HOT ON DIGITAL ART’S TRAIL IN VENICE

Guan Xiao, David, 2013, 3 channel video installation, Biennale di Venezia, 2017

Guan Xiao’s three-channel video installation David (2013) critically and ironically reflects contemporary perception, commercialization and distortion of the image of Michelangelo’s best-known monumental marble sculpture David. Images or videos by tourists, merchandising products as well as small “copied” sculptures are accompanied by texts and a song by the artist: “We don’t know how to see him… Only recording, but not remembering…”

Cao Fei, video works at the exhibition Space Force Construction, V-A-C Foundation, Palazzo delle Zattere, Venice, 2017

Two of Cao Fei’s video works are included in the show Space Force Construction – Contemporary and Soviet Art in Dialogue, organized by V-A-C Foundation in the Palazzo delle Zattere. The exhibition gathers nearly two dozen artists whose works deal with questions like “What thoughts or actions can art demonstrate, for which publics and in what spaces of display?” Chinese artist Cao Fei places Marx, Mao and Lenin together in the online virtual world Second Life, where they live a utopian existence in the contemporary sense of the word. Read more about the exhibition here.

The Recycle Group, Blocked Content, Augmented Reality installation, Russian Pavilion, Venice Biennale 2017

The Recycle Group presents an augmented reality installation at the Russian Pavilion. Out of geometrical 3D forms on the wall and the floor parts of human-like figures appear, resembling a contemporary rectangular version of Michelangelo’s Prisoners and Slaves at Academia in Florence or maybe even Quayola’s Captives. However, through a tablet or smartphone with a special app, naked human male figures in dynamic poses appear in a thermal image aesthetics on the screen.

Anna Frants, Explosion of a Can of Condensed Milk after the Water has Evaporated, Ca’ Foscari Zattere, Venice 2017
Carla Gannis, A Subject Self-Defined, at the exhibition HYBRIS – Hybrids and Monsters in Contemporary Art, Ca’ Foscari Zattere, Venice 2017

The exhibition “HYBRIS—Hybrids and Monsters in Contemporary Art” (Multimedia Exhibition) is curated by Silvia Burini, Guiseppe Barberini, Anna Frants and Elena Gubanova and organized by CYLAND International Media Art Lab at Ca’ Foscari Zattere in Venice. Carla Gannis’s project A Subject Self-Defined, here installed as a three-channel video installation, is a huge project of Selfie Drawings that also exist as digital drawings with augmented reality versions. 52 complex images embed the virtual self of the artist into different narratives, reflecting contemporary topics of the digital sge and art historical references, drawing up a fresh rebrand of women’s depictions in today’s selfie culture. Explosion of a Can of Condensed Milk after the Water has Evaporated is a monumental media installation by Anna Frants with an open framework structure that conceptually references a computer grid. It houses images from art history, little robots with moving eyes, Ipads to take selfies with or sculptures. The spectator can (partly) interact with this bizarre agglomeration of things that encourages him or her to poetically reflect about the different versions of the self-displayed or mirrored here in the installation.

Ludmila Belova, Pastorale, 2016, Ca’ Foscari Zattere, Venice 2017

Pastorale by Ludmila Belova includes 3D printed figurines of shepherdesses on a screen with a pixilated video imitating a flowery meadow. The sounds derive from music by Jean-Baptiste Lully and electronic bird chirping.

William Latham, Mutator, generative VR artwork, exhibition Hybris and Monsters in Contemporary Art, Ca’ Foscari Zattere, Venice 2017

Artist William Latham presents the generative artistic VR experience Mutator. Synthetic organic forms randomly reshape and evoke the setting of an underwater reef with digital corals and little fishes swimming around. The VR user can attract them via glowing telephone cords (aka his HTC Vive controllers) and dive to the black ground of the sea. Further, he can shift endlessly between different versions of the setting—each slightly differs from one another.

Aram Bartholl, Weeping Angels, 2017, installation at Hyperpavilion, Biennale di Venezia 2017

“The HyperPavilion seeks to explore the ways in which the digital and physical worlds have merged to create an entangled hybrid reality that encompasses us globally, and now offers a new aesthetic with new consequences and new organization,” as curator Philippe Riss writes in his statement. Aram Bartholl’s installation Weeping Angels shows a mirrored anti-riot police truck on a huge carpet with logos from internet marketing and user tracking companies. Two fully equipped, very serious-looking guards protect the vehicle with mirrored shields. The work “tries to capture the dark age we are about to enter, with ever growing surveillance, terror attacks and cyber-war accusations on a daily basis. While we drink our beloved cheap hot coffee and chill on our fluffy carpet at home thousands of companies retrieve and deal with our personal data, violating our personal rights”. (text taken from the accompanying guide).

Claire Malrieux, Climat Général, 2017, Hyperpavilion, Biennale di Venezia 2017

Claire Malrieux’s dynamic generative software drawing Climat Général is constantly self-evolving and ever changing. The artist uses imagery from meteorological phenomena, major human activities and the world of Gaїa, the Greek goddess impersonating the Earth. The images deal with the Anthropocene and they intertwine, superimpose or aggregate on the 360 degree panoramic surface of the installation.

Theo Massoulier, Anthropic Combinations of Entropic Elements, Hyperpavilion, Biennale di Venezia 2017

Theo Massoulier’s work Anthropic Combinations of Entropic Elements consists of a large number of small hybrid sculptures out of different, appealing, shiny or colorful materials. They resemble plants, minerals, rocks or tiny animals.

Theo Triantafyllidis, how to everything, 2017, Hyperpavilion, Biennale di Venezia 2017

Theo Triantafyllidis’s generative live simulation How to Everything combines elements like a rock, a little dinosaur, a smart phone, a watermelon, a hand or a plant in front of a landscape- like colored monochrome background. The elements playfully yet unpredictably interact which each other while being randomly sorted anew in this simulated environment. For more information please visit www.hyperpavilion2017.com.

Paul McCarthy, C.S.S.C. Coach Stage Stage Coach VR experiment Mary and Eve, 2017 / (c) Paul McCarthy and Khora Contemporary / Courtesy the artist, Hauser & Wirth, Xavier Hufkens and Khora Contemporary
Christian Lemmerz, La Apparizione, 2017, virtual reality work / Copyright Christian Lemmerz and Khora Contemporary, courtesy the artist and Khora Contemporary.

The Faurschou Foundation at San Giorgio Maggiore presents the exhibition New Media (Virtual Reality Art) with artistic VR experiences by Paul McCarthy, who usually is best known for his often nightmarish or obscene huge spatial installations and dynamic sculptures, and Copenhagen-based sculptor, film and performance artist Christian Lemmerz. In his two VR pieces, McCarthy creates a cube-like space with (dressed) female figures floating around, dirty talking, intensely looking at the viewer (when he comes close). In one of the works, the walls of the space constantly move and float towards and into each other so that the viewer constantly finds himself in new versions of a steadily shifting cube in between the appearing and vanishing floating females. Christian Lemmerz’s work is very different. There, the spectator faces a golden yet suffering monumental Jesus nailed onto an invisible cross (La Apparazione, 2017). For more information and images on this show, please read Scott Indrisek’s article here on Artsy.

Dropstuff, The Fairgrounds, 2017

Nearby the vaporetto station Arsenale, the Dutch media art initiative Dropstuff that is specialized in creating public experiences, show The Fair Grounds, an interactive multimedia installation involving Virtual Reality. The location they chose is a public place on the street, where Biennale visitors, tourists, the occasional remaining citizens or crewmembers of the yachts nearby mix. The installation consists of six nostalgic so-called ‘kiddy rides’ lined up like a train and colored in the template of De Stijl. The spectator takes a seat on one of the moving rides and wears a head-mounted display to then take a virtual high-speed ride through the cities of Venice or Amsterdam. In their work, Dropstuff experiments to connect popular culture, technical innovations and artistic translations. “This in an attempt to search for ways of ‘inclusivity’ instead of ‘exclusivity’ in times of cultural and political polarization”, as media artist René van Engelenburg and media designer Gijs ten Cate state about their project.

by Tina Sauerlaender

Arte Fuse May 22, 2017

CYFEST 2018: LA QUIETE DOPO LA TEMPESTA

Backpack 4.0 on our shoulders, senses, perceptions, and communications enhanced, we enter the largest residence in the world to visit CYFEST, the traveling festival of Art and Technology that takes place annually in prestigious museum venues in St. Petersburg, New York, and around the globe. Founded in 2007 by Marina Koldobskaya and Anna Frants of the CYLAND MediaArtLab, the event promotes the emergence of new art forms and high-tech interactions, building professional connections among artists, curators, engineers, and programmers from all over the world. It showcases works in robotics, video art, sound art, and net art to a broad public. Since 2013, the festival has opened to the global innovation community, involving 236 artists and 37 curators from across the globe over 11 years.

After stops in Moscow, New York, Beijing, and Brighton, CYFEST 11 arrives in Italy, using the relationship between Art and Technology as a device for a “weather forecast” of the day. The internet becomes the key that directs our gaze and opens all doors. It signals: “Digital cloudiness.” “The exhibition is conceived as a journey through major contemporary changes. Whether it’s climate, society, communication, or the foundations of human identity, the digital shift has affected every aspect of reality, reshaping its representation through technology,” explains Isabella Indolfi, co-curator of the Italian edition.

The English Gardens of the Royal Palace of Caserta immerse us at the threshold of today’s liquid society: with their statues, pools, and fountains, they guide us into a sense of disorientation, just as from the apparent chaos of flowing water, melodies emerge in “Anime”, a site-specific sound composition by Maurizio Chiantone, one of the works on display in the halls of the 18th-century neoclassical palace. CYFEST 11 is a multisensory journey into ourselves, emerging renewed and universal. After six centuries of storms, of divided knowledge and labor, our consciousness/knowledge aspires to a unified mind and thought across science, engineering, technology, and mathematics: the genius of Leonardo da Vinci. A new Renaissance—this time a Digital Renaissance—is leading society to create and reinvent itself.

In “Dialog” (2018, Russia) by Elena Gubanova and Ivan Govorkov, man usurps the functions of the Creator. The hands from Michelangelo’s fresco The Creation of Adam become robotic, yet the subject remains unchanged: threat, despair, or humility? The robot initiates creation, the man responds—both controlled by the same electric socket, as if to remind us that creation threatens and forgets itself.

Mauro Nemesio Rossi, director of the Dynamic Museum of Technology in Caserta, curates a section on Italian media archaeology with five early Olivetti typewriters—icons of design history and writing systems. He tells how Arduino, which appears in many CYFEST 11 artworks, was developed by members of the Interaction Design Institute in Ivrea, in the former Olivetti building in Castellamonte. Named after a local bar in Ivrea, Arduino is now used worldwide by experimenters, artists, and designers and is a key tool in STEAM Education.

An evolution of the interdisciplinary STEM (Science, Technology, Engineering, Math) method created in the U.S. around the 2000s, STEAM includes Art as a catalyst for scientific and technological innovation. It’s no coincidence that Europe is currently the most fertile ground for this educational model.

CYFEST explores the dialogue between traditional and new visual languages, showcasing the successes and impacts—both positive and negative—of technological development through artistic transformation. Artists’ and programmers’ interventions act as a switch between real and digital coexistence, forming artistic statements that help us observe the everyday world.

In the first exhibition room, we find ourselves on an Italian coastline, but our condition, expanded by new technologies, becomes more perceptible. “Caelum”, a video installation by Daniele Spanò (Italy, 2018), alternates schizophrenic skies—natural and artificial, controlled and assembled—from images based on the searches “change” and “climate.” It tells of the dichotomy between technological progress and climate change driven by human exploitation. In “Dark Sea” by Licia Galizia, an adaptive musical sculpture, human migration flows intertwine with electronic data flows and audience sensory flows, producing a somber, tragic sound.

Even sand doesn’t escape the expanded dimension of space (from micro to macro) and time (a synthesis of past, present, and future): each grain’s noise is recorded on magnetic tape as it falls from an hourglass in “Quantum” (Russia, 2018) by Aleksey Grachev and Sergey Komarov, becoming a regenerated stereophonic vocalized sound. “Digital reality has come so close to traditional culture that it’s hard to tell whether simple human interactions and real-world sounds are enough for us anymore, or whether we now need their digital decoding.” – [E. Gubanova]

The artists’ and programmers’ interventions act as a lens on the coexistence of the real and the digital, forming artistic declarations that help us observe, understand, and shape our daily lives. For example, seen upside down, we realize it’s not what we see that matters, but where we see it from: “Thinking the Unthinkable” (Italy, 2018) by Donato Piccolo—a table with four legs, one robotic head and arm, a surreal setup including a monkey and a whirlpool in a glass—dances with the viewer in an exploration of the human mind’s divisions: reason, instinct, and nature.

In the second gallery room, Anna Frants explores the self in “No. 0” (Russia–USA, 2016), a modular 3D installation resembling a computer grid inhabited by objects, videos, eyes, and movements. The visitor’s gaze is free to get lost in this Babel of virtual images, sounds, words, and actions.

The robotic eyes in “Living Tapestry” (Russia, 2018) follow us, recording us in real time, transforming us into a tapestry of video fragments—like textile pixels—mirroring the tapestries displayed by Alexandra Dementieva. The artist has developed an augmented reality system allowing future generations, after our civilization has vanished, to discover the stories behind these tapestries, like in a futuristic gallery.

Despite all the changes art underwent in the 20th century, “Danae” (Russia, 2014) by Elena Gubanova & Ivan Govorkov shows the lasting influence of classical heritage on contemporary artists. A kinetic multimedia object of golden round mirrors that appear to live and vibrate under reflected light, it whispers of the silent pressure of traditional art—another trait CYFEST, as conceived in St. Petersburg, shares with Italian art.

From the “cold” of digital media in the early rooms, the journey ends with the “heat” of sensuality and eroticism. We hear white noise from the motorized “mating” of a shell and a shoe in “Possessive Shoemaker” (Anna Frants, 2017, Russia–USA), before entering the dark room of the web in “Lipstick” (Italy, 2018) by Franz Cerami, where sensuality consumed behind online cameras is translated into binary code—0s and 1s.

In many countries, from kindergarten through secondary school, children are learning coding and interdisciplinary thinking—skills that artists in CYFEST 11 often discovered only in adolescence or adulthood. “I’m giving you a choice: either put on these glasses or start eatin’ that trash” (John Carpenter, They Live, 1988). Today’s “super glasses” are built by artists using new technologies—essential not just for revealing the techniques and mechanics of language, but for exposing their effects on the well-being of society as a whole.

A special acknowledgment goes to Mauro Felicori, Director of the Royal Palace of Caserta, for his openness to innovation in the arts. CYFEST is an example of how to preserve memory and cultural heritage—especially crucial in southern Italy, where youth unemployment remains among the highest in the country despite a wealth of history. We hope that, like its St. Petersburg edition, the festival may find a permanent home in Caserta and launch an annual cycle of itinerant editions in other southern cities, cultivating fertile and secure ground for future generations.

Digicult July 10, 2018

TOUCHME

The striking multitude of images that have come into existence during the last 30 years can falsely engender the sense that they have brought about great breakthroughs in multimedia art.
 

The striking multitude of images that have come into existence during the last 30 years can falsely engender the sense that they have brought about great breakthroughs in multimedia art. Critical discourse has barely touched on the radically different dimensions in creativity made possible by recent technological advances, especially when compared to the rampant discussions of the alterations in social paradigms that they have brought on. This is especially true in more traditional, computer-based art. Despite significant advances in software, most artists, because of their lack of technological and programming expertise, still do not utilize it to its full creative potential. The progress of art making depends upon the artists’ thorough understanding of how new, more technologically advanced sets of tools can be utilized for creating stronger visual effects.

The TouchMe™ project, conceived by Anna Frants in 2002, is one of the first examples of a distributed creative potential realized in the unconstrained collaboration between mediums. The project is a prototype of a virtual studio where individual artists’ works interact with one another other in a manner which is both structured and non-deterministic. The result is a work of art that is open-ended and continuously evolving in time. Each new contributing artist actively changes the overall creation and the visual landscape of the project. The whole is greater than the sum of its parts.

In Frants’ work, artists from around the world contribute elements of their individual visual vocabularies. The elements of such vocabularies are video and sound streams that express artists’ associations with specific colors. The TouchMe™ framework dynamically blends multiple images; it then picks sound tracks, based on the color choice made by the participating viewer. The resulting video stream, while related to the chosen color, is not predictable. The randomly selected, blended images, and corresponding soundtracks create a unique sensation that cannot be achieved by a small number of works contributed by any single artist. In early 2004, internationally known video artist Alina Bliumis was the first artist to contribute her videos to the project. These were used for the initial prototype. Seven more video artists contributed their work for the exhibition at the Broadway Gallery — Vladimir Gruzdev, Elena Gubanova, Asia Nemchenok, Maria Shirofutdinova, Mihail Skorodumov, Leo Stepanov and Aliona Yurtsevich.

In the final inception of the project, contributing artists will be storing libraries of their video works on web servers in geographically distributed locations. These works will not be limited to any particular style. The TouchMe™ framework, running on a web server will load and play such distributed videos.

Typically, the Internet serves as network that hosts many individual, fully encapsulated, unconnected artistic efforts. These artistic islands, despite occasionally referencing each other, do not form an internet-based aesthetic whole. Nor has the internet been used as means of building works of art that require a high degree of artistic collaboration, one not possible in the physical world. We only now find ourselves at the onset of an age where artists are presented with the opportunity to evolve in this nearly untapped resource and venue. With TouchMe™, Ana Frants is at the forefront of visual artists embracing the greatest communication medium that has ever existed — the Internet.

by Leond Frants, Elena Sokol