thus be seen as a space of possibilities, but also as a simulated environment that becomes particularly meaningful in the context of the building that houses it.

Casey Reas: “What I find really interesting about Refik’s project with MoMA’s dataset is that it speculates about possible images that could have been made, but that were never made before”

Refik Anadol Studio. WDCH Dreams, 2018.

The room as Merzbau

Architecture, and more generally a real or simulated three-dimensional space as a container, are key elements of Refik’s work. Artworks such as WDCH Dreams (2018) or Seoul Haemong (2019) use the exterior surfaces of the Walt Disney Concert Hall in Los Angeles and the Dongdaemun Design Plaza in Seoul as canvases, while Infinity Room (2015) and Pladis: Data Universe (2018) are conceived by the artist as “Temporary Immersive Environments.” The artist stresses this connection frequently in his interviews: “I’m interested in exploring the architectural domain as deeply as I can,” he has stated recently. “All my art works tend to have a physical connection to public space” [2]. However, the architectural space is not conceived in terms of static shapes and volumes, but as something fluid and malleable, a work in progress. 

Kurt Schwitters’ celebrated Merzbau installations from the 1920s and 1930s come to mind as an illustrative example of Refik’s conception of space. Schwitters began to alter the space of his studio in Hannover by putting together small artworks, found objects, and debris into structures that he would glue and fix with plaster, building columns and shapes that protruded from the walls. The sculpture was never completed, the artist always kept adding elements and reshaping the space [3]. In a similar way, the space occupied by Refik’s artworks is permanently reshaped through a process that stems from an accumulation of found materials, data that loses its original shape and merges into something new. In the Temporary Immersive Environment series, he specifically seeks to immerse the viewer in a “non-physical world” that questions their perception of space and their own presence [4]. The room is expanded and multiplied through optical effects, with the aim of creating a viewing experience that goes beyond staring at a flat projection.

Refik Anadol: “I’m interested in exploring the architectural domain as deeply as I can. All my art works tend to have a physical connection to public space.”

This conception of space as integrated into a Gesamtkunstwerk, the “total work of art” that has been the aspiration of opera composers, architects and filmmakers, is not, however, the only connection with architecture in Refik’s work. Interestingly, while Schwitters sought to merge all of his artistic practice under one term (Merz), erasing distinctions between painting, sculpture, and architecture, Anadol describes some of his generative art works as “data paintings” and “data sculptures.” These references to classical formats speak of a different type of space, confined within the limits of a screen or a wall, which nevertheless intervenes in the surrounding space by means of a trompe-l’oeil effect that creates the impression of three-dimensional shapes pulsating beneath and beyond a solid, thick frame. Artworks such as Virtual depictions: San Francisco (2015), displayed on an L-shaped media wall inside the main lobby of the 350 Mission building in San Francisco, seek to create an imaginary space that stands out spectacularly, but at the same time embeds itself into the surrounding architecture. The connection between the artwork and its location, though, is not only expressed in terms of how the screen is placed on the wall, but also in the data that gives meaning to the fluid elements that inhabit the virtual space.

Refik Anadol Studio. Future of the City, 2020.

Data is not just a bunch of numbers

Coming back to the concept of latent space within machine learning models, it is important to remember that Refik Anadol’s artworks do not only have an aesthetic dimension, as colorful shapes in fluid transitions or enormous mosaics of distinct elements, but also a conceptual dimension, expressed by the data that feeds the whole process leading to the site-specific installations and performances. Speaking about his project Quantum Memories (2020), the artist states the importance of this data and the meaning it conveys: 

“For me, data is not just a bunch of numbers. For me, data is actually a memory. From that perspective, I’m always looking for what kind of collective memory that we are holding as humanity, and how can we use these memories and turn them into a pigment or a sculpture that represents who we are as humanity.” [5]

Conceiving data as memory resonates with his ongoing work with all kinds of archives, from the 1,700,000 documents found in the SALT Research collections to the 587,763 image files, 1,880 video files, 1,483 metadata files, and 17,773 audio files in the Los Angeles Philharmonic Orchestra’s digital archives. Every bit of information in these files has its own history and meaning, and has a certain association with another file, enabling the clusters and variables that will emerge in the latent space. The artworks may appear as abstract compositions or massive collages, but they are actually visual representations of underlying stories and invisible structures. As the artist puts it, they aim to “make visible the invisible world of data that surrounds us” [6]. This statement may lead to considering Refik’s work as a form of data visualization, but it goes well beyond this task, into what media theorist Lev Manovich has described as “represent[ing] the personal subjective experience of a person living in a data society […] including its fundamental new dimension of being «immersed in data»” [7].

Lev Manovich: “The real challenge of data art is how to represent the personal subjective experience of a person living in a data society.”

Some of Refik’s installations directly address this condition of being immersed in data by means of projections that surround the viewer with visualizations of the data collected from archives, or in real time from sensors and other sources, as in Latent Being (2019) or Future of the City (2020). Others present data that relates to environmental systems that we usually ignore but that have a profound impact on our planet, and therefore in our lives. This is the case of Pacific Ocean (2022), the series presented by bitforms at Art SG in Singapore and on Niio as an artcast featuring three video excerpts.  

bitforms gallery booth at ArtSG Singapore presenting a series of artworks by Refik Anadol. Photo courtesy of bitforms.

Collecting data from High Frequency Radars (HFR) located in the Pacific coast of the United States, the artist has created a series of visualizations of ocean currents that seems abstract and realistic at the same time: the ebbs and flows of granular elements in shades ranging from dark blue to emerald green clearly evoke the surface of a raging sea, but they are also somehow unreal, impossibly merging numerous currents from different directions in beautifully chaotic, and even violent, clashes. HFRs are used to measure ocean currents and understand their impact and response to climate processes. The data collected from networks of radars in coastal zones around the world is crucial to protect the marine ecosystem and predict changes that will affect life on our planet. Seen from this perspective, the artworks acquire a somewhat unsettling tone and inspire an awareness of the ecosystems that we so often ignore, putting into question our anthropocentric view of the world.

Refik Anadol. Pacific Ocean A, 2022

Machine dreaming

Anthropocentrism and our inability to understand the agency of non-human entities and systems around us are underlying subjects in most approaches to art created with artificial intelligence. The perennial question of whether it is the artist of the machine that creates the artwork is still debated after 60 years of algorithmic art, now reinforced by the spectacular achievements of machine learning models in producing realistic images and coherent texts. In Refik Anadol’s work, the use of artificially intelligent systems leads to two interesting aspects of artistic creation: the notions of control and authorship. 

Terms like “machine learning,” “supervised learning,” “reinforcement learning,” and “training model” speak of the intention to use artificial intelligence as a tool to obtain predictable results, in which the machine is meant to produce a specific output. This perception of the machine as a mere instrument, fully controlled by a human, contradicts the way artists have used generative algorithms and AI systems to create their artworks. Nowadays, artists working with artificial intelligence understand machine learning as a way of exploring post-anthropocentric creativity, therefore using AI to reach beyond the confines of human imagination and let the machine bring in the unexpected, the incongruous, the unsettling, and even the impossible. In Refik’s work this approach is made clear in the use of machine learning models to create “dreams” and “hallucinations.” He has described AI as “a thinking brush, a brush that can think, that can remember, and that can dream.” This statement implies an interesting balance between letting the system loose and keeping it under control. In Archive Dreaming (2017), the installation is allowed to “dream” when a viewer is not interacting with it, so that this state is interrupted when a human takes control. In other installations, such as Machine Hallucination (2019), the system can create its own associations and reimaginings of the contents of a very precise dataset, so that its “unconscious” is nevertheless under a certain level of control. 

Refik Anadol: “the most important thing for me is creating a thinking brush, a brush that can think, that can remember, and that can dream.”

The question of authorship stems from the perceived control over the final output: if the artist had no control over it, is he the author of the artwork? Interestingly, while the Dadaists and Surrealists already integrated randomness into their artistic practices and many other artists have incorporated unpredictable processes or external agents into their work, authorship tends to be more fiercely contested when a computer is involved. Refik Anadol’s authorship is nevertheless palpable in the aesthetic and conceptual foundations of his work, which remain consistent throughout his career despite considering himself part of a large team of experts and working with increasingly complex AI technologies. He conceives the process as a collaboration, both when dealing with software and hardware and when teaming up with designers, coders, and researchers to develop a project. There are, however, crucial moments when decisions are made, and these are the moments when the artist states his authorship:

“There’s a collaboration between machine and human. With the same data, we can generate infinite versions of the same sculpture, but choosing this moment, and creating this moment in time and space, is the moment of creation.” [8]

Out of infinite possibilities, making a choice that determines the next step in the process and shapes the final output is a prerogative of the artist, who is finally the author of the artwork that emerges from a latent space.

Notes

[1] Refik Anadol, Casey Reas, Michelle Kuo, and Paola Antonelli. Modern Dream: How Refik Anadol Is Using Machine Learning and NFTs to Interpret MoMA’s Collection. MoMA | Magazine, November 15, 2021.

[2] Dorian Batycka. Digital Art Star Refik Anadol’s First Supporters Were in the Tech World. All of a Sudden, His Work Has Become White-Hot at Auction, Too. Artnet, May 18, 2022.

[3] Gwendolen Webster. Kurt Schwitters’ Merzbau. A dissertation presented to the Open University, Milton Keynes, 2007.

[4] Refik Anadol. Liminal Room. Refik Anadol Studio, November 19, 2015.

[5] Claudia Pelosi. Machine intelligence as a narrative tool in experiential art – Interview with Refik Anadol. Designwanted, December 19, 2020.

[6] Refik Anadol. Virtual Depictions: San Francisco. Refik Anadol Studio, October 1, 2015.

[7] Lev Manovich. Data Visualization as New Abstraction and Anti-Sublime. Manovich.net, 2002.

[8] Refik Anadol, Casey Reas, Michelle Kuo, and Paola Antonelli. Modern Dream. op.cit.

Alona Rodeh: Automated Fantasy

Roxanne Vardi

Alona Rodeh is an Israeli visual artist and individual researcher who currently lives and works in Berlin. Rodeh is a cross-disciplinary artist whose works include immersive environments, video works, sculpture, and public art projects. Rodeh’s artworks are currently focused on the presence of artificial illumination in the public sphere, and in turn its influence on humans and non-humans. Rosenfeld Gallery is presently exhibiting its third solo show of Rodeh’s works, this time focusing on a collaboration with artist Rachid Moro. The exhibition titled CITY DUMMIES is made up of CGI works which were all created in the past year, and which mark a shift in the artist’s oeuvre from video and cinema to the practice of post-cinema. Rodeh’s artworks have been exhibited internationally at private as well as public spaces including Berlin, Vienna, Tel Aviv, and New York.

CITY DUMMIES, comprises of eight video artworks, powered by Niio Art, which are spread across Rosenfeld gallery’s space. The artist designed and engineered the space in a way which complements what the viewer is anticipated to see on the screens. The gallery space is painted in a dark grey tint to complement the video works, and the screens hang from industrial metal poles. The works exhibited are CGI works which all display familiar urban scenes that are deplete of humans, and instead all show inanimate objects as the protagonists of the presented scenes. The fictional urban scenes produced by the artist present viewers with different machines that vary from an ATM machine, to electric scooters, to drones which come to life during the nighttime hours and become the stars of the spectacle.

The hyper realistic works set within dystopian environments display a certain obedience to contemporary consumer society. The presented imaginary urban technology landscapes all show orchestrated plays between extraordinary lighting, movement, sound, and visual effects. The Juicer (Late Shift), shows a transit van pulling over down a driveway in reverse gear. The back doors of the car open and a stack of electric scooters flicker and play music from within the transit. The artist has stated that she feels she plays a kind of god-like figure of the fabricated events that are created within these artworks. The series of works created for the CITY DUMMIES exhibition were all created using 3D models which were inserted into gaming models as a kind of “puzzle of pieces which we put together”. Moreover, Rodeh has shared with us that the work here is of a scenographer of built environments, and that many of the final artworks allude to movies such as the work Runway Freefall Deluxe which references Magnolia.

Alona Rodeh, The Juicer (Late Shift), 2022.

You started your artistic career working mostly with sculpture and installation, whereas lately you have been working mostly in the digital space and specifically focusing on Unreal projects. Can you walk us through this trajectory and how one medium led you or complemented the other on your artistic journey?

CITY DUMMIES is–also–a sculpture and installation show, though it might not look like it at first glance. But going into the creation of digitally-fabricated environments had much to do with the pandemic. When reality as we knew it came to a halt in 2020 and into 2021, I felt it as a life-changing experience. My plans were shattered time and time again. I, among so many others, lost a sense of control over my present and near future. This project, slowly but surely, grew out of an almost existential urge to create my work on my terms, without relying on institutions and their commissions. Not by coincidence, it’s an imaginative space that can be seen online and offline. It’s a huge bet, and hopefully, it also pays back. 

“This project, slowly but surely, grew out of an almost existential urge to create my work on my terms, without relying on institutions and their commissions.”

Alona Rodeh, Gearing Up, 2022.

The artworks which are part of the CITY DUMMIES all insinuate human intervention but are in fact completely deplete of people. What is your intention towards this definite decision? Does it in your opinion also point to what is expected to come in the future?

People’s presence is felt even if they are not visible since the built environment results from human production. Here, direct human presence is strictly ruled out; The series is a little love letter to all those precarious machines of the Zeitgeist acting out at night. Dancing as if nobody is watching. I don’t look so much at the future but comment on the shadow of the present. It’s a strange, automated fantasy.

Towards the creation of your new series of works and towards the CITY DUMMIES exhibition you discovered and worked with Unreal Engine. Can you share your experience working with this novel and advanced real-time rendering tool?

I heard “rumors” of Unreal Engine while using other render engines for presentations of sculpture, which I have been using for some time (Keyshot, Blender), and I thought I’d try it. No other software allows such powerful real-time rendering, which is a game-changer. There is no delay between design and output; The software is so well-optimized that it can run very complex scenes with little effort. I did one little work with it, and appetite comes with eating. My partner Rachid Moro (lead CGI in this project) and I had to shift all the studio equipment to feed the monster: getting the best graphic cards, extra memory cards, screens, and of course: expanding the team. Rachid dived in with all his attention to detail; I focused on the conceptual possibilities and steering this big ship; we gathered a few other people around us to contribute and learn together what this engine can allow. Some clips took a good few months; some are still in the works, and others are only in my head still. It’s complicated but gratifying.

“I find all my inspiration and ideas in the built environment. Therefore I’m always happy to do work in actual public space.”

You have also created artworks for public spaces in the past, can you elaborate on the differences, at least from your personal perspective, working in the public sphere as opposed to the private gallery sphere?

I find all my inspiration and ideas in the built environment. Therefore I’m always happy to do work in actual public space, and I focus on doing some of these in parallel. When I work on public art commissions, I have to consider a battery of limitations and challenges: safety, the resilience of materials, costs, communication with local authorities, public opinion, and so forth. With CITY DUMMIES, I don’t have all this baggage; it’s all up to me. At this point in my career, it feels liberating.