Mario Klingemann: into the wilderness of AI

Pau Waelder

Mario Klingemann, born in Laatzen, Germany in 1970, is an artist who integrates algorithms and artificial intelligence into his creative process. His artistic exploration delves into visual expressions, linguistics, and our intricate interactions with technology. Klingemann’s creations, which primarily utilize generative adversarial networks (GANs), manifest as screen-based artworks or interactive installations. These installations captivate audiences with a never-ending array of visual experiences, where the AI models crafted by Klingemann generate portraits, abstracted figures, or textual content in real-time.

Recognized as a pioneering figure in the realm of AI-art, Klingemann’s contributions include a tenure as Artist in Residence at Google Arts and Culture from 2015 to 2018. His collaborations extend to notable institutions like the British Library and the New York Public Library. In 2018, he was honored with the prestigious Lumen Prize Gold Award. Klingemann’s work has been showcased at eminent art venues globally, including the Centre Pompidou in Paris, The Barbican Centre in London, and the Hermitage Museum in St. Petersburg.

In this article, based on the text written for the exhibition Latent Spaces that I curated for La Bibi Gallery (Mallorca, Spain) featuring the work of Mario Klingemann and the Finnish duo Grönlund-Nisunen, I offer a brief overview of the main subjects in Klingemann’s work. On the occasion of this exhibition, Niio is presenting a selection of artworks by Mario Klingemann, courtesy of Onkaos.

Explore the wilderness of AI in Mario Klingemann’s artworks

Mario Klingemann. Sirius A, 2019. Courtesy of Onkaos.

Latent space is the position relation of information

Borrowing László Moholy-Nagy’s reflections about architecture in his book The New Vision (1927), Klingemann describes the term “latent space,” commonly used in machine learning processes, as “the position relation of information.” Latent spaces are not physical spaces, but rather a way to describe how an artificial intelligence system processes the information it takes from a data set and creates clusters of items that resemble each other, according to a set of variables. Klingemann explores latent spaces as realms of endless possibilities, looking for the unexpected, the rare and weird, that which pushes his creativity further. For him, AI is not a technology that replaces the artist, but one that provides creators with new ways to develop their talent. In his work, we find endless processes fueled by “untamed” artificial neural networks that generate uncanny images and responses. Faced with this creative otherness, one must find one’s position as a viewer whose aesthetic and narrative expectations are challenged.

Nowadays, the most popular AI applications excel at creating realistic depictions of things we have seen thousands of times, or unconventional combinations of familiar images (such as a dog dressed as an astronaut riding a horse on the Moon) with impressive accuracy. However, Klingemann finds this approach predictable and boring, and aims to drive the system into the unpredictable: “[the popularization of] one-click AI art tools… forces me to look for areas out there that I still consider “wilderness” and to learn more about what it is that we humans find truly interesting and captivating.” The Hyperdimensional Attractions series addresses the unexpected by applying a three-body problem to a latent space, resulting in a triptych showing images that change according to how the feature vectors they represent “orbit” around each other. What the viewer sees is a triptych of familiar images always mutating into weird shapes and amalgamations: it is precisely these unsettling figures that interest Klingemann in his exploration of the fringes of representation. 

Mario Klingemann. Three Latent Body Problem, 2023. Courtesy of Onkaos.

Datasets and appropriation

Generative neural networks are trained using datasets, and therefore the content of these datasets is crucial. Artists such as Anna Ridler create their own datasets by making hundreds of drawings or taking thousands of photographs, while others incorporate their own writings into a machine learning model in order to create an alter ego of sorts, as do Mark Amerika and Sasha Stiles. Mario Klingemann carries out a particular form of appropriation by using datasets of thousands of images or, more particularly, taking Hyeronimus Bosch’s The Garden of Earthly Delights (1490-1500) as the base material for The Garden of Ephemeral Details. In this artwork, an autonomous AI machine made of several generative adversarial networks (GANs) constantly reinterprets the famous triptych by adding new forms to its unsettlingly surreal iconography. Klingemann uses Bosch’s masterpiece as a field of algorithmic interpretation, forcing the machine to explore the “wilderness” of artistic creation by providing a peculiar data set in the form of the Dutch artist’s singular combination of religious imagery and unbridled fantasy. The resulting artwork thus becomes an experiment in machine hallucination and artificial imagination.

Mario Klingemann. The Garden of Ephemeral Details Reserve #2, 2020. Courtesy of Onkaos.

Motion and process

Moholy-Nagy was one of the pioneering artists exploring kinetic sculpture and the use of light and industrial materials in assemblages and installations. Kinetic art also influenced early algorithmic art, with pioneers such as Manfred Mohr seeking to portray motion in abstract generative artworks and finding in personal computers a tool to create visual compositions in perpetual transformation. Mario Klingemann follows this tradition by using generative adversarial networks to create images that are not static but constantly and seamlessly morph into new shapes, accentuating the fact that the process takes precedence over the finished product. The Hyperdimensional Attractions series and The Garden of Ephemeral Details clearly show this particular decision. The former explore the position relations of feature vectors in the latent space, the resulting images becoming a way to visualize these relations. The latter deconstructs Bosch’s triptych in order to portray the effort of the machine as it tries to stretch its imagination.

Mario Klingemann. Imposture Series – The Butcher’s Son, 2017. Courtesy of Onkaos.

Latency

Motion and process imply change taking place in a certain time and space (real or virtual). Change, in turn, implies that something is about to happen. There is expectation, as one waits for the next step in the process. Paradoxically, latency is found in Klingemann’s prints, static images that nevertheless potently evoke transformation. The Imposture series explores the representation of the human body through AI models, resulting in six compositions that the artist selected from 50,000 images generated by the program. Some of the images vaguely remind of paintings by Francis Bacon but have a decidedly non-human quality to them: they lack the natural notions of the shape of the human body and the empathy that a human artist would feel. In an even more disturbing turn, the Neural Decay series evoke early photographic portraiture, again in a form that distills otherness and the uncanny. These artworks seem in the process of dissolving, their shapes blending into each other, as if they were about to turn into an amorphous substance or simply vanish. As we observe and wait for this to happen, a space of latency opens before our eyes.

References

Jochen Gutsch (2021). “Words behave like pixels and sentences like pictures”: An interview with Mario Klingemann. Goethe Institut.

Mario Klingemann (2023). Latent Talent. A*Desk. Critical Thinking.

Kaya Hacaloğlu: cinema as a containing medium

Pau Waelder

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

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

Explore the Pensive Tree series by Kaya Hacaloğlu

Kaya Hacaloğlu. Pensive Tree Fluffy Tissue / Agah, 2022

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

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

I regard cinema as a containing medium. 

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

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

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

Cotton AV at Mute Club, 2011

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

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

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

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

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

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

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

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

Kaya Hacaloğlu. Pensive Tree Dervishes Adrift / Agah, 2022

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

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

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

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

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

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

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

 

Kaya Hacaloğlu. White Tree.

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

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

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

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

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

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

Kaya Hacaloğlu. Plane Tree.

Disordinary Beauty, a work in progress (part 1)

Domenico Barra and Pau Waelder

DISØRDINARY BƏAUTY is an ongoing art project by Domenico Barra that explores ugliness through glitch art. The project has been developed as a series of NFTs, with a new phase taking place on Niio as a work in progress, in which the artist will periodically upload new artworks and accompanying documentation. Here in the Editorial section, we’ll publish email exchanges bringing light into Domenico’s creative process and the ideas and influences behind this project.

Follow Domenico Barra’s work in progress on your screen in DISØRDINARY BƏAUTY: art canon

Domenico Barra is an Italian artist, educator, and curator whose work delves into the aesthetics of glitch art, “dirty” digital media and Internet cultures. He creates images, gifs, videos, and installations through a variety of techniques aimed at generating errors in the processes carried out by hardware and software to create the contents we experience on screens. In 2017, he adopted the nickname Altered_Data, inspired by the realization that online data is gradually shaping and manipulating our identity and behavior, and the fact that he was born with an immune system disorder.

He is the creator and art director of the online project White Page Gallery/s. a distributed and decentralized art network and community. In 2021, he started minting his works as NFTs and is now an active member of the NFT art community, selling his work on Ethereum and Tezos. He teaches glitch art and dirty new media at RUFA – Rome University of Fine Art. His work has been exhibited, among others, at DAM Gallery (Berlin), Galerie Charlot (Paris), Digital Art Center (Taipei), online at the Wrong Biennale and with Arebyte, and in many other galleries and cultural art events worldwide, on the internet and the metaverse.

Domenico Barra, DB a̶r̶t̶ ̶c̶a̶n̶o̶n̶ | a̶ ̶b̶e̶a̶u̶t̶y̶ ̶i̶n̶ ̶v̶i̶o̶l̶e̶t̶, 2023

First ɛʍǟɨʟ exchange

from: Pau Waelder
to: Domenico Barra
date: Feb 19, 2023, 12:23 PM
subject: Re: Disordinary Beauty Work In Progress launch

Hi, Domenico!
I’d like to start publishing our series of exchanges in the Editorial section this week. For the first exchange, I’d like to shoot this question:

I have read several interviews in which you describe how you got into Glitch Art and the artists that inspired you. We’ll get into that later, but I’d like to ask you: what does glitch mean to you now, in the midst of growing AI creativity, after the NFT boom, and in relation to this particular project about beauty?

from: Domenico Barra 
to: Pau Waelder 
date: Feb 20, 2023, 6:47 PM
subject: Re: Disordinary Beauty Work In Progress launch

Hello Pau, 

Ten years ago, I began making glitch art, and since then, glitching has evolved and taken on different meanings that are all related to our imperfect nature. I’m enthusiastic about AI and have been exploring with other glitch artists what a glitch within AI means and how to trigger it. However, since AI networks and ƧYƧƬΣMƧ are vast, closed, and not very transparent, most discussions are about finding vulnerabilities to exploit. A glitch within AI may not look like the digital glitches we’re accustomed to for sure, but Nick Briz advanced the suggestion that a glitch within AI could still be considered as something unexpected. For instance, AI’s inability to accurately depict hands can be considered a glitch.

A glitch within AI may not look like the digital glitches we’re accustomed to. For instance, AI’s inability to accurately depict hands can be considered a glitch.

My personal approach takes inspiration from Databending, precisely incorrect editing. I started inducing short circuits in AI’s word-based processing by using prompts inspired by L33T SP34K language. The results are interesting and absurd images that could resemble some sort of twisted memes. In databending, by injecting random values or deleting/substituting some data values in image files using hex editing, the software organizes the data according to the standard file format. I played with altering prompt word input and influencing AI’s interpretation to create random “glitchy” image associations, resulting in unexpected and interesting outcomes.

NFTs offer an opportunity for experimentation in the imperfect art market, but the vision of doing things differently is gradually fading as they are becoming more “traditional”. Decentralization requires a cultural shift in personal and community values, and Web3 still heavily relies on Web2 social media, hindering social value and the ways value is created and artists promoted and glorified. Glitch art emerged in crypto art thanks in part to X-Copy‘s market success and leadership. There is also a marketplace called Glitch Forge that is entirely dedicated to glitch works of all sorts. Glitch art and styles are popular online and in NFT/crypto art, with artists reclaiming their space through the #postglitch aesthetic, especially in response to the status quo. The most famous probably is “Trash Art”, a movement of artists using glitch apps and filters excessively and with a strong amateur style in response to the anonymous artist PAK who declared that artists using glitch effects for their art were not real artists, leading to the creation of the trash art movement.

Confused? Try this quick intro to Glitch Art:

NFTs offer an opportunity for experimentation in the imperfect art market, but the vision of doing things differently is gradually fading as they are becoming more “traditional”.

Disordinary Beauty was born in the midst of the NFT boom and the emergence of new creative apps. Specifically, there was a growing interest in generative art among NFT collectors. It started as a personal experiment when I decided to try out some new generative glitch scripts. While browsing Instagram, I came across a selfie by one of the many influencers on the platform. As someone who has always struggled with the cult of image, beauty, and success perpetuated by Instagram, I decided to use the glitch scripts to slice up the selfie, surely inspired by The Blade Artist by Irvine Welsh that I had just finished reading. I continued this practice by creating one glitch portrait per day, every day, using a different influencer’s selfie each time.

As I continued to select selfies to glitch, I noticed that there were many common features among them such as the lighting, saturation, head position, and gaze. It was as though there was a programmed formula for shooting the perfect selfie. Through further reading, I discovered that the pose and formula adopted by influencers were not just for the sake of appearance, but also to make their photos easily recognizable by Instagram algorithms, thereby gaining more priority in the platform’s feed. This led me to see the glitch scripts as a way to reprogram and decode the selfies, ultimately erasing the image itself. This became a sort of redemption of the atypical, the imperfect, and the weird.

The pose and formula adopted by influencers in their selfies were not just for the sake of appearance, but also to make their photos easily recognizable by Instagram algorithms.

My interest in the concept of beauty on Instagram led me to read ʊʍɮɛʀȶօ Eco‘s On Ugliness and expand my exploration into the meaning of beauty and ugliness in art, and how it has been used to create new biases towards individuals who do not fit societal standards. I wanted to push things a bit further and delve into these concepts in the realm of AI as a sort of social consciousness, prompting image-based conversations with AI using ChatGPT so far and then also disrupting the perception and formatting of beauty in classical art.

Disordinary Beauty is now divided into three stages. The first stage, “BÆUTY IZ CH∆ØZ,” involves glitch erasure actions on influencers’ selfies. The second stage is “Conversation between AI and I” on topics related to beauty, ugliness, art, and society. The third stage called “art canon” will happen on Niio and involves bringing chaos into the harmony and beauty of classical artworks, and the experience of the viewers.”

Sincerely,
d0/\/\!

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. 

Moodies: the anti-emojis by Asaf and Tomer Hanuka

Pau Waelder & Roxanne Vardi

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

Pluchnik’s wheel of emotions. Source: Wikipedia

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

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

Moodies emotion map. Source: moodiesnft.io

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

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

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

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

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

A meaningful PFP project

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

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

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

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

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

Into the Moodieverse

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

The Soul Ray. Source: moodiesnft.io

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

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

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

Moodies LA Takeover. Source: moodiesnft.io

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

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

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

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

Frank Ockenfels III: inspired to inspire

Roxanne Vardi

Niio is proud to introduce a selection of artcasts by celebrated photographers in collaboration with Fahey/Klein Gallery, the leading contemporary photography gallery in Los Angeles. Curated by Nicholas Fahey, these selections dive into the work of the artists, presenting key series and iconic images, and are available to our members for a limited time only.

Interview with photographer Frank Ockenfels III. Courtesy of Fahey/Klein Gallery.

Frank W. Ockenfels III is an American photographer, artist, and director who is best known for his portrait photographs of celebrities and diverse personalities such as David Bowie, Kurt Cobain, and Hilary Clinton. Ockenfel’s work has frequently been featured in leading magazines globally such as the Time and the Rolling Stone. The artist’s works have been displayed at exhibitions in museums and galleries worldwide including Berlin, Amsterdam, New York, and Los Angeles.

Over thirty years ago, Ockenfels started a process of journaling the product of which he calls Tech Books in which he would keep polaroids, written lighting diagrams, and his personal writings, specifically what he wanted to remember from each and every experience and project.

Once Ockenfels did away with the tech journals he started assembling objects, scraps of paper, drawing into the journals so that they became elaborate, and turned into pieces or found graphic elements instead of just photographs. To this end the artist has noted that this process “was a great way to flush my mind. You are so focused on being a photographer sometimes that you forget that the majority of photography is so inspired by other things like a Richard Serra sculpture”. In essence, Ockenfels’ artworks are no longer just portrait photographs but instead they become personal statements of the artist’s psyche and creative artistry. His artworks can be seen as re-presentations, as works that break the boundaries of traditional photography.

“You are so focused on being a photographer sometimes that you forget that the majority of photography is so inspired by other things like a Richard Serra sculpture”

Frank Ockenfels III, “Artwork”, 2019.

Referring to his tech books, the artist has mentioned that there is a lot that even he can learn from them as they allow him to reconsider why he captured certain projects as he did, and can make him think of the ways through which he approached his images. In the artist’s teachings he also liked to bring his tech books to classes, and through his student’s questions and questioning there was always something new that he felt he could learn about photography.

Ockenfels started out by shooting chrome, then went into negative, and lately has gotten into digital photography. Specifically referring to digital photography the artist has shared that he likes seeing “how far I can go, that’s when the interesting stuff actually happens. I find it more the abstract mind that I have less and less sense of time and space and what I am supposed to be doing. As I get older, its more so where I accept the moment and say this is what I’m supposed to be doing”. Thus, the artist prefers portraits which are less pre-defined and thought out and instead likes “the moment showing up and looking and seeing what I see about you that I would like to capture”. In turn, the artist’s representations leave the imprint of his unconscious on the photographic image.

Frank Ockenfels III, “Blank”, 2017.

The artist sees his journals as a place ‘to vent’, places that illustrate different points in his life. Ockenfels has stated that when he was younger he “didn’t care if anybody liked [the journals] or not, or was interested in them, but people started looking at them”. However, the artist didn’t want peoples opinions “because they are personal… its kind of like the Purist sense of art. Richard Serra would say ‘art is purposely useless’ it is a useless process thinking that anyone would be interested in seeing it, but it answers a lot of questions to yourself by the act of keeping journals, thoughts, memories, ideas”.

Frank Ockenfels III, “168 Thoughts”, 2019.

The artist thinks that inspiration is what a person should strive to do. “I think it’s important to inspire, almost more so than the creative process”. In his interview for Fahey/Klein Gallery Frank Ockenfels III shared that he had an experience a couple of years ago on a Brooklyn subway platform while he was coming back from visiting a friend when a young kid came over and said that he saw him on the internet talking about ‘the creative process’ and that he was completely inspired by that. He was a graffiti artist, inspired about the point of creativity. Referring to that specific instance the artist asserts “that to me is where I always wanted to be in life”.

“I think it’s important to inspire, almost more so than the creative process”

Frank Ockenfels III, “Damien Hirst (diptych)”, 2019.