Kaya Hacaloğlu: cinema as a containing medium

Pau Waelder

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

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

Explore the Pensive Tree series by Kaya Hacaloğlu

Kaya Hacaloğlu. Pensive Tree Fluffy Tissue / Agah, 2022

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

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

I regard cinema as a containing medium. 

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

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

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

Cotton AV at Mute Club, 2011

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

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

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

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

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

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

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

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

Kaya Hacaloğlu. Pensive Tree Dervishes Adrift / Agah, 2022

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

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

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

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

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

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

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

 

Kaya Hacaloğlu. White Tree.

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

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

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

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

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

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

Kaya Hacaloğlu. Plane Tree.

Stuart Ward: on myths and systems of power

Interview by Pau Waelder

Canadian artist Stuart Ward has been inspired by ancient cultures since his childhood, and by a pragmatic approach to art making that had him incorporate digital tools into his traditional arts education. Living in Tokyo, he joined the live VJ scene in the mid 2000s and began collaborating with musicians, dancers, performers, and visual artists. Returning to Canada in 2010, he started an experiential design studio, working with internationally recognized brands such as Porsche, Cadillac, Lyft, TED, Asics, and Heineken.

His experience in both the traditional art world and the advertising and design fields shapes his perception of art as a form of creative expression that transcends boundaries and communicates with an audience on any possible context: not just in the white cube of the gallery or museum, but also on media façades, projections and screens in private and public spaces.

MUEO is the chosen name for his visual art persona and a creative project that references from Greek and Roman sculpture, Baroque architecture, treatises on visual perception, advertising, and the neon lights of the streets of Tokyo. On the occasion of his solo artcast Mueo – The Initiation, we talked about his work and the topics it explores. 

Take MUEO’s Neo-Baroque compositions to your screen

Stuart Ward, Venus, 2023

How would you describe the way Greek and Roman iconography, as well as that of other traditions, such as Buddhism for instance, is being incorporated into our contemporary culture, e.g. as a symbol of power or authority, or to express refinement? How does this apply to your work?

Greek and Roman architecture was adopted by several powerful nations and used as a symbol to perpetuate their power through association. Some of those nations ended up leaning more towards fascism, others went entirely that way. Cultural symbols have been permanently ruined in parts of the world. Architecture of power and dominance being built today has since shifted to the opposite end of the spectrum while simultaneously holding on to Greek and Roman forms. It’s almost as though the powerful are seizing both ends of the spectrum. There is a lot of nasty brutality in history, everywhere in the world. Learning about it is a great start to avoiding repeating it. 

Simultaneously, the possibility of greater expression has roots in freedom, so within the brutality of history, moments of divine inspiration have occurred, possibly through extended peace and periods of abundance. There is now more art being made than ever before, as humans have access to tools of creation like never before. The color blue used to be a symbol of immense wealth. Now we can buy it by the gallon.

“My work isn’t intended to be religious in its theme, but more to express the possibility of there being more to the universe than we can perceive with our senses.”

Buddhism is an interesting one. Their recruitment tools are more elegant and sophisticated, but they have recruitment. It is interesting to consider who they are appealing to. The aesthetics associated with Buddhism seem to also be universally associated with spirituality and lack the association of power and dominance that has been added to the spiritual or religious expressions of Europe. I’m paying attention to symbols in my work, as I recognize the power they carry.

Stuart Ward, Neptune, 2023

In your work we can see references to cycles of death and rebirth, and the connection between the divine and eternity, that are expressed in a visually attractive form. How would you say these concepts of constant changes and cycles speak to our consumption of cultural products, and of cultural trends?

I try to avoid politics before whisky, but there’s an idea by an awful political theorist that makes a lot of sense when removed from the rest of the context of his work. He said that people should express themselves by what they create, not by what they consume. I think most people’s creative expression comes through consumption. How they dress, the music they listen to, the food they eat. One thing that I’ve noticed that makes me uncomfortable is that sometimes after binging on a bunch of interesting and creative content on social media, I feel like I myself have been participatory in the creative process. This is far from accurate, but the feeling has existed, and I wonder if that non-productive creative moment is the reward for most people?

It might also be worth mentioning in the digital art scene, as NFTs emerged, everyone was so excited to break down the existing system and start anew, but within a few months, the existing systems had re-emerged, or the community was unknowingly asking for its return. Curators and critics reappeared. Blue Chip artists in the digital space became a thing. Now the digital scene is an established system waiting for its next interruption. 

“As NFTs emerged, everyone was so excited to break down the system and start anew, but within a few months, the existing systems had re-emerged. Now the digital scene is an established system waiting for its next interruption.”

You point out that you are interested in a Neo-Baroque aesthetic and in seeing what is possible to do with decorative forms when their material limitations have been removed. What drove your attention to these decorative forms in the beginning?

Where did these decorative forms emerge from? I know that some forms come from nature, like a dried acanthus leaf, or a fiddlehead fern, but the forms have evolved an almost musical quality. They so beautifully match the music of the era, wherein a form goes one way, and satisfyingly at just the right location, it spins and curls off in a different direction. We like music because it does what we expect, and we like it even more when it does what we didn’t expect, and subsequently brings us back around into what we expect again. Without the restriction of gravity or construction materials, what is the end evolution of those whirling swirling decorative forms? I think the mystery and curiosity to explore those questions drove me towards working with them in my art. That, and my early childhood home had several pieces of furniture with decorative swirls that I’d get lost in while playing, so there may be some deep memories of early childhood surfacing.

Stuart Ward, Artemis, 2023

In the artworks we see on Niio the elements of Baroque architecture create a frame around the main character, but in other works such as Ecstatic Angel and Transformation at the Gates of Eternity, which feature sculptures by Bernini, the architecture dwarfs the sculpture and becomes the main element in the composition. How do you conceive the balance between the two: sculpture and architecture, figure and frame?

Good question. I see them merging to become part of a singular experience where the architectural details and the sculptural details become a cohesive whole. This is part of the effort to explore the forms without physical limits. They can occupy similar values. Beyond that, in the Bernini piece for example, if it were to take a more dominant role in terms of scale in relation to the rest of the artwork, I’d feel a sense of unease. The sculpture is iconic and stands alone as an artwork. Is a great photograph of the sculpture also an artwork? Sure. I guess. But it runs dangerously close to losing its artness and becoming just a photograph. I feel similarly about a 3D rendering of a sculpture. Yes, I posed it in a scene. Yes, I organized a virtual camera, and created a lighting system, and a material system, but it’s still at the edge of art, in my valuation of things. Perhaps my system of values is more strict than others, but I felt like to make the artwork a deeper expression of my own work while simultaneously referring to the greatness of Bernini’s sculpture, the surrounding artwork needed to occupy more space visually and thematically.

“I’m a big fan of magenta. It’s my favourite color, despite not being a color on the electromagnetic spectrum.”

Your choice of colors is quite characteristic of a type of aesthetic that has become popular in NFT communities. Have you been inspired by other creators in these communities? What do the colors bring to these compositions in relation to the references to Greek and Roman sculpture, and Baroque architecture?

My artwork series from 2021 was more ‘classical’ in its color range, in comparison to Baroque artwork. In late 2021 I moved to Tokyo, again. The neon and lights of the big city had an influence on my aesthetic, and the works made in 2022 evolved to have luminous neon shapes and glowing effects. I think part of the purpose of it was to progress in the arms race against creative stagnation, and to challenge myself to express in a new aesthetic. 

To further discuss colour for a minute, I’m a big fan of magenta. It’s my favourite color, despite not being a color on the electromagnetic spectrum. I was working with a lighting expert several years ago planning some lighting projections for an event. They told me that using warm colours like orange, yellow, and pink will make the audience under the lights look healthy and the event will be more fun and better received, as opposed to an event lit with too much blue and green, making people look unhealthy. I think of that, and use magenta’s contrasting colors with consideration. 

Aqua/teal expands into the possibility of color. Before synthetic pigments arrived on the scene, some colours were rarely available for use. Despite the sky being blue, blue pigments were expensive and rare, as were purples, which is the reason for their association with royalty. The arrival of spring and the blooming of flowers in the pre-synthetic colour era meant that colours would be visible, having almost entirely disappeared to nearly everyone for the winter, the exception being the blue sky, always out of reach. Coincidentally, blue leds were the most difficult coloured lights to engineer: there were a few decades where led screens were yellow, orange, red and green. Now, the entire world can access as much colour as they want without restriction, but perhaps we have a deep memory of life before that unlimited access, and give brightly coloured things a sense of special attention. It could also be linked to an earlier structure of foraging for colourful fruits and berries. The concept is interesting to mentally explore.

“Social media has caused some harm. Artworks are becoming a response to the high speed social feedback rather than taking time to really work on an idea and iterate on the work.”

You speak of creating moments of elation and wonder with your artworks. Would you say that the use of a symmetrical composition, the cyclical movement of the different elements, and the rhythm of the animation are all intended to create a mesmerizing effect?

My work intends to express the possibility of there being more to the universe than we can perceive with our senses. This is generally objectively true in that right now we can’t sense the multitude of wifi and cellular signals flowing through our bodies. But further to that, more deeply universal questions about the possibility of a soul or spirit within, or a sense of divinity. I’m careful with how to express this, because my artwork isn’t intended to be religious in its theme, but more to express a possibility of ‘more’ through myth, pattern, motion, and the emotional response that those tools create. There are two fantastic books, The Oxford Compendium of Optical Illusions, and Vision and Art; The Biology of Seeing. They look into what is happening in the eye and the brain while observing images, and how optical illusions trick our visual sense. I’ve been exploring how to use this in art to express a sense of mystery.

Stuart Ward, Ecstatic Dance 2, 2023

In your opinion, how have social media and motion graphics influenced digital art creators?

Social media has caused some harm. As a result of the trend of Dailies, artists are rushing to create work quickly in order to get something new to share every day. In the process of trying to accomplish that, we end up making simpler things, and exploring creative ideas that we’ve already proven to be a social media hit. So the artwork becomes a response to the high speed social feedback rather than taking time to really work on an idea and iterate on the work. I know, because I fell into the same traps.

I must also confess that a short loop is better for me, because the render time is shorter, and the reward centers are activated sooner in the creative process. Some of my loops are only 4 seconds long, despite seeming much longer due to their seamless quality. As I’ve moved further away from the ‘dailies’ style work, I’m more and more comfortable with longer content where some parts loop quickly while others take more time to reach their looping conclusion. But this is still content under 30s long. 

Motion graphics add another tool to the artist’s creative capacity. The addition of motion to artworks adds to the capability of expression, but without proper media systems and hardware, it runs the risk of being forgotten, in favor of more physical media. It’s part of the reason why I’m excited to be working with NIIO: they facilitate the exhibition of motion enabled artwork in a progressive and intelligent way.

“I’m excited to be working with NIIO because they facilitate the exhibition of motion enabled artwork in a progressive and intelligent way.”

Your experience as a VJ and designer have surely taken you through different spheres of the visual arts, crossing the membrane between what is considered art and what is considered popular culture. What is your opinion on this separation? How can it be overcome in an age of art on screens and online distribution?

The barrier between art and pop culture has been largely broken down during my art career. Collaborating with a brand used to be considered ‘selling out’ and the only customers and revenue streams an artist should have was sales of art, and the non-art job that supported their practice in the likely event that it wasn’t sufficient. Now we see major artists collaborating with major brands, and it is seen as a part of ‘making it in the art world’. 

Stuart Ward, Nymph, 2023

Murakami and Arsham immediately come to mind when it comes to successful collaborations wherein the artist retains control over their image and artwork, while also merging in a beautiful way with well known global brands. Perhaps this process was facilitated by luxury brands supporting the arts, like Fondation Louis Vuitton. The art world seems to have shifted again as NFTs rocketed into the scene. The digital art space was moving so quickly that the old guard couldn’t keep up, and the gatekeepers were left behind. Eventually, in the chaos, a new order emerged, and some artists who were not considered ‘real artists’, but mere ‘digital creators’ found themselves on the inside of the gates, selling work at globally renowned, established art auction houses. The system has restructured.

Solimán López: becoming a Terran artist

Pau Waelder

Spanish new media conceptual artist and researcher Solimán López has developed over the course of a decade and a half a body of work that connects contemporary art with scientific research, 3D imaging, geolocation, biotechnology, and lately blockchain and web3.0. An indefatigable experimenter, he has explored numerous technologies to create his artistic projects and always kept a connection with traditional techniques such as painting and sculpture, although reconfigured through digital imaging and computer-aided manufacturing. 

The artist recently presented on Niio several artworks related to OLEA, an ongoing project that consists of the production of a substance composed of olive oil that contains the code of a smart contract, synthesized in DNA. Solimán has created a number of NFTs and installations around the concept of OLEA. In the following interview, he elaborates on the making of this project and the main themes he addresses in his work.

Explore the visualizations of OLEA on Niio

Solimán López, OLEA Genesis Space, 2023

Throughout your career you have used a wide variety of technological resources. How have they influenced the development of your work? Has it been technology that has inspired the creation of a work, or have you sought the necessary resources to carry out an idea you had developed? Or has it been both?

My background is in art history. That is why I have finally become what we could call a “new media conceptual artist”. This means that I consider my work to be essentially conceptual. During my training I quickly understood that much of the relevance in today’s artistic discourses can be found in uses of technology because of its social, ethical, moral and sensory impact. In order to talk about the changes derived from this revolution, I also understood that it was necessary to know very well its origins, motivations and functioning logic, and that is why I started doing research on different new technologies, thinking that their understanding would allow me to make poetry, as the poet does with words.

“What is clear to me is that a good concept ages better than any technique.”

For this reason, my use of technology is always subordinated to a particular idea that I understand is expressed in a successful way with those means. But at the same time, there is a sort of parallel learning about the message and techniques. Nowadays it is difficult to choose the technique with which something makes sense, since there are a great number of formats that are beginning to be accepted. What is clear to me is that a good concept ages better than any technique and that, together with other professionals in the sector, I think that in new media art, the artworks are generated every time they are exhibited, since technically they are running on software and hardware.

It is perhaps for this reason that some obsessions I have with the materiality of the digital arise, issues that we see very evidently in projects such as the Harddiskmuseum or OLEA.

Solimán López, OLEA Space 01, 2023

Your previous work has focused on data collection, geolocation and data storage in relation to the concept of memory. How does OLEA relate to these concepts?

OLEA is becoming a whole universe in itself! It has opened up a Pandora’s box of conceptual possibilities. With the passing of time, I myself have been surprised by the way in which my works fit together in a discourse that makes a lot of sense to me. The obligation to have a “style”, which worried me when I was younger, has simply become a set of features and themes that naturally emerge in my projects. 

OLEA relates to the storage of data as it is actually code stored in DNA and then preserved in olive oil. It is also a time capsule, in this case related to the evolution of the concept of value in the history of mankind and the understanding of data, which now encompasses genomics. Human beings have left traces throughout their evolution, and let’s not forget that technology is the true economy. That is why OLEA appeals to the collective memory in the history of mankind, where as early as 15 BC we have traces of genetic alterations in cereals, which led to the birth of added value in the exploitation of the land and gave rise to the concept of agriculture, a sort of value-added structure to a fractal production ecosystem. It is, in a synthetic way, the same thing that happens with the blockchain, a territory that is endowed with value through the creation of tokens. All these ingredients led to the production of this project.

It is true that I left behind more individual concepts related to personal data to appeal to something less individualistic. In recent interviews I keep repeating a phrase that perhaps explains this leap in my career: “In the era of fakes and empowered artificial intelligence, any personal story is possible. The challenge is to create collective stories that change us and influence us all. My work doesn’t talk about me in the first person, but about us.”

“In the era of fakes and empowered artificial intelligence, any personal story is possible. The challenge is to create collective stories that change us and influence us all.”

OLEA involves two very different technologies such as blockchain and genetic engineering, which however are both linked to the concept of registration and storage. What do these technologies bring to your work and how are they essential to the concept of this project?

Indeed, OLEA is a work that belongs to two intertwined worlds and that is what I intend to show when I exhibit it. Working with genetic code, which is still in a very primitive phase, requires a very interesting process of information synthesis, just as it happened back when we stored information on floppy discs.

This is also the case with the information stored “on-chain” in the blockchain, which also has its storage limitations, which is another interesting and common feature in the current state of these two technologies. Both are special to me for the way in which they leave their mark in their different materialities, as well as for their invitation to have faith in the technology or the value they bring to the ecosystem to which they belong.

Blockchain is basically based on a chain of blocks that stores metadata that actually have little meaning if they are decontextualized. Moreover, when we look at those blocks all we see is the hash in the log and the wallets involved in that transaction. It is something visible but that actually gives us very little information. It is we the users who assign it a value and presume it is a valid asset that refers to an artistic work or token.

We must have the same faith when we see a material containing DNA with the same information that resides on the blockchain. Now, we see the material it refers to but we do not see the code (we could see the DNA at a microscopic level). This game of consciousness, respect and trust in relation to the artistic object seems conceptually very interesting to me. It is also similar to the playfulness we find in great works of art that have questioned our beliefs and allowed us to overcome established assumptions as to what a work of art is. I believe that, as a contemporary artist, I should bring what I can to this constant reframing of our expectations towards art and that is why all these notions come together in OLEA.

Solimán López, Celeste, 2022

What do you make of the irruption of the NFT market, its boom and bust? What has it meant for you in your work as an artist? What is your perception of NFTs and what future evolution do you see in them?

I see NFTs as something that was bound to come sooner or later. I imagined them when I founded the Harddiskmuseum in 2013 as a museum that houses unique files or in the File Genesis exhibition (2017) where unique files are generated in real time that are stored in marble stones equipped with a USB stick, or the CELESTE project from 2016, in which we generated tokens from the digital images obtained from different colors of different skies distributed around the world. 

With this experience, I was ready to take on NFTs in a very natural way, including their market decline. A decline that, in fact, corresponds with all the hypes in the history of technology, sports and other disciplines.

In my work, NFTs are a practicality and a conceptual field of work. Accepting the blockchain as a fractal environment easily connectable with nature is a great evolution in technology, and to me it is a great milestone to have incorporated it into my work.

Let’s also remember that I was the first artist to sell an NFT at a contemporary art fair in Europe and possibly worldwide, since ARCO was the first post-pandemic fair to come to light. This sale renewed my confidence in a format that I still think is here to stay and that is becoming normalized and naturalized in its use, as it is a fair and necessary format for digital art.

I see the future of NFTs as being even more integrated with real objects (I myself am still working on this and in the process of patenting what I call biotokens) and above all we will stop talking about NFTs merely linked to art. This technology will be in our daily lives as soon as the capitalist and mass control systems loosen their grip and allow WEB3.0 to develop freely, including those belonging to the art world.

Solimán López, OLEA Space 03, 2023

NFTs have brought renewed attention to the use of blockchain in art projects, which already had a first boom in 2018. Regardless of its use for the registration of non-fungible tokens, what possibilities do you see in blockchain in the creation and commercialization of digital art?

Art has a history of occupation of spaces. This is made clear after modernity. Let’s remember the occupation of the streets by urban art, or of the internet by net artists or social media artists. Now the same is happening with blockchain, where we are witnessing an occupation of this technological medium as well. The possibilities are many, but let’s not forget that without a solid concept, in the era of the mechanization of tasks, robotics and artificial intelligence, the word Art with a capital “A” is easily refuted.

That is why I believe that we must continue to resignify this space of creation and provide it with powerful conceptual contents that generate thought and offer value. The possibilities of creation that I see with blockchain go through its own evolution as a medium and its insertion and conjugation with other technologies, including biotechnology, a place where I am currently very comfortable conceptually.

“Art is going through a very convulsive moment, trying to resist the cannons of a sustainable, dematerialized and conceptually advanced future.”

On the other hand, the possibilities of WEB3.0 and blockchain in the construction of spaces of thought and communities, has no historical comparison. This notion is very interesting and opens the door to a new concept of the artwork as a social ecosystem mediated by itself and not by museums or other cultural structures, including the self-management of sales and dissemination of the artworks, which is opening the door to other agents with its consequent mutations.

Undoubtedly, art is going through a very convulsive moment in its own foundations, finding great threats in the already traditional contemporaneity, which continues to defend its castle of post-industrial tangibility, trying to resist the cannons of a sustainable, dematerialized and conceptually advanced future.

OLEA in the lab. Photo by Solimán López.

Your work is closely linked to scientific research. How do you collaborate with teams of researchers and how do you conceive the role of art in relation to scientific dissemination?

I feel that real art has always been linked to science and its connections with scientific research and its other main actors. Let’s not forget examples such as the influence of the work of microbiologists James Watson and Francis Crick in the paintings of Salvador Dalí: Dalí was captivated by the discoveries published by the two scientists and did everything he could to get in touch with them. His interest in the findings about DNA led to the appearance in many of the artist’s paintings of the famous representation of the double helix (incidentally thanks to the photographs of the scientist Rosalind Franklin).

I believe that the role of art is established when the work is scientifically solid and the resignification of both researches is achieved for the benefit of a common one. It is at that moment where the culmination comes and a great excitement in which you feel that the pieces are conceptually fitting together. I also believe that art is a fundamental tool for the changes of our time and in this field we cannot leave behind the scientific discoveries that are conditioning our future.

“I feel that scientists are also artists in their own way and with their own intentions, so the relationship is always very fluid and of mutual learning.” 

In 100% of the cases, I have had excellent responses and collaborations. I feel that scientists are also artists in their own way and with their own intentions, so the relationship is always very fluid and of mutual learning. Undoubtedly an extremely rich and mandatory field to continue making contemporary art.

Normally I start with a crazy idea by linking some strands that a priori were disconnected. At that moment my scientific research begins and I start looking for papers, publications and records of what interests me and alludes technically to the work that is already in process. This is where I start to identify some key players, both companies and individuals, and I start to communicate with them, explaining my objectives and joint opportunities. At this point, a very rich production process is born, in which conversation is fundamental and sharing is evolving.

Image from Manifesto Terricola by Solimán López, 2023.

Your most recent project, Manifesto Terricola, combines the theme of memory with biotechnology and climate change, in what can be interpreted as an increasingly clear transition from the individual to natural systems and ultimately the relationship between humanity and the planet. What new aspects does this project bring to your work and what thematic avenues do you plan to develop in the future?

Manifesto Terricola is perhaps the most social project I have ever developed. Along with the Harddiskmuseum, it is a kind of project that you know will accompany you for a long time and that will be revised and even evolved or reinterpreted in the future (if we have any left). It brings me perhaps the possibility to engage with a more global community and not just the art niche, and of course it offers a pragmatic solution to the storage of our digital legacy through DNA and glaciers.

When you travel to a place like the Arctic you ask yourself questions that are already implicit in the manifesto, such as the habitability of the Earth for humans in the near future and the drift of the human species because of this issue and because of technology itself. In this sense, there is a mental doppler effect that forces you to want to go further and further with your work.

That is why the limits of my work are now also focused on space missions for example and to continue exploring those conceptual missives that the natural and the digital can send each other through the action of art and biotechnology until they live in harmony.

This line of work will continue to be very present, because as I mentioned before, these are places where I feel very comfortable since I believe that biotechnology will change the way in which human beings will relate to an unstable environment in changing conditions. Art can only survive from this position and from the understanding that we are Terran artists.

boredomresearch on the poetics of natural systems

Pau Waelder

British artists Vicky Isley and Paul Smith work collaboratively as boredomresearch since the late 1990s, creating interactive and generative artworks, animations, and films inspired by natural environments and living systems. Since 2014, they have collaborated with scientists in the making of their projects about the diversity of natural systems, and the health of both our planet and our own bodies. Their work has been exhibited worldwide, in art and science museums, symposia, festivals, and art galleries.

On the occasion of the launch of their solo artcast Still, Life, curated by DAM Projects, the artists spoke about their work and their particular approach to scientific research through artistic creativity.

Explore the beauty of natural systems in boredomresearch’s artcast Still, Life

boredomresearch, Robots In Distress, 2017

Why boredom research? The combination of both words is humorous and intriguing…

Paul Smith: We came up with the name, around 1998-99, as an umbrella term for our collaboration. Initially, we felt it implied playfulness, but also referred to serious research. More recently, it has grown into the idea of exploring the world in one’s own terms, being creative without the pressure to provide a solution to a problem, as scientists are expected to. So boredom is about having the freedom to be interested in something on your own terms.

Vicky Isley: Boredom is also about unpredictability. In our early works, it was very much about what could be driven through computation. And that led to things emerging that were quite unpredictable, which is what you experience in a state of boredom as well. On the other hand, we carry out serious in-depth research to produce these computational artworks, so it is a combination of study and play.

“Early in our career, we read that the time people spend with artworks in the gallery is about 5 to 30 seconds. So we wanted to reverse that paradigm, to have people spend months experiencing our work.”

You both have a background in Fine Arts, where does your interest in biology and natural systems come from? 

VI: We’ve both always been inspired by natural systems. We love being immersed in nature. So to us, that’s really an integral part of our work. That’s where our passion comes from.

PS: Very early on, we became very interested in the computer as a tool. We had the opportunity to work with computers during a residency at the Banff Center for the Arts in Canada, back in 2001. We had been focused on human computer interaction, but there we created our first computational artworks that had no human interaction. They recreated beings that interacted with each other.

VI: We also became interested in artworks that were not linear and ran in real time, creating unique experiences for the viewers. Observing a system instead of interacting with a program is like observing nature, and that led us to look around and ask ourselves which are the rules in all these natural systems, why do living creatures behave like they do?

boredomresearch, Biome, 2005

You have often worked with scientists and mentioned “negotiating that space with the scientists.” How would you describe these collaborations and the role that art plays in scientific research?

PS: We started originally working with scientists that were interested in creating models of systems, the first scientist that we worked very closely with was working in the field of epidemiology. We became fascinated with their work because there was a huge similarity between what we were doing as artists and what he was doing as a scientist. We spent a lot of time talking about motivations, methods, ways of doing things, and we found that we had a lot in common. We found it hard to separate the space between scientists and artists, and I suppose to some extent, we’re still exploring that now.

VI: We understood that mathematical models are almost like fictional worlds as well because they are very contained in what they can visualize, which is very similar to an artistic model that creates a fictional system. Still, I would say that all the scientists that we’ve worked with, we’ve had to build up a trust relationship with them, to the point where they feel like they can trust us in their lab, because early on in the collaborations, they can be much more rigid.

boredomresearch’s Real Snail Mail (2006) is an installation that uses snails equipped with RFID tags to deliver email messages.

Time, duration, and real time processes are key to your work. How do they shape the conception and development of each artwork? How do you imagine the reaction of viewers will be?

VI: Very early in our career, we read an article about the time people spend with artworks in the gallery. And we found it quite shocking, because it’s mostly like 5 to 30 seconds. So we wanted to reverse that paradigm, which is something we very much did with Real Snail Mail: we took a technology that is about efficiency and speed, and then completely reversed that. So that has been present from a very early stage in our careers.

PS: We consciously wanted to create something in reaction to this idea of a seven second viewing time: we wanted to create something that would last six months. So we had this process where someone would create an entity which then haunted their computer and would develop slowly over a period of time. It worked a little bit like a virus running in the background, which used operating system components such as alert windows to communicate with its “host.” The program would ask for a file that was generated on another host’s computer, and so they would have to look for that person and get the file for the whole process to end. This took around six months.

“For us, it’s really nice to know that the collectors are living with these artworks on a day to day basis, because then they will experience them in the long term. They will be able to see different forms being generated from time to time.”

VI: We were surprised to find that quite a number of users would go through this process and that made us realize that there were people willing to have this kind of extended relationship with the artwork, that goes well beyond what you can experience in an exhibition. This is also one of the reasons why we wanted to create objects that would be owned by people and added to their collections. For instance, Lost Calls of Cloud Mountain Whirligigs (2009-2010) is a generative artwork we created in an edition, and a number of them are already in private collections. For us, it’s really nice to know that the collectors are living with these artworks on a day to day basis, because then they will experience them in the long term. They will be able to see different forms being generated from time to time.

boredomresearch, Lost Calls of Cloud Mountain Whirligigs, 2010

In some of your artworks the subject of the endangerment of biodiversity and the effects of climate change comes up. How do you deal with this subject, and how do you think art can contribute to environmental awareness?

VI: Since we observe natural phenomena, and there are quite worrying things happening in our environment, our work can be quite melancholic. Recently, we’ve been looking at scientific topics like cancer, malaria, and things that perhaps people wouldn’t want to see in an artwork, which is quite interesting. So I think when we do create systems, like Afterglow (2016), for example, which was about malaria, or In Search of Chemozoa (2020), that was about cancer, there is a beauty and poetics to those systems, that draws people into a topic that perhaps they don’t really want to explore. And also, we don’t dictate that you have to know that they’re about. Sometimes people watching the artworks don’t really know that it’s an infection transmission scenario that is playing through, they might just be watching something that is visually more complex to them, or seeing the complexity of that system.

boredomresearch, Infection 626,239,238 Plasmodium Knowlesi, 2016 (video recording of Afterglow)

PS: Another aspect of this is that often scientists are interested in collaborating with artists because they see it as a potential means of communication. But we don’t see our role as being there to offer a way for the scientists to communicate their research to an audience. Our approach is not about communication at all, but rather about experience. An experience in which the viewer is an equal party, not just a non-expert who must be told things in simpler terms. So when we work with scientists we try to create an expression that is closely related to their research, but it is not an illustration of it. 

“There is a beauty and poetics to natural systems such as the transmission of malaria or the evolution of cancer, that draws people into a topic that perhaps they don’t want to explore.”

Your work combines installations, generative artworks and also films. How do you work in these different forms of storytelling? You have stated that you are interested in the language of documentary, has that also permeated into your installation and generative work?

VI: Our interest in the language of documentaries first emerged when we produced Afterglow, because that was a commissioned project, and they asked us to produce a generative piece, but also a film version of the artwork as well. That was quite interesting, because the film version took you through the different infection scenarios which you wouldn’t see in the real time version in the gallery. So we had to think differently about the single screening version of that work and we learned a lot through that process. Now the narrative aspect is emerging more and more in our films, particularly in Chemozoa, where we added a godlike voice to bring together the voices of around 25 scientists from different fields.

We’re  finding ourselves more out in nature with our work. Participating in artist residencies has allowed us to do field work which has led to our practice becoming more immersed in nature, whereas our early works were purely in front of the screen. I’d say that this has contributed to having a different involvement in what we observe, a kind of experience that we can communicate better using the language of documentaries.

“When we work with scientists we try to create an expression that is closely related to their research, but it is not an illustration of it.”

The sounds, or might I say music, in your generative works and films plays an important role, it creates an ambience. You have stated that “the sound comes at the end”, can you elaborate on the role it plays in your creative and production processes?

PS: Actually, in early works like System 1.6 we sampled sounds from the Rocky Mountains and then we thought, what visual being could actually represent this sound? So in that case the order was reversed. In our film work, this is more challenging, because while we keep recording sounds from the environment, these come later on in editing. But in general I’d say that sound in our work has become something that gives things a voice. We usually conceive the visual aspect of our generated creatures before we introduce sounds, but then when we collaborate with scientists, there is sometimes the challenging question of finding sounds that represent the beings and processes we are making visible. 

boredomresearch, System 1_6, 2001

VI: In our generative artworks, particularly those we want people to spend a lot of time with, we look for a background sound. And there is a very fine balance to achieve that, because you don’t want it to be annoying, but at the same time you want it to create an ambience, and communicate the idea that the creatures are alive and active. The Whirligigs, for instance, can be quite chirpy, and then they go through periods of silence, so there are different moments in the artwork that are expressed through sound. 

PS: Actually, in our generative works we do not create soundscapes, we create a mechanism that produces sounds autonomously, and that becomes a soundscape. But lately we are increasingly taking responsibility for the quality of the sound and integrating a sound design process in the creation of the artworks, even with musical scores, that we develop in collaboration with professional musicians. The themes we are dealing with are also more serious, so there is probably a certain darkness in those sound pieces as well.

Phantasmaverse: the curators

Roxanne Vardi and Pau Waelder

Niio has proudly hosted a collaboration with artists and NYU professors Carla Gannis and Snow Yunxue Fu consisting of a group artcast featuring recent works by artists and NYU students Ren Ciarrocchi, Jessica Dai, Marina Roos Guthmann, James Lee, Tinrey Wang, Yuaqing She & June Bee, Shentong Yu, and Jerry Zhao

Titled Phantasmaversethe exhibition addresses the potential of simulation technologies such as CGI animation and VR environments in storytelling and the creation of meaningful artworks that explore new forms of engaging with viewers and reflecting on our digital society.

We asked the professors and co-curators Carla Gannis and Snow Yunxue Fu about the exhibition’s curatorial process and their views on the use of digital technologies for exhibiting artworks.

Snow Yunxue Fu, Daughter ICE avatar and her metaverse home on Sansar, 2023

Snow, you created Daughter ICE as an avatar that connects you with your mother and your family. Which possibilities do you see in metaverse spaces and avatars to build human relationships and experiences of presence with a distant audience?

I approach the Metaverse space sometimes to “make dreams come true”. Daughter ICE is a long-term project that in a way materializes my long-distance relationship with my mother and family members in China, and the Metaverse home of Daughter ICE is this visualized space of a dream house, inspired by Frank Lloyd Wright’s Fallingwater house, where nature and architecture harmoniously come together. This digital space also functions as a place where one can gather together with other people, like with my family at a distance. In Daughter ICE’s home, we can have pop-up shows, we can attend a live opening in the virtual space no matter which counties we are physically located in.

Snow Yunxue Fu works with imaging technologies, such as 3D Simulation, AR, XR, and the Metaverse in interdisciplinary explorations into the universal aesthetic and definitive nature of the techno sublime.

Carla Gannis, wwwunderkammer metaverse space, 2020

Carla, as a “digital flâneuse,” you collect fragments of the real world to build immersive digital compositions. What is your experience creating metaverse spaces?

I have been working for over five years on a large multi-reality project entitled wwwunderkammer, that explores building a feminist, post-human, decolonized wunderkammer for the Web3 age. It launched as both an XR and physical reality solo exhibition in March of 2020 at Telematic Media Arts produced by me and my avatar C.A.R.L.A. G.A.N. (Crossplatform Avatar for Recursive Life Action Generative Adversarial Network). Currently, an evolution of this project, as video, physical printwork and metaverse experience is on view again at Telematic Media Arts, and it will be premiering at The Halsey Institute of Art in May. I have been collecting physical objects and 3D virtual models from across the global internet that represent topics that feel both curious and urgent to me: climate change and its impact on emerging and endangered species; historical and current political frameworks; networked culture and digital semiotics; decolonization and global pluralism; humor as salve and feminist salvation. In addition to the rooms I have built addressing these topics, I have built wwwunderchambers to date for 5 different experts on the topics of absurdity, decolonization in design, destigmatization of attitudes around sex and comfort in tech, digital accessibility, and preservation of digital art. There are currently 15 experiences that make up the metaverse aspect of the wwwunderkammer that you can visit online. 

In 2020, I co-curated with Clark Buckner The Archive to Come, a 57 artist exhibition, (that included Snow!) as an extension of the wwwunderkammer. – both on-line and in the gallery – of short time-based works that address questions of loss, memorialization, crisis, and re-invention, through the lens of contemporary networked culture and digital media. I built the social VR/metaverse gallery, (a giant splash in a sea of water) to house all of the amazing works in this exhibition. 

Two physical catalogs have recently been published by Telematic Media Arts documenting these metaverse projects.

Carla Gannis is a transmedia artist based in Brooklyn, New York. She produces works that consider the uncanny complications between grounded and virtual reality, nature and artifice, science and science fiction in contemporary culture.

View of the Phantasmaverse exhibition at Daughter ICE’s metaverse home, 2023.

Can you share your experience of curating a show in the digital space?

Snow Yunxue Fu: Curating shows in a digital space is great because we can both rely on the guidelines of physical show curation, and also can expand the rules into territories that digital platforms uniquely can provide and support. There are also boundaries we still have to work with because of the development of technology, but in general, it becomes more imaginative.

“It only feels natural to exhibit art in spaces native to where the creation happens, where the ideas emerge from, where we are increasingly spending our time accessing and viewing art.”

Carla Gannis

Carla Gannis: It only feels natural, given the artists we selected, who all have digital practices, like Snow and myself, to exhibit art in spaces native to where the creation happens, where the ideas emerge from, where we are increasingly spending our time accessing and viewing art. Being able to experience in your home an art gallery via the portal of a screen brings art to a much larger public too.

The artists featured in Phantasmaverse. Left to right: Jerry Zhao, Jessica Dai, Marina Roos Guthmann, Ren Ciarrochi, Shentong Yu, Yuanqing Xie & June Bee, James Lee, and Tinrey Wang.

How did the Niio platform support the curation and the assembling of the student show?

SYF: The available tools in the Niio platform help speed up the curation process, such as artwork submissions and info listing. It also reaches a wider audience that is different from a physical show curation. It’s systematic while attentive since we are also to work with Roxanne and Pau from Niio to make things customizable so it would better suit our purposes within the designs of the show.

“The Niio platform helps speed up the curation process and reach a wider audience that is different from a physical show curation.”

Snow Yunxue Fu

CG: It has been such a pleasure to work with Snow and the Niio team on this project! My direct interface has been with Pau and Roxanne, but the entire dev team has been super supportive in helping with onboarding and customizing the exhibition space to accommodate the multi-modal work being exhibited, allowing viewers to see the work in context of each other and individually for a deeper dive into each artists’ practice.

Read the interview with the artists participating in the Phantasmaverse exhibition and artcast

Disordinary Beauty, a Work in Progress (Part 2)

Domenico Barra and Pau Waelder

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

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

Domenico Barra, DB a̶r̶t̶ ̶c̶a̶n̶o̶n̶ | s̶e̶l̶f̶-̶p̶o̶r̶t̶r̶a̶i̶t̶, 2023

Second ɛʍǟɨʟ exchange

This exchange took place shortly after the NFT sale “Natively Digital: Glitch-ism,” which was scheduled to take place at Sotheby’s from March 24th to the 31st, was cancelled due to the backlash caused by the absence artworks by women artists in the selection presented by the auction house. Sotheby’s is currently working on re-launching the sale with the inclusion of artworks by women artists who have explored the aesthetics of glitch.


from: Pau Waelder
to: Domenico Barra
date: Mar 29, 2023, 10:03 AM
subject: Continuing our conversation on Niio Editorial

Hi, Domenico!

This time I’d like to ask you three questions:

  1. Why did you choose these two portraits that make the Disordinary Beauty series so far? In Artvee there are many famous paintings, including the Portrait of Eleanor of Toledo that is depicted on the cover of some editions of Umberto Eco’s History of Beauty. There are also avant garde artworks, which already “glitch” the notion of beauty. Why then these two relatively unknown portraits?
  2. Continuing with Eco and the eternal question of beauty, which reflections have you extracted so far from your experiments in glitching beauty?
  3. You have recently expressed on Twitter your disappointment at the lack of understanding of glitch art and how it is becoming trendy in the NFT space. Can you elaborate on this discussion? Would you say that artistic expressions like glitch art are often ignored and then suddenly launched into mainstream attention in a superficial way?

I hope these questions are interesting!


from: Domenico Barra 
to: Pau Waelder 
date: Mar 30, 2023, 1:07 AM
subject: Re: Continuing our conversation on Niio Editorial

Hello Pau, 

RE:1 (Why did you choose these two portraits that make the Disordinary Beauty series so far?)

My selection of paintings for my ongoing glitch art video series, Disordinary Beauty | Art Canon for Niio Art, was motivated by several factors. Firstly, the choice of format dictated the selection process, as I wanted works that required minimal cropping to retain their original integrity. The video format I had to adhere to was 9:16, and I sought paintings that would complement this format and still showcase the unique and peculiar features of the original pieces.

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

I chose Portrait of a Lady as Diana, also known as A beauty in violet by Paul Quinsac because the author came from a generation of artists who received rigorous academic training and went on to pass this academic training to the following generation of artists. Quinsac contributed to the transition from grandiose art to modern art that still respected classical tradition, and this dedication to building a legacy with the past during an artist’s contemporaneity is what I aim to challenge, this strong tradition that persists over time is where I want to create a conflict with my work. It’s this sense of beauty, as idealized by classical academic education, that I wish to disrupt through my glitch-alterations of the painting.

“It’s this sense of beauty, as idealized by classical academic education, that I wish to disrupt through my glitch-alterations of the painting.”

One more feature influenced my choice, the beauty of the painting itself and the classical reference to Diana, the Roman goddess of wild animals and the hunt. This drew me to this piece too, the ideal beauty of the divine, the myth. It was also fortuitous that the painting had been sold at Sotheby’s, an art institution known for its traditionalism and now venturing into the futuristic world of art with NFTs and crypto art. It’s a cunning coincidence that Sotheby’s screwed their first glitch art event sale

Oona featuring Stellabelle, ITS A BEAUTIFUL DAY!!!!!! (2023). NFT created in response to Sotheby’s all-male Glitch Art sale.

I picked Carl Joseph Begas’s self-portrait as the second work of the series because of my interest in the self-narrative format of selfies, a precursor to which the self-portrait can be considered. Selfies are very much influenced by rigid photographic standards that follow specific rules to seduce the viewer’s attention and algorithms’ ranking priority. I wanted to put the self-portrait in dialogue with selfies, also because selfies are the raw material I use in the other collection series of the glitch art project Disordinary Beauty, what I like to call “Beauty is Chaos”. Begas’s classical academic training and work in Italy where he focused on biblical themes, a classic in art tradition, and his eventual specialization in portraiture, all piqued my interest in this artist. 

“I believe what also needs to be disrupted is the attention we center on some artists who are always at the center of every reference to art history, past and present, and leave other artists out.”

I decided to showcase less popular artists and works to encourage further exploration of art history through my works. I like the idea of serving an educational purpose with my art. I believe what also needs to be disrupted is the attention we center on some artists who are always at the center of every reference to art history, past and present, and leave other artists out, maybe this serves also as a message of inclusivity. Do you know what I mean? Who knows, I never thought about it this way but now that I am writing, I like to read the motivation for the choice of these less-known artists in this way too. 

Maybe I am still influenced by the Sotheby’s Glitch Art events of the past weekend, but inclusivity is something I am very fond of, this is why I started the project White Page Gallery/s, to create a decentralized and distributed network of spaces to experiment a new practice for curating online art but also the narration of the state of the art of digital art where less known artists are offered more spaces, making the circle larger, fitting more people in the narrative of what digital artists are making, giving value to more voices, more stories. I stop as I do not want to get off topic but I wanted to share this with you. 

RE:2 (Reflections on glitching beauty)

My experiments in glitching beauty have led me to ponder the eternal question of beauty in the context of contemporary culture. Glitches have become increasingly popular and are now ubiquitous in popular culture. That glitches were going to get mainstream was also predicted by Rosa Menkman in her Glitch Studies Manifesto. We kind of expected it, and it happened. The “aesthetic” of glitches appeal has been commodified and incorporated into glamorous content such as ads, music videos, fashion, video games, sports, and film trailers. It’s as if glitches have become sexy, appealing to the contemporary generation influenced by technology. I am also thinking of the modern heroes, the myth of the rebellious hacker, as portrayed in Hollywood. Therefore, I believe that glitching classical beauty only enhances its appeal to the contemporary sense of beauty.

Rosa Menkman, Glitch Art Studies Manifesto (2009-2010)

“I believe that glitching classical beauty only enhances its appeal to the contemporary sense of beauty.”

This is why in my works for Disordinary Beauty | Art Canon I am more about challenging the viewer’s experience of the artwork. I aim to create a sense of vertigo, subverting the expectation the viewers have, that of a polished and rendered image with striking definition. I seek to alter the viewer’s expectations by targeting classical canons that primarily focus on my intention to corrupt that ideal of harmony in those artworks of classical tradition where the artists, and the public, expected that sense of harmony, peace, and a delightful view. I am also targeting the context of the digital screen, that by common use influences the expectation of the viewers, a beautiful viewing experience. When glitching, I concentrate on the glitch sequences, layer on top of the layer but especially the flow, pushing them beyond the limits, and exaggerating to create a sense of dis/harmony. 

“I am also targeting the context of the digital screen, that by common use influences the expectation of the viewers, a beautiful viewing experience.”

RE:3 (Lack of understanding of glitch art)

This is a topic I am very fond of. In response to your question, I want to stress that the commercialization and superficial commodification of glitch art is a disappointing trend that threatens to reduce its cultural and artistic value. While the popularization of glitch aesthetics has brought the art form to the mainstream, thank Kanye West for that, it has also created a myopic focus on the superficial aspects of the work, ignoring the depth and complexity of its technical and cultural implications. Unfortunately, many people reduce glitch art to a mere visual effect, failing to recognize its broader cultural and artistic significance.

Still from the music video of the song Welcome to Heartbreak by Kanye West. Directed by Nabil Elderkin (2009)

Furthermore, I believe that the technical process behind glitch art is often overlooked or ignored, reducing it to a mere novelty. Rather than focusing on the true complexity and potential of the art form, people frequently resort to using shortcut apps and plugins that are readily available. While these tools can be useful in creating an initial foundation for the art, a first step into more technical and engaging practices, they often fail to capture the true depth and complexity of the work.

“Glitch art is not just a niche interest for computer art nerds, but rather an art form with broad cultural and social relevance.” 

It’s important to recognize that glitch art is not just a niche interest for computer art nerds, but rather an art form with broad cultural and social relevance. It can help increase digital literacy and awareness of the technological landscape, a creative way to explore it, and has the potential to address a wide range of important topics, from inclusivity to feminism, and security. I always tell during my classes and talk that glitch art is not just of interest for computer art nerds, but it should be of interest to everyone using technologies as glitch art is a way to gain more digital literacy by exploring the digital landscape through its imperfections, through the abnormal behavior of machines, the atypical hidden functions. 

Learn more about the development of glitch art in this article by scholar Carolyn L. Kane, published in Invisible Culture Journal

Glitch art can help to spread more awareness, not just about topics related to technology. I introduced the metaphor of atypical machines’ behavior, a story of autism, and the life of a family: the glitch poetic can help to address many topics.

“Glitch art can be so much more than a mere trend or visual effect, and it’s time for us to recognize and embrace its full potential.”

Overall, the failure of institutions like Sotheby’s to fully embrace the cultural and artistic significance of glitch art is a missed opportunity, one that could have elevated the art form and brought it to a wider audience in a more deserved way. Glitch art has the potential to be so much more than a mere trend or visual effect, and it’s time for us to recognize and embrace its full potential. 

I might sound biased but I made glitch art a way of life, my sort of philosophy to hack/decode life events and its short circuits. I am an imperfectionist. 🙂

Sincerely,
d0/\/\!

Confused? Try this quick intro to Glitch Art: