Katsuki Nogami: exposing identity

Pau Waelder

This interview is part of a series dedicated to the artists whose works have been selected at the SMTH + Niio Open Call for Art Students. The jury members Valentina Peri, curator, Wolf Lieser, founder of DAM Projects/ DAM Museum, and Solimán López, new media artist, chose 5 artworks that are being displayed on more than 60 screens in public spaces, courtesy of Led&Go

Katsuki Nogami is a Japanese artist who studied at Olafur Eliasson’s Institut für Raumexperimente in Berlin and graduated from the Department of Imaging Arts and Science Musashino Art University in Japan. He has also studied at the Interface Cultures program at University of Art and Design in Linz (Austria) and is currently a residency artist at Cite des Arts in Paris. This extended international experience, alongside his public art works permanently installed in several cities in Japan, has given him a particular angle about identity and belonging. Exposed to discrimination in this studies abroad, he has decided to focus his work on how our facial features determine our identity in relation to those around us, and how technology mediates our interactions with each other.

Katsuki Nogami, Image Cemetery, 2023

You state that your work stems from the experience of feeling discriminated against during your time studying abroad. While the Internet and globalization promised a more closely connected and shared world, it seems that xenophobia and discrimination against those perceived as “others” has only increased. Would you say that social media and digital technologies have contributed to this situation?

I think the internet also enhanced localisation like a small community at first. Then it also made a closed environment and separated world, too. Actually I liked it. On the other hand, Twitter (X) is really boring currently because of its openness nowadays. Their openness only led to contentless eye-catching stuff because of Elon’s monetization. Because of this tendency to reward eye-catching content, streamers can end up performing seriously racist or controversial actions, like the person who said “I would do Hiroshima again,” or the model who has been accused of blackfishing to get brand endorsements.

I feel that the freedom and the inspiring movement of the early internet are gone. And it’s just a business society now. So my answer is that digital technologies helped us to communicate well, but social media is linked to xenophobia and discrimination.

Katsuki Nogami, Yamada Taro Project, 2014-2021. Photo: Rakutaro Ogiwara

In the Yamada Taro project (2014-2021), you carried out an interesting experiment in establishing a dialogue with passersby and questioning identity as it is mediated by digital technologies. Can you tell me a bit more about this experience? 

On the internet, there is no responsibility since you can be anyone. I think this leads to a loss of identity. So I wanted to express this tendency to anonymity without responsibility. At first, the reaction was just like drawing a card. Then I felt it was weird because I wanted to troll. Unlike the internet, you need to talk to people to get a face picture in person. After it, I tried to steal faces without talking and took faces from the Facebook event page of the opening. It was also when politicians acquired the right to use their accounts on Twitter in Japan. Some people imitated it before and had a bunch of followers, sometimes fake accounts are much more famous than real accounts. Now I also hide myself inside the hoodie for the performance, not as an artist. I wanted to be hidden from society since that was my initial intention.

“On the internet, there is no responsibility since you can be anyone”

In Heartfelt Spam and Monologues, you address the dark aspects of our online communications, somewhat playfully, but drawing attention to serious issues that affect people’s wellbeing and can have fatal consequences. It is telling that you create situations which invite viewers to participate and communicate as they wish. What has been their reaction? From this experience, do you think that we are aware of how technology is affecting our way to communicate with each other?

Both artworks deal with artificial conversations. Sometimes I don’t know if this person who chatted with me exists or not. There are 8 fake accounts of me on Twitter. I feel that social media has deeply changed our way of communicating with each other. The messages we post are intended for a large group of anonymous people, not for just one person, as in a conversation. This should be clear and understandable to everyone. Social communication tends to be public, so you shouldn’t open a dialogue with a specific person, because it leads to a closed community. I feel that this is the main transition of the internet: at first it was closed localisation but now it’s globalization which has lost its identity. Talking directly to one another, or expressing yourself in a unique way is no longer expected, you should be addressing a wide audience in a language that is closer to a marketing pitch or a press release than to your individual voice. Even when this communication takes place visually, as it happens on Instagram or Tiktok, all posts look similar, don’t you think?

Katsuki Nogami with Taiki Watai, Rekion Voice, 2015-2017. Photo: Rakutaro Ogiwara

Rekion Voice (with Taiki Watai) is a particularly critical take on technology, showing also a dark side of machines, that reminds of Jean Tinguely’s kinetic installations and Norman White’s robots. How would you contextualize this installation and performance in relation to your other artworks about human communication and identity?

It’s part of the Japanese dark side, I think. In Japan, they try to make robots cute, like your pet. In ​​nursing facilities or elderly homes, there are some people who use friend robots or nurse robots. Normally robots imitate animals to be used as pets. Jean Tinguely’s kinetic installations and Norman White’s robots are helpless machines, just a mechanism. In Japan, there is Animism, which is the belief that objects, places, and creatures all possess a distinct spiritual essence. However, if robots are pets, they ought to be treated as slaves: they are there to serve us. That was my inspiration in this installation, showing machines as servants but also as menacing creatures. And this is the difference between my work and Tinguely’s or White’s approach to machines. At the same time, I consider that robots become a mirror of ourselves. Watching a robot is like looking at oneself, and at the same time feeling that the robot is in itself a being with its own identity, that is returning our gaze.

“Watching a robot is like looking at oneself, and at the same time feeling that the robot is in itself a being with its own identity, that is returning our gaze.”

As a student in the University of Linz and Paris 8, you have had the opportunity to discover the many aspects of digital art at the Ars Electronica festival and other events happening in Linz and Paris. What has the education in these universities brought to your artistic practice? How would you compare your experience in Linz and Paris, also in terms of the feelings of discrimination you have expressed when studying abroad?

I attended the Ars Electronica festival in 2014 for the first time. Then I got a prize in the Sound Art category in 2017. I participated in the Ars Electronica festival many times, so I felt the transition from the event being a host to individual artistic projects like the ones I exhibited, to focusing on larger trends in society. I also feel that the whole digital art community is moving closer to the structures of the contemporary art world and its attention to production studios and market trends.

The most notorious thing I have noticed in the education system is the fact that in the EU, the atmosphere is very different and less competitive than in Japan. In most European universities, you don’t need to pay directly to get into the university. The art school in the university where I studied in Japan costs 10,000 € per year, plus an entrance fee of 10,000 €. Also, in Japan we don’t have a gap year and entering a company is only for new graduates. So students in Japan are really competitive and eager. Between Linz and Paris, the finance difference was notable for me, since Media Art needs a lot of equipment… Paris 8 lent me 3 PCs at the same time for daily creation. Of course strong discrimination is everywhere. But I feel invisible or micro aggression against Asians is more familiar and I’m struggling from it. When you are part of a minority, you always need to plan and think well. Young people learned they shouldn’t offend others because of their race. So then, they stopped interacting with people from minorities to avoid dealing with their racism and discrimination. This is what I feel when people ignore me.

Katsuki Nogami, Image Cemetery. Public art, 2021. Photo: Yoshiro Masuda

You have taken your work to dialogue with people on the street and outside of art exhibitions and institutional spaces. What do you think of the opportunity to display it now in 30+ screens on shopping malls in the context of the SMTH + Niio open call?

I like public art because it can be freely approached by a wide audience. Museums are closed spaces. When I mention the internet, everyone knows that context for now, but it doesn’t have a constraint like the theater. It’s the conflict but we just need an interesting topic. When I got a prize to show my video in similar conditions in China, I was denied the opportunity to display it in public, even though I was selected. So I’m relieved that I can show my video at this opportunity.

“I like public art because it can be freely approached by a wide audience. Museums are closed spaces.”

Katsuki Nogami’s Image Cementery at CC Plenilunio (Madrid) as part of the SMTH + Niio Open Call. Photo: SMTH

Image Cemetery, your winning artwork, is an intervention in the public space in which you integrate your image on rocks and stones, something that evokes primitive cultures and ancient rituals rather than digital technologies. What is different about this project from previous works in terms of exploring the notion of identity? 

It started when I did my residency program in Kyoto during COVID-19. I was sick of the internet interactions with other people via zoom. When the internet became so convenient, everyone tried to escape from it. Zoom was like a jail to keep us in front of the desk. So I tried to go outside and find nature. I printed my face almost everyday. It’s because I wanted to see my differences and check that my body is growing. Stone is representative of this world in Buddhism. Kyoto is a very ancient city which connects to the after world everywhere. It reminded me of artworks after my death as evidence of living. Now everyone is a photographer with a smartphone, but they don’t print it. It’s difficult to throw away your grandparent’s heavy album. I thought this is a kind of art with an aura. So I wanted to create this. Image is very high resolution to show raw faces in public since it’s normal to put filters to get rid of stains or acne from the skin.

Katsuki Nogami, Image Cemetery. Public art, 2021. Photo: Katsuki Nogami

Actually, it was a very good change since I could find my possibility to create real material. It’s not a new technique, but I felt artists can invent when they learn. NFT is kind of a big representative of the internet in COVID-19. After that, that trend is gone. And many artists have also focused on natural materials.

Viewers thought it was weird, and they also felt it was alive, somehow. So I feel that my objective was achieved. But I was a bit sad when the river washed away my stones. And someone stole some of them, too. Also, a person from Iraq told me stones are tools of warfare. It was inspiring because nature is different based on each person’s beliefs.

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