Jaime de los Ríos: sculpting infinity

Pau Waelder

Jaime de los Rios (Donostia/San Sebastian, 1982) is a visual artist and programmer, founder of the open laboratory of art and science ARTEK[Lab] (2007). An expert in free software and hardware, he has developed over the last decades a body of work that blends contemporary art, science and technology, creating immersive environments and generative works, often in collaboration with other artists, scientists and engineers. 

On the occasion of his solo exhibition “El problema de la forma” at Arteko Gallery, we present in Niio a selection of his recent digital works and conduct this interview in which we delve into the career, work processes and inspiration of the Spanish artist. 

Explore a selection of artworks by Jaime de los Rios in On The Problem of Form

Jaime de los Ríos. LeVentEtSaMesure I, 2024

As a visual artist and programmer, you unite the two essential aspects of digital creation. What led you to develop your career in this field? Which aspect tends to prevail, the one that seeks a particular aesthetic expression, or the one that seeks to experiment with new technologies?

I consider that creation is intimately linked to the paradigm that the artist inhabits. In my case, different contemporary aspects intersect that have led me to use new technologies, as well as the aesthetics of these technological times. I did my studies in electronic engineering and I was educated to successfully manage the technical capabilities of my time. However, in the process of learning, certain desires and results have come in the way. These were not initially desired, but they responded to a philosophy or a concern. I remember well when I had to program an automaton that controlled a traffic light and I forced it to make a certain error that made the three lights blink in a randomized cycle. This reminded me of the famous movie “Close Encounters of the Third Kind” (Steven Spielberg, 1977) and how it used the language of sound and color, with the notes Sol re Sol. There I realized that to control the technology of the moment was also to be able to use the best tools in a critical and aesthetic way and that in such a technologized society artists have an important role to reconfigure or offer a political view of the situation. 

I work mainly with algorithms. I don’t always do it from a programming language but the logic is the same. I compose simple systems that are governed by different equations: these combinations make the system complex, quantum we could say. In its infinity I cannot know how the system will behave at a given moment but I can frame its behavior. It is like sculpting infinity. When handling these systems, I navigate among the mathematics themselves and it is these that make the possibilities emerge that perhaps would never have been in my head if I had thought about it from the beginning, so aesthetics and technology are absolutely linked to each other.

In your work there are influences of geometric abstraction and the work of pioneers such as Manfred Mohr. What references have marked the visual vocabulary of your works?

Of course, Manfred Mohr, Vera Molnar, Frieder Nake…. And also the whole ecosystem of the Computing Center of Madrid, including artists such as José Luis Alexanco or Elena Asins. At the moment when these artists became acquainted with computation through the computer there is a moment of singularity that is very inspiring for me and can be appreciated in my last exhibition. The precarious resources, such as simple geometries, and yet the great capacity for resolution are undoubtedly a great metaphor for the work of these artists in their time. It is the first  painting made using a computer, but it has immense poetics. 

I have arrived in my work to these artists that I already knew but I have done it at a later time, after exploring the history of painting itself and activating algorithms in a pictorial way. In recent years I have wanted the work to speak of its own support and its own algorithms in a transparent way and that is why the elements I use are precisely reminiscent of that synthetic painting.

Jaime de los Ríos. FlyTheProblem, 2024

A main aspect of your work lies in the use of generative algorithms to create constantly morphing compositions, with each work being what Frieder Nake once defined as “the description of an infinite set of drawings.” What attracts you to the possibilities of generative art? What is it like to conceive of a work that does not consist of a finished visual composition, but rather a set of instructions and behaviors?

It is undoubtedly one of the great differences with respect to plastic art. Algorithms allow us to think and develop artworks that change endlessly. We work with movement, fundamentally, let’s say that so far we have a new characteristic which is rhythm and we leave behind, as if it were a curse, the texture and smell of painting. 

Here there are also two types of digital artists, those who direct their creation to something they have previously thought of and others like me who navigate mathematics and in the dialogue with the algorithm itself we let emergencies flow, but then both types of artists need to conceive the work as a system, a framework of possibilities. The work is never solved but it is enclosed in a space of freedom. 

The most exciting thing about this technique, I would say, is to reach the infinite in a poetic way that enables contemplation. To do this, and knowing that it is a post-editing technique, that is, it does not begin or end, we only have to look at nature, the largest infinite system that can be known. From there it is trapped into mathematics and transferred to aesthetic systems. Some artists do it in a very direct and figurative way, others use a system of color and a rhythm that we can perceive as human beings, everyday phenomena such as the reflection of the light in the sea, the shoals of fish or the choreography of birds. 

“The work is never solved, but locked in a space of freedom.” 

In addition to pictorial references, in your work you have explored the relationships between digital art and film, using Gene Youngblood’s concept of “expanded cinema”, and also with the electroacoustic music of Iannis Xenakis, as well as jazz. What do these connections with film and music bring to digital art, and especially to your work?

My work is an incessant search for pictorial, tactile, and sound systems. However, I rarely generate my own sound, so I use the mathematics of music to apply it to the artworks. Many of us electronic art artists work transcoding data, that is, a work can be silent and at the same time have a lot of musicality as is the case of my work on Iannis Xenakis, where I use his famous equation, the curve, which he applied on the one hand in architecture but also in sound composition, to move a series of kinetic artifacts that are like windmills. By activating a movement directly proportional to this curve and also generating a very powerful rotational sound, the whole immersive work, which is also projected, forms a universe that evokes the work of Xenakis. It is almost a scientific experiment: what would have happened if we human beings did not have the sensors to hear, and had to translate those frequencies in the form of color, for instance.

Jaime de los Ríos. pixelsunshine, 2024

Telepresence is a concept you have worked with in several projects, which have notably incorporated a complex interaction between devices, people, and spaces. What attracts you to the possibility of creating these remote connections? Based on your experience with these projects, how do you see the ubiquity of digital art through platforms like Niio, which make it easy to integrate artworks on any screen?

The telepresence I worked with is situated in time between the utopia of net art, the rhizomatic connection, and the quantum era of entanglement. It is one of those concepts that are human aspirations and that Roy Ascott and Eduardo Kac, of course, talked about and developed a lot. In the days of the Intact collective we did teleshared actions between many places around the world. The most interesting thing is that they were not based on video as in our new tools, but given the precariousness of the Internet connection what we sent was mostly mathematics. So I became an interactive beacon of light to the music coming from the SAT in Montreal thanks to the data flowing through the fiber optic cables. 

Niio is a revolution for digital art, it takes advantage of the nature of the medium and takes art out of the black box. One of the big problems of art today is that it has not changed at the pace of society, today we must be accessible and in the pockets of the user, the art lover and not exclusively in centers or institutions and galleries, which of course provide a great value to the work but limit access. Likewise, one of the characteristics that most interests me about Niio is to be able to enjoy the works in privacy, at a contemplative pace and in a space of one’s own without the pressure of contemporary daily life. Enjoying the work during different times throughout a day, a week or as long as you wish, that is the way in which art becomes great and we truly understand it.

“One of the features that interests me most about Niio is being able to enjoy the works in privacy, at a contemplative pace and in a space of one’s own without the pressure of contemporary daily life.”

Your works have occupied the facades of large buildings such as the Etopía center in Zaragoza or the Kursaal in Donostia. What are the challenges of creating a work for the public space and in large dimensions? How would you say they contribute to raising awareness and appreciation of digital art? 

Besides the technical complications, because each digital facade has its own nature, what I am most interested in is to dialogue with the space, to reduce the gap between art that people feel safe with and is part of their history and digital art. Of course this is not the same everywhere. For example, in the city of Zaragoza, which is closely linked to classical art, I created a work called Goya Disassembled. It was the first work made for the facade of the art and technology center Etopia and the result of an artistic residency in this cultural institution. It was an infinite work in which the artist’s entire color palette was displayed, based on all his paintings and drawings. In most of the cities of the world this work would be a rhythm of colors, however in the Aragonese city it spoke of its history and the people who saw it knew perfectly well that these are the colors that in one way or another inhabit the city: dark, strong colors, just like the paintings that they know and love so much of Francisco de Goya

Jamie de los Ríos. Crimson Waves, 2021. Kursaal, Donostia/San Sebastián. Photo: Sara Santos

Much of your work is characterized by collaborations with other artists or collectives. What have these collaborations contributed to your work? How does the creative process differ when you work on a piece individually from when you work as part of a team?

My artistic work has always been linked to collaboration, and I think that in general all artists working with new technologies are constantly busy! In my case I think that for better or worse I have developed a more personal line and when I have the opportunity to work with other artists in the creation, being a very hard and difficult process, it allows me to get out of my more personal line and activate other issues. If I look back, I’d say that when I work in a collective I am much more political and semantic, while when I work on my own I’m more romantic and liberated. 

In any case there are different types of collaborations. When you work with different disciplines, for example in my case I have worked with musicians, we allow ourselves to be ourselves and reach something common. When you work with other digital or plastic artists you have to create a whole new space, that’s why many times you start from discussions and it’s more complicated to speak from the heart.

“When I work with a collective I’m more political and semantic whereas when I work on my own I am somewhat more romantic and liberated.”

You have a long experience in the design and technical coordination of digital art exhibitions and events in Spain, such as the Art Futura festival or the exhibition “Sueños de Silicio,” among many others. From this perspective, how have you seen the presentation and reception of digital art in Spain evolve? What successes and missed opportunities would you point out, globally?

This is a complicated question and at the same time essential to understand the contemporaneity of electronic art. I will begin by talking about the artists themselves and how they have been affected by the way of exhibiting this type of art, which is often related to spectacle and the possibilities of the future of art. Electronic, digital and new media art has been closely linked to the exhibition of new technologies and this has generated a precarious business model for artists who, by collaborating with more people, generate grandiloquent and very expensive works. The spectacularization of the medium has not served to professionalize the artists but rather the other way around, we have festivals in which we seek to be impressed by the use of new technology, and this has caused us to generate a niche, a place apart from contemporary art. 

This is not bad per se, but we must enable new paths, encourage professionalization and the labor of art, with works in a smaller scale but also more linked to a personal production. This may sound a bit classical but I had the opportunity to work with the Ars Electronica archive some time ago for the curatorship of a small exhibition in Bilbao. The vast majority of artists who participated in this festival throughout its history do not create art anymore. Perhaps it is still a very young art. 

Finally, I would like to add that I work at the New Art Collection and I study the work of artists in the technological field. In recent years there has been a great step forward in the field of collecting, with serious proposals from the creators that will allow new generations to enjoy this art.

Jaime de los Ríos. Scintillant, 2019. Collaboration with IED Kunsthal Bilbao and Susana Zaldívar.

Over the last two decades you have been active in the training aspect of digital art, running workshops and being part of teams in medialabs, notably as founder of ARTEK [Lab] at Arteleku. Can you give me an overview of the genesis and development of the maker and open source communities in Spain? How have the collaborative and training spaces in which you have participated influenced the development of a digital art scene in Spain? How has the reception of digital art that you mentioned in the previous question affected these spaces?

I have great memories of the first digital artists I met in Spain. They were linked to centers like medialab Prado. They were collectives like Lumo, which lived in a space of open creation, where they worked in the technological field from a political position of open source but also aesthetics. Not to beat around the bush, I will say that all this changed with the arrival of the maker movement. Being interesting and positive in the first instance, this movement took the political facet (open source, collaboration, etc.) and turned it into its emblem but left behind the aesthetic and even critical field. It linked creation to a certain machinery and it can be said that it made us almost slaves of those machines. 

I lost many people along the way who, from being free researchers, turned exclusively to machines and the machinery of the market. I would say that here there is a first stage which is the hackmeeting, hacktivism as epicenter and hybridization of new ways of thinking in terms of technopolitical, cosmovisionary feminism, and then maker culture, a reductionism with neoliberal tendencies, oriented to generate a third industrial revolution linked to new economies. 

“We have festivals where we seek to impress ourselves by the use of new technology, and this has caused us to generate a niche, a place apart from contemporary art.”

You are currently working as advisor and technical coordinator of the New Art Foundation, the largest collection of digital art in Spain. What challenges does the preservation of digital art pose, and how do you see the future of this type of artistic creation in terms of its permanence in institutional collections and the knowledge of its history?

Indeed, I am the technical director of the collection and I am passionate about it. We work with more than one hundred and fifty works, 95% of which belong to living artists. From the first thoughts on cybernetics in the video art of Peter Weibel to the generative art of Alba Corral. All the works are of a different nature and this implies a maximum challenge, a knowledge of thousands of sub technologies, different operating systems and different interfaces. It is still a path that is being generated thanks also to the support of all the artists, but it is certainly a collective challenge that we face and we want our works to survive in the future. 

If I have to give some advice, in order for our works to be enjoyed in the future, I would comment that it is important that we work with tools that we know very well, that we make them our own and little by little we feel that we control those supports absolutely. Our lines of code are our paint strokes and the screens, our canvases, appropriating their colors and their movements. This may sound a bit unpopular, but the field of collecting requires a certain security when it comes to a work working or being restored. We are also developing protocols for the collection that make it possible to arrange the craziest works, of course! 

Jaime de los Ríos. Vortex, 2024

In “The problem of form”, your current exhibition at Arteko Gallery, from which we present a selection of digital pieces in Niio, you recover the connection between painting and algorithmic creation that underlies much of your work. The exhibition combines digital works with pieces on paper and digital printing on aluminum. At the current moment of maturity in your career, how do you conceive the role of digital art in relation to other forms of contemporary artistic creation? How has the exhibition been received in the context of a contemporary art gallery?

I’m really excited about exhibiting at Niio, the exhibition has expanded in an unimaginable way. Now it travels through the networks and sneaks into screens all over the world. It is a very personal work that above all I have been able to exhibit in my homeland. After several exhibitions in the Arteko gallery, I can say, and this seems to me very important, that people have made my art their own. 

In times of globalization and the tentacular capacity of the Internet, it is common to think that the number of “likes” is more important than the number of people around you. This is why the exhibition has been very successful, even in terms of sales! And nowadays I would say that digital art is already part of contemporary art. Both art lovers and people who are more distant from the medium are already more familiar with this movement that speaks of issues they are aware of, and uses the same tools they use in their daily lives.

“For our works to be enjoyed in the future, it is important that our lines of code are our paint strokes and the screens our canvases.”

Bruno Tripodi on fusing cinema and new media art

Pau Waelder

This interview is part of a series dedicated to the artists whose works have been selected at the SMTH + Niio Open Call for Art Students. The jury been selected at the SMTH + Niio Open Call for Art Students. The jury members Valentina Peri, curator, Wolf Lieser, founder of DAM Projects/ DAM Museum, and Solimán López, new media artist, chose 5 artworks that are being displayed on more than 60 screens in public spaces, courtesy of Led&Go

Bruno Tripodi is a 26-year-old Chilean audiovisual artist whose work merges cinema with new technologies. Raised in a creative family, his early exposure to film sets inspired him to study audiovisuals. In 2020, he began experimenting with TouchDesigner, leading to work as a Video Jockey and co-founding Sonda Tecnopoética, exploring sound synthesis and digital art. By 2022, he was creating music videos, commercials, and documentaries for a production company. Bruno aims to fuse cinema and new media, encouraging deeper appreciation and new perspectives on these artistic forms.

Bruno Tripodi. Desvanecer, 2024

Your work combines an interest in visual art made with digital media and sound art. What attracts you to these disciplines, and how do you combine them in your work? 

From an early age, my best friend and I immersed ourselves in electronic music, exploring its many facets and participating in communities where we shared a passion for DJing and live performances. Together we would travel to festivals in other countries to see performances by DJs who did not visit Chile due to the scarce electronic music culture in the country.

During one of those trips, in Colombia, I was fascinated by the visuals displayed on a giant screen. This experience transformed me. At that moment I knew I wanted to get involved in that world. That’s how I started exploring new media and experimenting with tools like TouchDesigner. My approach has always been to combine animations with music, looking for a harmonious integration between both elements to create meaningful works.

As time went by I also started to define myself as a visual artist. My initial inspiration came from music, but I gradually evolved towards creating animations that complement the music I love. In my work Desvanecer, for example, I not only incorporate visual elements, but I also create the sound. I use the image data and turn it into channels to generate sounds, allowing the images (flowers) to produce their own sound as an allusion to the fact that they are expressing themselves.

Bruno Tripodi. Desvanecer. Displayed at CC Plenilunio (Madrid) as part of the SMTH + Niio Open Call. Photo: SMTH

You are co-founder of the project Sonda Tecnopoética, can you tell us a little more about this group, its members and its trajectory? How would you compare the dynamics of collective work and individual work as a creator?

Sonda Tecnopoética emerged from a conversation with a very good friend, Darla, with whom we shared an interest in combining sound art and digital art. At that time, she was learning to use synthesizers while I was exploring the possibilities of TouchDesigner. During our chat, Darla introduced me to Vicente, who is nowadays another great friend and a fundamental part of the project. Without Darla and Vicente’s collaboration, this project would never have come to life. I deeply admire their passion and determination to achieve their artistic goals. The central idea of Sonda was to create experiences that would transport viewers to different worlds, a technopoetic exercise that explored the intersection between sound synthesis and digital art.

“The possibility of creating collaboratively with people who nurture your creativity from different perspectives is invaluable.”

We became so involved in this concept that we were invited to the Foster Observatory at Cerro San Cristóbal, to musicalize one of the guided tours of the site. We were excited and motivated as a team. Our first event was a microfestival of ambient, drone, noise and experimental music, which for me was an unforgettable experience. It was then that I realized how enriching it is to work as a team. The possibility of creating collaboratively with people who nurture your creativity from different perspectives is invaluable. After that festival, I traveled to Valencia, while Darla and Vicente continued the path of Sonda. It fills me with pride and admiration to see how they have improved their abilities to create music and sound environments. They have been invited to festivals and events, they have traveled around Chile presenting their work live and it shows how much they enjoy what they do. I look forward to meeting them in Chile and collaborating again, sharing the new things we have learned lately.

Bruno Tripodi. Desvanecer. Displayed at CC Miramar as part of the SMTH + Niio Open Call. Photo: SMTH

You are currently studying at LABA Valencia, can you tell us about your experience at this school and how it is helping you to channel your career, both in the contexts of design and multimedia creation as well as in the development of your artistic research?

I am currently studying at LABA Valencia, a school that I deeply admire for the quality and experience of their teachers. You can tell that they are people with extensive experience and deep knowledge in their fields. This experience has helped me to focus and find the right direction for my career. I have acquired a variety of techniques and skills that I feel prepared to apply in specific situations, and for this I am very grateful, especially to Pablo and Manuel.

In terms of my artistic research, being in an environment so different from what I was used to has challenged me to grow and study day by day to make the most of this opportunity. Although it has been a demanding and sacrificial time, I value it greatly. In addition, I have had the opportunity to connect with my classmates, many of whom have become great friends. I have learned a great deal from them, both artistically and personally. Their different points of view and experiences have helped me to broaden my perspective and grow as a person and as an artist.

This experience has led me to reflect on aspects that I had not even considered before, and has motivated me to keep moving forward on my artistic path. I am especially grateful to have won an award during my time at LABA, which fills me with gratitude and drives me to continue developing my artistic career.

As one of the winners of the SMTH and Niio open call you are going to see your work exhibited on more than 30 screens in public spaces. What do yo think of this opportunity to show your work outside the traditional exhibition spaces of the art world?

As someone with experience in the audiovisual world, where our creations usually appear on television or social networks, the opportunity to show my work on more than 30 screens in public spaces in 5 cities in Spain is simply amazing. Using my favorite techniques and tools to create this work and then being selected as one of the winners of the SMTH and Niio open call is an achievement I never imagined before coming to Spain. I am really happy and grateful for this opportunity.

I can’t wait to see how my work will look on an LED screen with that resolution. It is exciting to think about how my work will be received by the public in such a different environment than a gallery or museum. This experience allows me to explore new ways to connect with people through art and bring my work to a wider and more diverse audience. I am confident that this exhibition in everyday public spaces will be a unique and enriching experience for both myself and those who have the opportunity to see it.

“The experience of the SMTH + Niio Open Call allows me to explore new ways to connect with people through art and bring my work to a wider and more diverse audience.”

In Desvanecer we see references to Quayola’s Natures (2013) series. What other artists have inspired your work? What do you find most interesting in artistic practices linked to digital media today?

It’s curious because I didn’t know Quayola’s work, but upon researching it, I was fascinated and I’m sure it will be a source of inspiration for my future works. Besides Quayola, other artists who have deeply influenced my work are Tatsuru Arai and Ryoichi Kurokawa. Tatsuru Arai is a visual artist and sound composer who works mainly with dots and flowers, two elements that have always fascinated me and that I enjoy experimenting with. The way he represents nature in digital formats captivates me; the process of bringing something living into a virtual world, where everything is reduced to data, is an analogy that I find extremely intriguing. On the other hand, Ryoichi Kurokawa uses dots, light and glitch in his works, and I feel that each one tells a story. Coming from an audiovisual background, I really appreciate the narrative that Kurokawa manages to create in his work. It’s like watching a movie, and that storytelling ability inspires me deeply.

As for artistic practices linked to digital media, what fascinates me most is the infinite variety of possibilities they offer. With the advancement of technology, these artistic expressions have no limits. Every day I discover something new and find inspiration in the expanding community of digital artists. I love the online interaction and how people share knowledge and experiences to enhance our skills as artists. While the limitless growth can be a bit overwhelming, I see it as an exciting opportunity to explore new frontiers and expand my artistic practice.

Bruno Tripodi. Desvanecer. Displayed at CC FAN Mallorca (Palma) as part of the SMTH + Niio Open Call. Photo: SMTH

Can you tell us about the digital art scene in Chile? What spaces or groups do you consider most relevant, and what are the challenges for Chilean new media artists?

The digital art scene in Chile is experiencing remarkable growth, with an increasing interest from both the public and institutions. There is growing interest in learning programs such as TouchDesigner, both from individuals and from educational institutions seeking to teach these skills. Museums are also recognizing the importance and potential of this expanding field, which is encouraging for the future of digital art in the country and motivates me to continue exploring and creating.

From my perspective here in Valencia, I have observed a remarkable space called Museo Interactivo Las Condes, which is standing out as an important center for digital and interactive art in Chile. In addition, there are other relevant spaces and projects such as Cimuad, directed by Esteban Fuica, a leading exponent of digital art in Chile, as well as Centro Cultural Ceina, Feria Fast and Hub Creativo, among others.

“New media artists in Chile face the challenge of a lack of formal education in this field, insufficient recognition and understanding by institutions, and funding, since some artworks can be costly to produce.”

For new media artists in Chile, the main challenges include the lack of formal education in this field, which is relatively new. Many learn these techniques through a constant effort of searching for resources and knowledge. In addition, there is a need for greater recognition and understanding by institutions, art critics and the general public of the value and importance of new media works. Finally, funding can be an obstacle, as some works can be costly to produce.

Digital Art at the Venice Biennale

Installation View, Scotch Tape and DAP DAO Collab NFT: Portrait of Max Ernst, Decentral Art Pavilion.

The 59th International Art Venice Biennale, curated by Cecilia Alemani, its satellite pavilions and shows mark a strong emphasis on the advancements of digital art as a rightful art world medium. This article explores the different digital art focused exhibitions displayed at the Venice Biennale Arsenale & Giardini, and satellite events.

The 2022 Venice Biennale titled The Milk of Dreams takes its name from a book by Surrealist artist Leonora Carrington in which she describes a magical surreal world where life and living beings are reinvisioned through imagination. In her book, Carrington takes the reader on an imaginary journey that redefines humans and their bodies. In parallel to the Biennale, the Peggy Guggenheim Collection currently exhibits a show titled Surrealism and Magic: Enchanted Modernity, which displays sixty artworks that offer an overview of the entire development of the Surrealist movement, including works by Leonora Carrington.

The history of the Venice Biennale dates back to 1895 as an international cultural exhibition. It is only since the mid 1970’s that the Venice Biennale’s board and members appoints an artistic director, among a professionalized field of curators, who oversees the exhibition and initiates an overarching theme for the edition. Historically, visitors were more accustomed to seeing and experiencing more traditional art forms and mediums at the Venice Biennale such as painting, sculpture and drawing. Since several years it has become more common to experience digital-born artworks at the Venice Biennale, specifically video and sound installations. However this year marked a great leap for the new media arts, artists and practices as the 59th Venice Biennale can be seen as a celebration of the digital, setting the placement of the digital arts side by side with traditional respected mediums. This article explores the different new media works and exhibitions displayed at the Arsenale & Giardini, and will then take the reader on a journey through this year’s Biennale satellite exhibitions.

Installation View, Francis Alÿs The Nature of the Game, Belgian Pavilion.

The Belgian Pavilion exhibits Francis Alÿs’ The Nature of the Game. A video art installation curated by Hilde Teerlinck. The Nature of the Game presents a selection of films from the artist’s Children’s Games series which started in 1999 and is an ongoing project. Included in the selection are video works filmed between 2017-2022 ranging in location from Hong Kong, the Democratic Republic of Congo, Belgium, Mexico, and other countries. The installation of the different screens and films bring attention to the complex realities of children around the world, and the interaction of children with their surrounding environments.

Installation View, Orchidelirium. An Appetite for Abundance, Dutch Rietveld Pavilion.

The Estonian Pavilion exhibited inside the Dutch Rietveld Pavilion presents artworks by Kristina Norman and Bita Ravazi in collaboration with curator Corina L. Apostol in which the artists developed a multi-layered installation including two video works. The pavilion takes as its focal point the life and work of Emilie Rosalie Saal who made her mark internationally as a colonial botanical artist and traveler. Between 1899-1920 the artist and her husband writer and photographer, Andres Saal, lived in Java, Indonesia, then colonized by the Dutch. The exhibition brings attention to the abuse of power exercised by the colonizers and with that the erasing of the perspective and knowledge of the indigenous.

Installation View, Sonia Boyce Feeling Her Way, British Pavilion.

The British Pavilion presents a show composed of video works as installation by artist Sonia Boyce. The exhibition titled Feeling Her Way exposes the artist’s interest in the potential of collaborative play as a route to innovation. The main work at the exhibition is also the first which the viewer experiences upon walking into the British Pavilion that exhibits a work displayed on three large LED screens of Black British female vocalists embodying feelings of freedom, power, and vulnerability.

The Canadian Pavilion curated by Reid Shier is a two-part show by artist Stan Douglas. The exhibition displayed at the Canadian Pavilion is titled 2011 ≠ 1848 and displays four large-scale photographs. In this project, the artist combines and contrasts news footage from London’s 2011 Hackney riots with footage from the global Arab Spring uprisings of the early 2010’s, and images from the Occupy Wall Street protestors on New York’s Brooklyn Bridge. These are then compared and contrasted to historical events from 1848 in which middle and working classes in Europe rose up against a lack of democratic liberty and the hegemony of the elite. In this exhibition, the artist brings attention to how generational differences in the dissemination of information can influence the course of a revolt, and the global frustration with social systems. The second show ISDN displayed at the Magazzini del Sale No. 5 is a two-channel video installation that explores music as a cross-continental cultural resistance. It focuses on two musical genres: Grime music, originating in London, and Mahraganat music which originated in Cairo. In doing so, the artist represents and transmits feelings of international interconnectedness.

Installation View, DESASTRES, Australian Pavilion.

The Australian Pavilion exhibits DESASTRES, an experimental noise project which combines a video installation with a sound work performed live with an electric guitar by Marco Fusinato. The images displayed on a large LED wall are sourced via a stream of words that have been put into an open search across multiple online platforms and exhibit disparate and disconnected randomly generated images.

The Cameroon Pavilion compares four Cameroonian artists with international artists and pays special attention to technology exploring the emerging world of NFTs. The exhibition titled The Time of Chimeras displays an assemblage of paintings, sculpture, video works, and for the first time ever at the Venice Biennale art NFTs.

The Egypt Pavilion Eden-like Garden presents works by Mohamed Shoukry, Weaam El Masry, and Ahmed El Shaer. The exhibition displays an immersive experience of sculpture, installation and video works that rapture the human being and in doing so bring attention to the redefining of humanity.

As the Netherlands lent its pavilion to Estonia this year at the Giardini, the Dutch instead used the Chiesetta della Misericrodia to display Melanie Bonajo’s video installation work titled When the Body says Yes. The installation, commissioned by the Mondriaan Fund, is part of the artist’s ongoing research into the current status of intimacy in our increasingly alienating society.

Artist Monica Heller’s artworks for the Argentine Pavilion comprise of fifteen 3D animation works. Curated by Alejo Ponce de León, the exhibition explores the limits of the body, imagination, and cognitivity through the representation of anthropomorphic characters and objects taken from different stories and fables. Heller’s characters assume adult roles in complex relationships that connect the viewer to familiar representations.

Nan Goldin’s Sirens, 2019-2020 displayed at the Giardini appropriates film footage from thirty films to associate the beauty of the female body with the sensuality and ecstasy of a drug high. The work was conceived as an homage to Donyale Luna, the first Black supermodel who died from a heroin overdose in 1979. The video includes footage from Andy Warhol’s “Screen Tests” of Luna.

Installation View, Bruce Nauman: Contrapposto Studies, Punta della Dogana.

The Pinault Collection at the Punta della Dogana exhibits a solo show titled Bruce Nauman: Contrapposto Studies. The exhibition takes as its starting point a corpus of recent video installations from the Contrapposto series, curated by Carlos Basualdo and Caroline Bourgeois, which is contextualized through a selection of older works by the artist. ‘The show focuses on three fundamental aspects of Nauman’s oeuvre which are essential components of this series: the artist studio as a space where creation takes place, the use of the body in performance and the exploration of sound’. Contrapposto is an Italian term used in the visual arts to describe a human figure standing with most of its weight on one foot so that its shoulders and arms twist off-axis from the hips downwards in the axial plane. This sculptural scheme which originates from the ancient Greeks later became a major feature of Renaissance art. Nauman’s works which exhibit the artist practicing the contrapposto pose on his own body instill in the viewer an unsettling feeling which further destabilizes notions of the body, identity, and language. Nauman has stated that he wants his art “to be vehement and aggressive because it forces people to pay attention”. For Nauman creating art in his studio “became more of an activity and less of a product”. The works in this exhibition display the pioneering video artists’ interest in portraying films of the human body in live performance and manipulating pre-existing footage. Bruce Nauman began to explore the potential of video art in the 1960’s as part of his ongoing investigation of the possibilities of what art may be. By displaying himself in contrapposto poses and scenes the artist in a sense enlivens the static ancient notions of sculpture, now portrayed in a t-shirt and jeans. In these works there is also a clear allusion to age and how time unsettles the body.

The last rooms in the exhibition display Nauman’s studies with 3D developments which enabled him to further advance his interest in researching the human body, the studio, and the exploration of the sense of vision and visuality. Nauman’s work Nature Morte, 2020 comprises three 4K video projections each linked wirelessly to an iPad which the viewer can manipulate to virtually move around his studio and to discover its contents of artworks, notes, sketches, furniture, and other tools and objects.

The Decentral Art Pavilion at Palazzo Giustinian Lolin, curated and organized by Florencia S.M. Bruck, Javier Krasuk, Diego Lijtmaer and Simone Furian. The exhibition titled Singularity brings together over 200 NFT artworks from a diverse group of international artists, including Beeple, Kevin McCoy, Trevor Jones, XCOPY, and Ran Slavin, all who are ‘shaping the creative economy and NFT space’. Singularity dives into decentralized art with the aim to ‘educate, engage and enthrall the aficionado, the collector, and the public at large; in such a fast-evolving creative dominion’. Moreover, the exhibition is aimed to foster a dialogue around NFTs and their impact on the art world.

Installation View, Ran Slavin Newtopia, Decentral Art Pavilion.

The Decentral Art Pavilion exhibits a show that goes in line with the Biennale exhibitions with its outlook on the Grand Canal hosted in an exquisite Baroque style palace. Running in parallel with the Venice Biennale for the first 8 weeks. Highlights from the exhibition include Beeple’s Everydays: the First 5000 Days, Ran Slavin Newtopia, David Rodriguez Gimeno DEVELOP / MOV N1, and Trevor Jones’ ETHGIRL. Visitors to the Decentral Art Pavilion can even experience an NFT rendering of Leonora Carrington’s famous portrait of Max Ernst reinvented as an NFT by Scotch Tape in collaboration with DAP DAO.

As an icing on the cake, the Dior boutique in Venice is currently showcasing one of the first NFT handbags in its storefront near the Piazza San Marco.

The Exploit of Art: AI and the Banality of Images

Grégory Chatonsky

Our guest author Grégory Chatonsky is an artist whose work has explored the possibilities of artistic expression with digital media since the mid-1990s. An ongoing subject in his practice is the exploration of Artificial Intelligence and particularly the concept of “artificial imagination,” which exposes the machine’s ability to produce content beyond human capabilities and push the limits of art. 

In this text, he presents a critique of the latest advances in artificial intelligence aimed at producing more realistic images, which may lead in turn to the banality of all images.

Gregory Chatonsky, from the Latents Diagrams series, 2022

Every week a new text-to-video generation and translation code becomes available on Colab [1]. We keep on experimenting, eager to produce new images and explore these new possibilities. We try to make them our own to avoid some of the visual naïveties that are spread daily on Twitter and Discord. But gradually the field of visual possibilities seems to be narrowing, with Dall-E 2 and affiliates [2]. By becoming more “credible”, the images also become more boring. The technological progression and the aesthetic motivation seem to go in opposite directions, as if each one had its own goals.

Undoubtedly, the codes developed by creative computer scientists, who most often have little knowledge of the history of art, meet requirements that are antagonistic to those of art. Computer practice consists in taking up challenges (exploits), in realizing objectives and in not questioning their presuppositions, so that one inherits more often than not an underlying ideological structure that tends to naturalize what is a social and cultural construction.

“The images in neural networks become more and more coherent, banal, until they strangely have a family air with those of Beeple.”

Thus, the generation of images in neural networks seems to have as a major objective the capacity to produce “natural” images from texts, i.e. images that seem to have been made by human operators with a technical mediation (painting, drawing, photography, etc.) and not generated by solitary machines. Inspired by Turing’s test, this finality conceals that this test took into account, in its two versions, its performative effects. Indeed, Alan Turing did not want the machine to be an intelligence like a human being (this faculty being moreover uncertain in the latter), but that the latter grants, affects, attributes to the machine an intelligence if he ignores that it is a machine. The recognition of the arbitrariness of the attribution is fundamental here, because it is what defines the conditions of possibilities which must be built and deconstructed.

Thus, the images in neural networks become more and more coherent, banal, until they strangely have a family air with those of Beeple. An average aesthetic fruit of the thoughtless juxtaposition of our culture, a latent space that can be statistical (technical) or cognitive (human). They seem to lose the strangeness of pixels and Surrealism, to repress their psychedelic or hallucinatory character of a Deep Dream [3], since it is a question of overcoming what appears as defects and oddities, so that one does not notice the difference between the alleged original and the alleged copy. One then sees only fire. In fact, there is nothing to see anymore, except a symptom of our time and its hypermnesia.

There is behind the computer exploit a generalized instrumentality, a deterministic construction of the world, which affects the aesthetics itself. It supposes here a linear conception of the representation, of the mimesis, of the Vorstellung: the images would not have effect on themselves. The images of Dall-E 2 seem less disturbing than those of Disco Diffusion or VQGAN Clip, so much they are mastered and normal. One becomes nostalgic for a technology that is only a few weeks old. The technological evolution is an instant ruin, at the very moment of its appearance it is a disaster. Gone are the germinations and the metamorphoses, the imperfections and the monstrosities. The silhouettes and the objects are cut out on a background, each thing is distinguished from the others, the image becomes clearer and more “credible”, but we know well that this credibility is not natural and that it does not go without saying, it is a cultural construction and historically, geographically located. 

“When neural networks will be able to generate an image that cannot be distinguished from a human creation, it will be because images created by humans have been transformed, in their biggest banality and instrumentality, as an aesthetic by default.”

But it is precisely in the contingency of this construction that the true work of art underlines, whereas the technological development of the generation of images rests on the belief of an essentiality of this one. Coders therefore often pursue a decontextualized and essentialized visual purpose. The original images are considered as data that must be translated. That the perception of these “original” images can be retroactively influenced by the automated productions remains unthought of. That the translation of a text into images belongs to a long Western theological tradition of making images express a sacred text is obscured. This is the reason why “prompts” are often more interesting than visual results. If we were to catalog all the “prompts” that flood Twitter [4], we would probably get a good representation of the visual imagination of our time: what words do people think of to make an image? They don’t see that the defects, the metamorphoses, the amorphous are so many aesthetic potentialities, that the strange familiarity between human and technical productions is also made of distances and differences consisting in an anthropo-technological gray zone: human and technical have always influenced each other, the imagination will have been the name of their meeting through a material support.

When neural networks will be able to generate an image that cannot be distinguished from a human creation, it will be because images created by humans have been transformed, in their biggest banality and instrumentality, as an aesthetic by default. While we believe to be producing new images, we will be in fact modifying the perception of all the past images to which we refer. Our technical present will influence our cultural past. Also, we will have forgotten that there is no human production that is not technical and no technical production that is not human. We will then be able to produce images as stereotyped as those of the influencers, of Beeple, of these instagrammable painters of which we do not know if it is the paintings or the faces which make their fleeting success. We will then be able to be submerged by the flow of images, to create images of images, to take up the thread of all our visual culture through the latent space of statistics. We will then find something to do and we will invent enough errors and shifts to continue experimenting.

Notes by the editor:

[1] Colaboratory is a tool that allows users to write and run code on Python using Google’s cloud services. It facilitates running complex tasks that would otherwise be difficult to process on a personal computer, and also share the code. 

[2] Dall-E is an AI system developed by Open AI that creates realistic images from a text description. Its first version was announced on January 5th, 2021. The second version was announced in April 2022, presenting spectacular results.

[3] Deep Dream is a computer vision program created by Google engineer Alexander Mordvintsev that was released in 2015 and became popular for its ability to create dream-like images based on algorithmic pareidolia.

[4] Some Text to Image AI projects invite Twitter users to send “prompts,” descriptions of the images they would like to see generated by the AI.

Studio Visit: Refik Anadol

We were thrilled to be invited to the Los Angeles studio of cutting edge media and data artist Refik Anadol. Located in the Silver Lake area on the east side of LA,  the studio is accessed from a small side door.  Step inside and you’re immediately enveloped by a sleek white space with 20ft ceilings, desks dotted with enormous computer screens, a brand new projector and great Mid-century modern furniture.

Of course it’s hard to miss the perfect, small scale model of Frank Gehry’s Disney Music Hall, one LA’s (if not the world’s) most iconic buildings.  Refik used the model to create one of his very first projects in LA.

If you’ve been to San Francisco recently, you would not have been able to miss the skyline altering Salesforce Tower whose lobby is defined by a 3-story tall, 2,500-square-foot digital canvas featuring a custom data art creation by Anadol.

Together with his collaborator Peggy Weil, Anadol created a large scale data piece for LA’s first public art biennial, Current: LA Water.

To learn more about Refik’s unique artwork check out this feature story, KCET: Big (Beautiful) Data: The Media Architecture of Refik Anadol.