Eelco Brand: landscape as fiction

Pau Waelder

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

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

Eelco Brand. WT.movi, 2019

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

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

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

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

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

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

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

Eelco Brand. HH.movi, 2017

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

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

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

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

Eelco Brand. OBJ.movi, 2021

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

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

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

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

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

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

Eelco Brand. KB.movi, 2021

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

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

Eelco Brand. QTQ.movi, 2018

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

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

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

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

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

The Role of Art in a Climate Emergency

Pau Waelder

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

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

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

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

An artist’s response

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

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

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

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

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

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

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

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

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

Art in a climate emergency

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

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

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

Tamiko Thiel, Unexpected Growth, 2018

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

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

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

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

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

Kelly Richardson, HALO I, 2021

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

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

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

Diane Drubay, Ignis II, 2021

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

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

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

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

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

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

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

Katie Torn, Dream Flower I, 2022

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

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

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

Katie Torn on beauty and decay in a hybrid world

Roxanne Vardi and Pau Waelder

Katie Torn’s work explores the female figure in a world shaped by digital technology and obsession with self-image boosted by social media and consumer culture. She uses 3D graphics and video to build assemblages of natural and artificial elements that question the boundaries between beauty and decay, body and prosthesis, organic and synthetic, and between a person’s own self and the image she creates of herself. 

In the series Dream Flower, composed of two artworks commissioned by Niio, the artist draws inspiration from Victorian-era botanical drawings and the work of Mary Blair in the animated fantasy film Alice in Wonderland, produced by Walt Disney in 1951, to create the portraits of two exotic flowers with female-like features. In this interview, she elaborates on the connections between these characters and the ways women have had their bodies shaped by aesthetic stereotypes, as well as the contradictory beauty of decaying matter. 

Most of your artworks, including Dream Flower I and Dream Flower II, exhibit female figures. Could you please elaborate on your interest and explorations of representing women through your works?

Like many digital artists my background is in painting. I studied classical figure painting as a teenager and spent many hours in museums studying the “Old Masters”, male painters whose subject was often the female form. I was taught that light falls on the female body the same way light falls on a still life of a bowl of fruit. How I create my animations and digital paintings is informed by my study of the history of painting. I compose my works much like a 20th century painter who is responding to classical painting, starting with a figure as a central subject in relation to a picture plane and then fragmenting the form to create an abstraction.  In my work I use virtual space and digital tools to break down the figure. I wouldn’t say the figures in my work are women. They are creatures that have attributes that are female-like, but they also have attributes of plants, animals and inanimate objects.  

Katie Torn, Dream Flower I, 2022.

“I was taught that light falls on the female body the same way light falls on a still life of a bowl of fruit.”

In your artworks we find references to Victorian drawings, as well as dolls and children’s toys. Which connections would you draw between that time and our present consumer culture?

My animations Dream Flower I and Dream Flower II  were specifically inspired by Victorian botanical drawings of flower arrangements. I came across a few prints in my Great-grandmother’s apartment and noticed how they were composed almost like portraits of flowers with a large bulb situated in the middle of the arrangement like a human head. Many of the toys I use are virtual models either scavenged online or physical objects found at thrift stores and not tied to any specific era. What I do find interesting from the Victorian era is the way the fashion from the time distorted the female body almost like a physical filter. At that time corsets and bustles were used to sculpt the female form to fit an imagined ideal, in present consumer culture we use photoshop, filters and now AI to create imagined versions of ourselves.  

“What I do find interesting from the Victorian era is the way the fashion from the time distorted the female body almost like a physical filter”

In your work, there is an interplay between the apparent desire to please and the eerie quality of the scene. Would you relate this to our exposure to mass media and advertising?

In my work I like to use the tools of advertising such as slick 3D renderings, photoshop and liquid simulations to entice viewers and pull them into my world. The story I am telling is about a human trying to adapt to an environment that is in decay where the physical and virtual world are colliding and creating a hybrid like a newborn cyborg trying to function. 

Can we interpret in these works a reference to the submissive roles given to women in conservative societies, from the Victorian era to Post-War America and up to the present? 

I wouldn’t say that, no. The female-like creatures in my work are like goddesses. They are in control of their own ecosystems. 

“The female-like creatures in my work are like goddesses. They are in control of their own ecosystems”

Katie Torn, Dream Flower II, 2022.

You have mentioned that in some of your artworks there is a strong influence of the work of Mary Blair. What inspiration do you take from Blair’s work and life?

I love Mary Blair’s unexpected color combinations on the work she did for Disney in the 1950’s. Specifically in Alice in Wonderland and Cinderella, her art direction added a moody quality and sophistication to the animation. Since I was making creatures that were botanical for Dream Flower I and Dream Flower II I decided to rewatch the flower scene in Alice in Wonderland for inspiration. 

An interesting concept in your work is the use of waste, both by incorporating disused objects, elements that are constantly dripping or falling apart, and by depicting wastelands. What do you find interesting in this concept?

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

Lately, you have been involved in the NFT space. Can you please share some of your insights of this new context of creation, dissemination, and commercialization of digital artworks?

I have been making short format looping video animations for years and have always struggled to find a place for them in the art and film world. They aren’t long enough to play at a festival and the lack of physicality made it impossible to really sell them at art fairs. NFTs legitimized the format. Physical objects like painting and sculpture have always been tied to money. It makes sense that digital currency would have its own digital art version. It’s been great to see digital artists who’ve careers I’ve followed for years finally being able to make a living off their works. 

“My work stems from the ironies we see in industrial disasters in nature like the most beautiful pink sunset that is caused by pollution or being awestruck by the colorful beauty in an oil spill” 

Niio @ the B3 Biennial of the Moving Image (Frankfurt)

Several members of Niio including co-founder, Oren Moshe, had the opportunity to spend time in Frankfurt, Germany at the B3 Biennale of the Moving Image.

Since 2013, B3 has shaped the interdisciplinary and transnational debate on trends and developments relating to the moving image in the fields of art, cinema, TV, games, design, communication and immersion. The aim of the Biennial is to create a broad interdisciplinary alliance for the moving image, and offer the international culture and creative industry a platform for innovation and exchange.

Oren Moshe participated in several official events and discussions including a panel entitled: “Accessibility and monetization of moving image art now and in the future. New platforms and new solutions.”  Moderated by Julia Sökeland, co-founder blinkvideo, Oren was also joined by Clare Langan, a film and video artist from Ireland,  contemporary visual artist, Erika Harrsch, collector Tony Podesta and collector Baron Futa.

Check out some of the photos from our time in Germany at B3.

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Niio Co-Founder, Oren Moshe @B3 discussing a work by Quayola. #digitalart

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Panel @B3: “Accessibility and monetization of moving image art now and in the future. New platforms and new solutions.”

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A large audience for Oren’s panel @ B3. #digitalart

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Niio’s Xuf Mills experiencing ‘Levitation’ by David Guez and Bastien Didier.

 

 

Niio @ Screen City Moving Image Biennial (Norway)

Screen City Moving Image Biennial: ‘MigratingStories’

Screen City is dedicated to presenting the moving image in public space. It explores the relation between the moving image, sound and architecture and presents artistic formats that seek to expand the borders of cinematic experience.

Ranked as one of the Top 10 Biennials to visit by international art magazine Apollo,  Screen City selected the Niio Manage & Display Tool Suite to power their event, from open call submission, through review and art selection all the way to artwork display in the city-wide show.

With Migrating Stories, the Screen City Moving Image Biennial  presented expanded moving image artworks from a broad international range of artists in dialogue and conjunction with the urban sphere and context in the city of Stavanger.

Interested in Niio powering your event?  Please get in touch.

Learn more about Screen City in Stavenger, Norway.

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A Conversation With Kelani Nichole of Brooklyn’s TRANSFER Gallery (Part 2)

We are big fans of Brooklyn based TRANSFER. Gallery founder/director Kelani Nichole, started the exhibition space nearly four years ago in order to support and and cultivate artists with computer-based practices. Get to know Kelani:

kelani-nichole-headshot

What are the biggest challenges you face dealing in a digital medium both as a gallerist and as a curator?

Technical details aside, I’d say the biggest challenge currently facing the market for media-based artworks is around preservation and documentation of the artists’ intent.  Much of the work I deal with is software-dependent, ephemeral, or online public artwork, so preserving the larger context and supporting platforms becomes the major consideration when appreciating these works.  Just as any traditional format of artwork, new forms of media require restoration and care, and have the added complexity of authentication.

What are the biggest challenges in collecting digital art?

Preservation and authentication are the two biggest challenges to growing a secondary market for these artworks.  Additionally, the body of criticism is still developing – the artworld is warming up to how to talk about these works, and successful institutional displays are somewhat few and far between.

I’m very keen to explore new methods of authentication. The current standard for authentication is a signed certificate, often accompanied by a digital still, editioned media storage device/object or other accompanying physical ephemera.  In the near future I believe digital transfer of ownership will become more prevalent, as new standards emerge. 

How do you think a platform like Niio will affect the medium of digital art?

I think Niio has solved some of the challenges related to displaying these works. I’m particularly interested in the workflows and collaboration points of the software between collectors, curators, galleries / institutions, agents and artists and believe a method of seamless exchange is an important step to making the work more accessible.  

You’ve said that this year all the shows you’re staging at TRANSFER feature only women artists.  Why is a series like that important to you?

I dedicated 2016 to showing new works from the studios of women, all of them experimental in their format and looking to test new ideas from the studio at TRANSFER.  Gender balance was a hot topic in the artworld last year, a group of women working with new forms of performance and media were featured in ‘Women on the Verge’ in artforum.  

This article crystallized a movement I had started to engage with during ‘gURLs’ a night of performance at TRANSFER  in 2013, and have been tracking ever since.  I found this article inspiring, and saw a timely opportunity to deepen my own understanding of the ways in which women are pushing into new forms of performance, installation and time-based media unlocking new opportunities for technology that are emotional and deeply human.

Carla Gannis launched my 2016 program, introducing a new body of 4K video works of self portraiture, a continuation of a year-long performative drawing project.  Claudia Hart’s large-scale media installation was extended through the summer at TRANSFER.  Next I’ll launch Angela Washko’s first video game artwork in September, followed by a new body of work from Morehshin Allahyari in the fall.

Read Part 1 of our interview With Kelani.

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Claudia Hart

 

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Carla Gannis