Claudia Hart on Machiavelli, politics, and NFTs

New York-based artist Claudia Hart’s background in art and architectural history and publishing has defined an artistic practice developed since the late 1980s and focused on bridging the physical and digital worlds. An art critic and curator as well as an artist, her production is infused with literary and art historical references, using the words of male philosophers, poets, and painters such as Jean-Jacques Rousseau, Lord Byron, Lewis Carroll, Thomas Jefferson, Henry Ford, or Walter Gropius to apply a feminist approach to the representation of women in art and the influence of digital technologies in our patriarchal society.

An early work that she has come back to regularly, A Child’s Machiavelli combines many of Hart’s interests, from literature to analog and digital image making, performance, and a satirical view of society. 

Claudia Hart. LittleGuys, 1994.

A Child’s Machiavelli is a series that started in 1995 and has seen many different versions over a span of almost three decades. Hart was living in Berlin at the time the city was reinventing itself after the fall of the infamous wall. As the artist recalls, despite the spirit of newly regained freedom and the reunification of its people, the emerging art scene was fiercely competitive. She told a friend, sarcastically, that what was needed in that context was a revision of Niccolò Machiavelli’s The Prince (1532). The oft-quoted treatise on politics, known for its pragmatism and lack of morality, seemed particularly apt for a young society that was plunging deep and fast into capitalism. Hart’s version of The Prince, however, was not meant to be a guide for ambitious and reckless artists, but rather a fable about a time in which innocence would be lost to self-interest. She chose to create a primer to teach bad manners to children, aiming to spark a reflection on contemporary politics through the obvious contradiction between the childlike illustrations and the shockingly expedient advice.

Claudia Hart. A Child’s Machiavelli. Exhibition at bitforms (New York), 2020.

The initial version of A Child’s Machiavelli counted 31 small oil paintings, each one combining an illustration taken from a classic children’s book and the text that Hart had written, updating Machiavelli’s dictums in a more informal language. The paintings were exhibited in 1995 at the Neue Gesellschaft für Bildende Kunst in Berlin, accompanied by a small catalog produced by the Realismus Studio. From the beginning, the artist saw her Machiavelli as an imaginary book, with the paintings representing its pages, and quickly the project morphed into different formats, such as the first printed edition (Machiavelli für Kids. Hamburg: Edition Nautilus, 1995), or the hip-hop track Babyrap (1996), performed by Hart and produced in collaboration with the French band Assassin. The artist then imagined the next iteration of A Child’s Machiavelli as an animated series (intended to be aired in the popular MTV music video channel), which became her first 3D work, setting a turning point in her artistic production.

Hart’s version of The Prince is a fable about a time in which innocence would be lost to self-interest.

The series saw three more printed editions, one in French (Le Petit Machiavel illustré. Paris: Abbeville Press, 1998), and two in English. The first English version was published by Penguin Books in New York in 1998, and a decade later a second edition was published by Beatrice Books in a redesigned version. This latter edition, that came out in 2019, proved how relevant Machiavelli is to this day, and how aptly Hart’s satirical guide for infantile and selfish rulers reflects actual politics: in 2020, the results of  the United States presidential election were contested by Donald J. Trump, who refused to concede defeat and led his supporters to attack the US Capitol. The way in which Trump’s foolhardy self-interest and childish narcissism almost ended democracy seems right out of Machiavelli’s playbook and even more outlandish than Hart’s mordacious fairy tale.

Claudia Hart. A Child’s Machiavelli. New York: Beatrice Books, 2019

In 2021, as the NFT market boomed, Claudia Hart saw in this form of distribution and commercialization of digital art something akin to her experience with publishing books and magazines. The possibility of both widely distributing her artworks while retaining a sense of ownership (as is the case with printed books) appealed to her. So, the next version of A Child’s Machiavelli consists of 20 animated short films distributed as NFTs and presented in an exclusive artcast on Niio. On the occasion of this new phase in the Machiavelli project, I had a long conversation with the artist, in which we focused particularly on the latest iteration of the book as a series of NFTs.

Claudia Hart. DonDontThrowYourMoneyAround, 1994.

Continuing A Child’s Machiavelli as a series of NFTs seems a logical next step in the project, but what has been your experience with the NFT market so far?

When I first entered the NFT market, I was participating in auctions but I pulled out because they were taking what was intended to be a one-of-a-kind painting, a unique artwork, and then turning it into an edition. It seemed to me that this would hurt me. I always had a very ambivalent relationship with digital, but when NFTs came along, I realized that they are a hybrid of publishing, and digital, which is interesting to me. I’ve also had a very good experience with the community, it is very supportive. 

What is happening in the NFT space now that the crash happened, is that NFTs are being developed as a medium, not just as a register on the blockchain. If I take my earlier work, where for instance I do a movie that is 12 to 20 minutes long and it took me a year to make, and then I sell it as an NFT, I am giving the collector a guarantee of provenance and ownership. But the artwork is not “an NFT,” it’s a movie. As a medium, NFTs are serial, not sequential, because you can’t put things in order, like a baseball card is serial, but not sequential.

“NFTs are far from being anti-capitalist, as some people may want to describe them. They are pure neoliberalism.”

Claudia Hart

Since the original drawings are inspired by 1920s children’s books and the text was written in the 1990s, have you considered creating a new version using other references from children’s literature and updating the language to how kids talk today?

The illustrations I use in this series (the potter, the rabbit, Alice, and so forth), are all in the public domain. I have a collection of these illustrations from out-of-print books from the olden days, which I used to create the paintings and drawings for A Child’s Machiavelli. This is relevant in terms of copyright in relation to NFTs, because these are also about rights ownership. I think the issue of ownership, certified on the blockchain, coupled with distribution everywhere, is mainly the radical part of the production. The rights of the artwork usually remain with the artist, but lately several NFT projects have been offering the copyright of the image to the owner of the NFT, so some NFT collectors expect to have full rights over the artwork they bought. 

Claudia Hart. YoureNoGood, 1994.

Therefore, it can be said that NFTs are far from being anti-capitalist, as some people may want to describe them. They are pure neoliberalism. I believe that by selling NFTs I am not helping, but that is also part of why I want to make all my NFTs very dark and perverse, and about power. I have done another series about the Art of War, which has not been released yet. I also have handmade illustrations that I will turn ultimately into animations as well. Those have vocalizations, where I process the sound and I do interesting things with it. 

Claudia Hart. GivingThingsAway, 1994

The NFT market has been quite wild over the last two years, maybe as fiercely competitive as the art scene of the mid-1990s in Berlin. Do you see Machiavellian tactics in it?

The crypto winter cleared the ground of the pure, speculative designer ethos. It cleared the ground for artists, because now that there’s not so much money and attention we can focus on exploring NFTs as an artistic form. Some artists are bringing back generative art in new forms, and then there’s what I said about it being a serial but not sequential type of medium. Also, the NFT marketplaces are now looking for new blood, because those that were there in the first place are a bit contaminated right now. So they need a whole bunch of newbies like me, because they can sell us for cheaper. It’s the same thing in the art world: after a fiscal crash, the speculators like to bring in new “undiscovered artists,” because we’re cheaper.

Explore Claudia Hart’s work on Niio

Disordinary Beauty, a work in progress (part 1)

Domenico Barra and Pau Waelder

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

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

Domenico Barra is an Italian artist, educator, and curator whose work delves into the aesthetics of glitch art, “dirty” digital media and Internet cultures. He creates images, gifs, videos, and installations through a variety of techniques aimed at generating errors in the processes carried out by hardware and software to create the contents we experience on screens. In 2017, he adopted the nickname Altered_Data, inspired by the realization that online data is gradually shaping and manipulating our identity and behavior, and the fact that he was born with an immune system disorder.

He is the creator and art director of the online project White Page Gallery/s. a distributed and decentralized art network and community. In 2021, he started minting his works as NFTs and is now an active member of the NFT art community, selling his work on Ethereum and Tezos. He teaches glitch art and dirty new media at RUFA – Rome University of Fine Art. His work has been exhibited, among others, at DAM Gallery (Berlin), Galerie Charlot (Paris), Digital Art Center (Taipei), online at the Wrong Biennale and with Arebyte, and in many other galleries and cultural art events worldwide, on the internet and the metaverse.

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

First ɛʍǟɨʟ exchange

from: Pau Waelder
to: Domenico Barra
date: Feb 19, 2023, 12:23 PM
subject: Re: Disordinary Beauty Work In Progress launch

Hi, Domenico!
I’d like to start publishing our series of exchanges in the Editorial section this week. For the first exchange, I’d like to shoot this question:

I have read several interviews in which you describe how you got into Glitch Art and the artists that inspired you. We’ll get into that later, but I’d like to ask you: what does glitch mean to you now, in the midst of growing AI creativity, after the NFT boom, and in relation to this particular project about beauty?

from: Domenico Barra 
to: Pau Waelder 
date: Feb 20, 2023, 6:47 PM
subject: Re: Disordinary Beauty Work In Progress launch

Hello Pau, 

Ten years ago, I began making glitch art, and since then, glitching has evolved and taken on different meanings that are all related to our imperfect nature. I’m enthusiastic about AI and have been exploring with other glitch artists what a glitch within AI means and how to trigger it. However, since AI networks and ƧYƧƬΣMƧ are vast, closed, and not very transparent, most discussions are about finding vulnerabilities to exploit. A glitch within AI may not look like the digital glitches we’re accustomed to for sure, but Nick Briz advanced the suggestion that a glitch within AI could still be considered as something unexpected. For instance, AI’s inability to accurately depict hands can be considered a glitch.

A glitch within AI may not look like the digital glitches we’re accustomed to. For instance, AI’s inability to accurately depict hands can be considered a glitch.

My personal approach takes inspiration from Databending, precisely incorrect editing. I started inducing short circuits in AI’s word-based processing by using prompts inspired by L33T SP34K language. The results are interesting and absurd images that could resemble some sort of twisted memes. In databending, by injecting random values or deleting/substituting some data values in image files using hex editing, the software organizes the data according to the standard file format. I played with altering prompt word input and influencing AI’s interpretation to create random “glitchy” image associations, resulting in unexpected and interesting outcomes.

NFTs offer an opportunity for experimentation in the imperfect art market, but the vision of doing things differently is gradually fading as they are becoming more “traditional”. Decentralization requires a cultural shift in personal and community values, and Web3 still heavily relies on Web2 social media, hindering social value and the ways value is created and artists promoted and glorified. Glitch art emerged in crypto art thanks in part to X-Copy‘s market success and leadership. There is also a marketplace called Glitch Forge that is entirely dedicated to glitch works of all sorts. Glitch art and styles are popular online and in NFT/crypto art, with artists reclaiming their space through the #postglitch aesthetic, especially in response to the status quo. The most famous probably is “Trash Art”, a movement of artists using glitch apps and filters excessively and with a strong amateur style in response to the anonymous artist PAK who declared that artists using glitch effects for their art were not real artists, leading to the creation of the trash art movement.

Confused? Try this quick intro to Glitch Art:

NFTs offer an opportunity for experimentation in the imperfect art market, but the vision of doing things differently is gradually fading as they are becoming more “traditional”.

Disordinary Beauty was born in the midst of the NFT boom and the emergence of new creative apps. Specifically, there was a growing interest in generative art among NFT collectors. It started as a personal experiment when I decided to try out some new generative glitch scripts. While browsing Instagram, I came across a selfie by one of the many influencers on the platform. As someone who has always struggled with the cult of image, beauty, and success perpetuated by Instagram, I decided to use the glitch scripts to slice up the selfie, surely inspired by The Blade Artist by Irvine Welsh that I had just finished reading. I continued this practice by creating one glitch portrait per day, every day, using a different influencer’s selfie each time.

As I continued to select selfies to glitch, I noticed that there were many common features among them such as the lighting, saturation, head position, and gaze. It was as though there was a programmed formula for shooting the perfect selfie. Through further reading, I discovered that the pose and formula adopted by influencers were not just for the sake of appearance, but also to make their photos easily recognizable by Instagram algorithms, thereby gaining more priority in the platform’s feed. This led me to see the glitch scripts as a way to reprogram and decode the selfies, ultimately erasing the image itself. This became a sort of redemption of the atypical, the imperfect, and the weird.

The pose and formula adopted by influencers in their selfies were not just for the sake of appearance, but also to make their photos easily recognizable by Instagram algorithms.

My interest in the concept of beauty on Instagram led me to read ʊʍɮɛʀȶօ Eco‘s On Ugliness and expand my exploration into the meaning of beauty and ugliness in art, and how it has been used to create new biases towards individuals who do not fit societal standards. I wanted to push things a bit further and delve into these concepts in the realm of AI as a sort of social consciousness, prompting image-based conversations with AI using ChatGPT so far and then also disrupting the perception and formatting of beauty in classical art.

Disordinary Beauty is now divided into three stages. The first stage, “BÆUTY IZ CH∆ØZ,” involves glitch erasure actions on influencers’ selfies. The second stage is “Conversation between AI and I” on topics related to beauty, ugliness, art, and society. The third stage called “art canon” will happen on Niio and involves bringing chaos into the harmony and beauty of classical artworks, and the experience of the viewers.”

Sincerely,
d0/\/\!

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..).

Spøgelsesmaskinen: invoking the ghost in the machine

Pau Waelder

Rune Brink Hansen (Denmark, 1979) is a digital designer and artist who has developed a career in web design, 3D modeling and VJing since the early 2000s, creating stage design for operas, concerts, and festivals, as well as spatial design for museum exhibitions. Since 2010, he has created a wide range of immersive and interactive light installation pieces in Danish galleries and museums and has also worked as curator in several contemporary art projects. In May 2021, he created Spøgelsesmaskinen (“the ghost machine,” in Danish), an alter ego and a specific project for the NFT scene that focuses on creating short 3D animations in a distinctive pixelated style that depict surreal and eerie scenes involving computers and other machines. After successfully selling his NFTs on Tezos, Ethereum, and Solana, he is now preparing screen-based pieces to exhibit in art galleries.

On the occasion of his solo artcast Abnor Mall, we spoke about his career, his aesthetic and conceptual choices, and the influence that the NFT scene has had on this production and creative process.

Rune Brink and Yoke Aps, KONSTRUKTUR. Interactive installation at Nikolaj Kunsthal, 2018

You are known for your interactive and kinetic light installations, which often create a novel experience of the surrounding space. What interests you about working with light and the architectural space?

I have always been interested in telling a story in a different way than you would normally find in a movie or a book, a way in which you can become the main protagonist of an experience that the story creates. I have done a lot of installations for cultural heritage museums, and in them I’ve tried to develop a visual language that would keep a certain level of abstraction, in a way to focus on telling the story. And then by doing spatial projections, or light installations, I have created a landscape around the visitors that would trigger their imagination to feel that they are the main character of the story, instead of watching something at a distance. For instance, if I had to depict a war zone, I’d rather create an atmosphere of anxiety and work with the feelings it generates rather than show images. 

So I would say that this is the reason why, when I started to work in art installations, coming from a design background and then doing visuals for music, I decided to create these spaces for the audiences where they really feel immersed and not just watching someone else. I have always been hesitant to create a narrative that is too defined and detached from the viewer, even when I did live visuals for music. I didn’t want to create a perception of the music that was too concrete, too pre-defined.

Spøgelsesmaskinen. Abnormall: Parking, 2022

The animations you create as Spøgelsesmaskinen usually depict scenes in carefully set up spaces, how do they relate to your artistic installations?

In 2009 I did a stage design for the opera Konsumia by Rasmus Zwicki. The story was about a group of people trapped inside a digital illusion. The opera singers would have to sing to make sure that the computer controlling the illusion couldn’t understand what they were talking about. All of this was situated in this dull, eerie, office landscape that represented the capitalistic world. I did the stage design in the exact style I’m now using with Spøgelsesmaskinen, with non-antialiased, very hard pixels and low resolution. 

So I thought, okay, I would really like to go back to this world. It was really a very nice world for me to work in. So that led to what is Spøgelsesmaskinen, basically. And then things started to take off, I started to go into different directions, but I also went back into doing more abstract experimentations. But obviously, the style that is identified with Spøgelsesmaskinen comes from stage design and probably that is why they look like tableaus, in small spaces, although without any characters. But there may be a spirit somewhere in the room…

“The style of Spøgelsesmaskinen comes from stage design. That is why they look like tableaus, in small spaces, although without any characters.”

Spøgelsesmaskinen means “The Ghost Machine:” why did you choose this alias? Is that connected to the idea of “the ghost in the machine” and the use of glitches?

In my early childhood, maybe at the age of eight or nine, the first computer came into my home. To me, the computer was always surrounded by mystery, an uncanny feeling. The computer was in a corner of my bedroom. I was in my bed at night, and I was looking at it and just expecting it to wake up on its own. Because for me, this was magic. In Microsoft DOS, there was this application called Q Basic, where you could write small applications. And I wrote my first chatbot, which would just reply to different prompts. And I could sit for hours chatting with the bot, having a pre-programmed conversation, and feeling that there might be a spirit in this machine, somehow. This continues coming back to me: the complexity of the machine is still enough to fool me into believing it’s alive, in a way.

And how do the glitches come in?

The glitches are what the computer does that is unexpected to the human. I guess that’s why glitches are celebrated, especially right now, as the computer’s capability of being an artist on its own, in a way creating things that are unexpected. Design today is very inspired by how HTML is wrapping different boxes around and making mistakes. There is a huge trend of putting text on top of images halfway, all these different things are coming out of what the computer can do. And so the glitch is proof that the computer is superior or that the computer can surprise us.

“The complexity of the machine is still enough to fool me into believing it’s alive, in a way.”

In relation to this ability of the computer to create, now that artists are increasingly integrating AI tools into their creative processes, are you interested in this possibility?

Yes, certainly. I recently did an installation for YOKE with AI Sweden for the Nobel Prize Museum’s new exhibition, Life Eternal, at Liljevalchs art gallery in Stockholm. The installation is based on GPT SW3, a Swedish version of the GPT-3 generative language model, and used the text of the novel Klara and the Sun by Kazuo Ishiguro. Visitors can have a conversation with an AI system modeled after the protagonist of the book on the theme of eternal life. So, I have worked with AI in the facet of my work related to installations and stage design, but not yet as a tool to create visual compositions. I’m very open to doing so, but I just haven’t found the right opportunity.

Spøgelsesmaskinen. Abnormall: Electro, 2022

The aesthetics of your work as Spøgelsesmaskine are clearly influenced by computer graphics from the early 1990s, which is about the time you started doing 3D animations before becoming a graphic designer and VJ. How do all these experiences collide in your present work?

I have this background as a graphic designer, and then I’ve worked with a lot of installations, festivals, and live events, building big physical installations that are very costly, so I’m used to dealing with all the pressures and limitations, making sure that things are not coming down from the walls or that I don’t go over the budget. In this work with 3D animations I feel that I have the complete freedom to do anything I want, to experiment in any crazy way I like to. And sometimes it seems to me that I am also sketching physical works to come. So in a way, they are a sort of doodle, or a sketch. Even though they are self contained pieces on their own.

“The glitch is proof that the computer is superior or that the computer can surprise us.”

Your low pixel resolution work becomes instantly recognizable. Do you feel that in an environment saturated with images, and particularly in the NFT community, with many similar artworks, it is important to stand out with a distinctive visual style?

Yes, I’m trying to stick to it. Because I feel that it’s becoming my signature. And I never really had a style before, I never drew, or painted. So it feels like I’m finally coming to a place where I can connect with what I create very easily. Working with 3D has always been limited by the looks of the final render, because the final render never looks like reality, it’s very hard to make it look realistic. And so I’ve always been struggling with 3D, but now I found a render style that is actually taking me into a more humble space. I think it was p1xelfool who said that the lower the resolution, the more connected to the machine he felt. I agree and I think that working in low resolution is a way for us to feel this craftsmanship and also to feel that the computer is not overdoing it, that you can still be in control. It’s not this hyper technological thing that you need the robots to do it for you. It is also a way to say: I don’t need 204k screens, I don’t need to buy new things all the time. I can work with what I have, what has been here for a long time.

In that sense, you have mentioned that you find a lot of 3D models in libraries of objects that no one uses anymore, and that you include in your scenes.

Yes, there are so many 3D models on different platforms that represent different times in history, for instance old mobile phones that are not being used anymore for the commercial purpose they were built for. So it’s a fun way of diving into the history of 3D models, and it’s interesting to see how much time and thought went into modeling all these objects that are now lying in digital junkyards.

Spøgelsesmaskinen. Abnormall: Flash, 2022

So, to better understand the process, you create the whole model in 3D, and then you apply the rendering in a very low resolution, is that correct?

Yes. For some of the scenes I’ve used all these different 3D models I’ve found and put them together, and for others I model from scratch because I need to build a specific scene. Then an interesting thing happens with the loss of information when rendering at a low resolution: sometimes it doesn’t look good the first time, and I have to change the objects, the positions, maybe zoom in more, get more or less details, and so on. I render them in 320 x 240 pixels and scale them up frame by frame, to double the size, and then turn them into GIFs. I think Photoshop is getting rid of GIFs, so maybe soon I will probably have to start working on older machines to actually be able to run the software

Right now I’m working with a company that builds LED screens and I’m doing tests to have an animation run in the screen at the exact size, each pixel an LED, with no scaling, a sharp image. For that I need to avoid any form of antialiasing, which luckily can still be the disabled in some software. 

You have decades of experience with 3D imaging and digital creation tools. What do you think about the development of digital technologies for creatives? Do you consider that open source software has had a major impact on creativity?

I wouldn’t be able to use abandoned software and hardware in the future if there wasn’t an open source community. I did a small project called Memory Leaks in which I worked on the Classic Mac OS. And that was only possible because of the community that is still putting up the software online, hosting it, and making it available for free. The same goes for the 3D models. I’m working on a series of assets for people to create their own scenes. So I’m planning to do a series in which every model is made by me from scratch and everything is released for people to use in different ways.

“The NFT scene has changed my life completely.”

What has the NFT market brought to your practice and its sustainability?

It changed my life completely. I went from working freelance for museums, and very rarely doing my own installations, maybe once a year, to only being on my own now. So it has completely changed everything. In Denmark, there is a lot of interest in blockchain because it is still so new and few people work on it. So basically every week, I have five phone calls with organizations asking me how they can implement blockchain and what they can do with it. I started a small think tank with two friends of mine, called Korridor.digital, which is a shared workspace for blockchain projects in the field of art. We try to help other artists, we do workshops. And we just recently moved into an art foundation where we are now helping to consult in this field.

My network has really changed, I have made so many friends all over the globe in the last few years, and such a huge network, having places to crash in all the major cities of the world, that it is completely mind blowing, and amazing. Even if NFTs are a capitalistic project, they have become a huge social movement. I also worked for some time on the Afghan NFT project where we try to raise money for African artists and Africans in general in need. About 50 artists donated works, and we raised around $18,000. Unfortunately crypto is currently banned there.

Spøgelsesmaskinen. Abnormall: Escalation, 2022

You work under two different names, one of them specifically directed to the NFT market. How does that affect your practice? Can you balance both aspects of your work?

I don’t know. What should I do? Help me! The Spøgelsesmaskinen project is growing, now I’m going to do exhibitions in Copenhagen, so I guess I will start to work with some specialists who can help me out a little bit. Because I recently did a permanent light installation in a park which is like a playground where you can play with light, and that has really nothing to do with the concept of Spøgelsesmaskinen. So for me it is good to have these two names and separate the kind of work that I do. Being online as a different person that is not related to my real identity or my personal life is very interesting. And starting from scratch Twitter and Instagram accounts that are now outnumbering my other accounts, this gives so much energy. So in that sense, I am enjoying the freedom it gives me to try out something new.

Robert LeBlanc: Trust is Everything

Pau Waelder

LA-based photographer Robert LeBlanc is known for documenting the lives of communities on the fringes of American society in photographic projects that usually take years, as he gains the trust of its members as is allowed to portray them at close distance. Since the publication of his first book, Unlawful Conduct, in 2016, his work has been increasingly on demand, leading to collaborations with mainstream firms and large companies, while also developing his own projects with funding that also comes from launching NFT drops and building a community of collectors around his work.

Fahey-Klein gallery is hosting an exhibition of Robert LeBlanc’s latest project, Gloryland, which is also available as an NFT drop on SuperRare and a limited-time artcast curated by Nicholas Fahey on Niio.

Robert LeBlanc. A New America #1 (2014-2022)

You have mentioned skateboarding as the reason why you got into photography. How would you say this experience contributed to shaping the photographer you are today?

I have always said skateboarding saved my life. I grew up in rural Montana, where I had no access to much art or culture, so as a youngster, I would see the world and experience art and culture through the pages of skateboard magazines and skate videos. Then, I started to use a camera when I would go out and skateboard with my friends and document what I would see in the streets when we would be out late skating around. I look back at those times and realize it was my “schooling” on how to navigate the streets, and that really helped develop the skills that honed my ability to access worlds I wouldn’t have normally seen. I firmly believe that skating gave me all the tools I needed to do what I do today. 

Robert LeBlanc. A New America #64(2014-2022)

Your photography projects span several years. What is the process of developing these projects? Do you work on several projects simultaneously? Do the experiences in one project lead to another?

When working on long-term projects, it is a slow burn. You have to gain trust and spend a lot of time with whom I’m photographing to really get to the good stuff. Eventually, the subject’s walls slowly go down, and that’s when you get the opportunity to witness the real magic. I work on several projects at once, and sometimes one project will open the door to another project. You never know when the right opportunity will present itself, and you have to be ready for that; sometimes, you get one shot to gain that trust or access, and being prepared for those opportunities is a must.

“When working on long-term projects, it is a slow burn. You have to gain trust and spend a lot of time with whom I’m photographing to really get to the good stuff.”

In your projects, you use different types of cameras. What do each of them bring to the final output? Is the choice of camera driven by a specific type of image you want to create, do other factors affect this decision?

Yes, I like to use different cameras; sometimes, a particular camera is perfect for that specific project. Cameras are the ultimate tool that connects how I see the world into a visual story to tell a wider audience. For me, not only how the camera shoots but the size plays a huge factor. Sometimes I need something small and very discrete, and sometimes medium format is the only way to create the image I need. I’ve recently been using a monochrome-only digital camera, which is such an inspiring tool. Something about being able only to see the world in Black&White will steer my attention to things I wouldn’t have ever noticed in color. I also love what a cell phone can accomplish, and we all walk around with quite a powerful tool in our pockets every day, and its normality can be a mighty thing. 

Robert LeBlanc. Gloryland. Untitled #35 (2018-2021)

Steve Schapiro, who was known for being able to blend in with the communities he portrayed, once said: “basically, if you’re just matter of fact photographing people in terms of who they are and what they’re doing, you don’t have any trouble.” Do you agree with this statement? How has your experience been when entering a community and gaining their trust?

Absolutely! When you leave your biases at the door and come into any situation with an open mind, you will learn something fundamental about the human experience. How you interact with whomever you photograph will be much more rewarding, at least in my experience. Trust is everything, and there is a responsibility within it too. These are real people with real lives and feelings; abusing that trust to me is the ultimate disrespect in my eyes. I have always played by those rules, and that has gotten me to the places I have been because of the respect I give to anyone on the other side of the lens, and I believe that’s the only reason I’m able to continue to tell their stories.

“Trust is everything, and there is a responsibility within it too. These are real people with real lives and feelings; abusing that trust to me is the ultimate disrespect in my eyes.”

In your description of the community of The House of The Lord Jesus in Squire you emphasize the need to look deeper and “sift through all the coal dust” to understand who they are and what they do. Considering that you intend to do this through your photographs, how do you develop the project with this aim?

I didn’t initially have that objective. I just wanted to witness a community that I found fascinating and widely misunderstood. But when I started to spend more time understanding who they were and the environment they lived in, I began to put those pieces together. It’s a tough part of the country that involves a lot of suffering; I not only wanted to show what they did but also show that they are kind, loving, and compassionate people. Mainstream media is at fault for turning what they do into such a spectacle and, in return, pushing a false narrative that talks about crazy folks who handle snakes, and honestly, that is so far from the truth. I watch people do things in the city every day that seems crazier and more stupid than what they do. This is a rich history of tradition on the verge of excision.

Robert LeBlanc. A New America #29 (2014-2022)

In your recent projects you have had sponsorships and collaborations with big brands, how has that affected the development of your work as compared to earlier projects? 

Luckily for me, it hasn’t at all. Large brands can be beneficial with funding and getting the word out there, and I’m incredibly grateful for brands who have supported my projects and ideas. But it’s important to know where the line needs to be drawn and remind yourself you are doing this because you are passionate about the project and not to be a PR firm that pushes a brand’s message. It comes down to finding a brand or company that shares the same message or beliefs, and if they start to push back or try to reshape what you, the artist, are doing, then they’re not the right fit. But it would be best if you were conscious of that, so you are not wasting each other’s time and money.

Robert LeBlanc. Gloryland. Untitled #39 (2018-2021)

What has the NFT market brought to the dissemination of your work? 

I have opened many doors through collectors or funding. I’m incredibly grateful for all the folks who have supported my NFT drops; most of those funds help to continue developing work or the release of works and books. There is a lot of power within the NFT community, and I’ve met many people I have looked up to for years who are passionate about supporting artists and the art community. It’s been such a fantastic ride so far. The biggest struggle as a creative is how do you continue to finance and survive while creating. I think before NFT came about, we as creatives were held captive by large brands with budgets, making us all fight for scraps, but NFTs have changed the game entirely. Now I can give collectors a more personal experience one on one, and they know that their support will be significant in developing these bodies of work.

“Before NFT came about, we as creatives were held captive by large brands with budgets, making us all fight for scraps, but NFTs have changed the game entirely.”

Tin Lizards is a project that involves collectors in the process of creating the photographs, using blockchain technology to create a system of voting and rewards. How was that experience? Are you interested in further developing this type of project?

I’ve been loving it and hopefully to do many more projects like this. I love being involved with those who support my work, and I hope Tin Lizards is a perfect case study on how collectors can play a very involved role in creating a project

Robert LeBlanc. Gloryland. Untitled #9 (2018-2021)

On SuperRare, your photographs are sold as NFTs and also available for download at 9k pixels. Why is the image available at such high resolution? Are you concerned that it might be used or printed without your permission or control?

No, not at all. Technology constantly changes, and so do the screens that are used to display art. I want to make sure that the collectors can use these images no matter what size screen they are displayed on. I obviously don’t want collectors printing my work because there is a level of quality control that needs to be intact, but if they have a 98″ screen, I want them to be able to enjoy the art on a large scale without the art looking like a pixel mess. Plus the files I use to print photos are much larger than what is available on SuperRare.

Niio in 2022: the articles

Niio Editorial

As we reach the end of 2022, we look back at a very busy year, and forward to an even more intense 2023. In this series of posts, we have selected some of our favorite artcasts, artists, artworks, articles, and interviews. They outline an overview of what has happened in Niio over the last months and highlight the work of artists and galleries with whom we are proud to collaborate. However, there is much more than what fits in this page! We invite you to browse our app and discover our curated art program, as well as our editorial section.

Five articles from 2022

Niio is part of a wider ecosystem that includes the contemporary art world, the art market, and digital culture in general. In our Editorial section, we look at what is happening globally and offer our views and analyses, based on our professional knowledge and observations. We have visited and reviewed some key events in the international art world calendar, such as the Venice Biennale, and followed the latest developments in the NFT scene, as well as the growing influence of Artificial Intelligence programs in artistic research. We have also initiated two series of educational posts, titled Ask Me Anything and Quick Dive, seeking to offer our readers an introduction to the main concepts and terms in the digital art field and the contemporary art market.

We have chosen five articles among more than 60 posts enriching our Editorial section this year. Click on the titles to read each article.

The Role of Art in a Climate Emergency

On 13th October 2022, two climate activists from the environmental group Just Stop Oil, Phoebe Plummer and Anna Holland, threw two cans of tomato soup at Vincent Van Gogh’s painting Sunflowers (1888), on display at the National Gallery in London. The controversy sparked by this protest brings up the question: what is the role of art in a climate emergency?

The article analyzes the reasons behind the protest and the reaction of artist Joanie Lemercier, as well as the views of other artists addressing climate change through digital art.

We care more about representations of nature than about nature itself. We have made cities and virtual spaces our habitat, while using natural environments as sites of leisure, or even just as an image to be displayed on the computer’s desktop. 

Digital Art at the Venice Biennale

The 59th International Art Venice Biennale, curated by Cecilia Alemani, its satellite pavilions and shows marked 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.

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

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.

ISEA2022: the possible spaces of new media art

Drone show on the closing night of ISEA2022 Barcelona

The 27th International Symposium on Electronic Art took place in Barcelona from 9 to 16th June, bringing to the city a community of more than 750 experts in art, science and technology and hosting 140 presentations made by experts in the field, 45 institutional presentations, 40 talks given by artists, 23 screenings, 18 posters and demos, 16 round tables, 13 workshops, and 13 performances. The main organizer of the event was the Open University of Catalonia (UOC), in partnership with ISEA International, the Government of Catalonia and the main cultural and political institutions in the region. The article reviewed the three main exhibitions of digital art in the scene, alongside several shows taking place in commercial art galleries.

The exhibitions in Barcelona feature three different forms of presenting new media art: a setup similar to contemporary art biennials, a process-oriented, artist-in-residence environment, and a new media art festival exhibition.

Out of the grid, into your screen: display your NFTs anywhere

The NFT revolution has brought an unprecedented attention to digital art, which is now easier to collect than ever before: once you sync your wallet to the marketplace, you only need to browse, pick your favorite NFTs, and in two clicks you’re the proud owner of a rare gem that just dropped. It is so easy that many collectors have hundreds, if not thousands, of digital artworks in their wallet. The excitement of owning something beautiful and unique, paired with the immediacy of the transaction, can become addictive. As the collection grows, it fills row after row of an endless grid that you can see on any web browser. With a simple copy and paste, you can also share your collection with anyone and brag about your possessions, your taste, or your ability to seize the opportunity and get that coveted artwork that is now out of reach of most wallets. This article explores how you can preserve and display your NFTs using Niio Manage.

Just as most collectors have artworks in different sizes that fit certain spaces of their homes, it is possible to have a series of screens to display different kinds of artworks

Miles Aldridge: photography and a love for cinema

Miles Aldridge, “A Drop of Red #2”, 2021.

Miles Aldridge is a British photographer and artist who rose to prominence in the mid nineties with his remarkable and stylized photographs which reference film noir, art history, pop culture, and fashion photography. Miles Aldridge is the son of Alan Aldridge, a famous British art director, graphic designer, and illustrator, who is known for his work with notable figures such as John Lennon, Elton John, and the Rolling Stones. Alan Aldridge was the art director for Penguin books. His work is mainly characterized as a combination of psychedelia and eroticism. Miles thus grew up in an artistic environment even posing with his father for Lord Snowdon as a child.

Niio Art in collaboration with Fahey/Klein Gallery recently published an artcast featuring a selection of Miles Aldridge’s extensive oeuvre. This article is based on Miles Aldridge’s interview with Bret Easton Ellis for Fahey/Klein Gallery.

“I like the sense of eternity, when a figure seems to be permanently frozen. The power of an image is not to have a beginning, middle, and ending, but that it’s a complete universe. It’s like the figures are permanently there”

Miles Aldridge