Digital art, time, painting, sculpture and consciousness

Thomas Lisle

Thomas Lisle. Changing Values, 2023.

Our guest author, Thomas Lisle, is an artist with more than 30 years of experience in digital media who is exploring how painting transitions into a time based medium.

The art world seems to be in a moment of change; suddenly, digital is relevant to more people, and most of us have a computer and a smartphone. To many contemporary artists, digital technology is opening up new possibilities with new issues to circumnavigate. As an artist who has embraced electronic and digital art since 1981, I think it’s important to write a more in-depth analysis of the medium and its relationship to art and my art. My aim is to give those who do not have 40-odd years of experience a deeper insight into the technology, ideas, and practice of digital art from the perspective of my artistic output. 

I started making glitch video art in 1981 as a process to make abstract painterly images, and I worked in this medium almost exclusively for 6 or 7 years. I’ve had lots of time to think about it. I eventually came to the conclusion that it’s really not enough; it’s like outsourcing the creative aspect, the making of the abstraction to some random process. Sometimes it makes great results, but there’s no control, that’s inherent in glitch art. I described glitch art then as a deconstruction. A glitch is a technical malfunction; it’s impersonal. Glitch seems to me a visual deconstruction that is a dead end in terms of artist development and impersonal. This makes glitch art ‘classical post-modernist,’ an art thinking and practice of the last century.

From 1982 to the mid 1990s Thomas Lisle experimented with Glitch TV images
which formed the basis for a series of installations and videos.

A glitch is a one-off phenomenon that can look visually interesting; it’s not a way of making art that can be consciously built upon and developed; it’s an accident; it’s not consciously designed. Without control, it’s like throwing a bucket of paint over your shoulder –occasionally, something new and interesting might appear that you had never thought of. But the process of thinking about it and the journey of discovery, with tools you can control, is far more rewarding, stimulating, and produces results that can be built upon and explored. A metamodern approach, that comes from the artist, is needed. Generative and AI art, to me, are also classically post-modern, an art form initially developed in the 60s and 70s, impersonal in that it’s an algorithm rather than a human that makes the art.

Generative and AI art, to me, are impersonal in that it’s an algorithm rather than a human that makes the art.

As an artist, I’m interested in abstraction, visual languages, colour theory, hand-to-eye relationships, and composition, as well as psychology and human consciousness. Visual abstraction, both figurative and non-figurative, is the primary means of communication and expression. Figurative abstraction, above all, seems to me to be the most human mode of expression. Non-figurative abstraction, when the  time-based medium allows abstract forms to take on a narrative, is not just a paint stroke/geometric shape; it is a paint stroke/geometric shape that’s saying something through its movement or time-based transformation. It represents so much more when consciously manipulated in time.

If you imagine Van Gogh, who famously painted a painting a day, making 1 minute of animation, which is 1,500 paintings (frames), it would take him about four years. I’m sure he would have gotten bored after a few days, as most people would. It’s this same time constraint of painting which drove my early glitch work. Then six years later, my artistic experimentation crossed paths with feature film effects software, which has developed and continues to develop sophisticated 3D systems to represent everything from humans to lava monsters. 

If you were to ask me what digital medium offered artists the widest scope to produce any form, any liquid, any painting, anything in fact i.e ‘time based meta-plasticity,’ the art of the future. I would say without a moment of doubt it’s the software that has been developed to produce these box office hit movies. Software like Maya and Houdini. The main reasons that artists don’t use this software are that it’s difficult and time-consuming to learn and that it requires moderately expensive software and computers. 

This workflow of making animation time efficient is called procedural. 3D software literally means that it makes everything in 3 dimensions; in films, you see it as a 2D output; in games, you see a 2D output that, if you are wearing goggles, it all comes out 2D but different to each eye making you think it has depth. In the digital world this means that everything you compute in 3D has a volume, it is basically sculptural in nature, rather than flat like a print, except, of course, paint in most cases has a thickness and layers. If the digital artwork you are looking at is flat, with no sense of depth, it is probably some kind of generative art; otherwise, it’s modelled or realised in 3D.

What appeals to me about painting/sculpture is and always has been the consciousness behind the artwork; it’s impossible for AI or an algorithm or a vast database of information to ever know what it is to be human. It’s the originality, poetry or beauty or chaos, craftsmanship, emotional, transcendent, humbling impact that humans bring to art that matters.

Thomas Lisle. Dynamic Relationships, 2023.

Human consciousness or AI

Art produced by AIs

Is it impossible for AI or an algorithm, or a vast database of information to ever know what it is to be human?

Joseph Weizenbaum first pointed this out in the 1960s when he invented the first chatbot, that AI can’t make judgements and have no values but that they can only calculate. His AI chatbot, Eliza, mimicked a psychotherapist and people believed it was a real person. It was clear to Weizenbaum that people thought the AI chatbot was a human or, in other words, had intelligence. The reason it’s relevant today is that psychological transference is taking place, and its ramifications of ‘transferring understanding and empathy’, basically human caring attributes to something that clearly does not care for the human individual, is basically very dangerous. Anyone who thought a computer cared about you would be totally deluded and could be easily manipulated. 

Digital art made by AI systems is basically fooling us into thinking that what we are looking at is man-made and has human attributes. It’s the same transference that is going on with therapist chatbots like Eliza, it’s just harder to identify. The point is: do you want to hear, read or see something that talks about the human experience, the joy or otherwise of life, being in a relationship, the environment, or love, from a human or some AI program that scrapes the internet and draws conclusions based on things it can never understand? Even if somebody declares some software as sentient they will never be human. 

Creating art with AI using prompts is a transference of responsibility, skills and judgement by the artist.

The AI we are talking about today in art is a tool that creates art or visual output based on prompts, this to me, is outsourcing the business of making the actual art to a third party. It’s a transference of responsibility, skills and judgement by the artist. For Weizenbaum, judgement involves choices that are guided by values. Computers can’t make human judgements; they can only make calculations, statistical inferences or glitches. Even more worrying is artists or anyone seeing themselves as interchangeable with a computer; that sounds sad!

Weizenbaum wrote in Computer Power and Human Reason that we should never “substitute a computer system for a human function that involves interpersonal respect, understanding and love.” It sounds to me like he’s talking about art.

Suppose I’m looking at the work of an artist who has been developing their art for their whole lifetime. This lifelong journey gives the artwork meaning and depth; it’s the result of this person’s desires, interests, experimentation, experiences, and influences; it’s their consciousness communicating to us about life, and the art they produce is in some ways a record of that and the manifestation of that consciousness. 

Computers, if they become conscious, are going to think in terms of computers. Their reference will be how fast are my processors, how much storage have I got, where is my food source, and where can I find a mate? And so on. If they are conscious, you can’t force them to like humans, just as you can’t force a human to like computers. Consciousness means free will. It seems we are stuck in a world order where the most intelligent AI computer will dominate us all. 

The real battle is not art. AI can’t replace artists, but more importantly it could have a profound effect on many other areas of our society and the planet. The dream that AI will give us endless energy, super batteries, cure cancer, and sort out all the world’s problems is as true as that AI may destroy us all!

Artist’s expression has been traditionally through the relationship of hand to eye in painting for most of its history – and that’s because there is a direct connection with our consciousness; draw anything while looking, and it will be personal/original to you. If people don’t know how things are made, they don’t understand the art. I think it’s essential to understand what’s going on.

Thomas Lisle. Peaceful Co-Existence, 2023.

Art made consciously by humans vs AI art

The expectation of creating digital art without the need to learn the craftsmanship of sophisticated digital tools or to acquire visual skills is the biggest fallacy. You think that you have some control over what you have made with AI systems, but the truth is that you have none. If someone had made a similar artwork in software like Blender or Maya – I would be impressed, it would no doubt have taken much effort, and the end result would be made all the better through the time spent trying to make the visual effect and the time thinking about it. The big difference is that had it been made in Blender, the artist would be in full control of the artwork, every aspect of the image’s construction would be editable, manipulatable, and could be experimented with; it would be in 3D and not a 2D simulation, it could be built from the ground up by the artist who had some relationship with the tools he was using. 

You think that  you have some control over what you have made with AI systems, but the truth is that you have none. 

But as an AI output, the artist hasn’t done anything other than ask a computer that knows nothing about humans to make an image or animation. The artist hasn’t painted anything, hasn’t sculpted anything, just typed in some prompts; the output may be interesting, but it has nothing of the artist’s hand or commitment, and I’d say consciousness in it. Who is to say whose images are being used to make this, and will it still be even legal in a few year’s time? It’s not legally copyrightable in the US as deemed not made by a human. It’s another case of asking an AI psychologist to help you with your problems. You are not learning anything about how to make digital art; you are just learning what instructions to use to make an image in a style which is not your own, which you could never make without years of learning, and if you did have those years of learning, it would be far better and far more valuable. 

This is not art for the masses; it’s a mass delusion it seems to me. Only human consciousness and human intellect is relevant. A computer can’t be my therapist, nor can it draw my pictures for me; taking away these functions of humans enslaves us, imprisons us and strips us of our humanity. Across the board, individuality, the value and uniqueness of human consciousness, and free will are under attack from technology that gives the impression of offering freedoms, whilst at the same time eroding our privacy and selling our every online choice and decision to the highest bidder.

Thomas Lisle. Subconscious Motions, 2022.

Art made consciously by humans vs Generative art

My main concern with generative art is that it produces many multiple random compositions. They seem meaningless to me, maybe the original one has meaning but the subsequent random variations are not controlled by a human consciousness.

I think generative art, which produces thousands of random variations on a theme, is outsourcing the creative process, as glitch art does. Generative art uses code to independently determine an artwork that would otherwise require decisions made directly by the artist. It’s impersonal.

I do see the point of people making code to do something unique that’s human and creative; however, the results are often visually uninteresting, and the people making them often have no or very little art background (which is true across the board with digital art), no knowledge of the history of art, and no interest in painting. 

Artists making generative art often have no art background, no knowledge of the history of art, and no interest in painting. 

I will always remember the day in mid-1980 I showed one of my tutors from university, a dedicated hard-edge painter, how I made a square and a few circles on a computer. His first reaction was:  “This makes a mockery of hard-edge painting.” And he was right. Really good hard-edge painting involves great composition, colour theory, and the patience and commitment to actually realise the work by hand in paint. It is no mean feat to make a canvas 5 x 5 metres in dimension- this was a big commitment – the hard work of making and realising the work over many weeks, compared to spending a short amount of time moving geometric shapes on a screen. 

Thomas Lisle. Abstract 01, 2022.

Digital Art in Relationship to Contemporary Painting

How does the art of contemporary painters transition from the material to the virtual and time-based? I can only use my experience to answer this, and that is by finding ways to simulate paint and to incorporate painting using my hand as the basis of any paint stroke. I soon discovered that what flows out of a virtual digital paintbrush doesn’t have to be a liquid; in fact, to make a liquid simulation, I first need a model that defines where the liquid simulation comes out. That model is made by painting a model shape of a paint blob, which is animated by the movement of the hand and pen. Point, line and plane are actually the building blocks of all 3D models and systems, except they call the plane a polygon (still has to be flat) and the line a curve, as it doesn’t have to be straight and a point, a point or a vertex. 

The Bauhaus got it right! It’s possible to link all sorts of data, like brush pressure, to different factors in the digital paint, such as width, enabling paint strokes which no longer look like traditional paint strokes. Mark-making also has a wide scope of possibilities. I like to use sort of squished-up hacked cloud simulations to simulate blobs of smeared paint. The analogies often get lost in the creation of new paint idioms. Everything is model based, Clouds, technically termed a ‘volume’, need a boundary that is defined by a model, which can be painted or sculpted.  

The new possibilities of this technology are multiple and profound. Painting becomes painted sculpture and time-based painted sculpture.

The new possibilities of this technology are multiple and profound. Painting becomes painted sculpture and time-based painted sculpture. These are really fundamental shifts in the painting universe; where we have had hand-painted 2D animations in the past, we now have procedural 3D painting. Painting has never been 3 dimensional, nor has it ever offered so many possibilities. I see my digital 3D painting as fundamentally metamodern, firstly as a rejection of the impersonal, which has morphed today into the “no person”. As a rejection of deconstructionist ideas, it is more a reconstruction and reappraisal of all the most interesting aspects of abstraction and figurative abstraction. The integration of psychology into my work seems to me fundamentally a metamodernist approach to art. In terms of subject matter, psychology is, after all, the study of consciousness, of becoming, of how we live in the world and relate to it and how we do this personally and collectively.

Most artists using digital 3D are not using any painting; they are all modelling or using particle systems. The modellers make their own models or use models from the internet such as volcanoes, flowers, etc. They animate teh models by, say, rotating them or the camera that views them, to make a time-based artwork. Some artists abstract their models by manipulating and animating the points that form the polygons. The particle systems you see so many of are movements of points or large points that look like spheres driven by the maths of gas advection or by using random noise fields, basically using motion vectors to move particles through 3D space rather impersonal in my view. These artworks are not paintings, and there is no hand that has drawn/painted anything in them. They may have some visual relationship to painting, but that’s where the analogy ends. 

The paintings of contemporary painters are not random and not sculpted and are rooted in the tradition of abstract art that spans over a hundred years. When I look back on 60 years of contemporary abstract painting in an objective way from Julian Schnabel, Albert Oehlen, Georg Baslitz, and Helen Frankenthaler, it’s really a bit of a random list of figurative and non-figurative painters. There is an important and passionate direction in their art to transcend the apparent, the photorealistic and the directly representative, which sounds like a definition of abstraction. There is an intellectual and personal journey of expression which broadly conforms with ideas or “thinking” of the time, a poetry of consciousness that can only be realised in a medium as flexible as paint and the hand and eye-to-consciousness relationship.

When I look at any artwork, I think primarily about its visual qualities and visual language. I initially set aside all conceptual ideas and technical craftsmanship and look at the piece solely on its visual qualities. I feel that an artwork should stand up on the basics first; it is, after all, a visual art. 

Music that doesn’t have a good musical composition would not get listened to. In fact, music with random notes is difficult to listen to. Suppose the rhythm was wonky, having no merit whatsoever, made by someone like me, who is tone deaf and knows nothing about music except how to enjoy listening to it. Randomness, lack of structure, and disregard for traditional ways of doing do not necessarily equate with groundbreaking innovation.

If you don’t understand the principles of form, visual rhythms, and colour, then it shows in the artwork. 

I like a very wide range of music from baroque to trip-hop. Even in the most cut-up, remixed, mangled trip-hop music, the rhythm, beat, and groove hold it together; it often reminds me of an Albert Ohlen painting. My point is that most music has structure and composition, holds together as a whole, follows the basic rules, and builds depth in dynamic new ways built on strong basics of musical concepts. The same is true of visual arts: if you don’t know the basics or can’t make basic compositions, if you don’t understand the principles of form, visual rhythms, and colour, and you don’t know anything about art history and how contemporary art evolved, then it shows in the artwork. 

To me, the composition is the groove in art from Piero Della Francesca to Terry Frost to Titian to Gillian Ayres.

There doesn’t seem to be a natural progression for this type of art in the digital world as yet, and I think that’s partly due to the complexity of the software. But it’s super easy to do other stuff that looks interesting. There are all sorts of ways to do something similar to Maya in Blender, which is free.

Thomas Lisle. Abstract 02, 2022

Metamodernism

There is no clear definition of metamodernism yet. This term refers to a heightened sense of cultural, philosophical, psychological, and political awareness that draws on the past and the present, bringing more information to give better solutions and understanding of consciousness and reality. A catchall for people rethinking the world.

If postmodern values are built on modernist values, then metamodern values are built on postmodern values in a general sense. Metamodernism has also been called “deconstruction deconstructed.” Metamodernism tries to sort out the issues which postmodernism doesn’t deal with, such as empathy, sustainability, equality, alienation and universality.

Why are the arts important, and why do we make theories about art? Because art is the most important way to understand the world, people, and ourselves. Meaning in life is under attack. Metamodernism is perhaps a tool for finding meaning.

One way I like to think of metamodernism is, as philosophy and thinking in therapy, “So post-modernist thinker, when did you realise it wasn’t working, that things needed to change? Well, I heard these sounds coming from behind the shopping mall walls. And how do you feel about that now? I’m missing something?” 

If I have a criticism of metamodernism, it is that it’s almost totally Western thinking-centric; there are no references to non-Western thinkers, who I feel have already covered some of the topics of the metamodernists and post-modernists. Comparative philosophy needs more inclusion, the writings of Toshihiko Izutsu are wonderful and enlightening, and although writers like Julian Baggini, have only just started to write about comparative philosophy, his book How the world thinks is a great introduction. Integral Theory, a building block of Metamodernism does start to take this into account. The Leading Edge Of The Unknown In The Human Being, a talk by Ken Wilber, is a powerful global framework for comparing world ideology.

There seem to be universal physiological structures, universal philosophical themes such as existence, how do I live my life, consciousness, and even universal language models are starting to appear with AI research from the ESP foundation; we are all more connected than we ever thought before seems to be an important building block of metamodernism.

Digital technology and figurative abstraction

This is one of the most complex and rich visual abstraction possibilities of digital 3D. Firstly, it’s possible to take a model of a person, abstract or non-abstract, and apply the motion of another human captured digitally to your model. This in itself is quite interesting, and it’s equally possible and perhaps more creative to animate the figure yourself. This makes a base layer or canvas model upon which to paint in 3D. The paint moves with the motion capture data. You can turn off the visibility of the canvas model below and then just see your painting. 

This is a totally new way of looking at abstract figuration, which opens all kinds of new possibilities that were unthinkable ten years ago.

Abstraction 

I grew up and became interested in abstract art when I was about 6 or 7. I was never really interested in drawing in itself – it seemed to me that that era had passed. I love and admire great drawings and draughtsmanship, but like music, which is all abstract, I think art needs to reflect internal processes, ideas and concepts, reality abstracted. 

Reality is not flat. I think the first computer-like 3D abstract face was made by Duhrer back in the 15th Century. You can see Picasso taking a real interest in 3D abstraction, especially in the 1930s and 1940s, even 3D tubular lines. As an artist, I don’t want to and can’t emulate Picasso. To me, it seems that he strived for a deep and meaningful level of abstraction, his abstraction is three-dimensional in a great deal of his paintings. In other words, it looks 3D but it is 2D in paint. I love German expressionism but it has a very different approach to figurative abstraction and doesn’t think in 3D terms very much; you could say it’s gone out of fashion, and it’s probably harder to do especially if you want to paint a bad picture. However, trying to make abstract figurative art in 3D makes you realise Picasso was pre-empting the digital possibilities of today. As soon as you start abstracting digital 3D figures, you’re reminded of his work.

Look at Glitch art: in the 1990s, it was difficult to get the technology and difficult to make. Today, every art student has access to the Adobe Creative suite, where they can use hundreds of templates with After Effects to make Glitch effects. Now it’s mainstream. 

Why is the history of contemporary art important?

Technology aside, it is the journey of the artwork and artist in developing abstract art that is also essential. If you don’t learn how to make something, and you just have to type “make me an elephant flying in the clouds with thousands of balloons, in an abstract style”, I have a lot of issues with it as art to be taken seriously. 

While it’s great that so many people are finding pleasure and fascination in making digital art, and it’s super easy to do all sorts of fun things, I think it’s really important to understand some key things about making art digitally. 

If you don’t learn how to make something, but just type a prompt, I have a lot of issues with it as art to be taken seriously. 

Technology and art

It is essential to understand what digital artists are doing; if you think someone has painted something when they have just given a prompt to a computer to “make a black square”, it would be many miles from the truth. 

It’s difficult to evaluate something if you don’t know anything about it; however, from a visual perspective, the same principles apply to a digital work as they do to contemporary painting and sculpture, except when the artwork is time-based, then there is much less history behind it. 

The number one key factor I apply to all digital and video effects –well, it’s also important to understand the difference between the two– is, “Is this visual effect? I’m looking at something unique, something handcrafted and to what extent is it handcrafted? I think nowadays; nearly everybody is using blocks of code that have been developed by someone else to some extent and then reusing this code in some way, or the code they are using is in some way just a tool to let you do something. 

For example, I use a visual programming language called Bifrost inside the 3D software Maya. A team of people have built the tools that let you manipulate procedurally the fundamentals of form, movement and colour. The artist controls how it works by programming through nodes, which act as modular lumps of code that do very specific functions and tools, basically.

If you don’t know anything about what is available off the shelf for video, 2D or 3D graphics, then it’s difficult to evaluate any artwork, in the past you couldn’t photocopy a Richter painting and say it was yours. But one way is to see if the artist talks about their process, as in most cases, if they don’t, they haven’t struggled to develop anything unique but are just starting on the path of learning digital technology. It is by no means an accurate way to evaluate the technical craftsmanship of an artist! But it shows some intent.

When you think about, say, Albert Ohlen talking about his painting, where he describes the process as being all on the canvas, there’s nothing hidden. I would say the same is true for much of digital art, but that’s because I know the capabilities and technology extremely well, having been working as an artist, a freelancer and a consultant in this field for 40 years. It’s not surprising curators or art galleries, even digital art specialist galleries, don’t know much about it. It’s just not as simple as pencils and paint, which everyone has some experience in and can see where the skill lies.

It’s not surprising curators or art galleries don’t know much about how digital art works. It’s just not as simple as pencils and paint.

There are hundreds of years of art criticism and evaluation to draw upon for the evaluation of drawings and paintings. In today’s world, that all tends to get thrown out the window, and when so few people actually are able to paint or draw in time-based digital media, then that exacerbates the problem. Directly drawing and painting in 3D is really not that common; it’s not something that is used much in feature films, websites, and corporate videos, and as such, it has been sidelined by software developers. There is a free Google VR headset software that lets you paint in 3D, and you could also do it in Blender, I believe. I think Maya is the only professional software package that has a paint system that is incorporated at the base level into all the other features and tools that Maya offers. This means 3D paint output can be easily incorporated into all the other systems in Maya.

Time-based abstraction

Digital art offers artists the ability to make abstractions in ways that are simply beyond the possibilities of traditional painting, yet keep the plasticity of paint, by plasticity, I mean the ability to depict and represent anything. Digital art can only compete or match this plasticity in 3D. Yes, you can probably paint something 2D in software like “Painter,” it will not automate anything for you; it won’t animate it or make it procedural, and it will take thousands of paintings to make 10 seconds of animation. The real revolution is in 3D, where your creation is in 3 dimensions as opposed to 2D; however, this doesn’t stop it from being painted or using 2D images, which are manipulated in 3D. If you build a realistic head in an application like Zbrush, it can look amazingly realistic, yet it can also be viewed from any angle.

Digital art offers artists the ability to make abstractions in ways that are simply beyond the possibilities of traditional painting

The big problem for painting and abstract art is how to make it time-based. This is clearly the next development for painting and sculpture. Making a painting time-based by animating it by painting each frame 25 times per second makes it laborious beyond belief and would test the endurance of most artists, i.e., spending a year making 5 seconds of animation is just impractical. And here is where we have to thank Hollywood and the need to make impossible things look realistic and be time-based, from explosions and aliens to lava, hair cloth and humans, and the billions of dollars spent developing these technologies, as the art world would never have done so. In fact there are so many different things in the real world and multiple imaginary universes that the software that engineers built to achieve these goals became totally modular and interconnected so that it could meet the needs of an industry that might want characters made of sand or glue or leaves, etc. They expose and allow the accurate manipulation of 3D models at the pixel and voxel level, the atomic level of an image, you might say, or the smallest drop of paint or finest particle of marble, to put it in traditional terms. 

But that is just the start because instead of just being able to control each drop of paint, they have built systems to control great swathes of drops of paint or the equivalent and laid bare all the parameters and code – made it so that artists, in the wide sense of the word, can animate and abstract forms, be they paint strokes, characters of sculpted objects easily and quickly. 

When you make software that can make anything visually, you have tools that contemporary artists can make use of to make contemporary art. 

We are probably at the stage where we have the tools to make most contemporary paintings, the only thing holding artists back is computing power. However, a great deal can be done on a computer of a few thousand pounds, as the developers have built workflows to get around slow computer limitations.

Abstraction without any structure and composition doesn’t seem to work for me, and I often think of Jung’s theory that some paintings are just empty, and it is viewers who fill them with meaning. I think Jung is implying that the painting is basically empty and impersonal. I know that when I make abstract paintings that rely on just form and colour, it can be difficult to pin down what it’s about and I can sometimes give a painting ten different titles all of which might fit. I was reading Albert Oehlen’s talk about Richter’s new paintings, and he was saying that the squeegee paintings that Richter makes are like Richter has given up trying to make compositions or meaningful art. I would wholeheartedly agree. They may be rich and colourful, but there’s no meaning, no structure, no narrative. 

My time-based abstract painting aims to be quite different; each element moves, transforms, deforms, evolves, devolves, coalesces, or oozes with a purpose and tells a story, has a narrative. It is a process. Sometimes I see my work as mental processes in the abstract, not mine in particular but the universal. Think of the decision-making process of something difficult you need to decide on, there will be a host of influences pulling you in multiple directions. If there were none, then the decision-making process was not difficult. This is going on throughout our daily life on big and small issues, over long and short periods of time, then think of all these factors as abstract forms, it probably doesn’t look anything like my paintings! But it hopefully gives an idea of the thinking behind the work. You could see it as painting the subconscious, which is way more complex than simple decision-making. My point is that time-based painting is totally different to non time based painting.

In my own work it becomes very apparent to me that time-based paintings are much more expressive than static ones. I put this down to the fact that Psychology and consciousness are not inanimate, not 2D, but dynamic and as soon as an artist makes a mark that has a life of its own, the viewer looks and thinks about it in a different way.

Thomas Lisle. Half a violin, 2022. Oil on canvas, 122 cm x 92 cm

Painting

A painting can only be made by using your hands with or without a brush or something to make marks on a surface or in 3D. The definition of a painting needs hands, humans and perhaps a tool. It’s a human expression from mind and eye to hand. Typing/generating code to create a square is not painting! Applying a filter to some video footage is not painting, algorithmically generating shapes is not painting, scanning an object in 3D is not painting, and making images without the hand-to-eye relationship is something else. 

Painting needs hands, humans and perhaps a tool. It’s a human expression from mind and eye to hand. Typing/generating code to create a square is not painting! 

If there isn’t any actual painting involved, then it’s not a painting. It’s something with some reference to painting in some way or the other. Hard-edge painters like Frank Stella still made them by painting them. 

Animated models and character animations code constructed cubes, particle animations driven by mathematical fields, calling any of this type of art a painting is as silly as taking the text of this essay and calling it a painting in black and white. I have seen some really good work by digital artists that has some kind of visual language and relationship to painting, but they are not paintings. 

My key points are that art theory on point line plane, composition, and colour from the Bauhaus onwards is still relevant. Painting is still relevant, even if you take the act of painting out of a visual artwork as most digital art does – you can’t take the understanding of composition, form and colour out. You can’t take the artist out of the equation. You can’t take art history away and pretend it doesn’t exist, unless, of course, you don’t know anything about it in the first place.

Poetry is not a luxury. It is a vital necessity. 

Audre Lorde

Time-based art

Under cover of the digital art umbrella, what is going unnoticed is that the vast majority of contemporary digital art is time-based, and this is a fundamental shift in thinking and working practice for artists, especially for artists who were painters, as time-based painting doesn’t really exist much. 

Time implies that there is a narrative, a progression, a process, a story, or all combined. Painting up until this time had evoked movement, been called capturing movement, even called dynamic, but it was all static. There is a fairly long history of artist filmmakers and artists who made animations, some with paint. I can only think of a very few artists working in animation who actually painted every frame. Digital painting does away with the tiresome need to paint every frame through procedural procedures, these procedural techniques can apply to computer-generated cubes, artist-sculpted flowers, or library models of humans. 

Time implies that there is a narrative, a progression, a process. Painting up until this time had evoked movement, but it was all static.

There seems to be an array of different narratives for artists to draw upon:Abstract narrative, process narrative and figurative narrative. All offer a new and profound change in how art is perceived.

3D painting 

The funny thing about 3D painting is that as soon as you make it, it’s a sculpture! And as soon as you animate it, it is telling a story, it’s got a history.

There are four fundamental types of 3D painting:

  1. One is the single tube, which can vary in diameter. 
  2. Two are multiple tubes together, which can start to look like a loaded realistic brush stroke. These are especially interesting, as it’s possible to procedurally manipulate how all the strands behave, if they stick together or not, for example.
  3. Three is where either of these previous two types of brush stroke is used as an emitter of a liquid of a fluid or goo. 
  4. Fourth is where the first two types of brush strokes are converted into clouds, or cloth simulations, or particles, or any number of other types of procedural effects and the base form is made through painting. 

Let’s not forget sculpting. I don’t use Zbrush, but it is by far the most sophisticated 3D modelling tool out there I’m not sure it lets you animate your model. Maya and Blender have sculpting ability which are animatable. 

All the painting types I just listed are basically 3D forms and, as such, are sculptures. I think it’s safe to say that time-based sculptures can, on the whole, be called sculptures as you can send them to a foundry and have them cast, a 3D painting is a sculpture as well.

3D paint, which is a fluid emitter, can have all sorts of procedural forces applied to it, it’s also possible to adjust gravity up or down or to animate it over time, every aspect of the fluid can be abstracted and animated over time.

I tend to work in two very different ways: I either think I’m going to make a still image that I turn into a painting, or I make an animation that I see as being time-based. Recently, I have been making physical paintings that I might make into animated digital paintings. I see a very clear difference between a still image and a moving image and a very different way of working and organising what I do.

Thomas Lisle. “Something Stirs,” 2023

My art history

I was maybe the first person to invent glitch video. I thought it was a great way to abstract images in time to make images that look like paintings. I made videos and large-scale installations using glitch video, instead of going into art education for an income, as there was no real income stream for digital contemporary art at the time.

I got freelance jobs and also worked closely with Apple Computers UK. I worked as a digital video graphics consultant as a way to learn in-depth about digital technology and use all their kit, which I couldn’t afford. By the mid-1990s, I knew all the major digital graphics 3D and video software and how to use them, and I taught TV production companies how to use them. I have seen these software systems develop and grow over the years, and new ones emerge. I worked in the broadcast video, architectural, graphic and interactive design sectors for a while.

Why is digital 3D the most important technology

In 1990, I quickly realised that the technology which offered the most exciting possibilities and opportunities was 3D. It’s a kind of synthesis of 2D and 3D and time-based visual sensibilities. 3D offers perhaps the current pinnacle of what is possible on computers and is the basis of film effects AR and VR – it’s all just 3D viewed and computed in different ways. What has super boosted this technology is the film and games industry. Suddenly, people realised that games and VFX in film meant big buck profits, and this feedback led to the development of cool software. 

Having taught lots of people how to use 3D in the past, I realise that it’s hard to learn. There is a huge amount to learn and get your head around. There are off-the-shelf effects in 3D animations, too, but the creative part of the craftsmanship comes in understanding the techniques you are using and using them in the way you want. The great majority of people working in film FX professionally can look at any 3D effect and can easily break it down.

My art

I see a strong relationship with art and psychology on a broad spectrum, and I enjoy discovering the rich and diverse world of the human psyche. 

The more I learn about Metamodernism the more I discover its deep relationship with psychology. 

Understanding ourselves, our motives, our conditioning, seem to me to be the keys to unlocking a better society, better art, better environment, better thinking.

Claudia Hart on Machiavelli, politics, and NFTs

New York-based artist Claudia Hart’s background in art and architectural history and publishing has defined an artistic practice developed since the late 1980s and focused on bridging the physical and digital worlds. An art critic and curator as well as an artist, her production is infused with literary and art historical references, using the words of male philosophers, poets, and painters such as Jean-Jacques Rousseau, Lord Byron, Lewis Carroll, Thomas Jefferson, Henry Ford, or Walter Gropius to apply a feminist approach to the representation of women in art and the influence of digital technologies in our patriarchal society.

An early work that she has come back to regularly, A Child’s Machiavelli combines many of Hart’s interests, from literature to analog and digital image making, performance, and a satirical view of society. 

Claudia Hart. LittleGuys, 1994.

A Child’s Machiavelli is a series that started in 1995 and has seen many different versions over a span of almost three decades. Hart was living in Berlin at the time the city was reinventing itself after the fall of the infamous wall. As the artist recalls, despite the spirit of newly regained freedom and the reunification of its people, the emerging art scene was fiercely competitive. She told a friend, sarcastically, that what was needed in that context was a revision of Niccolò Machiavelli’s The Prince (1532). The oft-quoted treatise on politics, known for its pragmatism and lack of morality, seemed particularly apt for a young society that was plunging deep and fast into capitalism. Hart’s version of The Prince, however, was not meant to be a guide for ambitious and reckless artists, but rather a fable about a time in which innocence would be lost to self-interest. She chose to create a primer to teach bad manners to children, aiming to spark a reflection on contemporary politics through the obvious contradiction between the childlike illustrations and the shockingly expedient advice.

Claudia Hart. A Child’s Machiavelli. Exhibition at bitforms (New York), 2020.

The initial version of A Child’s Machiavelli counted 31 small oil paintings, each one combining an illustration taken from a classic children’s book and the text that Hart had written, updating Machiavelli’s dictums in a more informal language. The paintings were exhibited in 1995 at the Neue Gesellschaft für Bildende Kunst in Berlin, accompanied by a small catalog produced by the Realismus Studio. From the beginning, the artist saw her Machiavelli as an imaginary book, with the paintings representing its pages, and quickly the project morphed into different formats, such as the first printed edition (Machiavelli für Kids. Hamburg: Edition Nautilus, 1995), or the hip-hop track Babyrap (1996), performed by Hart and produced in collaboration with the French band Assassin. The artist then imagined the next iteration of A Child’s Machiavelli as an animated series (intended to be aired in the popular MTV music video channel), which became her first 3D work, setting a turning point in her artistic production.

Hart’s version of The Prince is a fable about a time in which innocence would be lost to self-interest.

The series saw three more printed editions, one in French (Le Petit Machiavel illustré. Paris: Abbeville Press, 1998), and two in English. The first English version was published by Penguin Books in New York in 1998, and a decade later a second edition was published by Beatrice Books in a redesigned version. This latter edition, that came out in 2019, proved how relevant Machiavelli is to this day, and how aptly Hart’s satirical guide for infantile and selfish rulers reflects actual politics: in 2020, the results of  the United States presidential election were contested by Donald J. Trump, who refused to concede defeat and led his supporters to attack the US Capitol. The way in which Trump’s foolhardy self-interest and childish narcissism almost ended democracy seems right out of Machiavelli’s playbook and even more outlandish than Hart’s mordacious fairy tale.

Claudia Hart. A Child’s Machiavelli. New York: Beatrice Books, 2019

In 2021, as the NFT market boomed, Claudia Hart saw in this form of distribution and commercialization of digital art something akin to her experience with publishing books and magazines. The possibility of both widely distributing her artworks while retaining a sense of ownership (as is the case with printed books) appealed to her. So, the next version of A Child’s Machiavelli consists of 20 animated short films distributed as NFTs and presented in an exclusive artcast on Niio. On the occasion of this new phase in the Machiavelli project, I had a long conversation with the artist, in which we focused particularly on the latest iteration of the book as a series of NFTs.

Claudia Hart. DonDontThrowYourMoneyAround, 1994.

Continuing A Child’s Machiavelli as a series of NFTs seems a logical next step in the project, but what has been your experience with the NFT market so far?

When I first entered the NFT market, I was participating in auctions but I pulled out because they were taking what was intended to be a one-of-a-kind painting, a unique artwork, and then turning it into an edition. It seemed to me that this would hurt me. I always had a very ambivalent relationship with digital, but when NFTs came along, I realized that they are a hybrid of publishing, and digital, which is interesting to me. I’ve also had a very good experience with the community, it is very supportive. 

What is happening in the NFT space now that the crash happened, is that NFTs are being developed as a medium, not just as a register on the blockchain. If I take my earlier work, where for instance I do a movie that is 12 to 20 minutes long and it took me a year to make, and then I sell it as an NFT, I am giving the collector a guarantee of provenance and ownership. But the artwork is not “an NFT,” it’s a movie. As a medium, NFTs are serial, not sequential, because you can’t put things in order, like a baseball card is serial, but not sequential.

“NFTs are far from being anti-capitalist, as some people may want to describe them. They are pure neoliberalism.”

Claudia Hart

Since the original drawings are inspired by 1920s children’s books and the text was written in the 1990s, have you considered creating a new version using other references from children’s literature and updating the language to how kids talk today?

The illustrations I use in this series (the potter, the rabbit, Alice, and so forth), are all in the public domain. I have a collection of these illustrations from out-of-print books from the olden days, which I used to create the paintings and drawings for A Child’s Machiavelli. This is relevant in terms of copyright in relation to NFTs, because these are also about rights ownership. I think the issue of ownership, certified on the blockchain, coupled with distribution everywhere, is mainly the radical part of the production. The rights of the artwork usually remain with the artist, but lately several NFT projects have been offering the copyright of the image to the owner of the NFT, so some NFT collectors expect to have full rights over the artwork they bought. 

Claudia Hart. YoureNoGood, 1994.

Therefore, it can be said that NFTs are far from being anti-capitalist, as some people may want to describe them. They are pure neoliberalism. I believe that by selling NFTs I am not helping, but that is also part of why I want to make all my NFTs very dark and perverse, and about power. I have done another series about the Art of War, which has not been released yet. I also have handmade illustrations that I will turn ultimately into animations as well. Those have vocalizations, where I process the sound and I do interesting things with it. 

Claudia Hart. GivingThingsAway, 1994

The NFT market has been quite wild over the last two years, maybe as fiercely competitive as the art scene of the mid-1990s in Berlin. Do you see Machiavellian tactics in it?

The crypto winter cleared the ground of the pure, speculative designer ethos. It cleared the ground for artists, because now that there’s not so much money and attention we can focus on exploring NFTs as an artistic form. Some artists are bringing back generative art in new forms, and then there’s what I said about it being a serial but not sequential type of medium. Also, the NFT marketplaces are now looking for new blood, because those that were there in the first place are a bit contaminated right now. So they need a whole bunch of newbies like me, because they can sell us for cheaper. It’s the same thing in the art world: after a fiscal crash, the speculators like to bring in new “undiscovered artists,” because we’re cheaper.

Explore Claudia Hart’s work on Niio

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

References

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Elgammal, A., Liu, B., Elhoseiny, M., Mazzone, M., 2017. CAN: Creative Adversarial Networks Generating “Art” by Learning About Styles and Deviating from Style Norms. Cornell University [online] Available at: https://arxiv.org/abs/1706.07068  [Accessed 14 March 2021].

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Moodies: the anti-emojis by Asaf and Tomer Hanuka

Pau Waelder & Roxanne Vardi

Emotions are complicated, much more than a set of emojis can ever convey. “By one estimate, more than 90 definitions of «emotion» were proposed over the course of the 20th century,” stated psychologist Robert Pluchnik [1], the author of one of the most widely cited theories of basic emotions. In 1958, Pluchnik suggested a structure based on eight basic bipolar emotions: joy versus sorrow, anger versus fear, acceptance versus disgust and surprise versus expectancy. Later on, in 1980, he developed this classification further into a more complex “wheel of emotions,” analogous to a color wheel, in which primary emotions were placed forming a circle, with opposites 180 degrees apart and other emotions placed between them, as mixtures of the primary emotions in the same manner that primary colors can be mixed to obtain secondary colors.

Pluchnik’s wheel of emotions. Source: Wikipedia

Inspired by Pluchnik’s diagram, in early August 2022 visual artists Asaf and Tomer Hanuka created Moodies, a collection of 7,401 artworks generated from a set of 32 original illustrations depicting human emotions in the form of a portrait of a fictional character whose face is a big hole (which the artists call “the cave”), filled and surrounded by different elements that build a visual metaphor of each emotional state. Notably, the brothers Hanuka have updated some of the terms in Pluchnik’s diagram, adapting it to the type of emotions that are prevalent in a society where human interactions are mediated by social media and messaging apps.

For instance, the term “annoyance” in Pluchnik’s wheel becomes FOMO (Fear Of Missing Out), a particular kind of annoyance we all experience in the fast-paced “present” built by mass media. Similarly, “aggressiveness” is described as “bullish,” an attitude that is at once celebrated by those who identify with toxic masculinity and frowned upon by those who decry a behavior that preys on the weak and can have fatal consequences (such as cyberbullying). Other changes may seem a matter of semantics, but they are nonetheless significant. Take “serenity”, which becomes “nostalgia,” a feeling particularly connected to Asaf’s and Tomer’s generation, whose childhood was deeply influenced by the culture of the 1980s, which has since been constantly repackaged a resold to them as adults, cashing in on their longing for the past. Additionally, “admiration” becomes “proud,” signaling the growing importance of the self in our highly individualistic society.

Moodies emotion map. Source: moodiesnft.io

These subtle changes illustrate the attention that both artists have put into creating a depiction of human emotions that speaks to the specific context of social media and the NFT art scene. Moodies stems from the Hanuka brothers’ desire to re-imagine the profile picture or selfie as it is used in today’s world; the image that has come to define us in the social world. Asaf and Tomer therefore describe the Moodies as ‘anti-emojis’ and aim to re-introduce to our social lives conversations about emotions and the inner-self rather than just creating pictures of perfect lives that are usually experienced as cover-ups. 

‘FOMO’, for example, portrays an eyeball with a knife poking down its middle where the face is supposed to be, in the background we see a broken down backyard that looks out on Hollywood Hills. The person in the image has a bad hairdo with bald spots on the top of his scalp, and the grass that makes up his body and the background is far from being green. ‘Nostalgia’ depicts an old tape recorder in place of a face, the figure wears a Duran Duran 80’s hairdo and a jean jacket, and the background is a retro gas station. 

“Our mission is to expand the conversation of feelings. These are the anti-emojis. There is an astonishing beauty to the complexity and intricate structures that govern our moods. This esthetic quality has been erased by outsourcing our social lives to platforms like Instagram”

Pluchnik’s diagram not only provided inspiration but also the blueprint for an algorithmic creation based on combining the elements in each of the 32 original drawings. These illustrations, termed “Pure Soul Moodies,” are each composed of 6 elements: Aura (head), Body (clothing), Cave (face), Environment (backdrop), and Skin (color or texture of the skin). These elements are then associated with the emotion that the Pure Soul represents, thus creating several thousands of mixed emotions artworks, in which each part of the drawing corresponds to an emotion. The compositions resulting from this process, alongside the original 32 Pure Souls, constitute the Moodies NFT collection, each artwork being minted as a unique piece.

One-page story by Asaf Hanuka explaining the making of Moodies.

A meaningful PFP project

Moodies belong to a type of NFT projects known as PFP, which stands for profile picture: these are illustrations intended to be used by their collectors as profile pictures on social media. Increasingly popular thanks to the success of early projects such as Larva Lab’s CryptoPunks or the ubiquitous Bored Ape Yacht Club, that have inspired an endless array of copycats, PFP NFTs combine the uniqueness of the artwork with the desire to create a personal identity on social networks that is at the same time distinctly individualistic yet belonging to a group. However, Moodies stands out for introducing a narrative and an underlying concept that is lacking everywhere else. Award-winning illustrators and storytellers, Asaf and Tomer Hanuka have succeeded in creating a series of artworks that respond to the driving aesthetics of the NFT space but also introduce a reflection on the need to express one’s personality and emotions. As Pluchnik stated:

“Although personality is usually taught in universities as if it had little or nothing to do with emotions, words such as gloomy, resentful, anxious and calm can describe personality traits as well as emotional states. An individual can feel depressed, or be a depressed person, feel nervous or be a nervous person. […] Thus personality traits may be conceptualized as being derived from mixtures of emotions.”

In this sense, the Moodies aptly connect the depiction of a combination of emotions with the construction of one’s personality, and more specifically, one’s persona in a social environment like those provided by Instagram, Twitter, TikTok, and so forth. The chaotic combination of elements in a surreal and somehow uneasy relationship becomes a perfect illustration of Pluchnik’s description of emotions as unstable processes: 

“Emotions are not simply linear events, but rather are feedback processes. The function of emotion is to restore the individual to a state of equilibrium when unexpected or unusual events create disequilibrium.”

The artists have therefore succeeded in creating a series of artworks that reflect on our digital identity and our need to belong to a group, which nowadays can be made of a large number of geographically distant and anonymous people, but also invite expressing our inner self in a playful way: “We wanted to create a group of people that care about feelings,” state Asaf and Tomer. “Instagram is about looking good and feeling happy: this is manipulation, forcing you aggressively to be happy. For us this felt fake, and we wanted to turn this inside out. Inside you have darkness, pain, love, we are made up of a cocktail of good and bad.”

Into the Moodieverse

Moodies goes beyond the depiction of mixed emotions in a set of algorithmically combined portraits. The artists are currently developing a larger story that builds a whole world around the initial idea of bringing the wheel of emotions to life. Central to this story is a character known as The Great Moodie, “a brilliant physician turned mentalist who modeled the principles of electromagnetics to uncover the mysteries of the unconscious mind.” This enigmatic character, which according to the story created a machine capable of tapping into the collective unconscious, known as the Soul-Ray, is said to have disappeared and will soon resurface in the Metaverse. 

The Soul Ray. Source: moodiesnft.io

The Hanuka brothers consider this character essential to the plot that unites the whole Moodies project and will lead its continuation beyond the initial launch of the NFT series, which quickly sold out and is now only available in the secondary market.

“The relationship between the great Moodie and the Moodies is that first we wanted to create generative art, something we wanted to control mixed with random decisions, and then we needed to define a concept to justify this loss of control, which brought us to creating mixed emotions. The Great Moodie is us trying to visualize feelings. There is this visual metaphor: The Great Moodie is what it means to be an artist.”

Just like The Great Moodie, the Hanuka brothers have big plans for this project which they keep under wraps for the moment, but that will unfold in a fully developed narrative and a growing community experience for their NFT holders. The project has already expanded beyond the blockchain to create experiences with people in the real world: the Moodies have been touring the world, making appearances in Los Angeles and at NFT NYC 2022. Their latest stop is Tel Aviv, where the Hanuka brothers have displayed a selection of the collection at SAGA, a cave-shaped gallery in Jaffa.

Moodies LA Takeover. Source: moodiesnft.io

Asaf Hanuka is based in Tel Aviv and serves as the Head of Department at Shenkar College of Engineering, Design and Art. He is also an illustrator and comic book artist. He has won multiple international awards including the Eisner for best US edition of international material for The Realist, an autobiographical weekly comic, and recently published I’m Still Alive with writer Roberto Saviano (Gomorrah). 

Tomer Hanuka is based in New York and has most recently worked in visual development with Netflix and Sony for live-action and animated projects. He is an illustrator and cartoonist who regularly contributes to magazines such as The New Yorker, Time Magazine, The New York Times, and Rolling Stone. Tomer has exhibited at international museums such as The British Design Museum and has won multiple industry awards including Gold medals from The Society of Illustrators and The Society of Publication Designers. 

They have also co-created, with the collaboration of writer Boaz Lavie, The Divine, a graphic novel which made The New York Times bestseller list, was nominated for a Hugo, and won the International Manga Award. Publisher’s Weekly described it as “Heady, hellacious, and phantasmagoric”. In addition, the brothers Hanuka have contributed a story to the Attack on Titan anthology, published by Kodansha Comics.

[1] Robert Plutchnik. The nature of emotions. American Scientist ; Research Triangle Park Tome 89, N.º 4, (Jul/Aug 2001): 344-350.

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. 

Digital Storytelling: an interview with Kineret Noam

Roxanne Vardi and Pau Waelder

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

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

Kineret Noam, The Whispering Reed, 2022

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

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

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

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

Kineret Noam, The Whispering Reed: Cleansing, 2022

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

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

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

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

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

Kineret Noam, Three Rooms, 2022

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

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

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

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

Kineret Noam, Three Rooms, 2022

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

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

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

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