Eelco Brand: landscape as fiction

Pau Waelder

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

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

Eelco Brand. WT.movi, 2019

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

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

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

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

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

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

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

Eelco Brand. HH.movi, 2017

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

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

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

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

Eelco Brand. OBJ.movi, 2021

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

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

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

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

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

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

Eelco Brand. KB.movi, 2021

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

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

Eelco Brand. QTQ.movi, 2018

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

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

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

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

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

Julian Brangold: the computer error as a great revealer

Pau Waelder

Julian Brangold (Buenos Aires, 1986) is one of the leading names in the growing digital art community in Argentina. Through painting, computer programming, 3D modeling, video installations, collage, and a myriad of digital mediums, he addresses how technologies such as artificial intelligence and data processing are shaping our culture and memory, as well as our notion of self. An active participant in the cryptoart scene and NFT market in Argentina he has been exploring art on the blockchain since 2020 and is currently the Director of Programming at  Museum of Crypto Art, a web3 native cultural institution.

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

Julian Brangold, Observation Machine (Bifurcation), 2022

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

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

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

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

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

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

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

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

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

Julian Brangold, Fade, 2022.

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

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

Julian Brangold, Observation Machine (Bifurcation), 2022

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

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

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

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

Julian Brangold, Observation Machine (Iteration), 2022

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

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

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

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

Julian Brangold, Observation Machine (Fragmentation), 2022

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

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

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

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

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

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

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

Pau Waelder

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

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

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

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

From browser to room

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

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

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

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

Moodies LA Takeover. Photo courtesy of Moodies by Hanuka

Formats and behaviors

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

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

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

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

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

A collection that lasts

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

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

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

The Role of Art in a Climate Emergency

Pau Waelder

On 13th October 2022, two climate activists from the environmental group Just Stop Oil, Phoebe Plummer and Anna Holland, threw two cans of tomato soup at Vincent Van Gogh’s painting Sunflowers (1888), on display at the National Gallery in London. They glued one hand to the wall under the painting and sat on the floor. Phoebe Plummer then said: 

“What is worth more, art or life? Is it worth more than food, worth more than justice? Are you more concerned about the protection of a painting or the protection of our planet and people? The cost of living crisis is part of the cost of the oil crisis. Fuel is unaffordable to millions of cold, hungry families. They can’t even afford to heat a tin of soup. Meanwhile, crops are failing, millions of people are dying in monsoons, wildfires, and severe droughts. We cannot afford new oil and gas, it’s going to take everything we know and love.” 

The young woman’s passionate statement was cut short by a security guard who proceeded to remove them from the premises. The activists were brought to a district court and charged with criminal damage. Van Gogh’s painting, protected by a glass, was not harmed, although the frame suffered minimal damage, according to the museum.

The protest has sparked widespread outrage at what can be seen as an act of vandalism. Attacks on artworks at museums have been perpetrated many times by individuals for a variety of reasons, sometimes political, sometimes to draw attention to personal issues. Often, the perpetrators have been described as insane. It is therefore unsurprising that the act carried out by the two young activists has been perceived as criminal, deranged, and appalling, or simply dismissed as stupid. This type of protest is not new, it has been taking place over the summer by Just Stop Oil and then by climate activists in Italy, in actions that mainly consisted of gluing their hands to the protective glass or the frame of a famous painting depicting nature. The activists have taken precautions not to harm the artworks, and therefore cannot be considered to vandalize them, although they have at times caused damages to the gallery walls or the frames. However, no other protest has caused such strong reactions as the one carried out by Plummer and Holland, probably due to the aggressiveness of throwing liquid over a painting (which would normally cause irreparable damage), and maybe also due to who carried out this action. Two young queer women, Plummer and Holland have increasingly become the target of critics who have questioned their sanity and intelligence, and ridiculed everything in them, from their names to the color of Plummer’s hair and her accent. 

An artist’s response

Among the few in the art world who have expressed support for the protest is artist Joanie Lemercier, whose work is often inspired by nature and the representation of the natural world, leading him to address climate change and environmental degradation in artworks and performances that document and support the work of climate activists. In a video posted on social media, Lemercier states:

“Paintings are often the representation and celebration of landscapes, nature, and life. But we don’t actually give much value to these subjects or to their protection. So we are in the process of losing the conditions of habitability of the planet, yet a lot of people are outraged about a symbolic action that didn’t even damage the painting.” 

Addressing the subject matter of the painting, Lemercier points out that the sunflower fields that inspired Van Gogh in Verarges have recently reached the highest temperature ever recorded in France. “We are irreversibly losing these landscapes that Van Gogh loved painting so much,” states Lemercier. The artist suggests that, instead of focusing on the apparent attack on the painting, the public should pay attention to the message that the activists are trying to communicate. He concludes: 

“How do we protect, not just the representation of a landscape on a canvas, but the very landscape that is being annihilated? If we listen to the activists, the message is very clear: we need to stop oil, gas, and fossil fuel extraction.”

Joanie Lemercier makes a good point by presenting a documented, reasonable take on the protest and its meaning, that is arguably more convincing than the protest itself. He does not approve the attack on an artwork, but rather emphasizes the fact that this is a desperate measure to get a message across, and makes it clear that the painting was not harmed. However, it is hard to support the idea that good can be done by attacking cultural heritage, and it is dangerous to simply expect activists around the world to diligently inform themselves of the ways in which an artwork can be exposed to liquids, glues, or other substances without causing permanent damage. 

We care more about representations of nature than about nature itself. We have made cities and virtual spaces our habitat, while using natural environments as sites of leisure, or even just as an image to be displayed on the computer’s desktop. 

Personally, as a curator with a background in art history, I feel a natural aversion to any form of attack to a work of art (including the practice of burning prints and paintings to sell them as unique NFTs), but I understand the urgency expressed by the activists and the fact that collectively, we care more about representations of nature than about nature itself. We have made cities and virtual spaces our habitat, while using natural environments as sites of leisure, or even just as an image to be displayed on the computer’s desktop. 

What is the role of art in our present climate emergency, then? Maybe something more than becoming the backdrop of climate activists’ demands. The controversy around the soup thrown at Van Gogh’s Sunflowers has focused on the act of attacking a famous, and very expensive, painting, as well as in the activists themselves, but no attention has been paid to the connection between the life and work of the artist and the land that he loved, except in the reading presented by Lemercier. Living artists are now responding to climate change with artworks that speak to our present and address those same issues laid out by the activists, so it would be wise to listen to them too. 

Marina Zurkow, OOzy#2: Like Oil and Water, 2022

Art in a climate emergency

Artists addressing climate change in their work face the challenge of creating art that is engaging in itself, that responds to aesthetic considerations, but also manages to get its message across. This is not easy to achieve, particularly at a time when people consume large amounts of visual material and read the messages that get to them quickly and superficially, as the Just Stop Oil protest and its reactions clearly show.

Transdisciplinary artist Marina Zurkow points to the need to look beneath the surface by taking as a reference a diagram created by Donella Meadows in the 1970s, which uses the image of an iceberg as a metaphor of how difficult it is to change the mental models (the hidden part of the iceberg) that shape the visible actions and their consequences. She applies this concept to our understanding of climate change: 

“Honestly, I feel like if we can’t have an emotional relationship to the material of our planet that is at great risk, we can’t change the way we think about the world. And so anything like «don’t take a plastic bag,» or «get an electric car,» all the moral imperatives that are put on us, if they don’t come from the heart, they’re not going to stick, they’ll just be gone in the next election cycle –at least, in the United States. And so what I am committed to do with my work is to create emotional connections to this material and the ocean.”

Tamiko Thiel, Unexpected Growth, 2018

The pollution of the oceans is an aspect of the impact of human activity on the planet that relates to the climate emergency, as well as with our contradictory relationship with nature as an idealized image and a neglected wasteland. In an interview with Helmuts Caune published in Arterritory, artist Tamiko Thiel recalls her experience with the reality of plastic pollution:

“When my husband and I would vacation in Greece, Indonesia or Malaysia over the past number of years, at some point we started to realise that the sort of pristine beaches that are everyone’s dream of a tropical vacation is an artefact of beach-side resorts. They send out their staff in the early morning hours, before everyone wakes up, to collect all of the plastic that’s accumulated.”

She created the artwork Unexpected Growth (2018), commissioned by the Whitney Museum of American Art, that addresses this issue by placing the viewer in an immersive scenario in which the 6th floor of the museum is under water, populated by plants and creatures formed of plastic debris. The experience can lead a visitor to think about this reality, but at the same time, the piece is quite beautiful, its aesthetic qualities possibly causing more delight than awe.

Balancing environmental concerns and aesthetics is particularly difficult. Marina Zurkow points out that addressing a subject in a manner that is too shocking can lead to rejection:

“The brain wants to categorize what it receives and put in boxes and dismiss those ideas that seem dangerous, depressing or disturbingly radical. Presenting an audience with an impactful idea will attract their attention, but it may also lead them to reject the idea because it is too disturbing and just move on. Our brains want to take a nap, and have a difficult time dealing with uncertainty.”

Kelly Richardson, HALO I, 2021

Artist Kelly Richardson deals with climate change in her work by creating imaginary futures that prompt a reflection on our present. In this way, the message is placed at a certain distance in time that does not produce anxiety and allows a space for action: 

“Until this point, on this precipice, we’ve allowed terrifying futures to be ushered in despite the predictions of so many. Perhaps we have allowed this in part because we couldn’t visualize or understand these futures from an experiential point of view. I try to offer this window of understanding through my work. I create potential futures for people to experience, to encourage reflection on current priorities and where those are leading us as a species.”

In HALO (2021), Richardson depicts a red moon distorted by heat rising from a campfire, a scene from her summer evenings in British Columbia that now takes a different meaning as the rising temperatures have led to banning campfires due to the risk of wildfire. “Summers now bring a mix of joy for its promised, remaining riches and genuine fear associated with what else they will bring,” states Richardson, “I now look out my windows towards a tree-covered mountain and think, «that’s a lot of fuel».”

Diane Drubay, Ignis II, 2021

The scene in Richardson’s video is relatable and in this manner makes its message stronger. This approach to what is familiar and close is also mentioned by artist Diane Drubay when addressing climate change through her work:

“We need to reconnect with what surrounds us on a daily basis in order to better understand and respect it. Having grown up in the middle of nature but having lived in the city for the last 20 years, the only element that has allowed me to feel connected to the grandeur and sublime of nature is the sun. I, therefore, assumed that if everyone could reconnect with the sun in a subconscious and transcendental way, a new relationship between humans and nature could be sparked.”

Her work Ignis II (2021) shows a beautiful summer sky that turns into a menacing red storm in just 14 seconds, which refers to the 14 years left until, according to several scientists, the Earth would reach a point of no return in global warming. Again, the image can be easily connected with a personal experience and suggests a reflection on a future that is not immediate, but is close enough to require immediate action.

Alexandra Crouwers, The Plot: a day/night sequence, 2021

Personal experiences can have powerful narratives, particularly when they bring a more intimate perspective to climate change than the global views offered by scientific reports. Artist Alexandra Crouwers focuses her work in the creation of virtual environments that reflect on our relationship with nature, landscape, and architecture. She speaks of feeling eco anxiety for more than 20 years, which has brought her to consider the climate emergency from a more personal point of view. 

“There is a kind of innate longing for landscapes that are not there. This is connected to the idea of escapism; to escape from where you are at. The word nature has become very problematic: what we refer to as nature is quickly deteriorating in all kinds of senses. To me, simulating this idea of wilderness is like a twisted sense of digital nature, of purpose preservation. It is a way to deal with the idea of loss.”

In Diorama. The Plot: a day/night sequence (2021), she depicts what is left of a small family forest that was cleared due to a climate change induced fatal spruce bark beetle infestation. The 3D rendering of the real space becomes a sort of memorial and a tool for the artist to investigate how to deal with eco anxiety and ecological grief.

Katie Torn, Dream Flower I, 2022

Depicting remnants, ruins, or debris is also a powerful way to create awareness about the ongoing destruction of our natural environment. Taking this idea to a different context, artist Katie Torn has addressed the possibility that we as humans have become incapable of understanding nature without our intervention, and can only envision a hybrid world in which natural and artificial merge into one. The classical concept of beauty plays a pivotal role here, as it confronts us to our distancing from nature:

“Destruction and decay are frightening but it can also be beautiful on a purely aesthetic level. Like watching a forest fire from your computer screen. It is awful and heart breaking but can be watched slightly removed like an explosion in an action film. My work stems from the ironies we see in industrial disasters in nature like the most beautiful pink sunset that is caused by pollution or being awestruck by the colorful beauty in an oil spill.”

While works such as Dream Flower I (2022), cannot be said to address climate change, they do point out our relationship with nature in a wider sense, the mental models to which Marina Zurkow has referred, and that form a society interested in its own comfort, regardless of the consequences to our planet.

Digital art brings a new ambiance to the travel industry 

Nico Tone, the artists collective behind the beautiful art installation powered by Niio, explain the story of the artwork curated for Hong Kong International Airport and how it enhances travelers’ experience in the terminal. 

Niio Editorial

View of Nico Tone’s Botanic Dreams next to the Waterfall Gardens at Hong Kong International Airport

Traveling is not just going from one place to another. Every step of the trip is an experience in itself. Granted, maybe packing and getting to the airport is a bit stressful. But once you cross the security checkpoint and find that you have some time to spend before your flight takes off, it is like discovering a new city. Airports are now a long way from the gray, boxy, nondescript buildings that travelers had to cross to get to their planes. They now offer spectacular architectural spaces, a myriad of places to shop, eat, or drink, and also some quiet spots to relax, recharge, and get ready for the next part of the trip.

Some airports are known for being particularly comfortable, or for the array of services they offer. Tallinn Airport, for instance, is known for its cozy atmosphere that makes one feel at home, and in fact, it was voted by its passengers the Best Airport in Europe in 2019. Munich Airport is the second busiest airport in Germany, catering to its passengers with more than 150 stores and 50 places to eat. However, few can rival the spectacular interior spaces of Hong Kong International Airport at Chek Lap Kok.

Hong Kong International Airport, which opened in 1998, connects to 220 destinations worldwide and handled 71.5 million passengers in 2019. The airport that never sleeps has been awarded more than 80 ‘World’s Best Airport’ awards and is committed to becoming one of the world’s greenest airports. 

At Hong Kong International Airport, large screens offer visitors immersive virtual environments that enhance the feeling of traveling and the excitement of reaching new destinations

Walking through its ample corridors and immense vaulted spaces filled with light is a memorable experience in itself, but there is even more to explore as the airport buildings extend the physical space with multimedia installations. Large screens offer visitors immersive virtual environments that enhance the feeling of traveling and the excitement of reaching new destinations.

The multimedia experience began with the Waterfall Gardens, developed in collaboration with Moment Factory, to create a relaxing and beautifully magical ambiance in the terminal. The installation simulates a waterfall falling into a river with rocks. Visitors are invited to walk along the river and touch the water on the screen, feeling transported to a faraway land for a brief moment.

Next to the Waterfall Gardens, is the airport’s latest innovative installation powered by Niio. A giant screen hosts the artworks Botanic Dreams, Awakening Garden and Ikebana Dreams #1 by Nico Tone, a multidisciplinary group formed by creatives from different nationalities, who work together on art and technology projects. 

Nico Tone, Awakening Garden, 2019

Nico Tone’s senior artist and co-founder Tal Keren explains the process behind conceiving an artwork for this spectacular setting. The artists’ group’s initial challenge has been to create something that draws the attention of passersby in an environment saturated with visual messages. “We are confronted daily with many images and videos,” states Keren, “and nothing really infiltrates us or touches us anymore. I believe that if you take the time and look at one artwork you will start feeling and sensing its power. This is what we try to achieve.” 

Nico Tone, Ikebana Dreams #1, 2019

Nature is chosen as a subject by the artists to convey a positive message that reaches out across cultures and identities

The artists’ collective creates an engaging visual space that allows for a more relaxed contemplation, observing every detail in the scene and noticing subtle changes that happen every now and then. Contrary to the quick impact sought by advertising content, which catches the eye and delivers its message in a fraction of a second, these works invite the viewer to take their time. The compositions created by the artists are, accordingly, depictions of nature and peaceful landscapes that contain within them numerous small events, happening at different times, so that the image appears to be full of a life of its own.

Nature is chosen as a subject by the artists to convey a positive message that reaches out across cultures and identities: “We don’t want our viewers to relate an artwork to one culture or to one language,” stresses Keren, “but instead wish for every viewer to have their own take and perception of the artwork.”

Nico Tone, Botanic Dreams 1, 2020

Working on the large screen of this installation has been an interesting challenge for Nico Tone. As Tal mentions: “On very large screens, every detail is seen and scrutinized. Everything needs to be meticulous and have meaning. We have to simultaneously consider both the viewer looking at the colossal screen from very close and one looking from far away. We aspire to convey the message or story of the artwork for both these types of viewers.” She concludes by confessing that “it is both scary and extremely satisfying to present our works on these huge screens.”   

Disrupting flows: Museum of Glitch Aesthetics

Pau Waelder

Mark Amerika’s Museum of Glitch Aesthetics (MOGA), commissioned in 2012 by Abandon Normal Devices for the London Olympics, brings together a series of artworks created between 2005 and 2012 that explore the creative and aesthetic possibilities of glitch through various media. Amerika, with a group of collaborators that included Aaron Angello, Saoirse Crean, Mary Fé, Will Luers, Ruth McCullogh, Chad Mossholder, Julie Rooney, Rick Silva, Joel Swanson, and Steve Wade, among others, set up this fictional institution devoted to the work of The Artist 2.0, an equally fictional character whose oeuvre is profusely described and analyzed in a 73-page catalog that not only elaborates a complete profile of the artist, but also suggests critical reflections on digital culture, the IT industry, and the art world.

Ten years after its creation, MOGA comes to Niio in the form of a selection of six key artworks from the museum, and the following review of the work of The Artist 2.0, which participates in the fiction created by Mark Amerika and his collaborators.

Still from Lake Como Remix (2012)

Image compression

In 2005, The Artist 2.0 presented in an exhibition titled Pixelmash, in the Northwest of England, a series of animated GIFs, a (now lost) internet art work, and a digital video projection, all of which referred to the practice of appropriation and remix, so dear to early net art practitioners. The GIFs, part of the .gif(t) economy series (2005-2006), featured pixelated excerpts of early works of video art, photographs of pop stars, and paintings by Goya in dizzying loops that some would now identify as the work of a post-Internet artist or a cryptoart OG. These works already spoke of The Artist 2.0’s interest in the condition of the digital image in its online distribution: the image as a file that is constantly reused and re-contextualized, and more importantly, compressed. 

Image compression formats were initially developed for the first digital cameras, but became crucial to the development of online content in the 1990s and have been popular ever since. Even recently, in 2021, Beeple’s infamous artwork Everydays: the first 5,000 days, which was sold at auction for $69.3 million, has been criticized for using the lossy compression format JPEG instead of the lossless PNG. While file formats can be said to have become part of our digital culture, they were particularly important for artists putting their work online in the 1990s, as they had to deal with the limitations of a 56kbps dial-up modem and create highly compressed images and 256-color animated GIFs. Pixelated images and fast-paced loops of grainy photographs or video sequences became an integral part of the aesthetics of early Internet art. 

“I was one of the first artists of my generation who self-consciously bought a shitty mobile phone with first generation video recording technology embedded in it and just went, «Wow, that looks totally fucked up and I love it. This is better than painting.»”

The Artist 2.0

Before the dot-com bubble and the fascination for the new millennium brought a fleeting attention to Internet art that had major art institutions such as the Guggenheim Museum, the Whitney Museum of American Art, or TATE Modern acquiring web-based artworks, net art was identified with a renegade attitude towards the art world. It proclaimed the possibility of bypassing the gatekeepers and hierarchies of the art world 1.0 by using the web as an uncharted territory in which everything was possible and the roles of the actors could be reimagined. However, its proponents knew of the utopian nature of this proposition, as they knew that the art world 2.0 would still be ruled by institutions, corporations, and institutional corporations, and dominated by ever more sophisticated technologies and systems of data transmission. The pixelated image, in this sense, was also a form of rebellion, as well as a nostalgic reminder of a time when the resources were limited and the web was free, as in free speech and free beer.

Mobile Beach, 2007

Better than painting

It is believed that The Artist 2.0 studied art in the Northwest of England, probably at the Faculty of Arts and Social Sciences of the University of Lancaster. There he created his first mobile phone videos, taking images from his surroundings in industrial zones and the Morecambe bay, and posting photos in a primitive blog. Both the photos and videos presented glitches, consciously created by recording while performing violent movements or riding a vehicle, in order to overwhelm the device with too much data to process. The result, as can be seen in Mobile Beach (2007), presents interesting similarities with color field painting, which The Artist 2.0 surely noticed as they titled some of the photographs obtained with this technique “A Painting that Speaks for Itself.” The Artist 2.0 was also interested in linking these glitched images to street art, as can be seen in several photographs of walls, addressing a reiterated connection between digital art and street art as those rogue practices that do not have a place in mainstream contemporary art. “I was attracted to much lower tech versions of glitch before anyone was really paying attention to it,” states The Artist 2.0, asserting their pioneering role. “I was one of the first artists of my generation who self-consciously bought a shitty mobile phone with first generation video recording technology embedded in it and just went, «Wow, that looks totally fucked up and I love it. This is better than painting.»”

While The Artist 2.0 refers in this quote to the radical and controversial proposition of presenting a glitched image as equal or even superior to a color field painting, there is actually something more interesting taking place in the creation of glitch art. As philosopher Boris Groys once stated, a digital image does not exist by itself, but needs to be performed, to be seen, just as a musical score must be played to be heard. The image file contains information that the device interprets to display it as a visual output, and here Groys points out that “every performance is an interpretation and every interpretation is a betrayal, a misuse.” Therefore, the way we perceive digital images, as the equivalent of printed photographs, celluloid negatives, or paintings, is misleading. The digital image is always the result of an interpretation, and glitched images reveal this hidden truth. Ironically, in this manner the glitched photos taken by The Artist 2.0 do have a lot in common with color field painting, as both types of artworks deny the image its role as an illusory reality.  

Lake District Walks: Code Mosh, 2007-2008

Walk the walk

The Lake District Walk series represents a later phase in The Artist 2.0’s work that stems from their early experiments with a shitty mobile phone. Here the mere recording of a video while walking in the countryside becomes an act of artistic creation as the device is once again overwhelmed by the amount of data to be processed, given the combination of movement and the varied and complex shapes that a natural environment has to offer. Several other elements come into play: the egocentric nature of recording an uneventful moment in one’s life, so much in line with the self-centered attitude that was starting to become the norm in early web 2.0 society; the first-person perspective, made popular by FPS video games; and finally the antagonistic relationship between nature and technology that has lead a growing segment of the world’s population to abandon the countryside and live in cities, where there is abundant wifi and plugs to charge their mobile devices, only to return during weekends to record boring videos and share them on social media. 

“The flow of data, the water of information, is continuous, and I am a multilayered part of the mix. The flow does not ever really need me, but I totally need it. It roots me. It channels my creativity in ways I have no control over.”

The Artist 2.0

Videos like Lake District Walks: Code Mosh (2007-2008) illustrate this phase with a combination of the “color field painting” effect of previous works and a new and more interesting “dragging” effect which takes place when a camera movement forces the device to quickly refresh the image, resulting in a delay that has portions of it frozen and awkwardly dragged to a new position. This effect, crudely achieved in this manner, will inspire future generations of artists, such as Davide Quayola, who has achieved it in a controlled manner through sophisticated image recognition techniques. As will be discussed further, the Lake District walks are by no means a simple method to generate glitches through camera movements and a highly textured environment: the act of walking and the exploration of a non-urban space have a particular meaning that will be made apparent in The Artist 2.0’s later work.

It is worth mentioning in this phase a rara avis, a mysterious undated video whose authorship might be questioned, were it not for its undoubtable similarities with Mobile Beach and its clear influence in the following phases of The Artist 2.0’s oeuvre. Glitch Lake is a separate work that does not consist of recording a walk, but staying put while pointing the camera at a mass of water bathed in the afternoon sun. The gentle ripples caused by the waves and the scintillating reflection of the sun are enough to cause a wide variety of glitches in the otherwise static image. This is a smart move by The Artist 2.0, who finds out that it is not necessary to move the camera around. It is enough to choose a subject that is in constant motion, yet not changing its position: water becomes an ideal generator of glitched videos.

Glitch Lake

Dérives

Before we get to the title of this article, let’s take a detour, or better a dérive. The Artist 2.0 took a turn in his artistic research, caught by the unavoidable appeal that Google products have had on digital artists over the last two decades. Interested in the creative possibilities of Google Earth, he created several artworks, among which the popular Lake Como Remix (2012), a recording of a live VJ session in which The Artist 2.0 explored a road that runs along Lake Como in Italy, exploiting the glitches produced by their erratic navigation. In this virtual dérive, The Artist 2.0 enacts a “walk” in a virtual space composed of a 3D model mapped with photographs and drawn in real time by a software collecting data from the Internet. An obvious, and endless, source of glitches, it becomes an ideal tool for visual experimentation while suggesting a critique of the way our perception of the world is now mediated by the products of a large corporation. Unlike other artworks that address similar glitches, such as Clement Valla’s also widely popular Postcards from Google Earth (2010), the Lake Como video can be logically connected to the Situationists’ practice of dérive, which can be described as aimlessly walking through the city in order to understand its structure and “be drawn by the attractions of the terrain,” as Guy Debord would put it. The Artist 2.0 consciously goes in circles, explores the tunnels and abruptly turns the camera towards the lake to reveal the visual tricks created by the software and the fragile scaffolding on which the whole virtual environment depends. 

Lake Como Remix, 2012

The importance of this dérive, or the act of moving, particularly when comparing this work to those of Valla and others, will be even more relevant in later works by The Artist 2.0. At this point, it is important to mention that Google Earth brings in an even more effective way of using the glitch to question the validity of the image as an illusion of reality. The landscape of Lake Como never succeeds in fooling the viewer: unlike previous videos in which a real image is glitched, here there is no reality to start with. “[T]he image never really has time to become an image in this environment,” states The Artist 2.0, “It’s more like what I call image information or visual codework. It’s something that’s always in process and always being processed by the receiver.” The Artist 2.0 forces Google Earth to veer off its path and participate in a dérive that will never take it to its intended destination. Lost in a cul-de-sac, the software reveals the process behind a simulation that has become powerless.

Disrupting flows

Glitch Lake had shown how water created glitches, but there was more to extract from the idea of flows. The HD Streaming series plays with the requirements of a high definition video, so common in our daily consumption of news and entertainment, which has in turn created the need for higher bandwidth connectivity, wherever we are. The videos are again captured in natural environments and in some cases streamed over the Internet from the mobile phone, conceptually connecting the water streams with the flows of data that enable reproducing the video somewhere else. The Water of Information (Data Flow Capture #36) is an outstanding example of this series: the camera is fixed on a small stream, water flowing down between ferns and bushes. The scene reminds of the view from a public webcam or the fake flowing river photographs one might encounter in certain restaurants. As a video, it is only interesting because the glitches caused by the water disrupt the whole image: it trembles and stretches, and at times it becomes a cascade of pixels, an abstract composition of vertical green lines. As The Artist 2.0 themselves put it, the concept of flow is central to their work: “The flow of data, the water of information, is continuous, and I am a multilayered part of the mix. The flow does not ever really need me, but I totally need it. It roots me. It channels my creativity in ways I have no control over.”

The Water of Information

Adrift in this flow, The Artist 2.0 escapes our gaze and his brief but seminal contribution to the History of Art in one last dérive. Circling back to their origins, The Artist 2.0 remixes a previous artwork, one of the Lake District Walks, which now appears in a split screen next to a virtual recreation of the same video, rendered in a 3D game engine. Titled Getting Lost (The Long Dérive) (2012) this last artwork is an obvious reference to the work of artist Richard Long and the Situationists, in what can be considered typical of a phase of maturity in an artist’s work, when one looks back at the old masters not to kill them, but to acknowledge them. Notably, in this artwork the video is not glitched: technology has now achieved a stable and reasonably well-defined moving image. It is, however, the 3D rendered space that is still glitchy, the camera movements causing a “dragging” effect of certain background elements and simulated objects. It seems, then, that The Artist 2.0 is suggesting that just as digital video has achieved the means to remain an illusion, so will virtual environments, which are currently suffering from a limitation of resources similar to that of online imagery in the 1990s. 

Getting Lost (The Long Dérive), 2012

Getting Lost ends with the camera pointing towards a cloudy sky, as if searching for an answer or a way to continue wandering about. It may also hint at the metaverse, that ill-defined space or accumulation of spaces that seem to reside in the clouds, or nowhere. Notably, online virtual environments are also prone to glitches, as Gazira Babeli, the rogue Second Life performance artist, can attest. The Artist 2.0 has shown that our devices are shaping how we see the world, even before virtual and augmented reality turn real spaces into mere point clouds meant to be covered with perfectly rendered 3D illusions from which we cannot escape. But even then, there will be glitches, and the glitches will reveal the truth.