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 Spacesthat 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 seriesand 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.
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.
Ali Phi (1987) is an Iranian born new media artist and creative technologist currently based in Toronto. In 2013 he founded Nullsight, a collective of artists and programmers based in Toronto that curates and supports events linked to digital arts and music. The artist’s practice addresses architecture and spatial elements, both metaphorically and physically, creating interactive media that explores the relationships between geometry, patterns, light, and poetry.
In his live performances, he blends generative and time-based materials with sound and computational elements, providing unique collective experiences through data visualization. His visual art installations and performances have been showcased at renowned international venues and events, including Ars Electronica in Austria, Mutek in Montreal, and Art Brussels in Belgium.
Phi has recently presented a selection of artworks from the project Agnosia in a dedicated artcast on Niio. In the following interview, he elaborated on the concepts and processes behind these artworks and in his experience as an artist living in-between different worlds.
Experience Ali Phi’s immersive landscapes on your best screen
Can you tell me about the inception of Nullsight? How do you combine curation, performance, and software development in your work?
I founded Nullsightwith the goal of promoting like-minded artists and cultivating the market for new media and digital arts. This eventually led to joining a new media arts festival in Iran and directing it in the following years. Following the festival’s success, we continued to curate exhibitions both online and in real in Iran and Germany, as well as supporting other events in the field.
Upon relocating to Canada, Nullsight evolved into an art collective focused on creating and providing resources and toolkits for artists. Many of these products stemmed from the code I developed for my own artistic practice or in collaboration with fellow artists. Our aim was to transform these products into user-friendly tools accessible to a wide range of artists. We are guided by an ethos of open-source sharing, as much of our work is inspired by tutorials and shared code from fellow artists. This led us to establish an online platform for sharing these products.
Our upcoming projects are geared towards integrating the latest technology and are shaped by feedback from fellow artists and users. We are committed to keeping all resources updated and accessible to the public, ensuring even those with limited coding knowledge can employ them in their creative processes.
The underlying motivation for sharing these resources is rooted in my own experience of self-guided learning. I believe in giving back to the community and supporting the next generation of artists. Making these assets available serves as an educational resource and empowers other passionate creators. Additionally, participating in performances deepens my understanding of concepts and allows me to stay connected with the vibrant community of new media artists, inspiring fresh ideas for future works.
Ali Phi. AGNOSIA 4, 2022
You have been an active member of the digital art community in Tehran. Can you describe how this community is working today, and what opportunities are there for Iranian new media artists?
It has been years since I’ve been away from Iran and the media art scene there, but I have seen that some of my students and fellow artists are continuing their practice in this field. They participate in small exhibitions in Iran, international exhibitions, and hold workshops to spread knowledge. Unfortunately, due to financial issues, sanctions, and governmental problems, the TADAEX festival stopped at its eighth edition back in 2018, and we couldn’t continue organizing it in Iran. However, I’ve noticed that many artists and volunteers from TADAEX have started studying in universities in North America and Europe, and they are still continuing their arts journey with notable achievements.
In terms of the future of new media arts in Iran, I believe the community and the new generation are incredibly curious and creative in this field. With the easy access to information and tutorials nowadays, it’s much easier for them to learn and continue coding. However, one challenge is the accessibility of hardware and devices, again due to sanctions. This has been an issue for the past decade, as finding investors or convincing business owners, galleries, institutes and industries to invest in such festivals and programs has been challenging. Unfortunately, I’ve seen that most of these events have been canceled or put on hold. However, I’m aware that certain organizations are still trying to keep their hackathons, labs, and gatherings going, pushing boundaries by participating in international festivals and online showcases.
As for recommending Iranian artists, it ultimately depends on their passion and how they feel. This was the same for me and my fellow artists. Today, I know it has always been the passion for creating and presenting, which was the main reason for starting the festival in 2011. We didn’t have a platform like that back then, and one of the primary goals of the festival was to create a platform where we could showcase our art, receive feedback, teach others, and educate the community.
Ali Phi. AGNOSIA 2, 2022
You have stated that your work starts with music and then visual elements come into play, inspired by the music. How would you say that this approach has shaped your work?
Starting with sound and music is an essential part of my creative process. Sound, being such an intangible medium, offers a highly imaginative experience. It allows me to draw inspiration from everyday sounds, turning them into motifs that blend various cultural influences, moods, and vibes. This dynamic component, when integrated with visual elements, creates a holistic experience. The visual aspects act as an illusion that complements the overall presentation of the artistic work, particularly when synchronized with the sound. The architecture of the venue is crucial, especially for installations. It sets the stage for the entire experience. Whether it’s a traditional stage or a non-traditional presentation space, the approach remains consistent—surprising the audience with carefully crafted lighting, high contrast visuals, and a blend of different elements.
In my performances, I aim to engage the audience in a self-reflective experience. There’s no predefined narrative; rather, it’s an invitation for the audience to immerse themselves in the currents of the experience, interpreting it based on their unique perspectives and their natural flow.
During the production phase, I begin with conceptualizing ideas and envisioning the sonic and visual environments. Music becomes the canvas on which I shape the overall sonic culture of the work. Then, I introduce visuals, focusing on synchronicity and refining details in the audiovisual material. This iterative process helps create a cohesive and immersive experience. Depending on the performance, I might experiment with the sequence of scenes, responding to the energy and vibe of the audience, ensuring each interaction is distinctive. Given the generative and real-time nature of the work, I design each scene with controllers mapped to specific parameters, essentially performing them like an instrument that orchestrates both mediums seamlessly.
Can you elaborate on the influence of Iranian culture in your work? How important is it to you that the references to Persian traditional arts are identified with your work?
The majority of my work’s concepts draw inspiration from a special era in Persian culture, dating back to the Achaemenid dynasty. It was an era focused on bringing a sense of heaven to earth, rather than solely anticipating a better future after death. This ethos gave rise to the rich arts and crafts of Persian culture, as well as the creation of Persian gardens, which are marked by their distinctive architectural and garden design. Even neighboring countries recognized this cultural heritage. Many of the poets I followed from that era were also scientists, well-versed in fields like astrology and medical sciences, weaving their knowledge seamlessly into their poetry. The educated individuals of that time saw no boundaries between disciplines; rather, they saw a harmonious integration of heart’s desires, intellect, and art.
I find deep inspiration in these timeless connections between different mediums and how they coalesce in a civilized society. Western culture has often compartmentalized these aspects, but in Middle Eastern culture, they were integral parts of a whole. For instance, the Arabic word for art, “fan,” is synonymous with technique. This convergence of mediums was evident in ancient civilizations, and it greatly inspires my work. Having visited these sites since childhood, I’ve developed a profound connection to their sacred geometry and the masterful artistry of those who designed and meticulously crafted them.
In my artistic practice, I incorporate Western and cutting-edge technologies, merging them with the enduring inspiration I derive from that era’s concepts. Ritual music, a genre characterized by its complex and sometimes challenging sounds, is a vital component. It’s deeply intertwined with the life cycle of the singers and musicians. In traditional settings, musicians must attain a certain level of mastery to be permitted to play specific instruments. These are ancient and organic facets of confrontational art that continually fuel my creativity.
In my practice, I remain steadfast in adhering to these foundational ideas and approaches. They are like hidden threads woven into my work, not immediately conspicuous but discernible to those familiar with the culture. These elements serve as the underlying spices that infuse depth and meaning into my creations.
Besides these cultural references, it seems telling that visually your work is characterized by what you have described as “cities or environments out of time and space.” What does this timelessness bring to your work?
The concept of creating “cities or environments out of time and space” has always been central to my artistic vision. I perceive each piece as a fragment of a larger whole, evolving and taking shape over time, akin to pieces of a puzzle. I aim for these installations to serve as a contemporary format, rooted in origins and influences from the past, yet projecting a timeless and futuristic utopia. In engaging with these works, viewers encounter not only art and its meanings, but also an invitation to contemplate existence itself. The essence of my creations lies in providing a digital realm for audiences to immerse themselves in, encouraging them to engage with, observe, and even co-create. This interactive dimension is paramount, as it empowers individuals to embark on a personal journey of introspection and self-discovery.
When conceiving a piece, I approach it as if I were an audience member myself. I design the space, infuse it with ideas, and often perceive it as an extension of the viewer’s experience. This involves creating a framework, coding, and incorporating various mediums, effectively transforming it into a dynamic entity capable of receiving input, generating responses, and facilitating a creative exchange. Ultimately, this interplay with the work serves as a conduit for individuals to explore and connect with their own inner landscapes.
You have said to find beauty in error, would you say that glitch interests you mostly by its aesthetic qualities, or are you interested in the fact that glitch “captures the machine revealing itself,” as Rosa Menkman describes it?
I find a deep fascination in witnessing failures and glitches in various types of working machines or systems. Regardless of a machine’s intended functionality or design purpose, I see beauty in its operation. However, glitches and errors hold a special allure for me. They represent moments where designers and creators didn’t anticipate certain issues, and the resulting visual anomalies are, in my eyes, incredibly captivating.
Glitches, whether they manifest in the physical world or appear in digital spaces, have an inherent aesthetic quality that I find compelling. The unexpected patterns and distortions that emerge, whether in the texture of a physical object or on a screen, are visually intriguing and often breathtaking. This fascination extends to coding and programming as well. Many times, glitches and failures have served as a wellspring of inspiration for me, igniting the creative process.
In both the physical and digital realms, I derive a sense of wonder from encountering these deviations from the norm. Even in nature, there are instances of glitches or anomalies, like unusual formations on a rock or unexpected patterns in a natural setting. These occurrences seem to defy logic, existing in a way that shouldn’t be possible, yet they persist and assert their presence. For me, there is nothing more beautiful than witnessing or experiencing these unique moments in life.
Both as an artist and interaction designer, you have experienced the growth of the open source movement. What have open source tools brought to your work, and how do you see this trend evolving in the context of the growing domination of AI systems?
As a self-taught new media artist and creative technologist, the open source movement has played a pivotal role in shaping my career, particularly in terms of technique. The wealth of resources provided by the open source community, including tutorials, libraries, videos, and other online materials, has been indispensable. Most of the libraries I rely on, whether in JavaScript, Python, or tools like Touchdesigner, are products of dedicated individuals freely sharing their knowledge. This ethos underpins a significant portion of my creative work, and I’m immensely grateful for the existence of this culture.
Regarding AI, I personally don’t perceive any hindrance or threat to my artistic practice. As long as I have creative ideas and the desire to bring them to life, I’ll continue doing so, with or without the assistance of AI. That said, I am deeply intrigued by working with AI models and algorithms. They represent a new frontier for me, akin to a different type of glitch or anomaly that can aid in expediting the creative process. At times, these AI tools introduce unexpected elements or challenges, akin to the price we pay for their existence and utilization of resources. Yet, much like any technological advancement, I view them as a new material to work with, and I’m enthusiastically open to exploring and experimenting with various devices and beings in the digital realm to bring my creative visions to life.
Ali Phi. ENFE’AL 1, 2023
You have described the use of AI algorithms in Agnosia as “a digital creature that takes over the atmosphere.” It is interesting that you see AI as a “creature,” how would you describe your creative process when working with AI systems?
Working with AI systems in my creative process feels like a dual jam session with another person. Especially in my performances, it’s as if I’m playing and interacting with an instrument or player that I’ve brought to life through code. I navigate through the real-time occurrences and reactions of the patch, which unfold in front of the audience. Incorporating AI libraries into my work serves as a means to provide an extensive platform, offering a range of sensors, libraries, and AI models that infuse a new layer of dynamics into the overall concept.
In the case of project Agnosia, I utilized an EEG brainwave interface. The data gathered in real-time was then processed and translated through a trained library, ultimately shaping the deformation of particle systems and point clouds. From my perspective, there’s a seamless continuity between the raw electrical data sourced from my neurons through the headset and the way the AI library processes this data in order to generate meaningful patterns, both sonically and visually. In essence, it all serves as a malleable material for me to explore, extracting reactions, establishing boundaries, and crafting a meaningful interplay that manifests in sound and visuals.
Enfe’al is based on the audiovisual performance Maqruh, which evokes liminality and is divided into seven phases of the formation of an entity. Can you elaborate on this narrative? What does this notion of evolution bring to the artwork, the performance, and the experience of the viewer?
Enfe’alis one of the scenes within the Maqruh audiovisual performance, which is typically presented in a live performance format. The piece is composed of seven distinct sections, collectively exploring the concept of makruh—a term from Middle Eastern terminology denoting a detestable act that falls in a gray area between forbidden and permitted. These sections together trace the cyclical journey of an entity through phases of passivity, avoidance, constriction, conformity, elevation, expiry, and revival.
While my work draws inspiration from Middle Eastern cultures and motifs, it goes beyond mere representation. There is no explicit storytelling or directional guidance for the audience. Instead, there exists a comprehensive concept that unifies the different segments of the performance. It endeavors to establish connections between these seven phases, creating an immersive and cohesive experience. For me, this concept mirrors a broader theme in the creation process. It reflects a point of uncertainty, like standing at a crossroads where decisions need to be made, but the outcome remains uncertain. This sense of uncertainty and decision-making is a recurrent theme in my interactions with the code I write and in the process of crafting installations. It revolves around determining the best approach, weighing the possibilities of success or failure, and ultimately making a choice.
In crafting my work, I follow a consistent pattern of infusing ideas rooted in the culture I’ve grown up in. I delve into intricate details and motifs, transforming them into a canvas for generating code and A/V content. This process allows me to integrate cultural elements with the technical framework, resulting in a unique and immersive experience for the audience.
Ali Phi. AGNOSIA 6, 2022
Agnosia refers to processes of memory and incorporates your reaction to your own recollections, AI algorithms, and glitch. What led you to work so introspectively, with your own memories, and brainwave data?
The concept behind the project Agnosia emerged from my deep-seated interest in architecture, particularly my fascination with the intricacies of spatial geometry. I noticed a recurring pattern in how our brains process spatial information, like the way robots operate at storage warehouses employ similar principles for efficient navigation and routing. It intrigued me how certain locations could evoke distinct sensations and memories, yet the precise triggers remained elusive. I became captivated by the interplay between architecture and the spatial formations that contribute to this phenomenon.
In industries like robotics, this process is utilized for navigation, but what sets humans apart is our capacity to record and experience these feelings. This aspect, however, is often overlooked in industrial applications. I sought to delve into this unexplored territory, aiming to introduce a live feedback loop that could simulate and evoke sensations based on the random associations AI algorithms can generate.
To achieve this, I embarked on a process of recording various natural and man-made locations, feeding them into a software system that could recreate these spaces using EEG data obtained while I immersed myself in these environments. It was akin to the software acting as an extension of my senses, generating new spaces based on the data it received through my eyes. The resulting information was then fed back into the system, applying deformations to create these synthesized spaces.
While I’ve presented some of the scenes and processed videos as static representations, the core of the project lies in its dynamic nature. The main patch serves as a generative art engine, fueled by pre-recorded EEG data from my performances. This could be presented in real-time, with the EEG device attached to my head, continuously generating new visual spaces based on my gaze and cognitive responses. In essence, Agnosia integrates my introspective exploration of memory recalling processes, brainwave data, and architectural influences, bringing them together through the interplay of an AI “creature” and glitches to create a unique, immersive experience for both myself and the audience.
Is there a need for art during an ecological crisis? This provocative question is the starting point of the exhibition Art in the Age of the Anthropocene, currently on view at the Kumu Art Museum in Tallinn (Estonia). The exhibition explores Estonian art history from an ecocritical perspective, addressing how nature, but also the industry and the impact of human activity on the environment, have been depicted in painting, sculpture, photography, and other media, including video art and performance. Such an approach is particularly interesting in itself both for bringing new perspectives to Estonian art history, and for suggesting a reflection on our relationship with the environment from the vantage point of a selection of artworks spanning more than a century. However, what makes this exhibition even more relevant to our present time is that it is the outcome of a three-year-long project debating the role of the museum in the Anthropocene and particularly during a climate emergency.
What should an art museum do at a time when sustainability is no longer a choice, but a need? What should be the institution’s role in raising awareness about the way human activity fuels the current climate crisis? How can art museums become hubs for reflection, and possibly action, to face a growing environmental disaster? These are hard questions to answer, and we cannot expect a single project or institution to be able to answer them. In fact, this has been an ongoing debate for many years among museums experts, in forums such as the Museums Facing Extinction programme carried out since 2019 by We Are Museums in collaboration with the EIT Climate-KIC agency. However, the exhibition at Kumu offers a good example of how sustainable exhibition principles can be put into practice, and furthermore communicated to the visitors.
This is actually the aspect in which this exhibition stands out, questioning its own museography and drawing attention to experimental solutions for a more sustainable exhibition design with highly visible informative signs. Before entering the exhibition, visitors encounter an unusual sight: instead of using vinyl lettering, the exhibition title has been spray painted on the wall, while the curatorial text is displayed on two large sheets of paper. Next to them, a thin red pole stands on a concrete brick, holding a cardboard label with additional information. These freestanding labels are scattered across the rooms, providing an additional reading of the exhibition in terms of the sustainable practices applied to this particular curatorial and museological project.
Thanks to them, we learn for instance that clay paint has been used to create the wall texts and labels, and that the labels are UV-printed on leftover cardboard, thus avoiding the use of plastics. Different wall paint solutions have been tested, considering their ecological footprint, price, amount of work required, and efficacy. We also learn that the posters in the exhibition are displayed in frames that have been used multiple times during the last eleven years, or that a painting that has been in storage in the museum’s collection for 78 years is now on display for the first time. Sustainability therefore goes beyond the choice of materials used and involves larger decisions about the management of the museum’s collection or the carbon footprint of an exhibition that includes artworks brought from remote locations. Art in the Age of the Anthropocene does not pretend to solve all of these questions but rather to raise awareness about the challenges that museums face on their path to sustainability. The freestanding red poles and experimental solutions give the appearance of a construction site and seem to convey the idea that it is all in the works. This is actually an honest way to address the issue, and also to involve the visitor, who is encouraged to consider how to contribute to a sustainable museum experience.
An expert’s view on sustainability in museums
To better understand the ideas and the work behind Art in the Age of the Anthropocene, I had a brief exchange with Karin Vicente, the head of the sustainable work group at the Art Museum of Estonia.
Karin Vicente is an art historian based in Tallinn, Estonia. She works as a programme manager and curator at the Adamson-Eric Museum. She is the head of the sustainable work group at the Art Museum of Estonia. Currently she is working on the project A Model for a Sustainable Exhibition.
The exhibition Art in the Age of the Anthropocene has had a long gestation period of over three years. Can you highlight the main tasks and processes that have taken place during this time?
The preparation of the exhibition is a part of a research project. It helped us analyze our collections (as well as collections of other museums) from an ecocritical perspective. Beyond the content, the exhibition has also initiated discussions about the green transition in the museum. How can an art museum minimize its ecological footprint? We organized a few seminars and discussions in the museum, involving participating artists and designers.
The exhibition is characterized by a double educational approach, on the one hand selecting artworks that speak about the representation and appropriation of the environment in Estonia, and on the other hand pointing out the sustainable exhibition practices carried out in its mounting. How have you combined these approaches?
The “red flags” indeed reflect the issues we discussed with curators and the exhibition team during the process. However, the selection of artworks was made by curators, following the narrative of the exhibition. We didn’t plan to create a zero-waste exhibition. For example, we invited international artists to contribute to the exhibition and designed a special exhibition layout considering eco-design aspects. We wanted to raise questions among the audience, such as the price of being part of a global art network. The pollution generated by air travel casts a shadow over bringing international art to Tallinn, yet it makes more sense than visitors traveling to the country of origin of each piece to see it. We want to be part of a global arts network, but how do we balance the pros and cons?
The sustainable exhibition practices have involved collaborations with third parties, such as the Tallinn Book Printers, to obtain leftover material. Can this lead to continuous collaborations? Is it possible for a museum to fully transition into using donated materials for purposes such as wall labels or brochures?
We collaborate with many companies, and there is a growing demand and consciousness concerning “green solutions” in the field. In some cases, it might be reasonable to create an exhibition using only reused/recycled/donated materials, but we also need to consider other aspects, like the security and well-being (climate conditions) of our collections. Handmade silkscreen texts and labels on waste paper were playful experiments, but they demanded a lot of human resources. Therefore, I’m afraid we won’t be able to do it every time.
Reusing elements purchased by the museum from previous exhibitions is a good practice both environmentally and economically, and currently most museums have a certain amount of reusable stock. How can this practice be even more effective and sustainable, balancing the specific needs of artists and curators with those of the museum?
The only restriction to reusing more materials is the limited storage space we have. We have discussed with other museums and institutions the idea of a platform that would facilitate the exchange of different showcases and materials between different institutions, but it still needs to be developed.
Wall painting is a major element of exhibition design, as it conditions the visual perception of the artworks. How do you see the solutions you have tested in Art in the Age of the Anthropocene being applied to other exhibitions?
The experimental design decision our team made involved testing different wall paint solutions. We were looking for the most economical and sensible solution, so we have analyzed the properties of clay, casein, linseed oil emulsion, and acrylic paints: their ecological footprints, prices, covering capacities, drying times, scratch resistance and ease of removal, and the required amount of work. The result was visually effective as we also tested different painting styles (using less paint). I think it’s a matter of taste; different wall paint solutions can be used when exhibiting artworks from different periods. There are obviously other methods to use wall paint in a more sustainable way. I think the trick is to find a good balance between the desired outcome (how it looks) and how we achieve it.
Video and digital art are increasingly present in contemporary art exhibitions, which demands that museums have screens, projectors, computers, and other equipment that is also commonly used in educational activities. How does incorporating digital art into the museum align with sustainability goals? How would you compare it with traditional formats (painting, sculpture) in terms of shipping, maintenance, and storage, and the need to participate in the global art scene?
Indeed, both digital and traditional art forms have their ecological footprints. Traditional artworks need to be kept in a controlled climate that consumes a lot of energy. Digital artworks require computers, etc., and they have a digital footprint. However, we need both, and I think it doesn’t make sense to compare them.
Climate control is necessary inside the museum, not only to make visitors comfortable, but also to preserve the artworks. How can it be made more sustainable? What are the challenges for a museum in Estonia, where the difference between summer and winter temperatures can be extremely high?
We are updating our HVAC systems at Kumu in 2023; this requires a significant investment. This year, we also initiated a discussion in the museum to form our opinion about the Bizot protocol and weakening the climate standards. These are not easy decisions to make, but we are working on them.
Is there a need for art during an ecological crisis?
Considering the issues raised by the Kumu exhibition in a wider scope, I asked Diane Drubay, artist and founder of We Are Museums, about her views on the sustainability of art museums and a possible answer to the role of art in our current climate emergency.
Diane Drubay is an artist whose work focuses on better futures and nature-awareness and a researcher working towards the transformation of museums and art through various communities, events and programs, internationally since 2007. Founder of We Are Museums and WAC-Lab. Member of Museums For Future.
What is your opinion about the interplay of artworks and information in Art in the Age of the Anthropocene?
In my opinion, the greatest challenge to overcome when we want to adopt sustainable exhibition practices is taking the first step. There are endless lists of practical sustainable actions, but they are often repetitive and tailored to a global audience rather than a local or personal one. Over the years, I’ve learned that it’s by sharing our personal stories that our actions can resonate with others. So I don’t hesitate to talk about what I do or don’t do any more, and to explain how I do it and what impact it has on my daily life.
In the “Art in the Age of the Anthropocene” exhibition, we find this very personal way of talking about what has been done and why, but also a very practical one. All the details provided give visitors the chance to draw inspiration from them and apply this mindset to their everyday lives, or even their professions. I would love to see all these practical insights shared online in a global “ressourcerie” for museums on their climate journey!
Also, while museums tend to have the reputation of being large, secretive or inaccessible institutions, showing such openness and sincerity highlights the human beings who work in this museum and who, like everyone else, have moments of questioning and try to do their best to reduce their carbon footprint. Such honest behavior addresses the human being before the visitor. Leaving questions open invites dialogue and shows great humility, while sharing insights can be inspiring.
In a recent article on Art Review, Marv Recinto states that art exhibitions about ecology “often feel futile in the face of real environmental devastation” and calls for “a more concerted effort towards action.” As an artist addressing this subject, how would you respond to this? Is the effort carried out at KUMU a step in this direction?
As there are many different types of disaster, there are many different ways of approaching an environmental emergency. Some people need to feel emotionally involved in order to act, others need figures and scientific facts to speak to their rationality, and still others need to be on the ground, collaborating with others, and so on. What I see is that many artists have several points of action, and the creation of stories or emotions complements local community action or changes in behavior. If we want to make a lasting impact and see behavior change profoundly, the approach must be multiple and complementary. As in nature, it is the diversity of species that makes a land fertile.
Karin Vicente states that both traditional art formats (painting, sculpture) and digital art have their carbon footprint, and that we need both, so it makes no sense to compare them. What is your opinion about digital art and sustainability in museums?
Exhibiting digital art and, above all, preserving it are key priorities for museum professionals today. So now is the perfect time to experiment with sustainable practices in my opinion. Many museums and associations are already well advanced in their search for a sustainable digital strategy.
Like KUMU did beautifully, low-tech cultural mediation within the museum is a very good way of offsetting the carbon footprint of hosting servers and other carbon costs. But museums can also seek to reduce their carbon footprint by implementing actions in favor of biodiversity, reducing their water consumption, maintaining or creating forested or natural areas around the museum, thinking in terms of slowing down, circularity and renunciation, or supporting the local before thinking global.
And I agree with Karin Vicente that comparing the different media and their carbon footprints makes no sense, because we would also have to add a measure of the impact in terms of raising awareness, encouraging people to act and changing behavior, but also in terms of the number of visitors reached. A digital work of art can reach more people in a global and inclusive way.
Artist and researcher Aaron M. Higgins holds BFA and MFA degrees from The Henry Radford Hope School of Fine Art at Indiana University. Higgins delves into time-based media as an artistic medium, employing lens-oriented capture methods, digital layering processes, and interactivity. His artwork has been showcased both within the U.S., including cities like Chicago, Cincinnati, and New York, and abroad, with features in Korea, Sweden, and the Netherlands among others.
Higgins recently presented the solo artcast Memory Palaceson Niio, featuring a series of artworks in which the artist draws inspiration from microscopic images of the human brain, as well as those taken by the Hubble Space Telescope, to create alluring, surreal landscapes. In the following conversation, he reflects on the relationship between his digital media work and his background in painting, as well as his connection to landscape and nature.
Bring Aaron Higgins’ mnemonic landscapes to your screen
You have a background in painting prior to your digital media practice. How did you move from one medium to the other, and how does your knowledge about painting inform your digital work, which is at times deliberately painterly?
My undergraduate studies were in Painting, and my graduate studies focused on Digital Media. I found working with Digital Media somewhat intuitive and picked things up relatively quickly. I think my strengths lie in how I compose and composite imagery in my work. A lot of this is similar to how I think about composing a 2D rectangle, but with time-based media I am also considering how the composition moves and changes over its timeline. As with a drawing or painting, I consider how the eye might move around the image, or how space is constructed within the composition of the image. I also want something for the eye to sense, or feel, as it relates to the surface, so I think a lot about visual texture, and compositing methods that yield a ‘painterly’ quality. I guess in some ways I am trying to work against the sanitization of the screen-based image. In the same vein, I am also subverting the ‘digital’, or ‘machine’, and attempting to reimplement ‘the hand’.
There is an interest in landscape in your work, from the documentary-style images of Tallgrass to the surreal environments of Mnemonic Passages. What do you find in landscapes that is interesting for your work?
The landscape has it all. I try to maintain a connection to the landscape, in my life and in my work, although it’s not necessarily front of mind. Most of my earlier work, painting, focused on painting in the landscape, as well as still-life, which I also think of as landscape. I’ve always been fascinated by nature, after all, we emerged from mother nature. To me, there is something spiritual in connecting with and observing nature, of being immersed in the landscape. The landscape can be so many things, a prairie, a memory, a body, a mind, etc. In my early interactive works, the Splitting Time series, I suppose that I am thinking of time, and the image itself (what the camera sees), as a landscape and reorganizing its pieces into abstract compositions. In a sense, everything is a landscape of sorts.
Since the landscape is a cultural construct, as Alain Roger has suggested, which roles do fiction and narrative play in your landscapes?
That’s an interesting question. As I mentioned in my previous answer, the landscape holds endless metaphoric possibilities. The landscape often serves as a placeholder for something else. In many ways we project our own values, ideals, and biases on the landscape before us. Artists do the same in their work, and the viewer does the same in experiencing the work. I try to leave room for this to occur. In the Tallgrass series, for example, the work is representative of my experience in the tallgrass prairie landscape. I want to share that dynamic, interactive experience with the viewer. In doing so, however, I am weaving a lot of fiction. The imagery is highly composited, creating something other than reality. Maybe a collage of reality… creating an ideal, but there is also a more universal narrative that is superimposed on the work transcending any information gathering, documentation, or individual experience.
In the Mnemonic Passages series, the imagery is completely invented, but I use actual video in my compositing process. In this series, particularly, I am using webcam footage of myself (working on things in front of my computer) as textures that wrap the 3D forms (memoryforms). This adds the hint of subjective imagery inside, or across the surface of these forms. It also helps to create a sense that these forms are flickering with information. In this way, as with other works of mine, there is an element of self-portraiture to my work as well as landscape.
Regardless, the process usually involves taking photo imagery and creating something ‘new’ with it.
Aaron Higgins. MemoryForm (1), 2017
In the Mnemonic Passages series, you depict memory palaces as organic, and somewhat otherworldly spaces instead of the rational, neo classical buildings we are used to imagine. What drove you to choose this type of image?
With the Mnemonic Passages series, I suppose I am really thinking of the memory palace as the mind. I was thinking of the biology of the brain, the intricate architecture of neurons and synapses, etc. But, also as a place, a landscape, where memories are stored. These memories take form and shape within our minds, building the landscape of our experience. Of course, as I say in my statement, I am inspired by imagery from the scientific research and study of the brain, but also imagery from the research and study of our cosmos. The cosmos might be a ‘superlandscape’, if you will, that I see as a metaphor for our mind, or accumulated experience and knowledge. As our experience and knowledge grows, so does our picture and understanding of our cosmos.
Where does your interest in memory stem from?
I guess my interest in memory stems from ideas related to your previous question. Our memory and experience, our culture (a form of generational memory) forms our identity. Like culture, a memory is a living thing that can change, bits are added, bits are taken out, we fill in missing bits to keep the landscape (trying to be consistent with my metaphors, here) cohesive and making sense. Neuroscience is also very relevant these days with new groundbreaking discoveries in how our minds work seemingly happening all the time. The same could be said about the cosmos and what we are learning from the James Webb Space Telescope. We are literally looking back in time at the earliest galaxies that formed in our universe, amazing stuff.
Aaron Higgins. MemoryForm (2), 2017
You speak of creating meditative experiences through works that you patiently build layer by layer. How important is that meditative aspect in the making of the artwork, as your own experience, and then in the final result, as the experience of the viewer?
I really believe the work and craft that goes into something adds to what is communicated to the viewer and their experience. Craftsmanship is an important part of the process, always. One of things I love about painting is how meditative the act of painting is. There’s a lot that I find similar in my creative process with Digital Media. For one thing, the work evolves over time, and you have to be open to those changes. An idea I start out with is not always the same as what I end up with. I, too, evolve and change throughout the process and find that my interests lead me in new directions. The work sometimes has a will of its own, too, it seems, whether it be the nature of the tools, or limitations of the software or hardware (or myself), it always seems to be a negotiated process. Beyond that, choices are made as things progress that depend on what has happened up until that point, until the work is resolved. I try not to labor too much on these choices and let the work tell me what to do, if that makes any sense, and being in an open, meditative state tends to help with this process. It can be a challenge, though, when your computer crashes, or render times get unbearably slow.
As far as the viewer experience, I guess I am sort of imposing my preferences and communicating what I want my work to be in how I present it. However, I do want the work to be disarming, calming, and perhaps to create a sense of wonder and awe. When I think of my time-based work, I often think of paintings, as we discussed. I think of viewing a painting as something that happens over time. The painting is always on, always there to be received. As it is experienced and one is immersed, the more that is discovered, it changes. The context within which a work is experienced also has an effect on the experience. Is it on a screen, a phone or a television, is it projected? In what space is it, a private or public space? I try to apply these ideas to the presentation and structure of my time-based work. All of my work seamlessly loops and is always on, there is no beginning or end. It is there to be experienced at viewer discretion, for 30 seconds, 10 minutes, or an hour, or more. It’s there when you want it, for as long as you want it. In that sense, I do not want the work to be annoying or overbearing. I want it to be tolerable, I guess, not seizure inducing.
Yet, I also don’t want the viewer to ignore the work, I want them to be engaged. I don’t want to impose too many parameters on the viewer or make it a chore to experience the work. In this sense, I think a lot about control, and the relationship between artist and viewer, viewer and art, etc.
Control then becomes a subject I explore as it relates to life, my experience, the creative process, etc. I try not to exert too much control, especially on things that are out of my control. I know I’m getting in the weeds here… But, I guess, this goes back to the landscape, haha… and the process having its own sort of evolution that involves the artist and the media and letting that process occur without too much interference. I want to afford the viewer the same opportunity in how they experience the work.
To quote Caroline Lavoie, from an article titled, ‘Sketching the Landscape: Exploring a Sense of Place’, “An object or person does not exist in isolation, but through relationships with its context. These relationships support a necessary state of being…”.
Tough question.
Aaron Higgins. Mnemonic Passage, 2017
You have expressed your interest in incorporating the viewer into your work, through interactive installations. How would you compare your interactive work with your films and animations in terms of their concept, production process, expectations, and outcome?
So, I think, picking up where we left off in the last question… I am interested in introducing more randomness and perhaps an element of surprise to my work and how others experience it. Something that is always on, and loops endlessly, runs the risk of becoming monotonous. Adding some randomness and unpredictability can thwart the monotony, and keep viewers engaged. This also speaks to the landscape, self-portrait concepts, as well as the viewer/art/artist relationship, and how things change over time.
In the ‘Tallgrass’ series, for example, the viewer would trigger events in the landscape: lightning striking, the sun setting, moon rising, bird calls, different poses and movements, etc. For each scene, a clip from a library of audio clips with variations of bird calls could randomly be paired with a video sequence of a bird singing. Motion sensing cameras trigger events as viewers move through the space. This adds slight variation and randomness in experiencing the work, so that experiencing the work again would almost certainly be different in variation and sequence of events. To me, this more closely resembles my experience in the tallgrass prairie, where things are the same, but different each time I visit.
My life experience, my interrupted or failed plans, my unexpected successes and victories, all the predictable and unpredictable events… This sort of ‘passive interaction’, allowed in ideas of control vs chaos which made the work feel more alive and real to me. Back to the prairie, when I would hike in the prairie and see an animal, they didn’t act as though I wasn’t there, they responded to my presence.
In turn, this extends to the viewer, who in some cases was literally incorporated into the work, i.e. Karmic_Lapse, and altered the work by viewing it. As it relates to the artist/viewer relationship, the work is completed upon experiencing. That is to say, work is meant to be shared with and received by a viewer, an audience. That is when a work comes alive, not in my mind, but the mind of the viewer. We can relate this back to the Lavoie quote, “an object (or person) does not exist in isolation, but through relationships with its context.”
In relation to your code-based work, you speak of a “collaboration” with the software. How do you balance control and randomness in these projects, and what would you say that you have learned from the machine?
I enjoy how these questions are threaded together, these are really good questions. First, I am not much of a coder, but I use After Effects java-based expressions, visual coding languages- connecting inputs to outputs, I used to use actionscript, that sort of thing. To answer your question, though, the machine, its operating system runs on code, the software runs on code, I implement code, etc. It’s all doing things for me, in a sense. I mean, I tell it what to do, but I don’t completely understand how it’s doing it. So, in that way it is a collaboration, I guess. But, as far as balancing control and randomness, there are serendipitous things that occur throughout the creative process. I try to let these things occur, even push the process, the machine, to catalyze their occurrence. These are moments where something unexpected, something random occurs that adds to the piece. There’s a lot of experimentation involved, trial and error, but it’s a sort of dance seeing where things go and knowing when you’ve gone too far. This applies to painting, as well, there are some tools, like the palette knife, that can offer great control, but also, if used in a certain way, can create randomness in the application of paint to the surface. It further removes ‘the hand’, so to speak.
I’m not sure what I’ve learned from the machine. It’s constantly changing. It’s a great tool and allows for infinite possibilities. But it can get old, too… Sometimes I feel that things have been homogenized to a degree, and things all start looking the same. I see a lot of that in AI art, especially. I guess my background in more traditional media is keeping me grounded, somewhat, and I am not quite ready to let the machine take over.
Japanese videographer Yusuke Shigeta (1981) has developed a body of work consisting of screen-based and multimedia installations for art exhibitions and museum shows. A Graduate from the Tokyo Graduate School of Film and New Media, he works in animation and has recently become involved in the NFT market, where he finds an additional channel of distribution for his work.
His animations are characterized by the exploration of pixel art, with the depiction of complex scenes in the style of low-resolution graphics that became popular with video games in the 1980s. Far from simply using an aesthetic that has been revived in opposition to the dominance of hyperrealism in digital imagery, Shigeta explores pixel art as a form of finding new visual experiences in a world saturated with images. He connects this digital technique with the history of image-making, reinterpreting traditional Japanese paintings in painstakingly detailed animations (despite their pixelated look) that are as imaginative as they are respectful to the source material.
The artist recently presented on Niio a selection of his latest work under the title Pixel Landscapes. In this exclusive interview, he explains his interest in pixel art, traditional painting, and cultural influences in our globalized society.
You have expressed your interest in working with pixel art from your memories playing with the Nintendo Entertainment System (popularly known as Famicom) in the 1980s. Would you say that the pixelated graphics from this time gave more room to imagination than current high resolution 3D graphics?
I was indeed born in 1980, and I belong to a generation that was greatly influenced by the Nintendo Family Computer (Famicom) during my childhood. Many pixel art artists also have a background in gaming. However, I personally didn’t have a particularly strong interest in games. Of course, I consider games to be a highly influential and significant cultural medium in the present era of expression. Nevertheless, the reason I started creating pixel art was merely a coincidental choice while experimenting with various artistic techniques.
I hold great respect for the pixel techniques nurtured within gaming culture and have learned a lot from producing pixel art. However, I see my work as reconstructing pixel art in a context distinct from games, expanding it into new forms of expression.
Considering the nature of expression, I believe it’s crucial to think about the differences between 3D computer graphics (3DCG) and pixel art. Much of 3DCG aims to replicate photographic techniques and, more fundamentally, the functioning of the retina. On the other hand, pixel art is closer to primitive paintings or symbols. The 20th century witnessed an exploration of optical visual experiences through photography, cinema, and 3DCG, but now we are starting to feel a sense of stagnation. I believe that alternative visual expressions can provide us with new possibilities for visual experiences.
It is commonly said that pixel art is “cute.” Would you say it is cute because it is imperfect? How does this “cuteness” come into play in your work, for instance when depicting a historic battle or a scene from daily life?
I believe the reason for the “cuteness” of pixel art lies in its “sense of size.” Pixel art feels cute because it appears small. However, this is quite peculiar because digital images do not possess a physical size. Whether an image is considered large or small depends on its content. A whale would be considered large, while an ant would be considered small. So why does pixel art evoke a sense of smallness?
I think it’s because of the lack of detail. When humans create something very small, the size of the tools or hands comes into play, inevitably resulting in less intricate details. Therefore, when we encounter pixel art with reduced detail, we intuitively perceive it as something small. Although pixel art is a pure digital form, we perceive a sense of materiality in it. That’s why I believe pieces like my Sekigahara-Sansui-zu-Byobu exude a kind of exquisite beauty akin to delicate craftsmanship.
In your pixel art animations based on traditional Japanese paintings, how much do you replicate from an original composition and how much do you create on your own? Do you feel constrained by the traditional norms of composition or does the use of pixel art liberate you to create according to your own rules?
When basing my artwork on traditional Japanese paintings, I adjust the layout to fit the screen, add elements, and sometimes make minor edits. However, my primary objective is to faithfully and modernly reinterpret the original artwork. Beyond the artwork itself, I gather various literature to research the historical background, actual landscapes, and surrounding ideologies of the depicted era. As Japanese people, we modernized significantly through Westernization, becoming an advanced nation. Therefore, exploring the Eastern classical way of thinking in the present offers a rather fresh experience.
There is creativity involved in translating traditional art into pixel art from a technical perspective, but there is also the fascination of rediscovering lost Eastern ideologies and interpreting them in a contemporary context. I am of the opinion that engaging with Eastern classics through my creative work is a highly stimulating process, providing me with numerous insights and ideas. Furthermore, I believe it enriches the viewer’s experience by establishing a connection between the viewer and classical art.
The Tatsuta Road animation was created for the Kashiwara City History Museum. Can you tell me a bit more about this commission? How does the pixel art reinterpretation of traditional painted scrolls bring the history and aesthetics of this art form closer to a present day audience?
This artwork is in a traditional Japanese painting style, but there were no original illustrations available. It was created based on partial illustrations and texts, with supervision from history experts.
In the modern world, academic disciplines have become specialized and fragmented, but originally, knowledge was a comprehensive system. While specialization is unavoidable for the precision of academic pursuits, I find this approach somewhat restrictive. Personally, I appreciate the old notion of comprehensive knowledge, where different fields stimulate each other. Aesthetics, in particular, has the potential to connect various disciplines and can provide us with new inspirations.
Sekigahara-Sansui-zu-Byobu is exhibited as a “folding screen” made of several digital screens. With its combination of history and traditional and digital art making techniques, it seems a perfect embodiment of Japanese culture. Can you tell me more about this work and how it has been received? Was it challenging to reproduce the original work, applying crowd simulation techniques?
Sekigahara-Sansui-zu-Byobu is currently on permanent display at the Sekigahara Battlefield Memorial Museum. Until 2022, Japan hosted an international media art event called the “Agency for Cultural Affairs Media Arts Festival,” where my work received recognition. This led me to join the “CULTURE GATE to JAPAN” cultural promotion project. In 2021, several media artists were invited to create works based on the traditional cultures of different regions in Japan, with the plan to exhibit these works at Japanese international airports to connect with inbound tourists. Unfortunately, the project couldn’t fully achieve its goals due to the pandemic’s impact. However, “Sekigahara-Sansui-zu-Byobu” received significant attention from both domestic and international audiences, especially through social media. The creation of the “Tatsuta Road Kamenose Picture Scroll” was inspired by the Sekigahara article, and currently, I am working on another “Sekigahara-Byobu” commissioned by the Sekigahara Battlefield Memorial Museum.
Furthermore, in this artwork, I used HOUDINI software for crowd simulation, employing it in an entirely unprecedented manner, which gained recognition at HOUDINI conferences and SIGGRAPH. Collaborating with a specialized team, who are also a collective of media artists, was essential for the production using HOUDINI. The background for this connection can be traced back to the “JAPAN MEDIA ARTS FESTIVAL” mentioned at the beginning.
Yusuke Shigeta. A Shore A.M./ P.M., 2021
A Shore AM/PM is a totally different type of animation that focuses on daily life in the present day and the passing of time. Can you tell me how this work came to be and how you chose the setting and the scenes that are part of it?
A Shore A.M./P.M. is a series depicting the landscapes of the town where I live. I have been living here for almost 10 years and have always wanted to create pixel art of this place because I truly love it. However, most of my previous art presentations were in physical spaces such as galleries and museums, and I ended up producing many large-scale installation works. Amidst this, the pandemic emerged, leading to the cancellation of many exhibitions that relied on in-person interactions. Simultaneously, the rise of NFTs prompted me to start working on a series of animation pieces focused on online showcasing.
In this artwork, I experimented with pixel art techniques that involve depicting familiar landscapes, creating variations with changes in time, and utilizing multiple resolutions while maintaining the same composition. It was intriguing to see the reactions on social media, where many people recognized the scenes as their own town. Some even connected with distant memories they had forgotten. The abstracted pixel art has the power to evoke the landscapes of the viewers’ own memories.
Your work often involves installations with large projections, immersive environments and playful interactions with visitors. How do you conceive your work in terms of the space and of the interaction with viewers?
Many video works incorporate a temporal development known as “exposition, rising action, climax, and resolution.” However, when these works are projected in exhibition spaces, the narrative design doesn’t always function seamlessly. This is because many viewers may join in and start watching from different points in the sequence. To address this, I focus on designing the overall temporal experience of the artwork. Sometimes, I embed various playful elements within looped videos or include gradual unfolding of events. As the progression of the experience depends on the viewers themselves, I believe creating artworks that actively engage the audience is crucial. In that regard, pixel art with its “cuteness” and “room for imagination” proves to be highly effective in accomplishing this goal.
Your screen-based work can be presented in large projections, installations, folding digital screens, and also via streaming on any screen now on Niio. What do you think about this flexibility in displaying your work and reaching new audiences?
I studied graphic design in my undergraduate program at university. After that, I joined an animation company and later pursued a graduate program in media arts. Currently, I am involved in various areas, such as pixel art, NFT, and teaching at an oil painting university. I believe this diverse career path truly represents who I am, and I still feel like everything is happening in parallel. I have faith that the new worlds and people I encounter will always provide me with fresh inspiration.
Learn more about Shigeta’s work in this video interview by Toco Toco
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.
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.
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.
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.
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.
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.
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 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?