An invitation to contemplate existence: the art of Ali Phi

Pau Waelder

Ali Phi (1987) is an Iranian born new media artist and creative technologist currently based in Toronto. In 2013 he founded Nullsight, a collective of artists and programmers based in Toronto that curates and supports events linked to digital arts and music. The artist’s practice addresses architecture and spatial elements, both metaphorically and physically, creating interactive media that explores the relationships between geometry, patterns, light, and poetry.

In his live performances, he blends generative and time-based materials with sound and computational elements, providing unique collective experiences through data visualization. His visual art installations and performances have been showcased at renowned international venues and events, including Ars Electronica in Austria, Mutek in Montreal, and Art Brussels in Belgium.

Phi has recently presented a selection of artworks from the project Agnosia in a dedicated artcast on Niio. In the following interview, he elaborated on the concepts and processes behind these artworks and in his experience as an artist living in-between different worlds.

Experience Ali Phi’s immersive landscapes on your best screen

Ali Phi. AGNOSIA 4, 2022

Can you tell me about the inception of Nullsight? How do you combine curation, performance, and software development in your work?

I founded Nullsight with the goal of promoting like-minded artists and cultivating the market for new media and digital arts. This eventually led to joining a new media arts festival in Iran and directing it in the following years. Following the festival’s success, we continued to curate exhibitions both online and in real in Iran and Germany, as well as supporting other events in the field.

Upon relocating to Canada, Nullsight evolved into an art collective focused on creating and providing resources and toolkits for artists. Many of these products stemmed from the code I developed for my own artistic practice or in collaboration with fellow artists. Our aim was to transform these products into user-friendly tools accessible to a wide range of artists. We are guided by an ethos of open-source sharing, as much of our work is inspired by tutorials and shared code from fellow artists. This led us to establish an online platform for sharing these products.

Our upcoming projects are geared towards integrating the latest technology and are shaped by feedback from fellow artists and users. We are committed to keeping all resources updated and accessible to the public, ensuring even those with limited coding knowledge can employ them in their creative processes.

“I believe in giving back to the community and supporting the next generation of artists.”

The underlying motivation for sharing these resources is rooted in my own experience of self-guided learning. I believe in giving back to the community and supporting the next generation of artists. Making these assets available serves as an educational resource and empowers other passionate creators. Additionally, participating in performances deepens my understanding of concepts and allows me to stay connected with the vibrant community of new media artists, inspiring fresh ideas for future works.

Ali Phi. AGNOSIA 4, 2022

You have been an active member of the digital art community in Tehran. Can you describe how this community is working today, and what opportunities are there for Iranian new media artists?


It has been years since I’ve been away from Iran and the media art scene there, but I have seen that some of my students and fellow artists are continuing their practice in this field. They participate in small exhibitions in Iran, international exhibitions, and hold workshops to spread knowledge. Unfortunately, due to financial issues, sanctions, and governmental problems, the TADAEX festival stopped at its eighth edition back in 2018, and we couldn’t continue organizing it in Iran. However, I’ve noticed that many artists and volunteers from TADAEX have started studying in universities in North America and Europe, and they are still continuing their arts journey with notable achievements.

In terms of the future of new media arts in Iran, I believe the community and the new generation are incredibly curious and creative in this field. With the easy access to information and tutorials nowadays, it’s much easier for them to learn and continue coding. However, one challenge is the accessibility of hardware and devices, again due to sanctions. This has been an issue for the past decade, as finding investors or convincing business owners, galleries, institutes and industries to invest in such festivals and programs has been challenging. Unfortunately, I’ve seen that most of these events have been canceled or put on hold. However, I’m aware that certain organizations are still trying to keep their hackathons, labs, and gatherings going, pushing boundaries by participating in international festivals and online showcases.

“The community and the new generation of Iranian new media artists are incredibly curious and creative in this field.”

As for recommending Iranian artists, it ultimately depends on their passion and how they feel. This was the same for me and my fellow artists. Today, I know it has always been the passion for creating and presenting, which was the main reason for starting the festival in 2011. We didn’t have a platform like that back then, and one of the primary goals of the festival was to create a platform where we could showcase our art, receive feedback, teach others, and educate the community.


Ali Phi. AGNOSIA 2, 2022

You have stated that your work starts with music and then visual elements come into play, inspired by the music. How would you say that this approach has shaped your work?

Starting with sound and music is an essential part of my creative process. Sound, being such an intangible medium, offers a highly imaginative experience. It allows me to draw inspiration from everyday sounds, turning them into motifs that blend various cultural influences, moods, and vibes. This dynamic component, when integrated with visual elements, creates a holistic experience. The visual aspects act as an illusion that complements the overall presentation of the artistic work, particularly when synchronized with the sound. The architecture of the venue is crucial, especially for installations. It sets the stage for the entire experience. Whether it’s a traditional stage or a non-traditional presentation space, the approach remains consistent—surprising the audience with carefully crafted lighting, high contrast visuals, and a blend of different elements.

In my performances, I aim to engage the audience in a self-reflective experience. There’s no predefined narrative; rather, it’s an invitation for the audience to immerse themselves in the currents of the experience, interpreting it based on their unique perspectives and their natural flow.

“In my performances, there’s no predefined narrative. It is an invitation for the audience to immerse themselves in the currents of the experience.”

During the production phase, I begin with conceptualizing ideas and envisioning the sonic and visual environments. Music becomes the canvas on which I shape the overall sonic culture of the work. Then, I introduce visuals, focusing on synchronicity and refining details in the audiovisual material. This iterative process helps create a cohesive and immersive experience. Depending on the performance, I might experiment with the sequence of scenes, responding to the energy and vibe of the audience, ensuring each interaction is distinctive. Given the generative and real-time nature of the work, I design each scene with controllers mapped to specific parameters, essentially performing them like an instrument that orchestrates both mediums seamlessly.



Ali Phi. SHYM, 2016. Real-time Generative Audiovisual Installation. Yassi Foundation, Tehran, Iran

Can you elaborate on the influence of Iranian culture in your work? How important is it to you that the references to Persian traditional arts are identified with your work?

The majority of my work’s concepts draw inspiration from a special era in Persian culture, dating back to the Achaemenid dynasty. It was an era focused on bringing a sense of heaven to earth, rather than solely anticipating a better future after death. This ethos gave rise to the rich arts and crafts of Persian culture, as well as the creation of Persian gardens, which are marked by their distinctive architectural and garden design. Even neighboring countries recognized this cultural heritage. Many of the poets I followed from that era were also scientists, well-versed in fields like astrology and medical sciences, weaving their knowledge seamlessly into their poetry. The educated individuals of that time saw no boundaries between disciplines; rather, they saw a harmonious integration of heart’s desires, intellect, and art. 

I find deep inspiration in these timeless connections between different mediums and how they coalesce in a civilized society. Western culture has often compartmentalized these aspects, but in Middle Eastern culture, they were integral parts of a whole. For instance, the Arabic word for art, “fan,” is synonymous with technique. This convergence of mediums was evident in ancient civilizations, and it greatly inspires my work. Having visited these sites since childhood, I’ve developed a profound connection to their sacred geometry and the masterful artistry of those who designed and meticulously crafted them.

“The educated individuals of the Achaemenid dynasty in Persia saw no boundaries between disciplines; rather, they saw a harmonious integration of heart’s desires, intellect, and art.” 

In my artistic practice, I incorporate Western and cutting-edge technologies, merging them with the enduring inspiration I derive from that era’s concepts. Ritual music, a genre characterized by its complex and sometimes challenging sounds, is a vital component. It’s deeply intertwined with the life cycle of the singers and musicians. In traditional settings, musicians must attain a certain level of mastery to be permitted to play specific instruments. These are ancient and organic facets of confrontational art that continually fuel my creativity.

In my practice, I remain steadfast in adhering to these foundational ideas and approaches. They are like hidden threads woven into my work, not immediately conspicuous but discernible to those familiar with the culture. These elements serve as the underlying spices that infuse depth and meaning into my creations.

Besides these cultural references, it seems telling that visually your work is characterized by what you have described as “cities or environments out of time and space.” What does this timelessness bring to your work?

The concept of creating “cities or environments out of time and space” has always been central to my artistic vision. I perceive each piece as a fragment of a larger whole, evolving and taking shape over time, akin to pieces of a puzzle. I aim for these installations to serve as a contemporary format, rooted in origins and influences from the past, yet projecting a timeless and futuristic utopia. In engaging with these works, viewers encounter not only art and its meanings, but also an invitation to contemplate existence itself.
The essence of my creations lies in providing a digital realm for audiences to immerse themselves in, encouraging them to engage with, observe, and even co-create. This interactive dimension is paramount, as it empowers individuals to embark on a personal journey of introspection and self-discovery. 

When conceiving a piece, I approach it as if I were an audience member myself. I design the space, infuse it with ideas, and often perceive it as an extension of the viewer’s experience. This involves creating a framework, coding, and incorporating various mediums, effectively transforming it into a dynamic entity capable of receiving input, generating responses, and facilitating a creative exchange. Ultimately, this interplay with the work serves as a conduit for individuals to explore and connect with their own inner landscapes.


 

“The essence of my work lies in providing a digital realm for audiences to immerse themselves in, to observe, and even co-create.”

You have said to find beauty in error, would you say that glitch interests you mostly by its aesthetic qualities, or are you interested in the fact that glitch “captures the machine revealing itself,” as Rosa Menkman describes it?

I find a deep fascination in witnessing failures and glitches in various types of working machines or systems. Regardless of a machine’s intended functionality or design purpose, I see beauty in its operation. However, glitches and errors hold a special allure for me. They represent moments where designers and creators didn’t anticipate certain issues, and the resulting visual anomalies are, in my eyes, incredibly captivating.

Glitches, whether they manifest in the physical world or appear in digital spaces, have an inherent aesthetic quality that I find compelling. The unexpected patterns and distortions that emerge, whether in the texture of a physical object or on a screen, are visually intriguing and often breathtaking. This fascination extends to coding and programming as well. Many times, glitches and failures have served as a wellspring of inspiration for me, igniting the creative process.

“Glitches, whether they manifest in the physical world or appear in digital spaces, have an inherent aesthetic quality that I find compelling.” 

In both the physical and digital realms, I derive a sense of wonder from encountering these deviations from the norm. Even in nature, there are instances of glitches or anomalies, like unusual formations on a rock or unexpected patterns in a natural setting. These occurrences seem to defy logic, existing in a way that shouldn’t be possible, yet they persist and assert their presence. For me, there is nothing more beautiful than witnessing or experiencing these unique moments in life.

Both as an artist and interaction designer, you have experienced the growth of the open source movement. What have open source tools brought to your work, and how do you see this trend evolving in the context of the growing domination of AI systems?



As a self-taught new media artist and creative technologist, the open source movement has played a pivotal role in shaping my career, particularly in terms of technique. The wealth of resources provided by the open source community, including tutorials, libraries, videos, and other online materials, has been indispensable. Most of the libraries I rely on, whether in JavaScript, Python, or tools like Touchdesigner, are products of dedicated individuals freely sharing their knowledge. This ethos underpins a significant portion of my creative work, and I’m immensely grateful for the existence of this culture.


“The wealth of resources provided by the open source community has been indispensable. I’m immensely grateful for the existence of this culture.”

Regarding AI, I personally don’t perceive any hindrance or threat to my artistic practice. As long as I have creative ideas and the desire to bring them to life, I’ll continue doing so, with or without the assistance of AI. That said, I am deeply intrigued by working with AI models and algorithms. They represent a new frontier for me, akin to a different type of glitch or anomaly that can aid in expediting the creative process. At times, these AI tools introduce unexpected elements or challenges, akin to the price we pay for their existence and utilization of resources. Yet, much like any technological advancement, I view them as a new material to work with, and I’m enthusiastically open to exploring and experimenting with various devices and beings in the digital realm to bring my creative visions to life.



Ali Phi. ENFE’AL 1, 2023

You have described the use of AI algorithms in Agnosia as “a digital creature that takes over the atmosphere.” It is interesting that you see AI as a “creature,” how would you describe your creative process when working with AI systems?



Working with AI systems in my creative process feels like a dual jam session with another person. Especially in my performances, it’s as if I’m playing and interacting with an instrument or player that I’ve brought to life through code. I navigate through the real-time occurrences and reactions of the patch, which unfold in front of the audience.
Incorporating AI libraries into my work serves as a means to provide an extensive platform, offering a range of sensors, libraries, and AI models that infuse a new layer of dynamics into the overall concept. 

In the case of project Agnosia, I utilized an EEG brainwave interface. The data gathered in real-time was then processed and translated through a trained library, ultimately shaping the deformation of particle systems and point clouds. From my perspective, there’s a seamless continuity between the raw electrical data sourced from my neurons through the headset and the way the AI library processes this data in order to generate meaningful patterns, both sonically and visually. In essence, it all serves as a malleable material for me to explore, extracting reactions, establishing boundaries, and crafting a meaningful interplay that manifests in sound and visuals.


“Working with AI systems in my creative process feels like a dual jam session with another person.”

Enfe’al is based on the audiovisual performance Maqruh, which evokes liminality and is divided into seven phases of the formation of an entity. Can you elaborate on this narrative? What does this notion of evolution bring to the artwork, the performance, and the experience of the viewer?



Enfe’al is one of the scenes within the Maqruh audiovisual performance, which is typically presented in a live performance format. The piece is composed of seven distinct sections, collectively exploring the concept of makruh—a term from Middle Eastern terminology denoting a detestable act that falls in a gray area between forbidden and permitted. These sections together trace the cyclical journey of an entity through phases of passivity, avoidance, constriction, conformity, elevation, expiry, and revival.


While my work draws inspiration from Middle Eastern cultures and motifs, it goes beyond mere representation. There is no explicit storytelling or directional guidance for the audience. Instead, there exists a comprehensive concept that unifies the different segments of the performance. It endeavors to establish connections between these seven phases, creating an immersive and cohesive experience.
For me, this concept mirrors a broader theme in the creation process. It reflects a point of uncertainty, like standing at a crossroads where decisions need to be made, but the outcome remains uncertain. This sense of uncertainty and decision-making is a recurrent theme in my interactions with the code I write and in the process of crafting installations. It revolves around determining the best approach, weighing the possibilities of success or failure, and ultimately making a choice. 

In crafting my work, I follow a consistent pattern of infusing ideas rooted in the culture I’ve grown up in. I delve into intricate details and motifs, transforming them into a canvas for generating code and A/V content. This process allows me to integrate cultural elements with the technical framework, resulting in a unique and immersive experience for the audience.



Ali Phi. AGNOSIA 6, 2022

Agnosia refers to processes of memory and incorporates your reaction to your own recollections, AI algorithms, and glitch. What led you to work so introspectively, with your own memories, and brainwave data?

The concept behind the project Agnosia emerged from my deep-seated interest in architecture, particularly my fascination with the intricacies of spatial geometry. I noticed a recurring pattern in how our brains process spatial information, like the way robots operate at storage warehouses employ similar principles for efficient navigation and routing. It intrigued me how certain locations could evoke distinct sensations and memories, yet the precise triggers remained elusive. I became captivated by the interplay between architecture and the spatial formations that contribute to this phenomenon.

In industries like robotics, this process is utilized for navigation, but what sets humans apart is our capacity to record and experience these feelings. This aspect, however, is often overlooked in industrial applications. I sought to delve into this unexplored territory, aiming to introduce a live feedback loop that could simulate and evoke sensations based on the random associations AI algorithms can generate.

To achieve this, I embarked on a process of recording various natural and man-made locations, feeding them into a software system that could recreate these spaces using EEG data obtained while I immersed myself in these environments. It was akin to the software acting as an extension of my senses, generating new spaces based on the data it received through my eyes. The resulting information was then fed back into the system, applying deformations to create these synthesized spaces.

“Agnosia integrates my introspective exploration of memory recalling processes, brainwave data, and architectural influences, creating a unique, immersive experience.”

While I’ve presented some of the scenes and processed videos as static representations, the core of the project lies in its dynamic nature. The main patch serves as a generative art engine, fueled by pre-recorded EEG data from my performances. This could be presented in real-time, with the EEG device attached to my head, continuously generating new visual spaces based on my gaze and cognitive responses. In essence, Agnosia integrates my introspective exploration of memory recalling processes, brainwave data, and architectural influences, bringing them together through the interplay of an AI “creature” and glitches to create a unique, immersive experience for both myself and the audience.

Antoine Schmitt: coding movement

Pau Waelder

Paris-based artist Antoine Schmitt describes himself as a “heir of kinetic art and cybernetic art,” aptly indicating the two main aspects of his work: the interest in all processes of movement, and the use of computers to create generative and interactive artworks. With a background as a programming engineer in human computer relations and artificial intelligence, his career spans almost three decades and is characterized by a combination of interactive installations, process-based abstract pieces, and performances. He has collaborated with a wide range of professionals from the fields of music, dance, architecture, literature, and cinema. He also performs in live concerts and writes about programmed art.

Schmitt’s award-winning artworks have been exhibited internationally, in prestigious venues such as the Centre Georges Pompidou and Musée des Arts Décoratifs in Paris, and world-renown festivals Sonar (Barcelona), and Ars Electronica (Linz). A selection of video recordings from his generative works have been featured in our curated art program, including the artcasts Unvirtual Art Fair (Paris) and Possibles, which was exhibited at the ISEA2022 Barcelona Symposium. The artist kindly answered a series of questions about the concepts and processes behind his work.

Antoine Schmitt and Franck Vigroux. ATOTAL. Audiovisual concert, 2021

From your early works to the latest installations, there is a constant interest in the relationship between the artwork and the viewer, and more generally between a human and a machine, that often become intimate, connected to emotions and to physical proximity. What do you find interesting about this strange relationship between an individual and a machine, or an apparently sentient entity?

Programming has always been for me a means to approach reality, by recreating it. I consider programming as a radically new material, in art and in general, because of its active nature: programs are processes embedded in reality and can react to it and act upon it. This specificity allows me to recreate programmatically aspects of nature that interest me. One of the most complex entities in reality (known so far) is the human being. Many of my artworks stage a programmed artificial entity that embodies a deep aspect of human nature. These artworks act for me as mirrors for the viewer, a way to question deep human mechanisms or ways of being, like desire, curiosity, language, conflict, gravity, etc… not forgetting that humans are also animals, and are also bodies in space. 

This approach also allows me to reflect on the way we humans are programmed, by laws, evolution, society, etc… My artworks are, like deep science fiction, very much fueled by philosophy, physics, metaphysics, sociology, psychology, anthropology, etc… Using programming to create artificial entities, more or less intelligent, more or less sentient, but all embodying dynamic aspects of human life, allows me to focus each artwork on a specific concept or aspect of human nature. They are forms of living caricatures that are all the more effective.

“I consider programming as a radically new material because of its active nature: programs are processes embedded in reality and can react to it and act upon it.”

Your work is characterized both by its interactivity and the generative processes that bring it to life. What do you find most interesting about these two types of processes, the one carried out by an autopoietic generative artwork and the one carried out by an interactive installation?

All my artworks are active and exist in real time, i.e. the same time as the spectator. Some artworks are not sensitive to the real world, they are not interactive, they live their life in their own universe, and we watch them like we would watch a strange animal in an aquarium. With these artworks, the main link between the audience and the artwork is through empathy. By projecting oneself in the existential universe of the artwork, the spectator recognizes and feels the situation. It is the same process as with movies and books, with the additional dimension of the real time: with realtime artworks the spectator knows, or feels, that what happens happens here and now. It is not a recording. This gives a different dimension to the empathy, like when watching a live performance which also happens here and now.

Antoine Schmitt. Systemic. Interactive installation, 2010

With interactive artworks, I usually want to question the behaviors and inner mechanisms of the audience themselves. It is the actions of the viewer which are the artwork, I create the dynamic situation in which the viewer is immersed and I orient it so as to highlight and question certain deep ways of being. For example, the Systemic (2010), Lignes-mobiles (1999) and La chance (2017) installations draw dynamic arrows on the floor in front of passers-by to question their intention. In Psychic (2007), a text on the wall describes the movements and intentions of the spectators in the exhibition space (“Somebody is coming”).

I tend to adopt a minimalist approach: I don’t use an artistic dimension (color, figure, interactivity) unless it is mandatory for the artwork. So I don’t use interactivity unless the artwork’s subject is the spectator themselves.

“In my interactive installations it is the actions of the viewer which are the artwork, I create the dynamic situation in which the viewer is immersed and I orient it so as to highlight and question certain deep ways of being.”

Since the beginning of your career, you have collaborated with performing artists, among which composers such as Vincent Epplay, Franck Vigroux, and Jean-Jacques Birgé, performers such as Hortense Gauthier, and choreographers such as Jean-Marc Matos and Anne Holst. How did these collaborations take place? What have they brought to your own work and your creative process?

I have two different approaches to performance, whether I’m on stage or not. When I work with professional performers who use their body and actions as their main material, we craft situations where the human entity is confronted to an artificial one. This allows us to precisely stage the encounter and focus precisely on certain aspects, which become the subject of the performance. The situation usually centers on the concept of an encounter with an “other” and on the modalities of dialog. In Myselves with Jean-Marc Matos, it is about exploring various modes of dialog like imitation, fight or fusion. In CliMax with Hortense Gauthier, it is about finding mutual pleasure. In these setups, the mirror effect happens between the performer and the artificial entity rather than with the audience. The audience is watching the encounter. The artificial creature becomes an actor of the performance, in the spirit of performance: taking risks in a staged delicate situation. 

Antoine Schmitt and Hortense Gauthier. CliMax (Préliminaires), 2018

When I am on stage, I usually play live images, using a videogame-like visual instrument that I program myself and that recreates a specific abstract though consistent live universe, while the other performer plays live music. We are in a situation of semi-improvisation and we create an audio-visual temporal exploratory journey around a specific theme (the birth of shapes in Tempest, the cohabitations of multiple timelines in Chronostasis, totalities in ATOTAL, flows in Cascades, etc…). As a performer, I appreciate sharing the energy of the present moment with the audience, especially while being delved into an artificial universe and struggling with it, which the audience can feel.

Antoine Schmitt. Generative Quantum Ballet 21 Video Recording, 2022

Besides the performing arts, another strong reference in your work is scientific research: you often mention theories from mathematics or physics as the conceptual ground for your pieces. What does science bring to your work? How do you build a bridge between the scientific method and your creative process?

I am very sensitive to the deep and strong laws of the universe that math and physic theories can give us, as they allow me to both approach our reality and imagine other possible realities. What is interesting with these laws is that they are programmable so I can recreate them using programs, thus focusing on deep mechanisms, to stage them or alter them. For example, in the Tempest show, I created a universe containing many of the forces of our universe but also invented forces, thus opening the doors to parallel universes.

I often say that science and art are interested in the same subject : the crack that exists between reality and our abstraction of it. This crack is our curse as human beings. Animals do not feel this pain but as soon as one has the gift of abstraction, the distance between what we abstract and what is, is the source of all mental suffering. Science tries to close that crack by explaining as much as possible through theories and language, more and more precisely, even though it is an impossible task (as was demonstrated in the 20th century by the scientists Heisenberg and Gödel). On the contrary, Art delves in the depths of the crack, exploring all its modalities, playing with all the emotions that stem from it. And the narrower the crack, the deeper it is.

“I often say that science and art are interested in the same subject: the crack that exists between reality and our abstraction of it.”

The aspects of your work that we have previously addressed all point to a main subject which are the processes of movement, as clearly highlighted in your artist’s statement. These processes are explored in a wide range of contexts, from the quantum realm to urban societies, and among different actors, be it people, bodies, or particles. Why are these processes so important to your work, and which of these contexts is more rich, engaging or interesting to you?

I think that I’ve always had this abstract approach to reality which can be synthesized in the question “why does it move like this?”. I started with a rather scientific approach through my studies as an engineer, and when I decided to become an artist, I continued to explore this question in a different way. It is an analytical approach, a way of looking at the world, and a way to question it. I frankly appreciate all the dimensions of it and will continue to explore them, but I think that the strongest and the ones that give me the biggest satisfaction are the most abstract approaches, the ones that are the most remote from reality and still apply to many aspects of reality, existing or perceived. Black Square (2016), where a flock of white pixels try to enter an invisible square and bounce on it thus revealing it, can lead to multiple interpretations. It is a fundamental delicate situation. 

Antoine Schmitt. Black Square Video Recording, 2016

The signature element in your work, the pixel, is introduced in Le Pixel Blanc (1996). There, you describe it as “a minimal artificial presence… something that almost did not appear, but that still would be «there».” Over time, the pixel has gained more presence and become as much an object, a presence, and an absence, as part of a flow or the representation of an individual. How would you describe the evolution of your conception of this basic element and its influence on your work?

The pixel and the square are omnipresent in my work. I like my artworks to be minimal, like mathematical theorems. This naturally led to the pixel, the minimal visual element in the universe of the computer. A pixel is a small square, and by enlarging it, you get a large square. And like Malevich, I consider the square like the symptom of the human being’s power and curse: the ability of abstraction These two elements are the basis of most of my artworks. What I work on is their movement, relatively to the space around them, or relatively to the other elements. They are minimal but open to all the possibles, through their movements and the infinitely rich possibilities of programming.

“The pixel and the square are minimal but open to all the possibles, through their movements and the infinitely rich possibilities of programming.”

Your career spans almost three decades, in which you have explored many different formats of creation and distribution, from multimedia projects on CD-ROM, to Internet-based artworks, interactive installations, video mapping, screen-based pieces, software art, live performances, generative cinema, NFTs, and much more. What is your opinion on the way technology has evolved over these decades and how it has influenced art making? How have you experienced this period of constant innovation and obsolescence?

These have been very exciting years, for one because computers are more and more pervasive (we all now have a powerful computer in our pocket) and also because art made with computers is now widely accepted. It is therefore easier to create programmed artworks and to show them. The technology is more easily available, the distribution channels — in the wide sense — are numerous and the audience is listening.

On the other hand, technology is nowadays mainly used for advertising, surveillance, entertainment and manipulation of opinions, which is a social problem and has an effect on art made with technology. Many approaches build upon or react to these social dimensions, which are all needed and interesting but leave little room for the more conceptual and radical approaches. This may be true for all forms of art, but it is stronger with technological art as technology so much shapes our society these days.

Antoine Schmitt. FaçadeLifeGrandPalais. Generative mapping at the Grand Palais in Paris, 2016

What is interesting also is that I think that no new concept was really born in the field since Alan Turing invented the computer, the “universal machine”. All computer-based technologies are avatars of this unique concept. This can probably account for the fact that my artworks have not radically changed since I started. My work does not reflect on the social impacts of technology on society, nor are impacted by the various technological “innovations” and obsolescence. It is minimal so does not make use of the innovations toward more “power”, and it is rather rooted deeply in the concepts of the universal machine which have not changed : with a universal machine, all thinkable processes are programmable.

“Art made with technology often builds upon its social dimensions, which are all needed and interesting but leave little room for the more conceptual and radical approaches.”

You were already working with generative text twenty years ago, in The Automatic Critic (1999). What is your opinion about the current trend among artists to use machine learning models such as ChatGPT?

Although I am quite impressed by the quality of the interactions of users with ChatGPT (I thought that this level of quality would take more years to happen), the generative approach on these systems are in the normal continuation of the original concept of the computer. We are at the stage of imitation: these algorithms generate media that look like media created by humans, as the central mechanism of neural networks is pattern recognition and pattern generation, whether it is text, images, music, reasoning, etc… This is quite fascinating for users and it is similar to the caricatural mirror effect that I was referring to at the beginning. The art, or more generally the forms of expression, created by these algorithms in imitation of ours are a mirror to our forms of expression and thus question them.

But art is intention and responsibility. These two notions are still unique to humans. But maybe one day, we will be able to create an algorithm able to feel pain, express it with intention towards its fellow humans and take responsibility for it. There is no theoretical impossibility for this in the theory of the universal machine and I look forward to it.

In the meantime, as an artist, the most interesting aspect of AI systems remains for me the creation of biased algorithms which focus on some dimension of human nature, like Deep Love (2017) which answers all questions with “I don’t know, but I love you.”

Antoine Schmitt and Franck Vigroux. Tempest. Audiovisual concert, 2013

You entered the NFT scene in 2021 with Buy Me! a particularly conceptual, and generative piece. What has the NFT market brought to your practice? Has it influenced your production? Have you found new forms of creation or sources of inspiration, beyond its commercial dimension?

It took me some time to understand that the main new concept behind the NFT market boom was the perspective of financial profit, for collectors and for artists. This is the reason I created the satirical piece Buy Me! (2021), which embodies an algorithm desperately trying to convince its viewers to buy it, using language techniques inspired by advertising and psychological manipulation. It is a piece on the processes of marketing.

Apart from greed, the NFT market has opened the field of computer art to a new audience, which was really interesting, but I am eager to see the fusion of the traditional art market with NFT seen as a new way to buy and collect artworks.

Antoine Schmitt. The Fall of Leviathan. Interactive installation, 2021. Photo: Quentin Chevrier

You recently quoted the mathematical theory of catastrophes to describe the year that has begun and may bring sudden change, positive or negative. How does this year look for you? Which upcoming projects can you share with us?

I am very excited to start a collaboration with the DAM Projects gallery in Berlin. Its owner, Wolf Lieser, has been involved in computer art for a few decades and I look forward to working with him and his team. We will start with a solo show next autumn, with a selection of historical works and new artworks.

I am also very excited by two new live audiovisual performances, Videoscope and Nacht, with Franck Vigroux, which are in the making, and that will tour the world along with the existing performances (Melbourne, Gijón, San Francisco, etc..).

Matteo Zamagni: interrelations: nature/technology

Roxanne Vardi

Matteo Zamagni is a multi-disciplinary artist who works across the visual arts, electronic music, multimedia installations, and film production. Using analytical geoscientific tools, VR/AR/MR, real-time generative imaging, photogrammetry, and CGI techniques Zamagni explores the complexities of the different crises that define our contemporary age and society. Zamagni’s artistic production is characterized by the exposure of the interrelations between nature and technology through machine-driven visual artworks.

Matteo Zamagni is represented by Gazelli Art House, and has exhibited works at international exhibitions and festivals such as the Barbican Centre, V&A Digital Futures, and Torino Film Festival. In conjunction with the release of Matteo Zamagni’s artcast on Niio titled Experiences of Synchrony we spoke with him about his artistic practice, and his work on the project titled “Unison” for Paraadiso, the new audiovisual collaborative project from producer TSVI, and visual artist and producer Seven Orbits. The audio-visual artworks included in this artcast induce altered states by presenting works which are played out as hypnotic journeys of sound and visuals.

Many of your video works include a sound element as a fundamental focal point. Could you please elaborate on your ongoing exploration of combining the visual and the auditory?

Music has always been a driving force for my works since a very early stage; over the years I have been working with many musicians and producers collaborating on music videos, short films, live visuals and installations, and more recently after delving into music production myself I began exploring real-time audio-visual experiences through the following projects ‘seven orbits’ and ‘Paraadiso’ which were released on Shanghai-based record label SVBKVLT. Through these projects I wanted to develop a tool that seamlessly connected Film, CGI and Audio into a real-time, audio-reactive and interactive environment, where logic systems connect and bridge communication between multiple softwares, informing one another. The project Paraadiso, created in collaboration with TSVI marks the first goal towards the realization of such a tool. This system is autonomous yet can function alongside user input, in this sense, it combines light and sound together using an ecosystem of softwares that enables seamless communication and interaction between the 3D/2D environment and the soundscapes. This approach opens up a sea of possibilities in the creation of real-time video and 3D-based content fully synchronized and triggered via sound, resulting in highly dynamic, ever-changing works. Moreover I can see a lot of potential in creating highly stimulating works which could lead the viewer into deeper states of consciousness.

In the near future, I’m hoping to expand this body of work into a 1-hour long CGI film combining my music production as seven orbits together with CGI shots created inside a game engine.

Matteo Zamagni, Unison – 02, 2022.

As the title suggests, your audiovisual collaborative project Unison, aims to create a communal energy as a collective physical experience. What is it that you would like your viewers to gain from this experience?

While we were making the album we were fascinated by how the combination of light and sound in a space would influence the people inside of it; heightening the senses and sometimes, given the right circumstances, conveying a sense of relatedness and care for one another. Human interaction is profoundly social, our everyday life does not take place in isolation but constantly requires our engagement with other people. This feeling of relatedness, reciprocal care and collectivity, is rare and not normally experienced on a day-to day basis especially among strangers and in big cities; The Project Unison references sacred functions and rituals by indigenous populations globally. In ceremonies, it is common to find elements of sound, light, dance and singing which would sometimes throw people into a heightened state of consciousness, sometimes even transcendental. There’s also a strong sense of community and interrelatedness felt within those groups, not only between humans but across the living kingdom, including other animals, plants, biomes and the cosmos.

Many of your artworks are created through a combination of different imaging tools and techniques such as AR, generative imaging, CGI techniques, analytical geoscientific tools and many more? Could you walk us through this complex working process of bringing these elements together into one final piece?

Since I have been quite fluid from an early age I naturally developed a diverse toolset which I reflected in my approach to navigating my diverse interests. Working with technology has deepened my knowledge and skillset by granting me access to accessible tools and resources that could be applied to a wide range of outputs spanning across augmented, virtual and mixed reality to projection mapping, live visuals, virtual production, Interactive Installations, and traditional screen-based work. The creation of a work in my case, is usually aided, informed and mediated by technology; As initial ideas start to materialize they morph and shift based on the environment they’re being developed in.

Matteo Zamagni, Unison – 06, 2022.

You have stated that you would like your works to contribute meaningfully to the broader field of environmental activism. In your opinion, what is it about the use of digital tools that can assist us in critically exploring complex planetary issues?

I am incredibly fascinated by the crossover of tools from computer graphics with forensic investigation or geoscientific surveys. Nowadays thanks to the accessibility of software for physics simulations of fluids, sounds, rigid bodies coupled with photogrammetry 3D reconstructions, and publicly available databases online the tools that are commonly used in a VFX pipeline can be ported into a forensic investigative studio. To critically and methodically reconstruct events of various types: from climate-related disasters to cases of social injustice. Inversely you could use geoscientific tools normally used in scientific surveys as a base to develop creative ideas.

Further along this line lies the combination of the ever-increasing power of GPUs (hardware initially designed for CGI) coupled with AI and machine learning, bringing unimaginable leaps forwards in virtually every existing industry but especially crucial in tackling the ecological crisis. What  used to take years to simulate now takes minutes.

Matteo Zamagni, Unison – 01, 2022.

Many of the sound elements in your works resemble alterations of microscopic sounds which would be heard out in nature such as a caterpillar cracking out of its cocoon. How are these sounds accumulated?

It’s funny that you mention this, it probably came out completely unconsciously. This reminds me of foley recording, a technique used in cinema to recreate the sound of things as well as SFX by recording the sounds of seemingly unrelated objects which allude to the original sound. I can see some similarities between foley and the creation of sounds in our album; Even though we mostly created the sounds digitally rather than physically. Our sample library consists of various techniques spanning digital synthesizers, granular synthesis, and distorted samples.

Yoshi Sodeoka: human audio visualizer

Roxanne Vardi and Pau Waelder

A multifaceted artist, Yoshi Sodeoka creates a wide range of audiovisual artistic works that include video art, animated gifs, music videos, and editorial illustrations. Influenced from an early stage in his career in noise music and glitch art, as well as avant garde movements such as Op Art, his work is characterized by breaking down the structure of the musical score and visual integrity of the image to find new forms of artistic expression.

A multifaceted artist, Yoshi Sodeoka creates a wide range of audiovisual artistic works that include video art, animated gifs, music videos, and editorial illustrations. Influenced from an early stage in his career in noise music and glitch art, as well as avant garde movements such as Op Art, his work is characterized by breaking down the structure of the musical score and visual integrity of the image to find new forms of artistic expression. His projects, developed individually or in close collaboration with other artists, materialize in fields as diverse as music (Psychic TV, Tame Impala, Oneohtrix Point Never, Beck, The Presets, Max Cooper), illustration (New York Times, Wired, The Atlantic, M.I.T Technology Review) fashion (Adidas, Nike), and advertising (Apple, Samsung). His work has been exhibited internationally, including at Centre Pompidou, Tate Britain, the Museum of Modern Art, the Cleveland Museum of Art, Deitch Projects, La Gaîté Lyrique, the Museum of Moving Image, the Baltimore Museum of Art, and Laforet Museum Harajuku.

In the following conversation, Sodeoka discusses his work and influences, focusing on the two artworks from the series Synthetic Liquid recently commissioned by Niio.

Could you elaborate on how your background in music influences your artistic practice when creating new media artworks?

At the beginning of my abstract video art projects, music and sounds usually come first. I guess in a way, I’m trying to be a human audio visualizer. I usually start by picking up some interesting sounds that I want to work with. That could either come from a friend or from myself. It really depends on how I feel. I’ve been a long time user of Logic (a MIDI sequencer software) so I usually cook up something quick in that. I’ve always played electric guitar since a young age, and I still have a collection of synthesizers and instruments. I’ve been a big fan of experimental noise and ambient music. I am lucky to have some really talented music friends that provide me with the exact sounds I’m looking for if I’m not in the mood to do my own. Anyhow, then I would try to come up with the idea of what sort of visuals go well with that sound. Experimental/Noise music is just a perfect fit with the videos I make.

Yoshi Sodeoka, Synthetic Liquid 7, 2022.

Why are you interested in glitch and noise?

I feel that everything is broken anyway, nothing is complete. In computer glitches, something interesting happens, in terms of color and composition. I am mainly interested in these colors and shapes. For me it comes from an aesthetic reason, I am not a conceptual glitch artist. I use it for everything.

However, these particular artworks I created for the commission look more organized, with more neutral colors. It relates to how I feel about the project or what influences me at a particular time, but I really can’t tell why.

“If you depend on the programs and machines you are using, then your creative process becomes shaped by the vision of the person who made that software or those machines.”

The neo-psychedelic style of both commissioned works from your Synthetic Liquid series with its kaleidoscope of colors resembles the aesthetic used by Futurist artists in the early twentieth century, and you have also mentioned your interest in Op Art. Would you say your work relates to these avant garde movements?

Yes, to some certain extent. I like Futurism, particularly in its more abstract manifestations. And in this particular work that I’m presenting in Niio, I should say I’ve been more influenced by Op art. I like the work of Bridget Riley and Victor Vasarely, among others. I just like the idea of making video versions of Op art. I enjoy seeing those visual triggers: Op Art makes you question what you are seeing. The arrangement of colors and shapes make your brain think. I like the idea of trying to make animated Op Art, because when you see it your mind goes someplace else, and this is fascinating to me. When you look at a landscape, for instance, you feel calm, whereas with Op Art there is a different feeling.

Yoshi Sodeoka, Synthetic Liquid 8, 2022.

Can you tell us about your artistic process and about the different digital softwares that you use in the creation of your video works and the process of moving from analog practices to digital practices? 

Sound and visuals are strongly connected. My interest in experimental noise is that it does not have a structure, which goes well with abstract videos. I have been playing music since I was 12 years old, and at the same time I studied painting. Doing both at the same time from a very young age, when I discovered video art there was no question that I wanted to do that. 

I’ve used a lot of analog setups in the past. But I use less of it now. I still like a pure analog setup, but I’m just in a different phase. I like to keep it simple with fewer gears in my studio at the moment. I incorporate the ideas that I have learned from working on analog videos into the digital video-making process. One of the things that are fascinating about what I can do with analog video is video feedback. I try to simulate that in the digital setting. The exact process might be different. But the concept is the same either in analog or digital. 

 “I imagine that the future of computing will be more organic and fluid.” 

I still have a video analog setup in my studio. For me it started to get kind of boring, and to break out of it one of the solutions was to buy more gears. I feel that the parameter is very limited because if you buy gear, then your creative process becomes shaped by the vision of the person who made that gear. I don’t like that, so I use my own video feedback technique with After Effects, which not many people do, and therefore it feels like it is my own tool and my own technique.

I also randomize a lot of elements in my audio production, working with a set of parameters. I set a tone, add notes from here to here, and allow a bit of randomness. But that’s as far as I go. I don’t use a coding environment such as PureDate to make audio compositions, but I use audio production software and randomize it, which is similar in a way. 

“I like the idea of creating Op Art, because it makes you question what you are seeing”

When experiencing your works, one cannot help but think of the beginning of the creation of everything with the representation of fluids and water.

Ha, I’m not sure. When people think of computers and technologies, they don’t really think of liquids and water. Machines are always dry and hard things. But I imagine that the future of computing will be more organic and fluid. People are using liquid elements in computing and I am fascinated by it. My videos feel very organic, particularly because they have an analog component, so it is not only about zeros and ones. I want to make everything organic as much as possible. It’s not easy, but I take it as my challenge to make things look more organic.

You have recently also been active in the NFT space, could you please share your experience with us on these projects and how you imagine NFTs becoming part of the more traditional art industry as a whole?

It’s been such a crazy ride with NFTs! I’ve sold plenty of work as I’ve never had before. And I’ve made a lot of new friends, and I discovered a lot of great artists I’ve heard of before. Overall it’s been a good experience for me. But I’m not a big fanatic of it either. I’m staying pretty low-key about it. Things come and go and I have no idea where this is going, honestly. I just focus on making good art, which has always been my thing.

Get to Know Shaun Gladwell: Moving image, painting, photography, sculpture, installation, performance, VR & AR artist

Where did you grow up and where do you live now?

I grew up in a small suburb connected to Sydney called North Rocks in the west away from the coast.  It was mixed, lower middle class and solid middle class in other areas. I found it exciting at times and desperately boring at times as well. I now live in London and mostly spend my time in the Southeast of London.

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Shaun Gladwell Studio

Where did you go to school and what did you study?

I went to a state school in North Rocks and then after graduating I went to an art school in Sydney called Sydney College of the Arts. I stayed there for a few years, got an Honors degree and then jumped to an another art school.  

My Masters study was at the College of Fine Arts University of New South Wales.  I studied painting although by the time I left Sydney College of the Arts, I was already experimenting with video and other technology so for my Masters degree I was mostly moving between lots of mediums.

What does your workspace / desktop / studio look like?

I’ve got a physical studio space in Southeast London that’s connected to a gallery space called the Drawing Room.  It’s a medium sized space with a beautiful view of London. It’s very much a painting studio. It’s really messy, there are big unstretched canvas on the wall.  There’s oil, acrylic, aerosol, it’s a real mess. I do work in VR through other studio spaces.

When did you start working creatively with technology?

A lot before officially studying video performance and installation. I was creatively using technology in my painting process. I was interested in taking reproductions of paintings and scanning them, altering their dimensions and then re-painting those manipulated images through Photoshop.  

The Photoshop image of say a distorted Gainsborough or a Reynolds painting from British society portraiture going back to the 1700th or 1800th century would then become the proprietary sketch for a very detailed painting. So that’s probably when I started looking at this interface or this connection or somehow a conversation between technology and something more traditional.  

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Self Portrait Spinning and Falling in Paris, 2016 Single channel High Definition video, 16:9 (installed 4:3), colour, silent

In 2009-10 you were the official Australian War Artist and the first to use video for your project. Can you describe your experience working on the ground with the Australian military in Afghanistan and talk about the process of creating Double field/viewfinder (Tarin Kowt)?

This commission with the war memorial  was very different for me. I was heading into a very difficult, unknown space and couldn’t control the elements around me like I do here in this studio or like I think I’m doing in this studio.

To work in an environment like that required a different kind of thinking. I wanted to explore ideas that I already had in my practice so that’s where Double field/viewfinder came from which was really me taking this technology into the theater of war but also knowing that technology was entirely integrated into that experience and supporting that experience and probably most of the technology I was using was actually developed through military objectives.  

Video recording technology and digital video was so familiar to a lot of the soldiers because they are technologists. I decided to hand cameras over to them and let them record video.  It ended up becoming quite intense because the soldiers took on the project as if their lives depend up on it. It almost was like a military drill so that was quite interesting for me and then letting the soldiers know that it was an experiment and getting their feedback after was equally important.

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‘Double Field/Viewfinder’ by Shaun Gladwell (2009-10).Photo: Department of War Studies, King’s College London

In 2016 you co-founded an Indie VR Content Collective with producer Leo Faber called Badfaith. You’ve mentioned the name of the collective is a reference to the Sartrean philosophical concept. Do you believe VR can be an antidote to certain social forces that cause people to act in bad faith? How do these ideas factor into your practice?

Firstly, the name BadFaith is connected to the concept of Jean Paul Sartre as well as Simone de Beauvoir.  Each philosopher or thinker has versions or signs and symptoms of ‘bad faith’ within their thinking or within their ideas around the concept so it can be quite nuanced and complex to talk about ‘bad faith’ depending upon who I’m  footnoting or referencing but I think technology can also potentially generate bad faith as well just depending upon how the technology is used. Like any technology if it’s being used as a weapon or a tool for something else.

The same technology has very different outcomes and effects and I think that the fact that bad faith was always about simulating a kind of presentation of self or position even down to the occupation of the waiter as Jean Paul Sartre’s famous example goes, then that immediately becomes relevant to technology like VR which is a very powerful simulator that we all now have access to as consumers rather than it being locked up in university research labs or tech developers so we’re going to see all kinds of different forms of bad faith in a kind of hard boiled sort of I guess bare life to use Giorgio Agamben’s  term in relation to VR.

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Virtual reality pioneers Shaun Gladwell and Leo Faber talk Badfaith Collective

What projects are you currently working on?

Good question.  I’ve got a few long term projects related to shows and a few little ones that are more like doodles.  I do some sketching in video. I go out and ride my bike and follow the line on the street and it’s kinda like a video drawing. I’m really excited about doing more of those in London, really simple raw works.  I still draw, still like to printmake and paint. But I love VR and AR.

I’m trying to run that full spectrum. I  don’t want to lose out on the idea of working with materials and using substance and stuff and getting dirty.  Like in VR sometimes I can feel like it’s just too much of a pure space which does not reference the gunk, junk and the abject reality of my body or the world.  

Have you done any work in AR? Do you find VR or AR to be a more compelling medium? Why?

I’m developing an idea for a show in AR now.

The distinction between AR and VR is quite enormous.  VR completely arrests your sense of sight and hearing and when you start to include kinetics and haptics then you aren’t given a frame outside of the frameless space you’ve been immersed within while AR still gives you the reference physically and optically and and conceptually to your immediate environment as it then starts to augment that space so you still have some reference to that space if it’s to be defined as AR.  So I think they are so different for me given those kinds of boring different textbook definitions. Some ideas could be better wrapped up in VR and others in AR.

In a field where hardware and software can quickly become obsolete, how do you approach documentary and archival processes for your work?

Usually I’m sorta just hopelessly producing work that will very quickly be its own ruin because that sort of archival and documentary process has changed.  I’m only just now bringing it all in to a central nervous system but then it would of course be better managed through you guys in terms of the digital phase which is great.

It’s amazing to start off in art school and go from prints to slides you put a in projector right through to this system that you guys are working on. I think it’s an incredible arc as to how I’ve used technology to archive my work or to document the way that it’s been shown from a slide projector to the cloud in the space of my professional life and student years.

Who are some contemporary or historical new media artists that you admire? What are some of your favorite works?

Caravaggio’s use of optics back in the day.   Interesting to think of these early examples of people who have used technology.  Galileo’s drawing of the moon after he developed the telescope are some of the most beautiful images I can think of from the sides of both art and science.

In terms of new media artists, I  like everyone, Raqs Media Collective to Pipilotti Rist.  I’m interested in why people are using technology and sometimes I’m also interested in the result but there is always some interest to me as to why people are picking up the camera and trying to make episodic TV series and calling it art or making a series of elaborate performances around their sculptures and calling that video.  Probably the one artist who I really love is Stelarc the Australian guy who auments his body with technology.

 

 

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.

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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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