An invitation to contemplate existence: the art of Ali Phi

Pau Waelder

Ali Phi (1987) is an Iranian born new media artist and creative technologist currently based in Toronto. In 2013 he founded Nullsight, a collective of artists and programmers based in Toronto that curates and supports events linked to digital arts and music. The artist’s practice addresses architecture and spatial elements, both metaphorically and physically, creating interactive media that explores the relationships between geometry, patterns, light, and poetry.

In his live performances, he blends generative and time-based materials with sound and computational elements, providing unique collective experiences through data visualization. His visual art installations and performances have been showcased at renowned international venues and events, including Ars Electronica in Austria, Mutek in Montreal, and Art Brussels in Belgium.

Phi has recently presented a selection of artworks from the project Agnosia in a dedicated artcast on Niio. In the following interview, he elaborated on the concepts and processes behind these artworks and in his experience as an artist living in-between different worlds.

Experience Ali Phi’s immersive landscapes on your best screen

Ali Phi. AGNOSIA 4, 2022

Can you tell me about the inception of Nullsight? How do you combine curation, performance, and software development in your work?

I founded Nullsight with the goal of promoting like-minded artists and cultivating the market for new media and digital arts. This eventually led to joining a new media arts festival in Iran and directing it in the following years. Following the festival’s success, we continued to curate exhibitions both online and in real in Iran and Germany, as well as supporting other events in the field.

Upon relocating to Canada, Nullsight evolved into an art collective focused on creating and providing resources and toolkits for artists. Many of these products stemmed from the code I developed for my own artistic practice or in collaboration with fellow artists. Our aim was to transform these products into user-friendly tools accessible to a wide range of artists. We are guided by an ethos of open-source sharing, as much of our work is inspired by tutorials and shared code from fellow artists. This led us to establish an online platform for sharing these products.

Our upcoming projects are geared towards integrating the latest technology and are shaped by feedback from fellow artists and users. We are committed to keeping all resources updated and accessible to the public, ensuring even those with limited coding knowledge can employ them in their creative processes.

“I believe in giving back to the community and supporting the next generation of artists.”

The underlying motivation for sharing these resources is rooted in my own experience of self-guided learning. I believe in giving back to the community and supporting the next generation of artists. Making these assets available serves as an educational resource and empowers other passionate creators. Additionally, participating in performances deepens my understanding of concepts and allows me to stay connected with the vibrant community of new media artists, inspiring fresh ideas for future works.

Ali Phi. AGNOSIA 4, 2022

You have been an active member of the digital art community in Tehran. Can you describe how this community is working today, and what opportunities are there for Iranian new media artists?


It has been years since I’ve been away from Iran and the media art scene there, but I have seen that some of my students and fellow artists are continuing their practice in this field. They participate in small exhibitions in Iran, international exhibitions, and hold workshops to spread knowledge. Unfortunately, due to financial issues, sanctions, and governmental problems, the TADAEX festival stopped at its eighth edition back in 2018, and we couldn’t continue organizing it in Iran. However, I’ve noticed that many artists and volunteers from TADAEX have started studying in universities in North America and Europe, and they are still continuing their arts journey with notable achievements.

In terms of the future of new media arts in Iran, I believe the community and the new generation are incredibly curious and creative in this field. With the easy access to information and tutorials nowadays, it’s much easier for them to learn and continue coding. However, one challenge is the accessibility of hardware and devices, again due to sanctions. This has been an issue for the past decade, as finding investors or convincing business owners, galleries, institutes and industries to invest in such festivals and programs has been challenging. Unfortunately, I’ve seen that most of these events have been canceled or put on hold. However, I’m aware that certain organizations are still trying to keep their hackathons, labs, and gatherings going, pushing boundaries by participating in international festivals and online showcases.

“The community and the new generation of Iranian new media artists are incredibly curious and creative in this field.”

As for recommending Iranian artists, it ultimately depends on their passion and how they feel. This was the same for me and my fellow artists. Today, I know it has always been the passion for creating and presenting, which was the main reason for starting the festival in 2011. We didn’t have a platform like that back then, and one of the primary goals of the festival was to create a platform where we could showcase our art, receive feedback, teach others, and educate the community.


Ali Phi. AGNOSIA 2, 2022

You have stated that your work starts with music and then visual elements come into play, inspired by the music. How would you say that this approach has shaped your work?

Starting with sound and music is an essential part of my creative process. Sound, being such an intangible medium, offers a highly imaginative experience. It allows me to draw inspiration from everyday sounds, turning them into motifs that blend various cultural influences, moods, and vibes. This dynamic component, when integrated with visual elements, creates a holistic experience. The visual aspects act as an illusion that complements the overall presentation of the artistic work, particularly when synchronized with the sound. The architecture of the venue is crucial, especially for installations. It sets the stage for the entire experience. Whether it’s a traditional stage or a non-traditional presentation space, the approach remains consistent—surprising the audience with carefully crafted lighting, high contrast visuals, and a blend of different elements.

In my performances, I aim to engage the audience in a self-reflective experience. There’s no predefined narrative; rather, it’s an invitation for the audience to immerse themselves in the currents of the experience, interpreting it based on their unique perspectives and their natural flow.

“In my performances, there’s no predefined narrative. It is an invitation for the audience to immerse themselves in the currents of the experience.”

During the production phase, I begin with conceptualizing ideas and envisioning the sonic and visual environments. Music becomes the canvas on which I shape the overall sonic culture of the work. Then, I introduce visuals, focusing on synchronicity and refining details in the audiovisual material. This iterative process helps create a cohesive and immersive experience. Depending on the performance, I might experiment with the sequence of scenes, responding to the energy and vibe of the audience, ensuring each interaction is distinctive. Given the generative and real-time nature of the work, I design each scene with controllers mapped to specific parameters, essentially performing them like an instrument that orchestrates both mediums seamlessly.



Ali Phi. SHYM, 2016. Real-time Generative Audiovisual Installation. Yassi Foundation, Tehran, Iran

Can you elaborate on the influence of Iranian culture in your work? How important is it to you that the references to Persian traditional arts are identified with your work?

The majority of my work’s concepts draw inspiration from a special era in Persian culture, dating back to the Achaemenid dynasty. It was an era focused on bringing a sense of heaven to earth, rather than solely anticipating a better future after death. This ethos gave rise to the rich arts and crafts of Persian culture, as well as the creation of Persian gardens, which are marked by their distinctive architectural and garden design. Even neighboring countries recognized this cultural heritage. Many of the poets I followed from that era were also scientists, well-versed in fields like astrology and medical sciences, weaving their knowledge seamlessly into their poetry. The educated individuals of that time saw no boundaries between disciplines; rather, they saw a harmonious integration of heart’s desires, intellect, and art. 

I find deep inspiration in these timeless connections between different mediums and how they coalesce in a civilized society. Western culture has often compartmentalized these aspects, but in Middle Eastern culture, they were integral parts of a whole. For instance, the Arabic word for art, “fan,” is synonymous with technique. This convergence of mediums was evident in ancient civilizations, and it greatly inspires my work. Having visited these sites since childhood, I’ve developed a profound connection to their sacred geometry and the masterful artistry of those who designed and meticulously crafted them.

“The educated individuals of the Achaemenid dynasty in Persia saw no boundaries between disciplines; rather, they saw a harmonious integration of heart’s desires, intellect, and art.” 

In my artistic practice, I incorporate Western and cutting-edge technologies, merging them with the enduring inspiration I derive from that era’s concepts. Ritual music, a genre characterized by its complex and sometimes challenging sounds, is a vital component. It’s deeply intertwined with the life cycle of the singers and musicians. In traditional settings, musicians must attain a certain level of mastery to be permitted to play specific instruments. These are ancient and organic facets of confrontational art that continually fuel my creativity.

In my practice, I remain steadfast in adhering to these foundational ideas and approaches. They are like hidden threads woven into my work, not immediately conspicuous but discernible to those familiar with the culture. These elements serve as the underlying spices that infuse depth and meaning into my creations.

Besides these cultural references, it seems telling that visually your work is characterized by what you have described as “cities or environments out of time and space.” What does this timelessness bring to your work?

The concept of creating “cities or environments out of time and space” has always been central to my artistic vision. I perceive each piece as a fragment of a larger whole, evolving and taking shape over time, akin to pieces of a puzzle. I aim for these installations to serve as a contemporary format, rooted in origins and influences from the past, yet projecting a timeless and futuristic utopia. In engaging with these works, viewers encounter not only art and its meanings, but also an invitation to contemplate existence itself.
The essence of my creations lies in providing a digital realm for audiences to immerse themselves in, encouraging them to engage with, observe, and even co-create. This interactive dimension is paramount, as it empowers individuals to embark on a personal journey of introspection and self-discovery. 

When conceiving a piece, I approach it as if I were an audience member myself. I design the space, infuse it with ideas, and often perceive it as an extension of the viewer’s experience. This involves creating a framework, coding, and incorporating various mediums, effectively transforming it into a dynamic entity capable of receiving input, generating responses, and facilitating a creative exchange. Ultimately, this interplay with the work serves as a conduit for individuals to explore and connect with their own inner landscapes.


 

“The essence of my work lies in providing a digital realm for audiences to immerse themselves in, to observe, and even co-create.”

You have said to find beauty in error, would you say that glitch interests you mostly by its aesthetic qualities, or are you interested in the fact that glitch “captures the machine revealing itself,” as Rosa Menkman describes it?

I find a deep fascination in witnessing failures and glitches in various types of working machines or systems. Regardless of a machine’s intended functionality or design purpose, I see beauty in its operation. However, glitches and errors hold a special allure for me. They represent moments where designers and creators didn’t anticipate certain issues, and the resulting visual anomalies are, in my eyes, incredibly captivating.

Glitches, whether they manifest in the physical world or appear in digital spaces, have an inherent aesthetic quality that I find compelling. The unexpected patterns and distortions that emerge, whether in the texture of a physical object or on a screen, are visually intriguing and often breathtaking. This fascination extends to coding and programming as well. Many times, glitches and failures have served as a wellspring of inspiration for me, igniting the creative process.

“Glitches, whether they manifest in the physical world or appear in digital spaces, have an inherent aesthetic quality that I find compelling.” 

In both the physical and digital realms, I derive a sense of wonder from encountering these deviations from the norm. Even in nature, there are instances of glitches or anomalies, like unusual formations on a rock or unexpected patterns in a natural setting. These occurrences seem to defy logic, existing in a way that shouldn’t be possible, yet they persist and assert their presence. For me, there is nothing more beautiful than witnessing or experiencing these unique moments in life.

Both as an artist and interaction designer, you have experienced the growth of the open source movement. What have open source tools brought to your work, and how do you see this trend evolving in the context of the growing domination of AI systems?



As a self-taught new media artist and creative technologist, the open source movement has played a pivotal role in shaping my career, particularly in terms of technique. The wealth of resources provided by the open source community, including tutorials, libraries, videos, and other online materials, has been indispensable. Most of the libraries I rely on, whether in JavaScript, Python, or tools like Touchdesigner, are products of dedicated individuals freely sharing their knowledge. This ethos underpins a significant portion of my creative work, and I’m immensely grateful for the existence of this culture.


“The wealth of resources provided by the open source community has been indispensable. I’m immensely grateful for the existence of this culture.”

Regarding AI, I personally don’t perceive any hindrance or threat to my artistic practice. As long as I have creative ideas and the desire to bring them to life, I’ll continue doing so, with or without the assistance of AI. That said, I am deeply intrigued by working with AI models and algorithms. They represent a new frontier for me, akin to a different type of glitch or anomaly that can aid in expediting the creative process. At times, these AI tools introduce unexpected elements or challenges, akin to the price we pay for their existence and utilization of resources. Yet, much like any technological advancement, I view them as a new material to work with, and I’m enthusiastically open to exploring and experimenting with various devices and beings in the digital realm to bring my creative visions to life.



Ali Phi. ENFE’AL 1, 2023

You have described the use of AI algorithms in Agnosia as “a digital creature that takes over the atmosphere.” It is interesting that you see AI as a “creature,” how would you describe your creative process when working with AI systems?



Working with AI systems in my creative process feels like a dual jam session with another person. Especially in my performances, it’s as if I’m playing and interacting with an instrument or player that I’ve brought to life through code. I navigate through the real-time occurrences and reactions of the patch, which unfold in front of the audience.
Incorporating AI libraries into my work serves as a means to provide an extensive platform, offering a range of sensors, libraries, and AI models that infuse a new layer of dynamics into the overall concept. 

In the case of project Agnosia, I utilized an EEG brainwave interface. The data gathered in real-time was then processed and translated through a trained library, ultimately shaping the deformation of particle systems and point clouds. From my perspective, there’s a seamless continuity between the raw electrical data sourced from my neurons through the headset and the way the AI library processes this data in order to generate meaningful patterns, both sonically and visually. In essence, it all serves as a malleable material for me to explore, extracting reactions, establishing boundaries, and crafting a meaningful interplay that manifests in sound and visuals.


“Working with AI systems in my creative process feels like a dual jam session with another person.”

Enfe’al is based on the audiovisual performance Maqruh, which evokes liminality and is divided into seven phases of the formation of an entity. Can you elaborate on this narrative? What does this notion of evolution bring to the artwork, the performance, and the experience of the viewer?



Enfe’al is one of the scenes within the Maqruh audiovisual performance, which is typically presented in a live performance format. The piece is composed of seven distinct sections, collectively exploring the concept of makruh—a term from Middle Eastern terminology denoting a detestable act that falls in a gray area between forbidden and permitted. These sections together trace the cyclical journey of an entity through phases of passivity, avoidance, constriction, conformity, elevation, expiry, and revival.


While my work draws inspiration from Middle Eastern cultures and motifs, it goes beyond mere representation. There is no explicit storytelling or directional guidance for the audience. Instead, there exists a comprehensive concept that unifies the different segments of the performance. It endeavors to establish connections between these seven phases, creating an immersive and cohesive experience.
For me, this concept mirrors a broader theme in the creation process. It reflects a point of uncertainty, like standing at a crossroads where decisions need to be made, but the outcome remains uncertain. This sense of uncertainty and decision-making is a recurrent theme in my interactions with the code I write and in the process of crafting installations. It revolves around determining the best approach, weighing the possibilities of success or failure, and ultimately making a choice. 

In crafting my work, I follow a consistent pattern of infusing ideas rooted in the culture I’ve grown up in. I delve into intricate details and motifs, transforming them into a canvas for generating code and A/V content. This process allows me to integrate cultural elements with the technical framework, resulting in a unique and immersive experience for the audience.



Ali Phi. AGNOSIA 6, 2022

Agnosia refers to processes of memory and incorporates your reaction to your own recollections, AI algorithms, and glitch. What led you to work so introspectively, with your own memories, and brainwave data?

The concept behind the project Agnosia emerged from my deep-seated interest in architecture, particularly my fascination with the intricacies of spatial geometry. I noticed a recurring pattern in how our brains process spatial information, like the way robots operate at storage warehouses employ similar principles for efficient navigation and routing. It intrigued me how certain locations could evoke distinct sensations and memories, yet the precise triggers remained elusive. I became captivated by the interplay between architecture and the spatial formations that contribute to this phenomenon.

In industries like robotics, this process is utilized for navigation, but what sets humans apart is our capacity to record and experience these feelings. This aspect, however, is often overlooked in industrial applications. I sought to delve into this unexplored territory, aiming to introduce a live feedback loop that could simulate and evoke sensations based on the random associations AI algorithms can generate.

To achieve this, I embarked on a process of recording various natural and man-made locations, feeding them into a software system that could recreate these spaces using EEG data obtained while I immersed myself in these environments. It was akin to the software acting as an extension of my senses, generating new spaces based on the data it received through my eyes. The resulting information was then fed back into the system, applying deformations to create these synthesized spaces.

“Agnosia integrates my introspective exploration of memory recalling processes, brainwave data, and architectural influences, creating a unique, immersive experience.”

While I’ve presented some of the scenes and processed videos as static representations, the core of the project lies in its dynamic nature. The main patch serves as a generative art engine, fueled by pre-recorded EEG data from my performances. This could be presented in real-time, with the EEG device attached to my head, continuously generating new visual spaces based on my gaze and cognitive responses. In essence, Agnosia integrates my introspective exploration of memory recalling processes, brainwave data, and architectural influences, bringing them together through the interplay of an AI “creature” and glitches to create a unique, immersive experience for both myself and the audience.

Aaron Higgins: The landscape has it all

Pau Waelder

Artist and researcher Aaron M. Higgins holds BFA and MFA degrees from The Henry Radford Hope School of Fine Art at Indiana University. Higgins delves into time-based media as an artistic medium, employing lens-oriented capture methods, digital layering processes, and interactivity. His artwork has been showcased both within the U.S., including cities like Chicago, Cincinnati, and New York, and abroad, with features in Korea, Sweden, and the Netherlands among others.

Higgins recently presented the solo artcast Memory Palaces on Niio, featuring a series of artworks in which the artist draws inspiration from microscopic images of the human brain, as well as those taken by the Hubble Space Telescope, to create alluring, surreal landscapes. In the following conversation, he reflects on the relationship between his digital media work and his background in painting, as well as his connection to landscape and nature.

Bring Aaron Higgins’ mnemonic landscapes to your screen

Aaron Higgins. Memoria, 2017

You have a background in painting prior to your digital media practice. How did you move from one medium to the other, and how does your knowledge about painting inform your digital work, which is at times deliberately painterly?

My undergraduate studies were in Painting, and my graduate studies focused on Digital Media. I found working with Digital Media somewhat intuitive and picked things up relatively quickly. I think my strengths lie in how I compose and composite imagery in my work. A lot of this is similar to how I think about composing a 2D rectangle, but with time-based media I am also considering how the composition moves and changes over its timeline. As with a drawing or painting, I consider how the eye might move around the image, or how space is constructed within the composition of the image. I also want something for the eye to sense, or feel, as it relates to the surface, so I think a lot about visual texture, and compositing methods that yield a ‘painterly’ quality. I guess in some ways I am trying to work against the sanitization of the screen-based image. In the same vein, I am also subverting the ‘digital’, or ‘machine’, and attempting to reimplement ‘the hand’.

“In some ways I am trying to work against the sanitization of the screen-based image and attempting to reimplement ‘the hand’.”

There is an interest in landscape in your work, from the documentary-style images of Tallgrass to the surreal environments of Mnemonic Passages. What do you find in landscapes that is interesting for your work?

The landscape has it all. I try to maintain a connection to the landscape, in my life and in my work, although it’s not necessarily front of mind. Most of my earlier work, painting, focused on painting in the landscape, as well as still-life, which I also think of as landscape. I’ve always been fascinated by nature, after all, we emerged from mother nature. To me, there is something spiritual in connecting with and observing nature, of being immersed in the landscape. The landscape can be so many things, a prairie, a memory, a body, a mind, etc. In my early interactive works, the Splitting Time series, I suppose that I am thinking of time, and the image itself (what the camera sees), as a landscape and reorganizing its pieces into abstract compositions. In a sense, everything is a landscape of sorts. 

Aaron Higgins. tmsplttr. Interactive video animation. Video still.

Since the landscape is a cultural construct, as Alain Roger has suggested, which roles do fiction and narrative play in your landscapes?

That’s an interesting question. As I mentioned in my previous answer, the landscape holds endless metaphoric possibilities. The landscape often serves as a placeholder for something else. In many ways we project our own values, ideals, and biases on the landscape before us. Artists do the same in their work, and the viewer does the same in experiencing the work. I try to leave room for this to occur. In the Tallgrass series, for example, the work is representative of my experience in the tallgrass prairie landscape. I want to share that dynamic, interactive experience with the viewer. In doing so, however, I am weaving a lot of fiction. The imagery is highly composited, creating something other than reality. Maybe a collage of reality… creating an ideal, but there is also a more universal narrative that is superimposed on the work transcending any information gathering, documentation, or individual experience.

“The landscape often serves as a placeholder for something else. In many ways we project our own values, ideals, and biases on the landscape before us.”

Tallgrass: An Osage Reverie: interactive HD video animation series (installation view)

In the Mnemonic Passages series, the imagery is completely invented, but I use actual video in my compositing process. In this series, particularly, I am using webcam footage of myself (working on things in front of my computer) as textures that wrap the 3D forms (memoryforms). This adds the hint of subjective imagery inside, or across the surface of these forms. It also helps to create a sense that these forms are flickering with information. In this way, as with other works of mine, there is an element of self-portraiture to my work as well as landscape.

Regardless, the process usually involves taking photo imagery and creating something ‘new’ with it. 

Aaron Higgins. MemoryForm (1), 2017

In the Mnemonic Passages series, you depict memory palaces as organic, and somewhat otherworldly spaces instead of the rational, neo classical buildings we are used to imagine. What drove you to choose this type of image? 

With the Mnemonic Passages series, I suppose I am really thinking of the memory palace as the mind. I was thinking of the biology of the brain, the intricate architecture of neurons and synapses, etc. But, also as a place, a landscape, where memories are stored. These memories take form and shape within our minds, building the landscape of our experience. Of course, as I say in my statement, I am inspired by imagery from the scientific research and study of the brain, but also imagery from the research and study of our cosmos. The cosmos might be a ‘superlandscape’, if you will, that I see as a metaphor for our mind, or accumulated experience and knowledge. As our experience and knowledge grows, so does our picture and understanding of our cosmos. 

“The cosmos might be a ‘superlandscape’ that I see as a metaphor for our mind, or accumulated experience and knowledge.”

 Aaron M. Higgins. Moonrise with Scissor-tailed Flycatchers, HD 1080p interactive video animation (video still)

Where does your interest in memory stem from?

I guess my interest in memory stems from ideas related to your previous question. Our memory and experience, our culture (a form of generational memory) forms our identity. Like culture, a memory is a living thing that can change, bits are added, bits are taken out, we fill in missing bits to keep the landscape (trying to be consistent with my metaphors, here) cohesive and making sense. Neuroscience is also very relevant these days with new groundbreaking discoveries in how our minds work seemingly happening all the time. The same could be said about the cosmos and what we are learning from the James Webb Space Telescope. We are literally looking back in time at the earliest galaxies that formed in our universe, amazing stuff. 

Aaron Higgins. MemoryForm (2), 2017

You speak of creating meditative experiences through works that you patiently build layer by layer. How important is that meditative aspect in the making of the artwork, as your own experience, and then in the final result, as the experience of the viewer?

I really believe the work and craft that goes into something adds to what is communicated to the viewer and their experience. Craftsmanship is an important part of the process, always. One of things I love about painting is how meditative the act of painting is. There’s a lot that I find similar in my creative process with Digital Media. For one thing, the work evolves over time, and you have to be open to those changes. An idea I start out with is not always the same as what I end up with. I, too, evolve and change throughout the process and find that my interests lead me in new directions. The work sometimes has a will of its own, too, it seems, whether it be the nature of the tools, or limitations of the software or hardware (or myself), it always seems to be a negotiated process. Beyond that, choices are made as things progress that depend on what has happened up until that point, until the work is resolved. I try not to labor too much on these choices and let the work tell me what to do, if that makes any sense, and being in an open, meditative state tends to help with this process. It can be a challenge, though, when your computer crashes, or render times get unbearably slow. 

Aaron M. Higgins. astrocyte, HD 1080p (32:9) video animation, 2:00 loop (installation view).

As far as the viewer experience, I guess I am sort of imposing my preferences and communicating what I want my work to be in how I present it. However, I do want the work to be disarming, calming, and perhaps to create a sense of wonder and awe. When I think of my time-based work, I often think of paintings, as we discussed. I think of viewing a painting as something that happens over time. The painting is always on, always there to be received. As it is experienced and one is immersed, the more that is discovered, it changes. The context within which a work is experienced also has an effect on the experience. Is it on a screen, a phone or a television, is it projected? In what space is it, a private or public space? I try to apply these ideas to the presentation and structure of my time-based work. All of my work seamlessly loops and is always on, there is no beginning or end. It is there to be experienced at viewer discretion, for 30 seconds, 10 minutes, or an hour, or more. It’s there when you want it, for as long as you want it. In that sense, I do not want the work to be annoying or overbearing. I want it to be tolerable, I guess, not seizure inducing. 

“I want to give viewers the space to experience the work on their own terms, as well as allow space for the viewer to discover new connections with the work the more they experience or interact with it.”

Yet, I also don’t want the viewer to ignore the work, I want them to be engaged. I don’t want to impose too many parameters on the viewer or make it a chore to experience the work. In this sense, I think a lot about control, and the relationship between artist and viewer, viewer and art, etc. 

Control then becomes a subject I explore as it relates to life, my experience, the creative process, etc. I try not to exert too much control, especially on things that are out of my control. I know I’m getting in the weeds here… But, I guess, this goes back to the landscape, haha… and the process having its own sort of evolution that involves the artist and the media and letting that process occur without too much interference. I want to afford the viewer the same opportunity in how they experience the work. 

To quote Caroline Lavoie, from an article titled, ‘Sketching the Landscape: Exploring a Sense of Place’, “An object or person does not exist in isolation, but through relationships with its context. These relationships support a necessary state of being…”. 

Tough question.

Aaron Higgins. Mnemonic Passage, 2017

You have expressed your interest in incorporating the viewer into your work, through interactive installations. How would you compare your interactive work with your films and animations in terms of their concept, production process, expectations, and outcome?

So, I think, picking up where we left off in the last question… I am interested in introducing more randomness and perhaps an element of surprise to my work and how others experience it. Something that is always on, and loops endlessly, runs the risk of becoming monotonous. Adding some randomness and unpredictability can thwart the monotony, and keep viewers engaged. This also speaks to the landscape, self-portrait concepts, as well as the viewer/art/artist relationship, and how things change over time. 

In the ‘Tallgrass’ series, for example, the viewer would trigger events in the landscape: lightning striking, the sun setting, moon rising, bird calls, different poses and movements, etc. For each scene, a clip from a library of audio clips with variations of bird calls could randomly be paired with a video sequence of a bird singing. Motion sensing cameras trigger events as viewers move through the space. This adds slight variation and randomness in experiencing the work, so that experiencing the work again would almost certainly be different in variation and sequence of events. To me, this more closely resembles my experience in the tallgrass prairie, where things are the same, but different each time I visit. 

“Adding some randomness and unpredictability can thwart the monotony, and keep viewers engaged.”

My life experience, my interrupted or failed plans, my unexpected successes and victories, all the predictable and unpredictable events… This sort of ‘passive interaction’, allowed in ideas of control vs chaos which made the work feel more alive and real to me. Back to the prairie, when I would hike in the prairie and see an animal, they didn’t act as though I wasn’t there, they responded to my presence. 

In turn, this extends to the viewer, who in some cases was literally incorporated into the work, i.e. Karmic_Lapse, and altered the work by viewing it. As it relates to the artist/viewer relationship, the work is completed upon experiencing. That is to say, work is meant to be shared with and received by a viewer, an audience. That is when a work comes alive, not in my mind, but the mind of the viewer. We can relate this back to the Lavoie quote, “an object (or person) does not exist in isolation, but through relationships with its context.”

Aaron Higgins, Karmic Lapse. Interactive video animation. Installation view.

In relation to your code-based work, you speak of a “collaboration” with the software. How do you balance control and randomness in these projects, and what would you say that you have learned from the machine?

I enjoy how these questions are threaded together, these are really good questions. First, I am not much of a coder, but I use After Effects java-based expressions, visual coding languages- connecting inputs to outputs, I used to use actionscript, that sort of thing. To answer your question, though, the machine, its operating system runs on code, the software runs on code, I implement code, etc. It’s all doing things for me, in a sense. I mean, I tell it what to do, but I don’t completely understand how it’s doing it. So, in that way it is a collaboration, I guess. But, as far as balancing control and randomness, there are serendipitous things that occur throughout the creative process. I try to let these things occur, even push the process, the machine, to catalyze their occurrence. These are moments where something unexpected, something random occurs that adds to the piece. There’s a lot of experimentation involved, trial and error, but it’s a sort of dance seeing where things go and knowing when you’ve gone too far. This applies to painting, as well, there are some tools, like the palette knife, that can offer great control, but also, if used in a certain way, can create randomness in the application of paint to the surface. It further removes ‘the hand’, so to speak. 

“I guess my background in more traditional media is keeping me grounded, and I am not quite ready to let the machine take over.”

Aaron M. Higgins. astrocyte, HD 1080p (32:9) video animation, 2:00 loop (video still)

I’m not sure what I’ve learned from the machine. It’s constantly changing. It’s a great tool and allows for infinite possibilities. But it can get old, too… Sometimes I feel that things have been homogenized to a degree, and things all start looking the same. I see a lot of that in AI art, especially. I guess my background in more traditional media is keeping me grounded, somewhat, and I am not quite ready to let the machine take over.

Yusuke Shigeta: pixel art and the history of image making

Pau Waelder

Japanese videographer Yusuke Shigeta (1981) has developed a body of work consisting of screen-based and multimedia installations for art exhibitions and museum shows. A Graduate from the Tokyo Graduate School of Film and New Media, he works in animation and has recently become involved in the NFT market, where he finds an additional channel of distribution for his work. 

His animations are characterized by the exploration of pixel art, with the depiction of complex scenes in the style of low-resolution graphics that became popular with video games in the 1980s. Far from simply using an aesthetic that has been revived in opposition to the dominance of hyperrealism in digital imagery, Shigeta explores pixel art as a form of finding new visual experiences in a world saturated with images. He connects this digital technique with the history of image-making, reinterpreting traditional Japanese paintings in painstakingly detailed animations (despite their pixelated look) that are as imaginative as they are respectful to the source material. 

The artist recently presented on Niio a selection of his latest work under the title Pixel Landscapes. In this exclusive interview, he explains his interest in pixel art, traditional painting, and cultural influences in our globalized society. 

Discover Yusuke Shigeta’s pixel landscapes

Yusuke Shigeta. Tatsuta Road Kamenose Picture Scroll -龍田古道亀の瀬絵巻-, 2023

You have expressed your interest in working with pixel art from your memories playing with the Nintendo Entertainment System (popularly known as Famicom) in the 1980s. Would you say that the pixelated graphics from this time gave more room to imagination than current high resolution 3D graphics?

I was indeed born in 1980, and I belong to a generation that was greatly influenced by the Nintendo Family Computer (Famicom) during my childhood. Many pixel art artists also have a background in gaming. However, I personally didn’t have a particularly strong interest in games. Of course, I consider games to be a highly influential and significant cultural medium in the present era of expression. Nevertheless, the reason I started creating pixel art was merely a coincidental choice while experimenting with various artistic techniques.

I hold great respect for the pixel techniques nurtured within gaming culture and have learned a lot from producing pixel art. However, I see my work as reconstructing pixel art in a context distinct from games, expanding it into new forms of expression.

Considering the nature of expression, I believe it’s crucial to think about the differences between 3D computer graphics (3DCG) and pixel art. Much of 3DCG aims to replicate photographic techniques and, more fundamentally, the functioning of the retina. On the other hand, pixel art is closer to primitive paintings or symbols. The 20th century witnessed an exploration of optical visual experiences through photography, cinema, and 3DCG, but now we are starting to feel a sense of stagnation. I believe that alternative visual expressions can provide us with new possibilities for visual experiences.

“After photography, cinema, and 3D, we are now starting to feel a sense of stagnation. I believe that alternative visual expressions can provide us with new possibilities for visual experiences.”

It is commonly said that pixel art is “cute.” Would you say it is cute because it is imperfect? How does this “cuteness” come into play in your work, for instance when depicting a historic battle or a scene from daily life? 

I believe the reason for the “cuteness” of pixel art lies in its “sense of size.” Pixel art feels cute because it appears small. However, this is quite peculiar because digital images do not possess a physical size. Whether an image is considered large or small depends on its content. A whale would be considered large, while an ant would be considered small. So why does pixel art evoke a sense of smallness?

I think it’s because of the lack of detail. When humans create something very small, the size of the tools or hands comes into play, inevitably resulting in less intricate details. Therefore, when we encounter pixel art with reduced detail, we intuitively perceive it as something small. Although pixel art is a pure digital form, we perceive a sense of materiality in it. That’s why I believe pieces like my Sekigahara-Sansui-zu-Byobu exude a kind of exquisite beauty akin to delicate craftsmanship.

“Pixel art feels cute because it appears small. However, digital images do not possess a physical size.”

In your pixel art animations based on traditional Japanese paintings, how much do you replicate from an original composition and how much do you create on your own? Do you feel constrained by the traditional norms of composition or does the use of pixel art liberate you to create according to your own rules?

When basing my artwork on traditional Japanese paintings, I adjust the layout to fit the screen, add elements, and sometimes make minor edits. However, my primary objective is to faithfully and modernly reinterpret the original artwork. Beyond the artwork itself, I gather various literature to research the historical background, actual landscapes, and surrounding ideologies of the depicted era. As Japanese people, we modernized significantly through Westernization, becoming an advanced nation. Therefore, exploring the Eastern classical way of thinking in the present offers a rather fresh experience.

Yusuke Shigeta. Sekigahara-Sansui-zu-Byobu, video installation, 2021.

There is creativity involved in translating traditional art into pixel art from a technical perspective, but there is also the fascination of rediscovering lost Eastern ideologies and interpreting them in a contemporary context. I am of the opinion that engaging with Eastern classics through my creative work is a highly stimulating process, providing me with numerous insights and ideas. Furthermore, I believe it enriches the viewer’s experience by establishing a connection between the viewer and classical art.

“In Japan, we modernized significantly through Westernization. Therefore, exploring the Eastern classical way of thinking in the present offers a rather fresh experience.”

The Tatsuta Road animation was created for the Kashiwara City History Museum. Can you tell me a bit more about this commission? How does the pixel art reinterpretation of traditional painted scrolls bring the history and aesthetics of this art form closer to a present day audience?

This artwork is in a traditional Japanese painting style, but there were no original illustrations available. It was created based on partial illustrations and texts, with supervision from history experts.

In the modern world, academic disciplines have become specialized and fragmented, but originally, knowledge was a comprehensive system. While specialization is unavoidable for the precision of academic pursuits, I find this approach somewhat restrictive. Personally, I appreciate the old notion of comprehensive knowledge, where different fields stimulate each other. Aesthetics, in particular, has the potential to connect various disciplines and can provide us with new inspirations.

Yusuke Shigeta. Sekigahara-Sansui-zu-Byobu -関ケ原山水図屏風-, 2021

Sekigahara-Sansui-zu-Byobu is exhibited as a “folding screen” made of several digital screens. With its combination of history and traditional and digital art making techniques, it seems a perfect embodiment of Japanese culture. Can you tell me more about this work and how it has been received? Was it challenging to reproduce the original work, applying crowd simulation techniques?

Sekigahara-Sansui-zu-Byobu is currently on permanent display at the Sekigahara Battlefield Memorial Museum. Until 2022, Japan hosted an international media art event called the “Agency for Cultural Affairs Media Arts Festival,” where my work received recognition. This led me to join the “CULTURE GATE to JAPAN” cultural promotion project. In 2021, several media artists were invited to create works based on the traditional cultures of different regions in Japan, with the plan to exhibit these works at Japanese international airports to connect with inbound tourists. Unfortunately, the project couldn’t fully achieve its goals due to the pandemic’s impact. However, “Sekigahara-Sansui-zu-Byobu” received significant attention from both domestic and international audiences, especially through social media. The creation of the “Tatsuta Road Kamenose Picture Scroll” was inspired by the Sekigahara article, and currently, I am working on another “Sekigahara-Byobu” commissioned by the Sekigahara Battlefield Memorial Museum.

Furthermore, in this artwork, I used HOUDINI software for crowd simulation, employing it in an entirely unprecedented manner, which gained recognition at HOUDINI conferences and SIGGRAPH. Collaborating with a specialized team, who are also a collective of media artists, was essential for the production using HOUDINI. The background for this connection can be traced back to the “JAPAN MEDIA ARTS FESTIVAL” mentioned at the beginning.

Yusuke Shigeta. A Shore A.M./ P.M., 2021

A Shore AM/PM is a totally different type of animation that focuses on daily life in the present day and the passing of time. Can you tell me how this work came to be and how you chose the setting and the scenes that are part of it? 

A Shore A.M./P.M. is a series depicting the landscapes of the town where I live. I have been living here for almost 10 years and have always wanted to create pixel art of this place because I truly love it. However, most of my previous art presentations were in physical spaces such as galleries and museums, and I ended up producing many large-scale installation works. Amidst this, the pandemic emerged, leading to the cancellation of many exhibitions that relied on in-person interactions. Simultaneously, the rise of NFTs prompted me to start working on a series of animation pieces focused on online showcasing.

In this artwork, I experimented with pixel art techniques that involve depicting familiar landscapes, creating variations with changes in time, and utilizing multiple resolutions while maintaining the same composition. It was intriguing to see the reactions on social media, where many people recognized the scenes as their own town. Some even connected with distant memories they had forgotten. The abstracted pixel art has the power to evoke the landscapes of the viewers’ own memories.

“The abstracted pixel art has the power to evoke the landscapes of the viewers’ own memories.”

Your work often involves installations with large projections, immersive environments and playful interactions with visitors. How do you conceive your work in terms of the space and of the interaction with viewers? 

Many video works incorporate a temporal development known as “exposition, rising action, climax, and resolution.” However, when these works are projected in exhibition spaces, the narrative design doesn’t always function seamlessly. This is because many viewers may join in and start watching from different points in the sequence. To address this, I focus on designing the overall temporal experience of the artwork. Sometimes, I embed various playful elements within looped videos or include gradual unfolding of events. As the progression of the experience depends on the viewers themselves, I believe creating artworks that actively engage the audience is crucial. In that regard, pixel art with its “cuteness” and “room for imagination” proves to be highly effective in accomplishing this goal.

Yusuke Shigeta. Video installation for the Yokai-Bon festival, 2020

Your screen-based work can be presented in large projections, installations, folding digital screens, and also via streaming on any screen now on Niio. What do you think about this flexibility in displaying your work and reaching new audiences?

I studied graphic design in my undergraduate program at university. After that, I joined an animation company and later pursued a graduate program in media arts. Currently, I am involved in various areas, such as pixel art, NFT, and teaching at an oil painting university. I believe this diverse career path truly represents who I am, and I still feel like everything is happening in parallel. I have faith that the new worlds and people I encounter will always provide me with fresh inspiration.

Learn more about Shigeta’s work in this video interview by Toco Toco

Kaya Hacaloğlu: cinema as a containing medium

Pau Waelder

Kaya Hacaloğlu (Ankara, Republic of Türkiye, 1975) is an artist who works in video and photography, experimenting with live cinema, documentary, and video painting in individual projects and collaborations with other artists and creators, combining video with literature, poetry, music, painting, and performance. With a group of artists he developed the projects Mugwump and Cotton AV, consisting of live cinema performances combining found footage with electro/acoustic and atmospheric music. His work has been exhibited in international art festivals and biennials in Istanbul, Zurich, Rio de Janeiro, Berlin and many other cities. 

Hacaloğlu recently presented on Niio the series Pensive Tree, a photographic project that merges images from a plane tree standing at the entrance of the Süleymaniye Mosque in Istanbul and a madrone tree in Austin, Texas into an ever-changing, flowing abstract composition that evokes multiple states of matter. Hacaloğlu chose the term Agâh to describe this morphing shape, a word that in Turkish and other languages means “aware,” or “knowledgeable.” In the following interview, he discusses his video and live performance work, the making of Pensive Tree and the inspiration he has drawn from legendary filmmakers.

Explore the Pensive Tree series by Kaya Hacaloğlu

Kaya Hacaloğlu. Pensive Tree Fluffy Tissue / Agah, 2022

Your background is in cinema studies. How has the cinematic narrative influenced your work? What has driven your transition towards abstract or semi-abstract works and to video paintings?

The cinematic narrative gave me a taste, an ability, and an interest to comprehend a ‘language’ which comes with a long history of collective creation. It opened a door which influenced me to get together with other cinephiles and people of interest in creating work. 

I regard cinema as a containing medium. 

The quintessential auteur who has made the leap from cinema to the lands of deconstructing his own visual narrative films and projecting them in rooms and cisterns  would be Peter Greenaway, whose techniques and abilities are particularly influenced by art history and classical paintings. Other filmmakers that have profoundly influenced me are Chris Marker, Derek Jarman, and Jean-Luc Godard. Marker’s approach into making a film, for instance La Jeteé, is made of a series of still photographs as opposed to filming them with a film camera by taking 25 photographs a second. He therefore plays with the sense of motion in film (although motion appears one time and only briefly at a certain point in the film.) Marker started in the movement of Cinema Verité, which takes video journalism approaches to everyday street life in Paris. Godard’s and Anne-Marie Miéville’s ways of editing and implementing found footage, archival images, sounds, music and narration, add a sense of belonging and nostalgia to the cinematic narrative, connected to a certain moment of the history of the 20th century. Jarman’s methods of multi-layer editing using video-synthesizer and his experimental approach into dance, queer cinema and his brave character have made him a landmark in Cinema culture. And of course Guy Debord and his slogan “le monde a été déjà filmé, il s’agit maintenant de le transformer:” The world is already filmed, it is time to change it. All of which I believe belongs to the tradition of filming and projecting that is part of the influences of cinema in my work.

“As Guy Debord once said: The world is already filmed, it is time to change it.”

Working a little bit at the University’s local television station channel 2 and watching displays of student works of the video art department’s ASTV is what drove me to study cinema and later take video classes at the Art School. The works I have come up with during my first years of learning were not exactly abstract works, at least the ones which got completed, but planned-constructed scripted works which were made in the university’s facilities. These works were very structural with usage of intellectual property. My transition from the realm of cinema into studies of non-narrative video making came after a work I have made mixing super8 and miniDV footage through the use of my digital NLE station at home in 2001.        

Cotton AV at Mute Club, 2011

In your video work one sees an attention to everyday life but also experiments with overlaying of images that lead to quasi abstract compositions, particularly Cotton AV which seems to be a precursor of the series we now show on Niio. Can you explain the process behind Cotton AV? How would you say this work relates to Pensive Tree?

Cotton AV  and its precursor Mugwump were made, as you say, by combining materials taped by Ozan Akıncı and myself and materials from public archives and footage from movies. Clips were created, looped in the most perfect possible way which were later fed to a software running on a laptop connected to a projector. By the time we started Mugwump none of us owned a laptop, and as the music was also live: there was a band of two musicians on stage, Şevket Akıncı and Korhan Erel, and a vocalist. We recorded the finished material on a DVD and connected a DVD player to the projector. As the band was playing live, starting and pausing at a certain time was crucial to keep the music synchronized with the images, which we had to do manually. We played mainly on a theater stage in Galata called Perform. Ozan got himself a laptop and as I was already used to being on stage and feeding loops, downloading loads of materials through eMule for my VJ mentor Exiled Surfer, we started using a software called Grid quite quickly. As we moved on I had a laptop and a V4 Edirol video mixer and were able to cut and fade between each other’s machines and mixes. Cotton AV had its last show at VJFest in 2012 organized by Burcu Gündüz, and ended after having performed with Gevende

Cotton AV and Pensive Tree may seem to be connected but are in fact quite different in their production and concept. Cotton AV is a group performing live on stage, whose visuals are created on-the-fly and whether or not they are being recorded they are just like live-music, which means they will never repeat themselves the exact same way but have been improvised. Pensive Tree is a series of works. Each work is a continuing display which starts and ends. And is not necessarily a loop. It is not a collaboration but made during a different time, in the presence of Leyla Atavi who was there as both a muse and an inspiration, she is a graphic designer. 

I first saw Framed digital art at a coffee shop in Moscow in the year 2010 at the commemoration of the famous poet Nazım Hikmet as we were performing with the team that created Mugwump. The screens were as big as iPads and were framed. Various softwares were also coming along and methods of projections in clubs especially had moved along which were tiresome, at times. I had an idea of using a screen as a mirror and implementing algorithms to create effects similar to those on Instagram, but that didn’t progress. By the time I started working on Pensive Tree I found people who created their own software, used RasberryPi microcontrollers and provided complete instructions on woodcutting and fitting a monitor into a frame for displaying still or digital video. There have been previous encounters such as the famous fireplace video which I first saw in Switzerland. 

“Photography is a containing medium, an archive of a certain moment a fragment of a place in time. It has a natal relation with reality.

Your photography work is strongly inspired by nature and also plays with textures and blurs to deconstruct the image and suggest a painterly composition. Which is your approach to photography? How does it relate to your video work?

Photography is a containing medium, an archive of a certain moment a fragment of a place in time. It has a natal relation with reality. It is made to replicate what the camera is seeing, thus what one eye is seeing is shaped to be seen and interpreted by many. I think of it as a womb which contains the infant prior to giving birth and where its child comes into encounter with light, as the most extreme example one can give as its relation to reality. As being begotten with the source of light. Just as, in some eastern cultures it is treated so sacredly. My brother during his trips to the Far East told me of some people who wouldn’t let him take their pictures as they thought their souls would be stolen. My relation with the camera and especially the question with the subject has somehow become an ethical matter, and questions about quasi experiencing the present, the happening has led me to nature and visual compositions.

I do not have a certain approach in photography. Looking and capturing is a certain skill which has to do with the correlation in respect to the human senses and the refinement of the experience and the person who experiences. The subject behind the works in the Pensive Tree is a photograph of a tree. The essence is a photograph started progressing through circular motion, and advanced its way with changes of the image’s pixel points and alterations in the duration and colors of the pixels that gave its textural and blurry forms and painterly character through the utilization of computer software.  

Kaya Hacaloğlu. Pensive Tree Dervishes Adrift / Agah, 2022

You have collaborated with different artists, including writers, poets, musicians, and performers. Can you describe these collaborations? How have they contributed to shaping your artistic practice and the subjects you address?

The collaborations helped me to enhance my skills in editing and shaped my personal approach to the creation of later works. They have given inspiration and also reasons and responsibilities. It would have been impossible for most of the underground or non-mainstream works in Türkiye to be made if it was not for the sense of solidarity and companionship here in Türkiye.

An example of a collaboration I would like to give is from a performance that I have organized for the ending and closure of the first screenings of the works of Pensive tree. The exhibition took place in 2019 at the Taksim Art Gallery, an ancient water cistern, as part of the Istanbul International Art Biennial. The renowned Istanbul Biennial, which is sponsored by the municipality, features the work of numerous artists, mainly in the form of painting, sculpture, photography, fabric art, and installations. The new Taksim Mosque was being newly built right across the Ataturk Opera House. The closing performance consisted of guitar player Şevket Akıncı, musician Özün Usta who improvised music and artist Eymen Aktel who painted on a canvas while I was projecting or mixing works of the Pensive Tree series. A line I wrote, “I hug where you stand out, in the shadow of what is called admiration, I rest.” was read by Eymen who improvised spoken word along the show.  

“I would say that the video and digital art scene in Türkiye has evolved into a very rich and confident art scene.”

Can you tell us about the video and digital art scene in Türkiye? What is it like, how has it evolved in recent years given the growing presence of art fairs and international events? 

The video art scene started with a few people many years ago who voluntarily curated artists who had limited ways of displaying their works. This was before Youtube. I would recall VideoIst, and other collections such as Turkish Delight by Genco Gülan and other camps back in the 2000’s where shooting and editing video was taught and required collective work such as Barış için Sinema (Cinema for Peace.)

Displaying digital video requires expensive display equipment like a Digital Panel or a Digital Projection. Along the years many organizations with panels with artists and curators, and solo shows the scene has made its peak I would say with the help of sponsorship. Many Turkish artists are in the international arena. Mappings, public projections to historical monuments and the usage of ancient spaces are being organized for exhibiting digital artwork.

 

Kaya Hacaloğlu. White Tree.

Your work is present in several online digital art platforms. What is your experience with the digital art market? Which opportunities and challenges do you see in the way art is distributed and commercialized nowadays?

My experience with the digital art market is due to the medium’s properties, the ownership, “re-production,” and maintenance of the artist’s rights of the “original” artwork. It is a challenge for the art market to introduce digital artworks as there is a strong competition from “static” artworks such paintings and sculptures. But I believe the growing acceptance of digital art is coming through large installations in public spaces, and not only in ticketed entry shows. The main issues for the future of digital art, in my view, are the accessibility to the artworks, the fairness in remuneration for artists, and of course that the art is properly presented.

Digital art can be treated as wall art or framed art now and it is making its way into homes. I remember one platform which displays the works of painters throughout the history of art on a vertically mounted ‘television’ and this example only can show us how much it has evolved throughout the history of print making.

“The issue for the artist is to have their work exhibited and recognized. The way digital art can be distributed is already here, it is a technical matter for it to be installed and displayed almost anywhere.”

The opportunity is for the art is to be visible. The invention of NFT granted the digital artwork an ‘original’ status because of its copying properties being hundred percent undetectable, a digital artwork becoming a digital token marks it as valuable.

The issue for the artist is to have their work exhibited and recognized. The way digital art can be distributed is already here, it is a technical matter for it to be installed and displayed almost anywhere. The challenge is how will it be creating a revenue for the artist and how will the preservation of the work be possible. Is it ok for some works to be available publicly or do they belong to private institutions, as video art has been treated and distributed as videotapes or film?

Kaya Hacaloğlu. Plane Tree.

Solimán López: becoming a Terran artist

Pau Waelder

Spanish new media conceptual artist and researcher Solimán López has developed over the course of a decade and a half a body of work that connects contemporary art with scientific research, 3D imaging, geolocation, biotechnology, and lately blockchain and web3.0. An indefatigable experimenter, he has explored numerous technologies to create his artistic projects and always kept a connection with traditional techniques such as painting and sculpture, although reconfigured through digital imaging and computer-aided manufacturing. 

The artist recently presented on Niio several artworks related to OLEA, an ongoing project that consists of the production of a substance composed of olive oil that contains the code of a smart contract, synthesized in DNA. Solimán has created a number of NFTs and installations around the concept of OLEA. In the following interview, he elaborates on the making of this project and the main themes he addresses in his work.

Explore the visualizations of OLEA on Niio

Solimán López, OLEA Genesis Space, 2023

Throughout your career you have used a wide variety of technological resources. How have they influenced the development of your work? Has it been technology that has inspired the creation of a work, or have you sought the necessary resources to carry out an idea you had developed? Or has it been both?

My background is in art history. That is why I have finally become what we could call a “new media conceptual artist”. This means that I consider my work to be essentially conceptual. During my training I quickly understood that much of the relevance in today’s artistic discourses can be found in uses of technology because of its social, ethical, moral and sensory impact. In order to talk about the changes derived from this revolution, I also understood that it was necessary to know very well its origins, motivations and functioning logic, and that is why I started doing research on different new technologies, thinking that their understanding would allow me to make poetry, as the poet does with words.

“What is clear to me is that a good concept ages better than any technique.”

For this reason, my use of technology is always subordinated to a particular idea that I understand is expressed in a successful way with those means. But at the same time, there is a sort of parallel learning about the message and techniques. Nowadays it is difficult to choose the technique with which something makes sense, since there are a great number of formats that are beginning to be accepted. What is clear to me is that a good concept ages better than any technique and that, together with other professionals in the sector, I think that in new media art, the artworks are generated every time they are exhibited, since technically they are running on software and hardware.

It is perhaps for this reason that some obsessions I have with the materiality of the digital arise, issues that we see very evidently in projects such as the Harddiskmuseum or OLEA.

Solimán López, OLEA Space 01, 2023

Your previous work has focused on data collection, geolocation and data storage in relation to the concept of memory. How does OLEA relate to these concepts?

OLEA is becoming a whole universe in itself! It has opened up a Pandora’s box of conceptual possibilities. With the passing of time, I myself have been surprised by the way in which my works fit together in a discourse that makes a lot of sense to me. The obligation to have a “style”, which worried me when I was younger, has simply become a set of features and themes that naturally emerge in my projects. 

OLEA relates to the storage of data as it is actually code stored in DNA and then preserved in olive oil. It is also a time capsule, in this case related to the evolution of the concept of value in the history of mankind and the understanding of data, which now encompasses genomics. Human beings have left traces throughout their evolution, and let’s not forget that technology is the true economy. That is why OLEA appeals to the collective memory in the history of mankind, where as early as 15 BC we have traces of genetic alterations in cereals, which led to the birth of added value in the exploitation of the land and gave rise to the concept of agriculture, a sort of value-added structure to a fractal production ecosystem. It is, in a synthetic way, the same thing that happens with the blockchain, a territory that is endowed with value through the creation of tokens. All these ingredients led to the production of this project.

It is true that I left behind more individual concepts related to personal data to appeal to something less individualistic. In recent interviews I keep repeating a phrase that perhaps explains this leap in my career: “In the era of fakes and empowered artificial intelligence, any personal story is possible. The challenge is to create collective stories that change us and influence us all. My work doesn’t talk about me in the first person, but about us.”

“In the era of fakes and empowered artificial intelligence, any personal story is possible. The challenge is to create collective stories that change us and influence us all.”

OLEA involves two very different technologies such as blockchain and genetic engineering, which however are both linked to the concept of registration and storage. What do these technologies bring to your work and how are they essential to the concept of this project?

Indeed, OLEA is a work that belongs to two intertwined worlds and that is what I intend to show when I exhibit it. Working with genetic code, which is still in a very primitive phase, requires a very interesting process of information synthesis, just as it happened back when we stored information on floppy discs.

This is also the case with the information stored “on-chain” in the blockchain, which also has its storage limitations, which is another interesting and common feature in the current state of these two technologies. Both are special to me for the way in which they leave their mark in their different materialities, as well as for their invitation to have faith in the technology or the value they bring to the ecosystem to which they belong.

Blockchain is basically based on a chain of blocks that stores metadata that actually have little meaning if they are decontextualized. Moreover, when we look at those blocks all we see is the hash in the log and the wallets involved in that transaction. It is something visible but that actually gives us very little information. It is we the users who assign it a value and presume it is a valid asset that refers to an artistic work or token.

We must have the same faith when we see a material containing DNA with the same information that resides on the blockchain. Now, we see the material it refers to but we do not see the code (we could see the DNA at a microscopic level). This game of consciousness, respect and trust in relation to the artistic object seems conceptually very interesting to me. It is also similar to the playfulness we find in great works of art that have questioned our beliefs and allowed us to overcome established assumptions as to what a work of art is. I believe that, as a contemporary artist, I should bring what I can to this constant reframing of our expectations towards art and that is why all these notions come together in OLEA.

Solimán López, Celeste, 2022

What do you make of the irruption of the NFT market, its boom and bust? What has it meant for you in your work as an artist? What is your perception of NFTs and what future evolution do you see in them?

I see NFTs as something that was bound to come sooner or later. I imagined them when I founded the Harddiskmuseum in 2013 as a museum that houses unique files or in the File Genesis exhibition (2017) where unique files are generated in real time that are stored in marble stones equipped with a USB stick, or the CELESTE project from 2016, in which we generated tokens from the digital images obtained from different colors of different skies distributed around the world. 

With this experience, I was ready to take on NFTs in a very natural way, including their market decline. A decline that, in fact, corresponds with all the hypes in the history of technology, sports and other disciplines.

In my work, NFTs are a practicality and a conceptual field of work. Accepting the blockchain as a fractal environment easily connectable with nature is a great evolution in technology, and to me it is a great milestone to have incorporated it into my work.

Let’s also remember that I was the first artist to sell an NFT at a contemporary art fair in Europe and possibly worldwide, since ARCO was the first post-pandemic fair to come to light. This sale renewed my confidence in a format that I still think is here to stay and that is becoming normalized and naturalized in its use, as it is a fair and necessary format for digital art.

I see the future of NFTs as being even more integrated with real objects (I myself am still working on this and in the process of patenting what I call biotokens) and above all we will stop talking about NFTs merely linked to art. This technology will be in our daily lives as soon as the capitalist and mass control systems loosen their grip and allow WEB3.0 to develop freely, including those belonging to the art world.

Solimán López, OLEA Space 03, 2023

NFTs have brought renewed attention to the use of blockchain in art projects, which already had a first boom in 2018. Regardless of its use for the registration of non-fungible tokens, what possibilities do you see in blockchain in the creation and commercialization of digital art?

Art has a history of occupation of spaces. This is made clear after modernity. Let’s remember the occupation of the streets by urban art, or of the internet by net artists or social media artists. Now the same is happening with blockchain, where we are witnessing an occupation of this technological medium as well. The possibilities are many, but let’s not forget that without a solid concept, in the era of the mechanization of tasks, robotics and artificial intelligence, the word Art with a capital “A” is easily refuted.

That is why I believe that we must continue to resignify this space of creation and provide it with powerful conceptual contents that generate thought and offer value. The possibilities of creation that I see with blockchain go through its own evolution as a medium and its insertion and conjugation with other technologies, including biotechnology, a place where I am currently very comfortable conceptually.

“Art is going through a very convulsive moment, trying to resist the cannons of a sustainable, dematerialized and conceptually advanced future.”

On the other hand, the possibilities of WEB3.0 and blockchain in the construction of spaces of thought and communities, has no historical comparison. This notion is very interesting and opens the door to a new concept of the artwork as a social ecosystem mediated by itself and not by museums or other cultural structures, including the self-management of sales and dissemination of the artworks, which is opening the door to other agents with its consequent mutations.

Undoubtedly, art is going through a very convulsive moment in its own foundations, finding great threats in the already traditional contemporaneity, which continues to defend its castle of post-industrial tangibility, trying to resist the cannons of a sustainable, dematerialized and conceptually advanced future.

OLEA in the lab. Photo by Solimán López.

Your work is closely linked to scientific research. How do you collaborate with teams of researchers and how do you conceive the role of art in relation to scientific dissemination?

I feel that real art has always been linked to science and its connections with scientific research and its other main actors. Let’s not forget examples such as the influence of the work of microbiologists James Watson and Francis Crick in the paintings of Salvador Dalí: Dalí was captivated by the discoveries published by the two scientists and did everything he could to get in touch with them. His interest in the findings about DNA led to the appearance in many of the artist’s paintings of the famous representation of the double helix (incidentally thanks to the photographs of the scientist Rosalind Franklin).

I believe that the role of art is established when the work is scientifically solid and the resignification of both researches is achieved for the benefit of a common one. It is at that moment where the culmination comes and a great excitement in which you feel that the pieces are conceptually fitting together. I also believe that art is a fundamental tool for the changes of our time and in this field we cannot leave behind the scientific discoveries that are conditioning our future.

“I feel that scientists are also artists in their own way and with their own intentions, so the relationship is always very fluid and of mutual learning.” 

In 100% of the cases, I have had excellent responses and collaborations. I feel that scientists are also artists in their own way and with their own intentions, so the relationship is always very fluid and of mutual learning. Undoubtedly an extremely rich and mandatory field to continue making contemporary art.

Normally I start with a crazy idea by linking some strands that a priori were disconnected. At that moment my scientific research begins and I start looking for papers, publications and records of what interests me and alludes technically to the work that is already in process. This is where I start to identify some key players, both companies and individuals, and I start to communicate with them, explaining my objectives and joint opportunities. At this point, a very rich production process is born, in which conversation is fundamental and sharing is evolving.

Image from Manifesto Terricola by Solimán López, 2023.

Your most recent project, Manifesto Terricola, combines the theme of memory with biotechnology and climate change, in what can be interpreted as an increasingly clear transition from the individual to natural systems and ultimately the relationship between humanity and the planet. What new aspects does this project bring to your work and what thematic avenues do you plan to develop in the future?

Manifesto Terricola is perhaps the most social project I have ever developed. Along with the Harddiskmuseum, it is a kind of project that you know will accompany you for a long time and that will be revised and even evolved or reinterpreted in the future (if we have any left). It brings me perhaps the possibility to engage with a more global community and not just the art niche, and of course it offers a pragmatic solution to the storage of our digital legacy through DNA and glaciers.

When you travel to a place like the Arctic you ask yourself questions that are already implicit in the manifesto, such as the habitability of the Earth for humans in the near future and the drift of the human species because of this issue and because of technology itself. In this sense, there is a mental doppler effect that forces you to want to go further and further with your work.

That is why the limits of my work are now also focused on space missions for example and to continue exploring those conceptual missives that the natural and the digital can send each other through the action of art and biotechnology until they live in harmony.

This line of work will continue to be very present, because as I mentioned before, these are places where I feel very comfortable since I believe that biotechnology will change the way in which human beings will relate to an unstable environment in changing conditions. Art can only survive from this position and from the understanding that we are Terran artists.

Antoine Schmitt: coding movement

Pau Waelder

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

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

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

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

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

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

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

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

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

Antoine Schmitt. Systemic. Interactive installation, 2010

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

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

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

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

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

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

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

Antoine Schmitt. Generative Quantum Ballet 21 Video Recording, 2022

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

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

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

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

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

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

Antoine Schmitt. Black Square Video Recording, 2016

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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