Spøgelsesmaskinen: invoking the ghost in the machine

Pau Waelder

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

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

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

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

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

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

Spøgelsesmaskinen. Abnormall: Parking, 2022

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

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

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

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

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

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

And how do the glitches come in?

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

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

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

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

Spøgelsesmaskinen. Abnormall: Electro, 2022

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

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

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

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

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

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

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

Spøgelsesmaskinen. Abnormall: Flash, 2022

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

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

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

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

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

“The NFT scene has changed my life completely.”

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

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

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

Spøgelsesmaskinen. Abnormall: Escalation, 2022

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

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

Refik Anadol: art in a latent space

Pau Waelder

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

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

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

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

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

Building a latent space

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

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

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

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

Refik Anadol Studio. WDCH Dreams, 2018.

The room as Merzbau

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

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

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

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

Refik Anadol Studio. Future of the City, 2020.

Data is not just a bunch of numbers

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

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

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

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

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

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

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

Refik Anadol. Pacific Ocean A, 2022

Machine dreaming

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

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

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

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

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

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

Notes

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

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

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

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

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

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

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

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

Alona Rodeh: Automated Fantasy

Roxanne Vardi

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

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

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

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

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

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

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

Alona Rodeh, Gearing Up, 2022.

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

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

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

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

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

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

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

Driessens & Verstappen: driven by process, shaped by time

Pau Waelder

Erwin Driessens and Maria Verstappen have worked together since 1990 in the creation of process-based artworks using software, robotics, film, photography, sculpture, 3D scanning, and many other analog and digital techniques, as well as enabling, manipulating, simulating or documenting physical, chemical and biological processes, including plant growth. Following the presentation of their artcast The Kennemer Dunes, curated by DAM Projects for Niio, we have discussed the main concepts that drive their artistic research and the processes behind some of their most influential artworks.

Kennemerduinen 2010, scene E, 2011

Process is a key concept in your work, that is carried out automatically by programmed machines, spontaneously occurring in a natural environment, or happening through physical and chemical reactions. Why is creating, enabling or documenting processes so fundamental to your work?

Not all generative processes are equally interesting to us. We are mainly focusing on decentralized processes, the so called bottom-up processes. In these processes the patterns are not defined by a central authority but by local interactions between a vast amount of  decentralized components. Examples for this are bird flocks, ant colonies, market economies, ecosystems or immune systems.When we study the landscape, what we see are the interactions of the elements in the ecosystem that react, adapt, and evolve over time. And that is also exactly what we try to model when we work with computers: the interactions of many small elements that together create a coherent global structure. We try to express that in the generative systems that we build. For us, this way of working implies another role of the artist. In the tradition of art, artists tend to work top-down, taking a piece of material and then shaping it to match an idea they had on their mind. We’d rather take a step back and see how the material can organize itself, albeit creating certain preconditions. As artists, we create a process that can make something by itself or react on the stages of development, so that it is the system that shapes the product instead of us determining how the material has to be formed. So there are different angles on why we are so interested in process, self organization, and evolution. 

“As artists, we create a process that can make something by itself, so that it is the system that shapes the product instead of us determining how the material has to be formed.”

Time is also an important aspect in these processes, of course. A landscape has many timescales: there are things that take ages to form, while others belong to a shorter time scale, like the seasons and the flowering. So there is this relationship between the different timescales that make it hard to understand exactly what has happened and why it is exactly like that. But when we look at the landscape, we feel the natural intertwining of all those small and big events that have led to the big picture that we see in front of us. And I think that’s why landscape, as a genre, has such a long history in art, because these inimitable processes, which take place differently in every place on earth, constantly evoke new aesthetic experiences in us.

Kennemerduinen 2010, scene H, 2011

In relation to the factor of time in your work, in The Kennemer Dunes the process is sped up, but still shown at a slow pace. What do you find most interesting about this slowness?

In the Landscape Films (2001-2010), we create an acceleration by the compression of time. We decided to do this because we experience the landscape at a given moment in time and we cannot predict or remember exactly how it looks in another season. We chose to show the series of still images in the form of a slow, fluent movie of around 9 minutes to enhance our perception of the slow, but powerful seasonal transformations. What we did here, then, is to take a picture from the same place on the same time of the day during different days over the course of a year. This gave us the opportunity to notice small things one would usually not pay attention to, the subtle changes in the landscape that happen at a pace that is the pace of nature and not humans. 

What we created is related to time-lapse animation techniques, but we decided not to simply put all images one after another, because that would generate a very hectic activity, with clouds passing by quickly and plants nervously growing towards the sunlight. In our view this would not support the landscape experience, so instead we chose very few images, around 52, and added a 10-second transition between them. The  transition between each photo is not a proper representation of what has happened  there and then, because it is just interweaving the pixels of one picture to the other. So it is not accurate as a document, but as an experience it is more accurate, because it keeps the quietness of the experience of contemplating the landscape.

Morphoteque #15 (2011). 27 elements, 1:1 copies of peppers. Plaster, acrylic paint.

A third outstanding aspect of your work is that of categorization and collection, as is made evident in the Morphoteque series or in Herbarium Vivum. What can you tell me about these artworks?

In these works, where we deal with static forms, particularly in the Morphotèque series, we always have a collection of objects that are expressions from a certain process and then we want to show the variety of the different outcomes. For instance, the Vegetables Collections (1994-2011) consist of rejected vegetables that have been collected by us from groceries and markets, and then cast as a sculpture, in order to preserve them, as they will obviously decay. We could have taken a photograph, but since the work is about morphology, we needed to keep the three-dimensional form rather than just an image. This work comments on the fact that, in our industrial world, we want our food to be produced in perfect and identical shapes. This is convenient for the machines that harvest and process them, but it is also the result of an aesthetic decision. But of course the plant growing the vegetable does not follow these principles, so it can produce asymmetrical or “abnormal” vegetables, which taste  the same as the “perfect”-looking ones, but nevertheless are put apart and used for cattle fodder or just thrown away. 

By collecting and preserving these irregular specimens, we show the wide variety of possible growths within a particular plant species. And that they are visually more rich-than the symmetrical and straight forms that we normally get to see in the supermarket. This type of work also gives us an opportunity to talk about processes that you cannot carry out in any museum space or in an art space. You cannot show the growth of a pepper, but each selected shape refers to an individual growth process, while the collection as a whole also shows the typical similarities.

Solid Spaces, 2013. 3D print in acrylic, approx. W.35 x D.25 x H.15 cm.

What drives you to create physical objects out of algorithmic processes (as in Accretor) and real space mappings (as in Solid Spaces)? What does the physicality of sculpture bring to your work?

In Solid Spaces (2013), particularly, there was an interesting connection between the process, the space, and the outcome. We had the 3D scanner working inside the church, we displayed two  sculptures that were made from previous scans of the interior of the church, and there was of course the architectural space of the church itself. People could see all of this at once and relate the objects with the space and the process of production. One thing we like about 3D printed objects is that we can create them by letting the machine look at something in the real world, an existing church for instance, but it can also be a completely virtual object, existing in a digital space. In the latter, the object that has been generated using generative software can be so complex and detailed that it might be difficult for the 3D printer to produce it. 

Sandbox, 2009. 245 x 122 x 176 cm. Wood, lacquer, metal, fans, sand, electronics.

The Kennemer Dunes can be connected with your diorama artworks of that time, Sandbox and Hot Pool, which also show a slowly evolving landscape, although through different means. Which connections would you make between these different types of landscapes?

All these works relate to our fascination with decentralized processes. What we did in Sandbox (2009) and Hot Pool (2010) is that we reduced all the elements that are in the landscape to three things: the box itself, which hosts the diorama, the wind or heat, and the particles of sand or wax. In Sandbox we create artificial winds using 55 individual fans placed on the roof of the box, with a software program that controls them. However, the result is not a pre-planned choreography, but there is an unpredictable process involved that turns on and off the fans. Of course, the wind shapes the dunes, but in turn the dunes change the direction of the wind.here is a complex interaction between the sand and the wind that is less deterministic than one might imagine. The geometry of the box causes even more complex turbulences, so in making these seemingly simple miniature landscapes, we realized that they are not so easy to understand and predict. If you change one little thing, it has an influence on everything, even in this very small secluded world. This is also something that we discovered working with software: when you change one of the many parameters a little bit, it can have a really dramatic effect on the whole. And that’s exactly something that we would like to communicate with our work: when you change a little thing in a complex system, when you take out one species, for example, one plant, or you change the temperature just one degree, everything changes and often in an unpredictable way. 

“We, as human beings, have to be more in balance with the ecosystem that we are in, and we should be humble when we interfere in systems that have evolved over many years”

Most things in the world are part of a complex system. So we, as human beings, have to be more in balance with the ecosystem that we are intertwined in. And we should be humble when we want to interfere in existing systems that are in balance, or have evolved over many, many, many, many years. We think we understand the system and that we can control what will happen when we change it. But actually, we always create a reduced model of the system and we let out some small things that we think are not important. And then it turns out that it’s this very small thing that you did overlook that is very influential in the end. 


E-volver, 2006. 4 breeding units with displays, 5 prints on canvas 600 x 300 cm. Permanent installation, interactive software. Research Labs, Medical Center Leiden University. Commissioned by LUMC Leiden and SKOR Amsterdam.

Works like E-volver and Breed deal with artificial evolution programs. How would you compare the processes involved in these computer simulations with your work with natural processes, either observed (Landscape Films, Pareidolia) or manipulated (Tschumi Tulips, Herbarium Vivum)?

We are interested in evolutionary processes as a kind of bottom up, decentralized process. Evolution is difficult to observe in the real world because adaptation to the environment and the passing of information to the next generation is rather indirect and it occurs  in small steps. But if you manage to model this slow and gradual process in the computer, it suddenly becomes observable, largely due to the acceleration of time (like in the landscape films). So in recent years we have set up a number of projects in which we have used evolution as a step-by-step development of an artwork, but also as a way of not completely controlling the results (due to the complex feedback loops involved).In Breed (1995-2007), for instance, the  process of mutation and selection is completely automatized, there is no human intervention. The artificial evolution takes place completely in itself, because the fitness score is determined by objective and measurable properties of the shape: the form that is generated inside this virtual environment should be structurally correct and be able to be materialized as a real object.  In E-volver (2006), there is human intervention involved,  since the mutations and variations of the animations are influenced by the subjective preferences of the people that interact with the work E-volver was made for the Research Labs of the LUMC in Leiden, where scientists and students in human genetics can grow abstract, colorful animations on four breeding units via a touch screen. It’s there now for I think 16 years, and it’s still working. It is always creating something new, and people can see that they have an influence on the outcome of the program, but it is more of a reactive intervention than a  creative one. E-volver involves an unusual collaboration between man and machine, providing a breeding machine on the one hand and a human “gardener” on the other. The combination of human and machine properties leads to results that neither could have created alone.

The outcomes of these artificial evolution programs can be connected with the Vegetable Collections in the sense that they also show how the industry speeds up evolution towards the genetic code that produces a set of desired outcomes, such as round potatoes and straight carrots, while what we want is to show the diversity in these morphological processes. We are equally interested in showing both the results of this virtual growth process in terms of diversity and detail, and the industrial production process that is automated from design to execution. Our approach shows that technological manufacturing processes do not necessarily have to lead to standardization, control, simplism and homogeneity, but to the contrary. When we started these projects in the 1990s, people were not used to computers as an artistic medium, and we had to explain that the artworks were generated in the digital realm, with digital processes, but now people understand that this is something that is created artificially.


Pareidolia, 2019. Robotics, microscope, camera, perspex, wood, metal, sea sand, screen 50 inch, black coated metal housing. Commissioned by SEA Science Encounters Art.

In your recent works, Pareidolia and Spotter, the task of observing nature is carried out by a machine through cameras, face detection software and machine learning models. It seems that this leads to a fully automated and autopoietic system, is that what you are looking for? Which possibilities do you see in machine learning for your future artistic projects?

We started working with neural networks some 10 or 15 years ago, but back then the computer processing speed was so slow that you could only do something very simple, and then it would take days before you could see the output. So it was very limited, but later on, when it became more achievable, we dived into it. However, we are reluctant to further elaborate on it, because artificial neural networks tend to take on an aesthetic that comes from the system itself and therefore all the artworks generated by these techniques look more or less similar. And it’s also very hard to understand how it works, beyond the fact that you can influence the training of the machine learning program by selecting input images and also some other training parameters. But what it has brought us so far is not very satisfying. Certainly now, with programs such as DALL-E or Midjourney, there are interesting possibilities to explore. These are very complex systems based on enormous amounts of data, and it can only be run by big companies and universities. Everyone can actually rent the software as an online service. As artists we are interested in building the systems we work with, not just using them to obtain specific results. So for us there is little to gain with these text-to-image generation systems. 

“We do not want to work with a big black box and wait for something to come out of it, without understanding anything about it. We want to build the system we are working with.”

The relation between process and result must also take place on the level of creating the system. We do not want to work with a big black box and wait for something to come out of it, without understanding anything about it. Although the systems that we build also are hard to fathom, in the end, we do have a very satisfying understanding. It’s a deeper understanding of what you cannot control. For instance, in Pareidolia (2021) we created a robot that uses machine vision and face detection to identify human faces in the texture of grains of sand. We built the face recognition program ourselves so that it would work on sand particles rather than the usual application of such software. Although it is hard to understand how the artificial brain learns to distinguish a face from something that is not a face, it was very satisfying to build the software based on our own database with tens of thousands of images. And then to see it applied to sand, whose morphology is really rich but too small for us humans to perceive. If you think that every sand particle in the world has a unique shape, then you can imagine a gigantic amount of sculptures that are right there under our feet. Applying machine learning to our own face detection software has so far been more interesting and satisfying than the potential of generative neural networks (GANs), yet another type of machine learning. But you never know, sometimes it can take quite some time before you are able to transform and internalize the possibilities opened by a new technology and use it in a personal and original way. 

Serafín Álvarez: wandering into the unknown

Pau Waelder

Serafin Álvarez is an artist and researcher based in Barcelona, who explores themes and concepts associated with liminality, non-human otherness, the journey into the unknown and changes in the perception of reality; and how these are imagined and depicted in contemporary popular culture, with a particular interest in science fiction and fantasy film and video games. Encompassing 3D animation and interactive simulated environments, sculpture and installation, his work has been exhibited internationally.

The work of Serafín Álvarez has been featured in Niio in the artcasts Worlding with the Trouble (curated by Fabbula) and Heterotopias, alongside other international artists. The recent artcast Places of Otherness brings together four of his works, spanning the latest five years of his career. On the occasion of this presentation, we talked with him about the process and concepts behind his work.

Serafín Álvarez, Umbral Autoplay (Video Version), 2018

You have stated that the inspiration for Maze Walkthrough comes from the experience of going from one airport to another while you were producing a previous project. Would you say that both airports and videogame environments are “non-places” meant for endless circulation?

Indeed, airports have often been associated with Marc Augé’s concept of non-place, but I would not put, generally speaking, video game environments in that category, since they are, for many players, places where meaningful relationships are established. In any case, when I did these works I was not so much thinking about the concept of non-place as about liminality. In both cases I looked at certain architectural spaces (corridors and airports) as spaces for transit, circulation, change. Spaces that have not been designed to be inhabited, but to connect other spaces.

“What interests me most about science fiction is the speculation about the unknown and the ways of representing it. That unknown can be an Other, a place, a state of consciousness, a mutation, and so on.”

You are interested in science fiction as an exploration of the Other. In your work, this Other would be the space itself, strange and unpredictable?

One of the things that interests me most about science fiction is the speculation about the unknown and the ways of representing it. That unknown can be an Other (understood as someone different, whether human or of another species), but it can also be a place, a state of consciousness, a mutation, and so on. In my work I have looked at multiple resources that science fiction uses to represent what we don’t know: visual effects, soundtracks, costumes… but you are right that in most of my work there is an important spatial component, an active interest in spaces of otherness.

Serafín Álvarez, A Full Empty. Installation view at CentroCentro, 2018, Photo: Roberto Ruiz

In your works you seek to create an experience, which becomes immersive by allowing the viewer to wander freely through the spaces and free themselves from the impositions of gameplay. How do the sculptural elements you create for exhibitions in physical spaces participate in this immersion?

My work is predominantly digital, but when I exhibit it I’m very interested in its physical dimension. I like sculpture very much and I try to incorporate in my own work that physical relationship between bodies that I enjoy so much when looking at physical objects in the real world. On the other hand, digital work can become a bit schizophrenic, because you can edit and polish details ad infinitum, try one thing, undo it and try another one endlessly. Working with matter is different, it allows me and encourages me to be more intuitive, to let myself go, to establish a less controlling relationship with the materials, and I personally think that brings very positive things to my work.

Serafín Álvarez, A Full Empty, 2018

You have distributed your work as downloadable files that the public can buy for whatever price they want, even for free. What has this kind of distribution meant for you? Do you see other ways of distribution that would be conducive to your work, particularly because of its identification with the language of videogames?

I have two pieces of interactive software on itch.io, an interesting platform for independent video games with a very active community. I usually work with physical exhibitions in mind, but distributing part of my work digitally has allowed me to reach other audiences; it has given me a certain autonomy to show and make my work known without having to depend exclusively on institutions, galleries and curators; and being attentive to digital platforms for art distribution has allowed me to get to know the work of a large number of very interesting artists who are active online although they may not have as much presence in the conventional channels of contemporary art.

Serafín Álvarez, Maze Walkthrough. Installation view at MACBA, 2014, Photo: David Mutiloa

It seems that Maze Walkthrough has been better understood in the field of videogames than in the contemporary art world. Do you think this is due more to the aesthetics or to its “navigability”?

I don’t know if better, but different. When I published Maze Walkthrough it was reviewed in some media outside the field of contemporary art and it was very well received. Many people wrote to me, many people commented and shared both the piece of software and the collection of corridors at scificorridorarchive.com that I made while conceiving the project. Audiences around science fiction and video games have always interested me, and that such audiences valued my work was something that filled me with joy. One of the things I liked most about that reception was to see people enjoying the piece in a different way than the contemporary art audiences I’m used to, which tend to look at the work in a reflexive way, pondering possible interpretations. I’m very interested in hermeneutics, but it was refreshing to also see people enjoying Maze Walkthrough more from experience than intellect.

Serafín Álvarez, Maze Walkthrough, 2014

A Full Empty, the video you presented as part of the artcast curated by Fabbula, shows a world in which nature has run its course after an industrial era that fell into decay. Do you see in this work an interest in dealing with environmental issues through simulation, or do you continue to explore spaces linked to science fiction narratives?

Both. This work is based on two fictional texts: Andrei Tarkovsky’s film Stalker and, especially, the novel Roadside Picnic by the Strugatsky brothers on which Tarkovsky based his film. Both texts are about a forbidden zone to which humans have restricted access and which develops its own ecology, and while making that video I found myself thinking about what the planet would be like once we are no longer here.

“Science fiction and video game audiences have always interested me. I like to see people enjoying the piece in a different way than the contemporary art audiences I’m used to.”

You are interested in freeing the viewer from the tyranny of the camera, but there’s actually an interesting aspect to the camera movement in your work. Normally it’s a forward traveling sequence, following the logic of video game exploration, but in A Full Empty it is, conversely, a backward traveling, which gives it a more cinematic character. Is this a conscious decision in the creation of this piece? Have you thought about working more with camera movements in future works?

Yes, of course it was a very conscious decision. In Roadside Picnic the scientists who study the forbidden zone explore it with great care, because it is full of deadly traps. They have developed hovering vehicles with a “route memorizer” system that, once they have finished an exploration journey into the zone, return them back on their steps in an automated way to reduce the danger, undoing on the way back the exact same route they did on the way out and therefore without falling into the traps already bypassed. The video is influenced by this automated journey of return after having entered a strange place in search of something.

I’m sure I’ll continue working with camera movements, it’s something that fascinates me. Right now I’m involved in developing live simulations that are much less cinematic than the video A Full Empty, but I still think and care a lot about camera movements, no matter how simple they are. Moving the camera is a wonderful expressive resource.

Serafín Álvarez, Now Gone, 2020

In Now Gone you adopt a different aesthetic, which resembles the point clouds created by 3D scanners, to show a mysterious cave inspired by the film Prometheus and the universe of H.R. Giger. What led you to this aesthetic and how would you link this piece to your other works?

The link with other works is a similar interest in the journey, in the passing from one place (or condition, or state…) to another. Also, the arrangement of “intertextual elements”, vestiges that refer to fictional stories as if they were a kind of archaeological objects… although it is true that the aesthetics of Now Gone is different from my previous works. Now Gone was born from an invitation to participate in a publication, Today is a Very Very Very Very Very Very Very Gummy Place by Pablo Serret de Ena and Ruja Press. They sent me a very ambiguous map and asked me to make something from it. My proposal was to build an environment with video game technology. Since the publication was going to be edited in black and white I started to try things using this limitation in a creative manner and, after several experiments, something that worked very well for what I wanted to achieve was to render the images using a 1-bit dither (a graphic technique in which there are only black or white pixels organized in such a way that it produces the illusion of grays, similarly to Ben Day dots in comics). I’m very pleased with the result, in fact I soon returned to a very similar aesthetic in a later work, A Weeping Wound Made by an Extremely Sharp Obsidian Knife, and I’m currently looking at different ways to develop it further in the future.

Serafín Álvarez, A Weeping Wound Made by an Extremely Sharp Obsidian Knife. Installation view at Galeria Estrany de la Mota, 2022, Photo: Roberto Ruiz

Fabbula specializes in curating Virtual Reality projects and immersive experiences. In relation to your work, how do you see the possibilities offered by current VR devices for the dissemination of digital artworks? 

At the moment I haven’t seriously started working with VR. As I mentioned in a previous question, I’m very interested in the relationship between the work, the viewer and the physical space, but generally speaking VR experiences tend to remove that physical space. I’m sure there are interesting ways to incorporate it, but for the moment I haven’t worked in that direction yet.

Digital art brings a new ambiance to the travel industry 

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

Niio Editorial

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

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

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

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

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

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

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

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

Nico Tone, Awakening Garden, 2019

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

Nico Tone, Ikebana Dreams #1, 2019

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

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

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

Nico Tone, Botanic Dreams 1, 2020

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