Alexandra Crouwers: “I want to preserve things that cannot be preserved”

Interview by Pau Waelder & Roxanne Vardi

Alexandra Crouwers is a visual artist working in the digital realm, and currently a doctoral artistic researcher in animation at KU Leuven/LUCA School of Arts, Brussels. She lives and works in Antwerp, Belgium. Her works can be described as collages, assemblages or dioramas. Crouwers’ animation and images are constructed with 3D software and post production, and bring attention to the balance between landscape and architecture, silence and sound, materiality and immateriality, technology and a broad sense of art history.

Diorama. The Plot: a day/night sequence, (2021) is featured in our recent artcast Anticlimactic, a selection of works from the eco-friendly NFT art community a\terHEN. The video work, based on a photogrammetric model of three tree stumps now called ‘The Plot,’ is part of Crouwers’ investigation of ways to deal with eco-anxiety and ecological grief.

Before discussing your artwork The Plot, can you tell us about the appeal of the unreal, and what brought you to research the concept of the diorama, which has become intertwined in your artistic practice?

I only realized that a lot of my work was, in fact, part of this whole concept of the diorama around five or six years ago. The field of special effects and visual illusions, and this sort of idea of simulated nature, simulated scenes, simulated wilderness has been lingering in my work for quite a long time. I think it’s also a part of where I grew up, in the Dutch countryside in the south. Since then I have been living in cities for most of my life. But as they say, you can take the girl out of the countryside, but you cannot take the countryside out of the girl. I noticed that I often start working by building a view, which I am lacking in the city. So there is a kind of innate longing for landscapes that are not there. This is connected to the idea of escapism; to escape from where you are at. The word nature has become very problematic: what we refer to as nature is quickly deteriorating in all kinds of senses. To me, simulating this idea of wilderness is like a twisted sense of digital nature, of purpose preservation. It is a way to deal with the idea of loss. Those are the things that connect to the idea of the diorama as a way to preserve something. The diorama is twofold: It’s the visual illusion that transports you (the immersion of a scene) and it’s the habitat.

In a sense, I have a very desperate practice as I want to preserve things that cannot be preserved. I want to go back in time to prehistory and the origins of image making. Decorated caves, such as the very beautifully preserved Dordogne, are also immersive spaces. It’s a multimedia installation that uses light and sound where a lot of the paintings almost seem to move with the surface. Thus, there is this idea of visual illusions also being a part of our whole history with image and the experience of image. Transporting pieces of my grandfather’s forest or plot to the digital X, Y, and Z axis by using photogrammetric models is, in a sense, a ritualistic way of transporting something from one realm to another. But visually, it’s very interesting, because from a distance, I am carrying out a sort of healing as a performative action, which I am interested in further exploring. The idea that technology is something very rational is absolutely not true. It’s like the illusion that people are rational or that they grow up. They never do. So I read and own some fantastic literature on that, specifically about the relationship between technology and for instance, spiritualism, like radio waves for example. These things are also connected into this fantasy science fiction world, which gives us really a lot of freedom to stretch a practice.

“The word nature has become very problematic: what we refer to as nature is quickly deteriorating in all kinds of senses. In a sense, I have a very desperate practice as I want to preserve things that cannot be preserved.”

You discussed the connection with prehistoric culture which gave us the first multimedia environment. In works such as The White Hide, (2012), Last Voices, (2017), and Millenial.spike, (2018) one can clearly see your interest in Neolithic culture. You also worked on two emoji proposals which are fantastic. Can you elaborate on how you work around those references and what they mean to you?

I think that there are some practical reasons for this. For instance, if you want to say something about the way that our brains work you have to go back into history, because otherwise you would not understand it. Going back into this, we realize that we are all one. The fact that those hand stencil cave paintings are found all over the globe is just amazing. It’s so fantastic that I really don’t understand why the emoji proposal was declined by the Unicode Consortium. The hand stencil is the first emoji, really. I think that one of the most amazing things that we have is this ability for making up stuff. The wider field of the arts is the habitat for making stuff up. The whole idea of fiction being the base of everything we do really is just quite amazing. On a cinematic level, I have always been incredibly influenced by science fiction films and the slowness of Stanley Kubrick. I learned all this 3d software by myself, and very quickly was simulating what big studios were doing. I have moved away from that a bit because it’s very time consuming, and also not always feasible. I like the fact that the visual language of the digital image has also exploded, and one can more or less use so many more types of digital imagery such as, for instance, the photogrammetric models.

Alexandra Crouwers. The White Hide, (2012).

Diving a bit deeper into The Plot, you said that it relates to your family history. At first glance, the work brings up notions of nature and the idea of eco anxiety. By reading this aspect of your family history one realizes that it is more personal, sentimental and experiential than might appear at first.

I am not entirely sure if that was the meaning. In hindsight I have been suffering from eco anxiety for 20 years. When I graduated from art school, we had to write a paper and I wrote a nonlinear story. It was written in separate sheets of paper, so the reader could decide in which order to read them. Everything that I am doing now is in there. It is, in essence, a science fiction piece. There are even aliens mentioned in there. But there is also a deep concern already about the temperature rising. Back then, people were already saying things like ‘oh, this is an unusually warm January’ or ‘oh, spring is coming’. But, I was already really very worried. In the paper that I wrote, I already questioned why people are so happy about this. In hindsight, I am not entirely sure where that exactly came from. I had been reading about it at the time, and I always watched a lot of disaster movies. Just as a sideline, there is research that proves that people who watch a lot of horror and disaster movies are much better equipped to deal with things like a pandemic. So, maybe it was because of all the disaster movies that I had been seeing as a child growing up near the German border. This eco anxiety completely predates even the idea of this forest being a part of my work. The first time I saw it after it was cleared I realized that it wasn’t even a forest, but a small monoculture plantation. Even though my whole family still refers to it as the little forest.

There is a sentimental reason that my mom has it now, and a very sentimental reason that my grandfather bought it in the first place. In the 1950s and 60s my grandfather was a farmer, and his family was forced to trade lands to make bigger plots. Moreover, the state was building a highway. Because my grandfather lost so much land that was originally built from family bits and pieces and patches here and there, which was the custom before the 1950s, he wanted to buy something back that actually related to his family history.

Alexandra Crouwers. Last Voices, (2017).

So by making this diorama you are in a way recovering the family plot. I was wondering whether these three trunks were left there or whether this is something that you asked for?

When I came there I saw the devastation, but there were these very tall birch trees and some pine trees still standing. Because the forest used to be so dense they just grew really tall and thin. Every time there is a storm more trees just blow over, which makes it even more dramatic. I don’t know if the forester had an aesthetic motivation to do that. But they were just there like a perfect monument. Moreover, the distance between the tree trunks gives them their own personality, and especially the tallest one, which is very much in decay at the moment. Usually, when I create my works I use the computer. I take an idea, and put it in a computer, but in this case, the plot actually dictates the work. In a dynamic sense, you need not interfere but just look at it.

You once wrote that a diorama usually has a distinct educational purpose as it tries to show us something that we otherwise would not be able to see. Even though we know that climate change is worsening we retreat to digital spaces as escapism. How much of that educational quality or bringing into sight is there in working with the dioramas?

As I am doing my PhD in art, it’s art and not science. The models are also used, for instance, in archaeological sites as documentation. It’s just that they happen to be very artistic or that I make them artistic. So it is in that sense documentation, but then I turn it into art. So they are educational when I talk about them. I regularly get invited to talk to students about ecology and activism and art and how to connect the art and the digital. So in that sense they also function as illustrations of how these things all come together.

In your work there is also a connection with the Romantic idea of the landscape and the ruin. Was this a conscious decision?

It’s interesting because the landscape in the Romantic era was meant to be so impressive that one would feel very small. In that sense, the romantic landscape works really well as a reference to the sublime. That also helps communicate the landscape, which itself is already a complex concept, because it is actually a cultural construct. I barely like to situate humans in my work. There is already too much centered on us. What we need is to experience the outside.

Alexandra Crouwers. Millenial.spike, (2018).

Given that this work was originally presented at a\terHEN, could you further elaborate on what drove you to exhibit your work on this platform and on your experience with NFTs in general?

When the NFT entered my field of view, I didn’t really know much more than most people who were reading a newspaper. So I think I only consciously registered the idea when Beeple’s Everydays: The First 5000 Days was sold. I was also not really sure what it had to do with my work. But at the time, I was giving a class to students in Brussels titled Digital Dimensions, and I thought to myself ‘well, this is a digital dimension, this is quite new’. So I started reading about it, and I read for about two weeks straight. Around the same time I also reunited with Kelly Richardson. We have become each other’s mirrors to bounce ideas off each other. I was also very happy to have found a place without all the clutter around it. There is a gap in people’s knowledge of the digital arts which can be a bit frustrating and that is something that NFTs might help to explain.

Creativity and paralysis: the digital art scene in Argentina

Cristian Reynaga is a curator of new media art based in Buenos Aires (Argentina). With a background in electronic arts and cultural industries, he has developed numerous curatorial projects in Argentina and Colombia and has led governmental initiatives focused on science, technology, and society, as well as commercial projects for brands such as Nike, Pepsi and Unilever. In 2015 he founded +CODE Cultura Digital, an independent cultural organization promoting an international festival on digital culture.

As part of a collaboration between Niio and +CODE, Reynaga has curated the artcast Post-Production, within the series +SUR, focusing on artists from Latin America. In this exclusive three-question interview, he draws a general picture of the digital art scene in Argentina.

Still from Observation Machine 1(2021) by Julian Brangold

1. How would you describe the digital art scene in Argentina?

The digital art scene in Argentina is located in what I would define as cultural periphery: it develops independently, not only facing the economic crises that already identify us as a country, but also the precariousness of cultural institutions in general, and specifically the lack of development of the digital art ecosystem: there are no cultural spaces, galleries, or specialized collectors and there is an absence of managers and public or private officials who are interested in reliably promoting artistic projects linked to digital culture. 

However, talented artists have been dealing with this scene for decades, accustomed to creating without a budget, to experimenting with limited access to technologies and to the lack of spaces that encourage collaboration or the dynamization of the sector, which is necessary to stimulate the emergence of new artists and new projects. In addition to this great effort from the artistic sector, it is worth highlighting the sustained interest of research groups that have accompanied this diagnosis from different study centers.

The crypto art and marketplace boom has had a great impact on the artistic community: for many it has become the main source of income, for others it has meant the first experience of economic retribution for their artistic work in their entire lives, and for others, an acceleration in their artistic projection. Some of them have begun to be exhibited in international galleries and museums while in Argentina they’ve had no opportunities to enter the art scene. This has generated an asymmetry between trajectory and relevance that is very interesting to analyze: it reveals both the dynamics and paralysis of our particular art scene. It can be said that Argentina is, at the same time, scorched earth and also a very fertile soil with enormous talent that should be taken into account for the insertion of new modalities of creation or international collaboration.

Online distribution is creating new audiences with a specific interest in digital art and allows creators to project themselves as artists within a circuit that supports them.

2. Are there networks of collaboration between Latin American countries in the field of digital art?

There are collaborative networks, but they are informal and based on voluntarism, which is a word that has been a recurring theme in discussions over the last few decades as a vector that explains why regional communities of digital artists and alternative institutions or organizations have not disappeared. The desire to share experiences and sustain bonds of interest and professional affection continues to overcome the social context.

At the Latin American level, possible alliances fail to develop due to a lack of interest in sustaining them at the institutional level, both public and private. There are exceptions, such as the governments of Chile and Colombia, which, from their respective governmental organizations, have carried out internationalization actions in relation to digital culture, but which do not prosper due to the lack of collaboration from their peers in other countries, as is the case of Argentina. Our country does not respond in the same way to attempts at internationalization and collaboration. However, there are certain contributions from European countries (Spain, France and the United Kingdom) that manage to deploy certain initiatives but with little real impact, or at least little real impact on Argentinean soil. I believe that this is due to the lack of interlocutors capable of managing the Argentinean scenario.

Still from delta (2021) by Mateo Amaral

3. The pandemic has led us to connect more to our screens. Do you think that online distribution has benefited Latin American artists?

Without a doubt it has given artists something basic and fundamental: interest in their production. The paralysis of the local and national scene, strengthened by decades of precarious actions, has become even more visible when compared to the new online markets: a growing number of platforms have appeared that favor circulation and provide artists with the opportunity to become part of global communities. Online distribution is creating new audiences with a specific interest in digital art and allows creators to project themselves as artists within a circuit that supports them.

Interview with Dev Harlan, the winner of Samsung The Wall x Niio Art Awards

Dev Harlan works in sculpture, installation and digital media. He has exhibited in solo and group shows internationally, including “Noor” at the Sharjah Art Museum, the New Museum’s “Ideas City” and the Singapore Light Festival. He has completed residencies at the Frank Lloyd Wright School Of Architecture and the School Of Visual Arts. He is a self educated artist with a studio practice founded on experience, self directed study and curiosity. 

As the winner of Samsung The Wall x Niio Art Award, Dev Harlan provides insight into his artistic practice and direction and the background of the Areo Gardens Series.

Get to Know Anne Spalter: Academic pioneer, artist, collector, curator and author

You have an MFA in painting from RISD: Rhode Island School of Design.  What came first for you, art or technology?

I studied traditional analog art in high school and at RISD as an undergraduate before transferring to Brown University to study mathematics. I was as surprised as anyone to find myself using the computer to make art after graduation. In fact, I have to admit that I was a total computer-phobe and pretty much thought art made with a computer had to probably be evil (which, unsurprisingly, seemed to be the general institutional sentiment when I later returned to RISDI for my MFA).

I really began to appreciate the visual power and convenience of the digital world when I was working in New York after college. I had a computer in my cubicle and was working a gazillion hours a week. The only way I could work on my art was inside that machine; it became my tiny studio. I began to explore what I could do with art software like Photoshop… and when my boss walked by… presto… like magic… I could easily click back on Excel.

After a while, I realized my future probably didn’t rest in banking [duh] and I applied to graduate school in Painting at RISD–of course, without mentioning that I’d been using a computer to make art, since that was still a pretty subversive insult to the painting tradition back then.

Once I was back at RISD, I wanted to continue exploring the digital realm. There weren’t any classes offered, though, so I actually ended up getting “volunteered” to teach one to my fellow graduate students. In the course of developing curriculum for what became the first digital fine art courses at RISD and Brown, I ended up writing the widely used textbook, The Computer in Visual Arts (Addison-Wesley). This was a multi-year undertaking and it brought together aesthetic, technical, and art-historical aspects of the field.

I was also fortunate during this time to work with Andy van Dam in his Computer Graphics Research Group in Brown’s Computer Science Department where I was a researcher and Artist in Residence. It was a bit like an old fashioned apprenticeship and I learned about the technical side of the field.

After 15 years immersed in academia, I thought, if I don’t give my art career a chance it’s probably never going to happen. I took a sabbatical in 2008 and ended up not returning.

precession
Precession at SPRING/BREAK Art Show, curated by Elizabeth Keithline, New York, NY, 2016. Wall mural, video screens, canvas prints. Courtesy of Anne Spalter.

What do you think is most misunderstood about digital art and what would you like people to know?

Ahh, where to begin. Perhaps the most common myth, similar to the “anyone can point and click” accusations that plagued photography, is that somehow the computer is making the art for you and the digital artist is merely pressing a mouse button and sitting back with a toothpick while the machine does all the hard work.

In reality, it is exactly as difficult to make art with the computer as with a paint brush or any other medium because the hard part doesn’t lie with the technical device or medium but in the artmaking aspects–the choice of content and how to express it. A great artist can make art with a crayon–as Picasso did drawing a dove–and a lousy artist can fail to make art with the world’s most powerful supercomputer. If anything, I’d say it takes more hours working with a computer than most traditional media because it is a new technology and involves a lot of tedious problem solving on a daily basis.

As we move into a new world of machine learning and AI, this may change and the computer may truly be making art, but I have not seen convincing examples of that yet.

I’d say another misunderstanding, and one that photography and video art and some other art forms share but that has for some reason particularly plagued digital art, has been that “it’s not art because it isn’t done by hand.” For reasons that are not entirely clear (given the history of other genres for which this is true), this stumbling block keeps reappearing. Ironically, I have often felt more like I was drawing and painting when working with digital video than I did wielding a physical pencil or brush. One would think in this day and age that art could be accepted for it’s conceptual and aesthetic qualities and the mediation of the hand would not be brought into so many discussions–but it remains an issue.

I could go with these misunderstandings forever, but I’d say these are the most common.

Adrift on Titan (Miami Marbles series) at PULSE Contemporary Art Fair Miami Beach, FL, 2016. The first PULSE PROJECTS Special Commission, Miami Marbles is a mixed augmented reality (AR) installation combining AR components, via a custom app, with nine physical helium-filled spheres—ranging from seven to 16 feet in diameter— printed with digitally manipulated footage of Miami Beach; Courtesy of Anne Spalter
Adrift on Titan (Miami Marbles series) at PULSE Contemporary Art Fair Miami Beach, FL, 2016. The first PULSE PROJECTS Special Commission, Miami Marbles is a mixed augmented reality (AR) installation combining AR components, via a custom app, with nine physical helium-filled spheres—ranging from seven to 16 feet in diameter— printed with digitally manipulated footage of Miami Beach; Courtesy of Anne Spalter.

You use custom software to create your work. Have you always developed/used your own tools?  Tell us about that process.

At this point I have custom software, but there was a process behind the evolution that led me there. I mostly used off-the-shelf software (back to Photoshop 1.0 and even its rudimentary predecessors like Letraset Realist) but starting with my kaleidoscopic video works, the standard software didn’t offer all of the features I felt I needed.

I began working with a wonderful programmer, Nathan Seilikoff, on custom plugins for Adobe AfterEffects and Photoshop. These let me work with more parameters for the patterning and motion, and also control them better. I did take programming courses but, basically I’m a slob and spent an inordinate amount of time chasing down stray semicolons. Learning how to program does help me understand what is possible, however, and to communicate with people who are good programmers. That said, I am happy working with programmers like Nathan to develop my custom software.

fulton-center
New York Dreaming, The Fulton Center, New York, NY, 2016-2017; 9 corresponding videos on 52 screens throughout the Fulton Street Transportation Hub; Courtesy of Anne Spalter.

As an artist, what do you think are the biggest challenges in exhibiting digital art?

Some galleries simply will not exhibit digital art. Of course, many artists use the computer at some point during their creative process (from image research to composition work and beyond), so this is an increasingly meaningless statement.

For those that do exhibit new media, the biggest challenges are making everything run smoothly and supplying instructions for non-technical people to easily keep things running. Surprisingly, there are still not any widespread “entry level” mechanisms for basic digital art display (e.g. a simple and easy-to-use screen or projector that would seamlessly loop digital files), and thus a new media show usually involves a crazy set up of extension cords and media players; multiple remotes with line-of-sight issues; and other things that are baffling to gallerists unaccustomed to such technology. Things are even worse if an actual computer must be kept running the whole time a show is up. Many spaces turn their power off at night requiring everything to be reconfigured each morning.

Beyond technical display issues, it is also sometimes challenging to explain to viewers that a work could be shown in their home or institution differently from the way they are experiencing it in the gallery or museum. For example, it is sometimes hard to explain to  people that a video work would look fine on a different sized screen, or on a screen even though they are seeing it projected. Prospective clients also often balk at having to choose their own screens or other equipment, even with advice from the artist or gallery.

Wonder Why, 5K digital video, 2017; 7 minute loop; Courtesy of Anne Spalter.

As a collector and artist, what  do you think are the biggest challenge in collecting digital art?

We collect mostly early works that are plotter prints on paper. As such, we avoid most of the archival and storage issues of collecting new media as essentially they are india ink on paper and this is a well known entity. We do have some works that are video, i.e., files, and those are backed up multiple times–both on physical hard drives and in the cloud.

Some of the challenges are the same as any art collection I think–storage, organization, documentation, etc. We have begun to put the collection online for research purposes–to share it with a broader audience and you can see our efforts so far at spalterdigital.com. Many works are not up yet as they need to be photographed, and we are still entering data. Implementing any new cataloging system is always an incredibly daunting task, though.

As an artist creating digital video works that others collect, I have struggled to find an optimal way to present work for easy display and use and integration with clients’ existing collections. Several of my collectors have told me my work was the first new media piece they purchased; I think that is because I go to great lengths to try to make it easy to install and maintain the work. My ongoing search for solutions in this space led me to Niio. Their approach is the only hardware agnostic one I know of —letting clients use their existing screens without the need to  deal with extra remotes.

In addition, unlike virtually all the made-for-art displays available, Niio addresses file quality issues that have always bothered me, letting clients view the optimal version of the video. The Niio server also stores archival versions of the file, and addresses distribution and backup issues. It is difficult to communicate some of these features to collectors who are not technologically inclined, but they are supremely important.

unnamed
Beacon, 1080p digital video, 3 minute loop, 2018; Courtesy of Anne Spalter.

As a collector and artist, how do you tackle the topic of  preservation?

[see above for the Collection]

As an artist I live in fear that I will lose files! This is the equivalent of a fire in the studio. I make local backups to a RAID array, multiple cloud backups, and off-site backups.

AR – Are you a fan as an artist? As a collector?  Any works in your personal collection?

I really love AR. I think AR has a great combination of convenience and aesthetic quality and ease of use. We own one of Claudia Hart’s AR works. I thought Will Pappenheimer’s Privateer (in Boston Harbor) was super. And, of course, I did an app for Pulse Contemporary Art Fair Miami Beach in 2016–Miami Marbles–which you can download from the app store.

What do you think will help establish the stature of digital art in the context of the global art world?

Fortunately this is already happening! Although we are all impatient, it really hasn’t been that long since the invention of digital computers and the advent of digital art to, now, shows at major museums featuring new media works.  I think we all live in internet time and expect things to happen almost instantaneously. Artists already know that the computer is a part of the art-making process and use it without hardly thinking about it.

For collectors and the critics and THE art world status quo to accept it will just take a few real leaders to give it THEIR seal of approval. Shows like the Thinking Machines, curated by Sean Anderson and Giampaolo Bianconi currently up at MoMA in NYC, help accomplish this. Not only is it a thoughtful interesting show but it brings together digital and analog works under the aegis of a larger theme and it doesn’t comment on the difference. The show treats all the artists equally — de facto as part of art history. This is the type of thing cements digital art into the canon.

About Anne Spalter:

Digital mixed-media artist Anne Spalter is an academic pioneer who founded the original digital fine arts programs at Brown University and The Rhode Island School of Design (RISD) in the 1990s. In her studio practice, Spalter uses custom software to transform source footage—captured by the artist during multisensory experiences such as riding the Coney Island Cyclone; walking through an open-air flower market in Bangkok; and gazing down from a helicopter over downtown Dubai—into kaleidoscopic, algorithmically manipulated Modern Landscapes.

Spalter, who studied mathematics as a Brown undergraduate before receiving an MFA in painting from RISD, has a longstanding goal of integrating art and technology. With additional cross-disciplinary masteries including a 2011 Sensei designation in Kenpo Karate, Spalter’s influences in the studio are as diverse as Buddhist art, pure mathematics, Futurism, and Action Painting.

Spalter’s work is housed in the permanent collections of the Victoria and Albert Museum (London, UK); the Albright-Knox Art Gallery (Buffalo, NY); the Rhode Island School of Design Museum (Providence, RI); and others. In March 2016, Spalter received accolades from Forbes, Surface, Whitewall, and others for her large-scale installation Precession at SPRING/BREAK Art Show. Later that year, she was tapped by PULSE Contemporary Art Fair for its inaugural commissioned installation series, debuting at PULSE Miami Beach 2016. Also in late 2016, MTA Arts commissioned Spalter to create a 52-screen digital art installation, New York Dreaming, in one of its most crowded commuter hubs (on view through Summer 2017 in Fulton Center). Spalter currently sits on the board of the New York Foundation of the Arts (NYFA).

To learn more about Anne Spalter and to experience her artwork, please visit: http://annespalter.com

Anne will be exhibiting her work with curator Natalie White at this year’s SPRING/BREAK Art Show 2018 in NYC, March 7-12.  Get passes now!

Niio at ISE

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We are pleased to announce that for the 3rd year in a row, Niio will be at Integrated Systems Europe (ISE), the largest AV and systems integration show in the world.

As part of our commitment to making digital art accessible, Niio is working with display hardware manufacturers as well as a global channel of AV integrators and designers to ensure that commercial and residential locations can easily access and experience high quality digital art on-demand.

Together with Barco Residential, PhilipsGenesis Technologies and Kramer Electronics we will be activating at four distinct  locations throughout the fair.   

At each location, we will be showing a curated selection of digital art, demonstrating  the Niio delivery and display platform and explaining how we work with AV integrators, consultants and design partners.

Of course we understand that digital art cannot be limited to any specific format, screen size or resolution and as such, these hardware and installation relationships, ensure that together with Niio, any type of digital art canvas can be perfectly created, installed and set up.


NIIO ACTIVATIONS AT ISE

VIP LOUNGE (Room E-108)

The Lounge is a collaborative initiative between Niio, Genesis Technologies, Philips & Steinway, all  businesses that marry technology with design with the sole mission of raising the standard for the homes of today and tomorrow.  Learn more.

JOIN US FOR ART & DRINKS at the VIP LOUNGE

5-6pm daily
Request an invitation.
Schedule a meeting with us in advance. 

THE PHILIPS BOOTH (Hall 10-K170, 10-H170)

We are proud to say that the newest Philips 4K Professional Displays (32″ – 98″) are available globally with Niio’s 4K Art Player pre-integrated and ready to use.  Please join us at the Philips booth to experience Niio.

THE BARCO RESIDENTIAL BOOTH (E107)

Niio art will be showcased on Barco’s high quality projectors across a triptych of LED tiles.  Don’t miss this installation!

THE KRAMER ELECTRONICS LTD BOOTH (1-F20)

Come see how Kramer’s innovative professional AV products for Corporate environments can be used to deliver and display high quality digital art.

 

What We’re Reading Now: Art (x) Design (x) Technology

At Niio, we are passionate about the intersection of Art, Design & Technology. From code-based and algorithmic artworks, to AR & VR installations, to blockchain for authentication, crypto art as well as the .ART domain, talk of digital art was everywhere in ’17.  Check out some of the great stories that we’re reading now and look out for lots more throughout the year.

ARCHITECTUAL DIGEST  // 
Marilyn Minter’s Largest Public Artwork Is All About Me 

“Well, all artists have a narcissism problem,” says Marilyn Minter gleefully as she walks the 280-foot length of her newest work. A collaboration with the Art Production Fund, the project is a video, produced in partnership with Westfield World Trade Center and displayed, unignorably (as any narcissist would appreciate), every eight minutes on the 19 screens of varying sizes that dot the inside of Santiago Calatrava’s Oculus and its surrounding buildings.”  Read more.

MarilynMinter
Photo via Art Production Fund

 

THE ART NEWSPAPER  // 
The Future May Be Virtual, But Who Is Running the Show? 

Virtual reality (VR) art is no longer the preserve of geeky coders. Artists such as Paul McCarthy, Marina Abramovic and Jeff Koons are beginning to create work using the technology, and start-up technology firms are springing up in the race to distribute and sell them. But as collectors begin to circle and prices rise, several legal and ethical questions are being raised, including who owns the art, how do you protect your work, and who has the right to place art in virtual public places?  Read more

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Mat Collishaw: Thresholds at Somerset House Photo: Graham Carlow

 

NEW YORK TIMES  // 
Will Cryptocurrencies Be the Art Market’s Next Big Thing? 

“On Dec. 16, the nascent market for what might be called cryptoart appeared to reach a new level when the hitherto-unknown Distributed Gallery announced the auction of “Ready Made Token,” a unique unit of a cryptocurrency that the gallery said was created by Richard Prince using technology from Ethereum, the network responsible for Ether. The online gallery describes itself as the first to specialize in blockchain-based artwork and exhibition.”  Read more.

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Richard Prince’s “Ripple” paintings share a name with a high-rising cryptocurrency. Credit David Regen/Gladstone Gallery

 

ARTSY  // 
When Steve Jobs Gave Andy Warhol a Computer Lesson

It was October 9th, 1984, and Steve Jobs was going to a nine-year-old’s birthday party.  He’d been invited just a few hours earlier by journalist David Scheff, who was wrapping up a profile of the Apple Computer wunderkind for Playboy. Jobs was far from the highest-profile guest, however. Walter Cronkite, Andy Warhol, Keith Haring, Louise Nevelson, John Cage, and singer-songwriter Harry Nilsson were also in attendance. And Yoko Ono, of course—it was her son’s birthday, after all.  Read more.

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A 1984 Macintosh. Photo via Dave Winer on Flickr.

 

THE GLOBE & MAIL  // 
Is It Big Brother? Is It Art? What If It’s Both? 

The watchers watch us, we watch ourselves, and maybe someone is preparing to feed it all back to us as art.

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The creator of Colorimeter is Rafael Lozano-Hemmer, a Mexican-born artist who lives in Montreal.

 

ARTNEWS  // 
Rhizome Gets $1M. From Mellon Foundation For Webrecorder, Its Web Preservation Tool 

The New York–based digital arts organization Rhizome has been awarded a two-year $1 million grant from the Andrew W. Mellon Foundation to continue the development of its web preservation tool Webrecorder. The grant, the largest in the institution’s history, follows a previous two-year grant of $600,000 from the Mellon Foundation that it received in December 2015 to put the tool’s development into full gear.  Read more.

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