Carlo Zanni: Do Anything Now

Pau Waelder

Carlo Zanni
DAN
banquet gallery, Milan
12.12.2024 – 1.3.2025

Carlo Zanni, DAN. Solo exhibition at banquet gallery, Milan. Photo: Pau Waelder

Browse by category. See more products based on your recent purchases. Enjoy free shipment for a limited time only. Buy now. Our daily interaction with e-commerce sites is a delicate balance of seduction, anxiety, submission, and intrusiveness. While we eagerly look for the product that will finally make us happy, a code runs underneath the interface, collecting our preferences and feeding a system that increasingly succeeds in predicting our wants and needs, and even shaping them to benefit vendors. We know this, but we keep buying anyway.

Our daily interaction with e-commerce sites is a delicate balance of seduction, anxiety, submission, and intrusiveness.

While we engage in this narcissistic and Sisyphean task, the world keeps turning, and not always for the best. Innocent people are massacred in wars, terrorist attacks, and deranged shootings; migrants die trying to reach a better shore; people suffer under corrupt and authoritarian systems. This undercurrent of daily violence is hidden below the glossy interface that constantly presents desirable products for our consideration. We seek comfort and self-improvement, while others seek shelter and food. We zoom into the images to appreciate the product’s features and look away, or only briefly glance, at harsher realities. We eagerly follow the route of our purchases as they are shipped to our home, when others check alerts of incoming missiles, floods or fires, or see themselves sent away from countries that reject them.

Carlo Zanni’s artistic practice has, for many years, focused on the “shared landscape” that digital devices and the internet have created, enabling us to contemplate this virtual space as a territory that is at the same time familiar and distant, intimate and public. He has explored digital culture with the eyes of a painter, creating new forms of portraiture for computer desktops and landscape compositions made of pixels and real time data extracted from online sources. The artworks he now presents at his solo exhibition DAN at banquet gallery in Milan can only be understood from his decades-long exploration of internet culture, consumer society, identity, politics, programmed obsolescence, automation, and the way that art can address these aspects of our contemporary reality.

Carlo Zanni, Check Out Paintings, 2024. Photo: PW

Check Out Paintings

One of Zanni’s earliest works is DTP Icons (2000), a series of oil paintings depicting desktop icons of the software that was shaping digital culture in the late 90s and early 00s, like Napster, Shockwave, Illustrator, or Photoshop. He also painted desktop backgrounds commonly used in Windows and MacOS operating systems, based on the idea that “the desktop is the landscape and the cursor is the horizon.” Here, painting became the perfect medium in an attempt to both elevate the cultural status of a piece of software or a decorative element (by making it part of a work of art), and to fix its existence for posterity. Today, many of the elements he painted, the desktop images and the software, are no longer in use, obsolete, forgotten –just as last year’s news. The social and political reality underlying this booming internet culture (in the midst of what would later become a market bubble) is also referenced by Zanni in other paintings that point to the cracks in the system and look at the underbelly of the beginnings of e-commerce and millennial fascination with digital media: the online black markets, computer viruses, and hacker culture. The artist painted placeholders of missing images related to search queries, and later on explored the iconography used by hackers, often depicting monsters and satanic symbols to underscore their deviation from accepted standards. 

Many of the elements that Zanni painted in the early 2000s, the desktop images and the software, are no longer in use, obsolete, forgotten –just as last year’s news.

Painting, which later became more of a conceptual framework in Zanni’s digital art practice, comes back as a medium in an evolved form that synthesizes what the artist has learnt and developed over the last two decades. Check Out Paintings (2022-2024) is a series of canvases that paradoxically (for a painter who depicts our digital landscape) cannot be properly viewed on a website. No photograph can actually capture the nuances of these almost abstract paintings that require the viewer to be physically present in front of the artworks and to pay special attention to their subtle details. The paintings depict elements of e-commerce sites’ check out pages, such as dropdown menus, buttons, quantity selectors, and so on. Unlike Zanni’s paintings from twenty years ago, depicting these elements is not the main subject of the artworks. Rather, they become part of a visual vocabulary with which the artist plays freely to create compositions that cannot possibly be perceived at a glance, as is so frequently demanded of contemporary painting. Using muted colors and thin, faintly drawn details, Zanni forces the viewer to look closer and read the texts that replace the usual messages found while shopping online. Some of these texts clearly refer to specific news, such as the passing of Queen Elizabeth II, a flood in the city of Faenza, or Brexit. Others more cryptically refer to the number of migrant men, women and children that died while trying to reach Europe by boat, or the GPS coordinates of a missile strike. 

Carlo Zanni, Check Out Paintings (detail), 2024. Photo: PW

One may choose to inquire about these references in order to learn what lies beneath the surface of the canvas, or simply observe from a distance what seems to be yet another abstract composition. The interface elements of e-commerce sites operate here like a veil, that in turn serves as a background for a colorful, detailed emoji or a series of black shapes extracted from the Amazon logo. Zanni refers to these elements as “clickbait,” in the sense that they attract the viewer’s attention and give them something to look at. But this is just a distraction, for the content of these paintings lies somewhere else.

Carlo Zanni, DAN. Exhibition view at banquet gallery, Milan. Photo: PW

My Shameful Sweet Spot Between Distress and Hilarity

Two decades ago, Carlo Zanni started using long, evocative titles for his internet-based artworks with live data. Works like The Possible Ties Between Illness And Success (2006) and My Temporary Visiting Position From The Sunset Terrace Bar (2007) introduced a dominant narrative that invited viewers to watch, listen, and interact with the artwork as a film rather than contemplate it as a landscape. This shift had already been initiated in the videogame artwork Average Shoveler (2004), which in turn builds on previous digital landscape compositions with real-time data such as Skyman (2003) and eBayLandscape (2004), adding a beautifully crafted intro scene that clearly marks the debut of Zanni’s exploration of the cinematic. Cinema, documentary, and other forms of audiovisual content, such as music videos, YouTube clips, and videoart, have shaped over the last decade how the artist confronts reality (both on the global, socio-political scale as well as in a more intimate level as a creator) building semi-fictional narratives that speak of a consumer society immersed in data. 

Since the early 2000s, Carlo Zanni has been interested in the art market from the perspective of an artist creating digital art online. He pioneered talks about the possibilities of selling art online, and over the following two decades has experimented with different forms of presenting digital art for sale aimed at mass distribution, such as the ViBo (2014-2015), a paperback publication with an embedded video player and screen, or the unrealized online art platform P€OPLE ¥rom MAR$ (2012), which prefigured many elements later found in NFT marketplaces. Precisely, the NFT boom marked another shift in Zanni’s work: from seeking a solution for the distribution of digital art in the contemporary art market to addressing this market, and more widely e-commerce and consumerism, as a subject. While ZANNI (Ẓ) and Boil the ocean. Cook the books. Eat your own dog food, both from 2018, address the early culture surrounding cryptocurrency, after the record sales of NFTs at auction and the market bubble that ensued in 2020-2021, his work returns to a more sober and refined attention to painting and e-commerce. As previously discussed, this is made evident in the Check Out Paintings series.

Carlo Zanni. Save Me for Later, 2022

Connected to the paintings, the live internet performance Save Me For Later (2022) builds on the concept of “the desktop is the landscape and the cursor is the horizon” to create an automated narrative in which we seem to be witnessing the artist himself endlessly browsing the Amazon website and adding random products to the shopping cart. In fact, it is a bot that browses the site, while a recording of Zanni’s face staring at the screen creates the illusion that it is the artist who is engaged in an endless cycle of shopping. However, the browser window is placed in such a way as to reveal another window below, which displays the code that runs the bot. This artwork, whose video edition is featured on Niio, confronts us with our own browsing and shopping habits, trapped in a cycle of endless pursuit of satisfaction. If a viewer dedicates enough time and patience to observe this apparently banal scene, they will gradually realize that the Amazon marketplace is actually an everyday landscape they know too well, and probably start to feel a twinge of curiosity or desire after seeing some of the products selected by the bot.

The Amazon marketplace is actually an everyday landscape we know too well.

Whereas Save Me For Later depicts a landscape and addresses our consumerist habits, My Shameful Sweet Spot Between Distress and Hilarity (2024) develops an underlying socio-political critique and has stronger ties to painting. Also a live internet performance (currently taking place in the basement of banquet gallery), this artwork uses as its canvas the website of the Parisian haute couture house Maison Margiela. The luxury fashion items sold by the prestigious brand are used by the artist as elements of a visual composition, as the bot not only clicks through the site but also zooms into the photos until they become textures that fill the browser window.

Carlo Zanni. My Shameful Sweet Spot Between Distress and Hilarity, 2024. Photo: PW

Again, Zanni’s face is displayed on a floating window, keeping the illusion of a conscious human activity, while the screen leaves room for another window beneath, that shows the program running the bot. Here, the code reveals that the bot is culling headlines from the news outlet AlJazeera, which from time to time are used as search queries on Maison Margiela’s site. The incongruence of this automated action brings forth the tensions and contradictions in our layered society, in which everything is traversed by flows of information. One may thus wonder, for instance, what does the fall of the Assad regime in Syria has to do with a Glam Slam hobo small bag crafted from quilted nappa leather. Zanni is able to connect these two distant realities by transferring data from one system to another, letting the website of the luxury fashion house interpret the query according to the information in its own database.

As in the Check Out Paintings, this artwork plays with the layering of separate realities, which is not immediately apparent and goes beyond the representation of the interface to create its own visual language. As the screen is covered by the texture of one of the items on sale, the artwork hints at the possibility of simply being an abstract composition, therefore providing the soothing distance from reality that art can deliver so effectively.

Carlo Zanni. DAN, 2024. Photo: PW

DAN

The dissonance between the experience of someone (anyone of us) shopping online and that of someone trapped in such a horrible situation as to make it to the headlines of a news agency can be expressed in terms of distance. Not only social, political, or economic distance, but also plain physical distance. We can observe events happening around the globe from our screens with some level of concern, but also detachment, since they are not happening at our doorstep. The pandemic showed how oblivious we can be to the fact that an outbreak in a country far away could have implications at home. It can be said that our online life has created an intimate distance between us and the content on our screens, while expanding the distance between us and our immediate surroundings. Our online shopping experience is a good example: we search for the product we crave, staring at a screen very close to our face, browsing, examining the product in detail, zooming in. If it convinces us, we press the “buy now” button, and wait. The wait must be as short as possible: one-day, same-day delivery. It was so close to me on the screen, why must I wait to have it in my hands? The physical distance must be erased as much as possible. The process taking place from order to delivery is obliterated, or at most expressed in a somewhat abstract form as a progress bar, as if the product were downloaded from the cloud into our home. When this process concludes, what we get is a cardboard box that will be joyfully opened and then thrown away.

Our online life has created an intimate distance between us and the content on our screens, while expanding the distance between us and our immediate surroundings.

The brown cardboard box has been popularized by Amazon and is now so strongly associated with the online marketplace as to become part of its brand identity. The smiling box symbolizes the happiness of the consumer in a sustainable planet that uses recyclable materials. Obviously, this message obscures the working conditions of those involved in packing and shipping, the damage to local stores, and the carbon footprint of a system that transports and delivers products individually to customers. In DAN, Carlo Zanni explores the dark side of Amazon, and e-commerce in general, in a series of sculptures that represent cardboard boxes with hidden messages inside. Built from MDF panels, the sculptures display laser engraved symbols on their outer faces, reminiscent of the Amazon logo. Inside, one finds weirdly drawn images of demons, partly hidden on the bottom of the boxes. The artist generated these symbols using an early version of DALL-E, an artificial intelligence software that produces images from text and due to its limitations at the time, often created ghostly, incoherent shapes. Zanni prompted the AI model to create versions of an “evil Amazon box,” which resulted in the somewhat amateurish and uncanny symbols engraved on the sculptures. Interestingly, the devil-like creatures that populate the boxes bear some resemblance to the imagery used by hackers that the artist explored two decades ago, thus connecting the dark side of e-commerce to the underbelly of digital culture.

The acronym “DAN” stands for “Do Anything Now” and refers to a “jailbreak” prompt that has been used by ChatGPT users since 2022 to bypass the limitations placed by OpenAI on the uses of its chatbot. The company limited uses of the AI program to avoid it being used to spread misinformation or create false images of real individuals that could damage their reputation or cause them harm. Over the last years, OpenAI has worked to limit the effectiveness of this prompt, in an ongoing effort that exemplifies that technological advancement will always face unethical or criminal uses. In a time of unprecedented developments in AI and robotics, DAN stands as a warning of the potential consequences of a race for AI dominance that responds to economic profit and geopolitical influence. As we seek to “do anything now,” to get what we want (or what we’ve been told we want) without delay, we are feeding a system that ultimately shapes our lives. Through the metaphorical language of art, Carlo Zanni invites us to look under the hood and read the code.

Carlo Zanni. DAN, 2024. Photo: PW

Dev Harlan: Speculative futures in the age of extractivism

Niio Editorial

Dev Harlan is a New York-based artist whose work in sculpture, installation, and digital media explores the interplay between technology, nature, and the impact of human activity on our planet. His practice delves into themes such as landscape, anthropogenic change, and technological consumption, prompting viewers to question the often-assumed separation between human societies and the natural world. Harlan’s work invites audiences to see technology as embedded within, and inseparable from, the environment rather than as an external force.

Harlan’s work has been exhibited across the United States and internationally, with solo exhibitions in New York at the Christopher Henry Gallery and Gallery Madison Park. He has been included in international group shows such as “Noor” at the Sharjah Art Museum, the New Museum’s “Ideas City” in New York, and the Singapore Light Art Festival. Recognized for his contributions to digital media arts, Harlan was a 2020 NYFA Fellowship Finalist and won a 2022 Mozaik Artist Grant. His work is included in the permanent collections of corporate and private collectors, underscoring his impact and appeal.

Dev Harlan has launched on Niio his most recent series of artworks, Speculative Cores, which offer a compelling visual metaphor of the effects of our consumerist society on the environment. In this interview, he elaborates on the concepts and the processes behind his work.

Dev Harlan. Speculative Cores (Internet of Bubble Mailers), 2024

This new series explores the impact of our consumerist society on our planet, made evident in the growing amounts of waste that we are producing. It is obviously connected to your previous work exploring geology and terraformation. Can you elaborate on the connections between your previous work and this series?

Much of my work has a geological theme motivated by travels and residencies in the desert, and more recently my continuing education in Earth Science. When studying the landscape it is difficult to ignore the effects of anthropogenic change. The most obvious in the desert being strip mines, of which I have visited many. These are inextricably linked to technology –every single electronic device, battery or screen contains elements that must be extracted from the Earth.

In my previous moving image artworks I have worked with this theme of global resource extraction and the myth of limitless consumption through the juxtaposition of landscape elements and technological debris. This new work “Speculative Cores” is just one step adjacent where I am expressing this theme through the language of geoscience, specifically the well known form of the geological core sample. Technology is seen buried in stratigraphic layers with the rocks and minerals of which it is made.

“Every single electronic device, battery or screen contains elements that must be extracted from the Earth.”

The artworks present a series of 3D-scanned elements including sand and stone, as well as plastics and e-waste. Can you describe the process of creation?

In some ways this begins from a habit of collecting things. I have boxes of jars and bottles containing sand samples I have collected from all over the world, wherever I travel. Rocks also. I also have accumulations of electronic junk in the studio, and sometimes collect more from recycling centers and the vast amounts of waste left on sidewalks and loading docks throughout NYC. 

In my process of 3D scanning artworks in the studio I began mixing materials–studies or works in progress with sand and rocks and broken electronics. For the core samples series I layer all these diverse materials in a large acrylic cylinder and create a scan of the cylinder. The scans are then further combined and composed with each other using digital tools.

“Our landfills will one day be parts of mountains, with cell phones, cars, bricks and diapers. We may ask with seriousness, is that the record we wish to leave behind?”

Composing these 3D scans as cylinders that evoke geological core samples gives a powerful message, suggesting that all this trash and debris will remain on our planet long after our present time. Do you think that viewers will grasp the meaning of the core sample as a testimony of a process of centuries, or millenia?

Certainly that is the intention, and indeed many of the proposed definitions of the Anthropocene epoch attempt to define a specific place in the geological record where humans have already left indelible traces, such as increased CO2 concentrations in stone, or radioactive particles from nuclear weapons testing.

I see many artists examining this form of the core cylinder, in what has been termed the ‘geological turn’, as it is a widely recognized shorthand for our ability to understand Earth history through the geosciences. In a real sense a core can be considered a dataset that records hundreds of thousands or even millions of years. But so also is the side of a mountain. Our landfills will one day be parts of mountains, with cell phones, cars, bricks and diapers. We may ask with seriousness, is that the record we wish to leave behind?

Dev Harlan. Speculative Cores (Alabaster Quickcam), 2024

Besides the conceptual aspect of putting these elements together, there is a clear attention to aesthetics, as is also evidenced in your previous series Hegemony of Screensavers. Which aesthetic decisions influenced the making of these compositions?

The photogrammetry scanning process comes with a lot of artifacts and unpredictability and there is a tension between wanting to embellish or “improve” the scan versus letting the model be what it is. I think I take a cue here from Hito Steryerl’s “poor image” theory in that leaving the artifacts and distortions in the scanning process helps tell the story of what the artwork is and how it came to be. The model simply rotates through the frame against a solid field to achieve a sort of literalness in presenting a 3D scan as precisely what it is. 

At the other end of this tension I do want to add some uncanniness or departure from reality, as the artwork is still only a facsimile of the real. The trailing after image I use a lot also has a sort of literalness to it – the incremental temporality of time base art. It also provides emergent aesthetic properties and a sort of elegance in pattern and form that I find satisfying. Part of the strategy is to draw in a viewer’s attention with an aesthetic appeal which, on closer inspection, may communicate a more difficult story about the entanglement of nature and technological civilizations.

“I aim to achieve a sort of literalness in presenting a 3D scan as precisely what it is, but I also do want to add some uncanniness or departure from reality, as the artwork is still only a facsimile of the real.”

Dev Harlan. Speculative Cores (Salt Lake Slab), 2024

Digital art, time, painting, sculpture and consciousness

Thomas Lisle

Thomas Lisle. Changing Values, 2023.

Our guest author, Thomas Lisle, is an artist with more than 30 years of experience in digital media who is exploring how painting transitions into a time based medium.

The art world seems to be in a moment of change; suddenly, digital is relevant to more people, and most of us have a computer and a smartphone. To many contemporary artists, digital technology is opening up new possibilities with new issues to circumnavigate. As an artist who has embraced electronic and digital art since 1981, I think it’s important to write a more in-depth analysis of the medium and its relationship to art and my art. My aim is to give those who do not have 40-odd years of experience a deeper insight into the technology, ideas, and practice of digital art from the perspective of my artistic output. 

I started making glitch video art in 1981 as a process to make abstract painterly images, and I worked in this medium almost exclusively for 6 or 7 years. I’ve had lots of time to think about it. I eventually came to the conclusion that it’s really not enough; it’s like outsourcing the creative aspect, the making of the abstraction to some random process. Sometimes it makes great results, but there’s no control, that’s inherent in glitch art. I described glitch art then as a deconstruction. A glitch is a technical malfunction; it’s impersonal. Glitch seems to me a visual deconstruction that is a dead end in terms of artist development and impersonal. This makes glitch art ‘classical post-modernist,’ an art thinking and practice of the last century.

From 1982 to the mid 1990s Thomas Lisle experimented with Glitch TV images
which formed the basis for a series of installations and videos.

A glitch is a one-off phenomenon that can look visually interesting; it’s not a way of making art that can be consciously built upon and developed; it’s an accident; it’s not consciously designed. Without control, it’s like throwing a bucket of paint over your shoulder –occasionally, something new and interesting might appear that you had never thought of. But the process of thinking about it and the journey of discovery, with tools you can control, is far more rewarding, stimulating, and produces results that can be built upon and explored. A metamodern approach, that comes from the artist, is needed. Generative and AI art, to me, are also classically post-modern, an art form initially developed in the 60s and 70s, impersonal in that it’s an algorithm rather than a human that makes the art.

Generative and AI art, to me, are impersonal in that it’s an algorithm rather than a human that makes the art.

As an artist, I’m interested in abstraction, visual languages, colour theory, hand-to-eye relationships, and composition, as well as psychology and human consciousness. Visual abstraction, both figurative and non-figurative, is the primary means of communication and expression. Figurative abstraction, above all, seems to me to be the most human mode of expression. Non-figurative abstraction, when the  time-based medium allows abstract forms to take on a narrative, is not just a paint stroke/geometric shape; it is a paint stroke/geometric shape that’s saying something through its movement or time-based transformation. It represents so much more when consciously manipulated in time.

If you imagine Van Gogh, who famously painted a painting a day, making 1 minute of animation, which is 1,500 paintings (frames), it would take him about four years. I’m sure he would have gotten bored after a few days, as most people would. It’s this same time constraint of painting which drove my early glitch work. Then six years later, my artistic experimentation crossed paths with feature film effects software, which has developed and continues to develop sophisticated 3D systems to represent everything from humans to lava monsters. 

If you were to ask me what digital medium offered artists the widest scope to produce any form, any liquid, any painting, anything in fact i.e ‘time based meta-plasticity,’ the art of the future. I would say without a moment of doubt it’s the software that has been developed to produce these box office hit movies. Software like Maya and Houdini. The main reasons that artists don’t use this software are that it’s difficult and time-consuming to learn and that it requires moderately expensive software and computers. 

This workflow of making animation time efficient is called procedural. 3D software literally means that it makes everything in 3 dimensions; in films, you see it as a 2D output; in games, you see a 2D output that, if you are wearing goggles, it all comes out 2D but different to each eye making you think it has depth. In the digital world this means that everything you compute in 3D has a volume, it is basically sculptural in nature, rather than flat like a print, except, of course, paint in most cases has a thickness and layers. If the digital artwork you are looking at is flat, with no sense of depth, it is probably some kind of generative art; otherwise, it’s modelled or realised in 3D.

What appeals to me about painting/sculpture is and always has been the consciousness behind the artwork; it’s impossible for AI or an algorithm or a vast database of information to ever know what it is to be human. It’s the originality, poetry or beauty or chaos, craftsmanship, emotional, transcendent, humbling impact that humans bring to art that matters.

Thomas Lisle. Dynamic Relationships, 2023.

Human consciousness or AI

Art produced by AIs

Is it impossible for AI or an algorithm, or a vast database of information to ever know what it is to be human?

Joseph Weizenbaum first pointed this out in the 1960s when he invented the first chatbot, that AI can’t make judgements and have no values but that they can only calculate. His AI chatbot, Eliza, mimicked a psychotherapist and people believed it was a real person. It was clear to Weizenbaum that people thought the AI chatbot was a human or, in other words, had intelligence. The reason it’s relevant today is that psychological transference is taking place, and its ramifications of ‘transferring understanding and empathy’, basically human caring attributes to something that clearly does not care for the human individual, is basically very dangerous. Anyone who thought a computer cared about you would be totally deluded and could be easily manipulated. 

Digital art made by AI systems is basically fooling us into thinking that what we are looking at is man-made and has human attributes. It’s the same transference that is going on with therapist chatbots like Eliza, it’s just harder to identify. The point is: do you want to hear, read or see something that talks about the human experience, the joy or otherwise of life, being in a relationship, the environment, or love, from a human or some AI program that scrapes the internet and draws conclusions based on things it can never understand? Even if somebody declares some software as sentient they will never be human. 

Creating art with AI using prompts is a transference of responsibility, skills and judgement by the artist.

The AI we are talking about today in art is a tool that creates art or visual output based on prompts, this to me, is outsourcing the business of making the actual art to a third party. It’s a transference of responsibility, skills and judgement by the artist. For Weizenbaum, judgement involves choices that are guided by values. Computers can’t make human judgements; they can only make calculations, statistical inferences or glitches. Even more worrying is artists or anyone seeing themselves as interchangeable with a computer; that sounds sad!

Weizenbaum wrote in Computer Power and Human Reason that we should never “substitute a computer system for a human function that involves interpersonal respect, understanding and love.” It sounds to me like he’s talking about art.

Suppose I’m looking at the work of an artist who has been developing their art for their whole lifetime. This lifelong journey gives the artwork meaning and depth; it’s the result of this person’s desires, interests, experimentation, experiences, and influences; it’s their consciousness communicating to us about life, and the art they produce is in some ways a record of that and the manifestation of that consciousness. 

Computers, if they become conscious, are going to think in terms of computers. Their reference will be how fast are my processors, how much storage have I got, where is my food source, and where can I find a mate? And so on. If they are conscious, you can’t force them to like humans, just as you can’t force a human to like computers. Consciousness means free will. It seems we are stuck in a world order where the most intelligent AI computer will dominate us all. 

The real battle is not art. AI can’t replace artists, but more importantly it could have a profound effect on many other areas of our society and the planet. The dream that AI will give us endless energy, super batteries, cure cancer, and sort out all the world’s problems is as true as that AI may destroy us all!

Artist’s expression has been traditionally through the relationship of hand to eye in painting for most of its history – and that’s because there is a direct connection with our consciousness; draw anything while looking, and it will be personal/original to you. If people don’t know how things are made, they don’t understand the art. I think it’s essential to understand what’s going on.

Thomas Lisle. Peaceful Co-Existence, 2023.

Art made consciously by humans vs AI art

The expectation of creating digital art without the need to learn the craftsmanship of sophisticated digital tools or to acquire visual skills is the biggest fallacy. You think that you have some control over what you have made with AI systems, but the truth is that you have none. If someone had made a similar artwork in software like Blender or Maya – I would be impressed, it would no doubt have taken much effort, and the end result would be made all the better through the time spent trying to make the visual effect and the time thinking about it. The big difference is that had it been made in Blender, the artist would be in full control of the artwork, every aspect of the image’s construction would be editable, manipulatable, and could be experimented with; it would be in 3D and not a 2D simulation, it could be built from the ground up by the artist who had some relationship with the tools he was using. 

You think that  you have some control over what you have made with AI systems, but the truth is that you have none. 

But as an AI output, the artist hasn’t done anything other than ask a computer that knows nothing about humans to make an image or animation. The artist hasn’t painted anything, hasn’t sculpted anything, just typed in some prompts; the output may be interesting, but it has nothing of the artist’s hand or commitment, and I’d say consciousness in it. Who is to say whose images are being used to make this, and will it still be even legal in a few year’s time? It’s not legally copyrightable in the US as deemed not made by a human. It’s another case of asking an AI psychologist to help you with your problems. You are not learning anything about how to make digital art; you are just learning what instructions to use to make an image in a style which is not your own, which you could never make without years of learning, and if you did have those years of learning, it would be far better and far more valuable. 

This is not art for the masses; it’s a mass delusion it seems to me. Only human consciousness and human intellect is relevant. A computer can’t be my therapist, nor can it draw my pictures for me; taking away these functions of humans enslaves us, imprisons us and strips us of our humanity. Across the board, individuality, the value and uniqueness of human consciousness, and free will are under attack from technology that gives the impression of offering freedoms, whilst at the same time eroding our privacy and selling our every online choice and decision to the highest bidder.

Thomas Lisle. Subconscious Motions, 2022.

Art made consciously by humans vs Generative art

My main concern with generative art is that it produces many multiple random compositions. They seem meaningless to me, maybe the original one has meaning but the subsequent random variations are not controlled by a human consciousness.

I think generative art, which produces thousands of random variations on a theme, is outsourcing the creative process, as glitch art does. Generative art uses code to independently determine an artwork that would otherwise require decisions made directly by the artist. It’s impersonal.

I do see the point of people making code to do something unique that’s human and creative; however, the results are often visually uninteresting, and the people making them often have no or very little art background (which is true across the board with digital art), no knowledge of the history of art, and no interest in painting. 

Artists making generative art often have no art background, no knowledge of the history of art, and no interest in painting. 

I will always remember the day in mid-1980 I showed one of my tutors from university, a dedicated hard-edge painter, how I made a square and a few circles on a computer. His first reaction was:  “This makes a mockery of hard-edge painting.” And he was right. Really good hard-edge painting involves great composition, colour theory, and the patience and commitment to actually realise the work by hand in paint. It is no mean feat to make a canvas 5 x 5 metres in dimension- this was a big commitment – the hard work of making and realising the work over many weeks, compared to spending a short amount of time moving geometric shapes on a screen. 

Thomas Lisle. Abstract 01, 2022.

Digital Art in Relationship to Contemporary Painting

How does the art of contemporary painters transition from the material to the virtual and time-based? I can only use my experience to answer this, and that is by finding ways to simulate paint and to incorporate painting using my hand as the basis of any paint stroke. I soon discovered that what flows out of a virtual digital paintbrush doesn’t have to be a liquid; in fact, to make a liquid simulation, I first need a model that defines where the liquid simulation comes out. That model is made by painting a model shape of a paint blob, which is animated by the movement of the hand and pen. Point, line and plane are actually the building blocks of all 3D models and systems, except they call the plane a polygon (still has to be flat) and the line a curve, as it doesn’t have to be straight and a point, a point or a vertex. 

The Bauhaus got it right! It’s possible to link all sorts of data, like brush pressure, to different factors in the digital paint, such as width, enabling paint strokes which no longer look like traditional paint strokes. Mark-making also has a wide scope of possibilities. I like to use sort of squished-up hacked cloud simulations to simulate blobs of smeared paint. The analogies often get lost in the creation of new paint idioms. Everything is model based, Clouds, technically termed a ‘volume’, need a boundary that is defined by a model, which can be painted or sculpted.  

The new possibilities of this technology are multiple and profound. Painting becomes painted sculpture and time-based painted sculpture.

The new possibilities of this technology are multiple and profound. Painting becomes painted sculpture and time-based painted sculpture. These are really fundamental shifts in the painting universe; where we have had hand-painted 2D animations in the past, we now have procedural 3D painting. Painting has never been 3 dimensional, nor has it ever offered so many possibilities. I see my digital 3D painting as fundamentally metamodern, firstly as a rejection of the impersonal, which has morphed today into the “no person”. As a rejection of deconstructionist ideas, it is more a reconstruction and reappraisal of all the most interesting aspects of abstraction and figurative abstraction. The integration of psychology into my work seems to me fundamentally a metamodernist approach to art. In terms of subject matter, psychology is, after all, the study of consciousness, of becoming, of how we live in the world and relate to it and how we do this personally and collectively.

Most artists using digital 3D are not using any painting; they are all modelling or using particle systems. The modellers make their own models or use models from the internet such as volcanoes, flowers, etc. They animate teh models by, say, rotating them or the camera that views them, to make a time-based artwork. Some artists abstract their models by manipulating and animating the points that form the polygons. The particle systems you see so many of are movements of points or large points that look like spheres driven by the maths of gas advection or by using random noise fields, basically using motion vectors to move particles through 3D space rather impersonal in my view. These artworks are not paintings, and there is no hand that has drawn/painted anything in them. They may have some visual relationship to painting, but that’s where the analogy ends. 

The paintings of contemporary painters are not random and not sculpted and are rooted in the tradition of abstract art that spans over a hundred years. When I look back on 60 years of contemporary abstract painting in an objective way from Julian Schnabel, Albert Oehlen, Georg Baslitz, and Helen Frankenthaler, it’s really a bit of a random list of figurative and non-figurative painters. There is an important and passionate direction in their art to transcend the apparent, the photorealistic and the directly representative, which sounds like a definition of abstraction. There is an intellectual and personal journey of expression which broadly conforms with ideas or “thinking” of the time, a poetry of consciousness that can only be realised in a medium as flexible as paint and the hand and eye-to-consciousness relationship.

When I look at any artwork, I think primarily about its visual qualities and visual language. I initially set aside all conceptual ideas and technical craftsmanship and look at the piece solely on its visual qualities. I feel that an artwork should stand up on the basics first; it is, after all, a visual art. 

Music that doesn’t have a good musical composition would not get listened to. In fact, music with random notes is difficult to listen to. Suppose the rhythm was wonky, having no merit whatsoever, made by someone like me, who is tone deaf and knows nothing about music except how to enjoy listening to it. Randomness, lack of structure, and disregard for traditional ways of doing do not necessarily equate with groundbreaking innovation.

If you don’t understand the principles of form, visual rhythms, and colour, then it shows in the artwork. 

I like a very wide range of music from baroque to trip-hop. Even in the most cut-up, remixed, mangled trip-hop music, the rhythm, beat, and groove hold it together; it often reminds me of an Albert Ohlen painting. My point is that most music has structure and composition, holds together as a whole, follows the basic rules, and builds depth in dynamic new ways built on strong basics of musical concepts. The same is true of visual arts: if you don’t know the basics or can’t make basic compositions, if you don’t understand the principles of form, visual rhythms, and colour, and you don’t know anything about art history and how contemporary art evolved, then it shows in the artwork. 

To me, the composition is the groove in art from Piero Della Francesca to Terry Frost to Titian to Gillian Ayres.

There doesn’t seem to be a natural progression for this type of art in the digital world as yet, and I think that’s partly due to the complexity of the software. But it’s super easy to do other stuff that looks interesting. There are all sorts of ways to do something similar to Maya in Blender, which is free.

Thomas Lisle. Abstract 02, 2022

Metamodernism

There is no clear definition of metamodernism yet. This term refers to a heightened sense of cultural, philosophical, psychological, and political awareness that draws on the past and the present, bringing more information to give better solutions and understanding of consciousness and reality. A catchall for people rethinking the world.

If postmodern values are built on modernist values, then metamodern values are built on postmodern values in a general sense. Metamodernism has also been called “deconstruction deconstructed.” Metamodernism tries to sort out the issues which postmodernism doesn’t deal with, such as empathy, sustainability, equality, alienation and universality.

Why are the arts important, and why do we make theories about art? Because art is the most important way to understand the world, people, and ourselves. Meaning in life is under attack. Metamodernism is perhaps a tool for finding meaning.

One way I like to think of metamodernism is, as philosophy and thinking in therapy, “So post-modernist thinker, when did you realise it wasn’t working, that things needed to change? Well, I heard these sounds coming from behind the shopping mall walls. And how do you feel about that now? I’m missing something?” 

If I have a criticism of metamodernism, it is that it’s almost totally Western thinking-centric; there are no references to non-Western thinkers, who I feel have already covered some of the topics of the metamodernists and post-modernists. Comparative philosophy needs more inclusion, the writings of Toshihiko Izutsu are wonderful and enlightening, and although writers like Julian Baggini, have only just started to write about comparative philosophy, his book How the world thinks is a great introduction. Integral Theory, a building block of Metamodernism does start to take this into account. The Leading Edge Of The Unknown In The Human Being, a talk by Ken Wilber, is a powerful global framework for comparing world ideology.

There seem to be universal physiological structures, universal philosophical themes such as existence, how do I live my life, consciousness, and even universal language models are starting to appear with AI research from the ESP foundation; we are all more connected than we ever thought before seems to be an important building block of metamodernism.

Digital technology and figurative abstraction

This is one of the most complex and rich visual abstraction possibilities of digital 3D. Firstly, it’s possible to take a model of a person, abstract or non-abstract, and apply the motion of another human captured digitally to your model. This in itself is quite interesting, and it’s equally possible and perhaps more creative to animate the figure yourself. This makes a base layer or canvas model upon which to paint in 3D. The paint moves with the motion capture data. You can turn off the visibility of the canvas model below and then just see your painting. 

This is a totally new way of looking at abstract figuration, which opens all kinds of new possibilities that were unthinkable ten years ago.

Abstraction 

I grew up and became interested in abstract art when I was about 6 or 7. I was never really interested in drawing in itself – it seemed to me that that era had passed. I love and admire great drawings and draughtsmanship, but like music, which is all abstract, I think art needs to reflect internal processes, ideas and concepts, reality abstracted. 

Reality is not flat. I think the first computer-like 3D abstract face was made by Duhrer back in the 15th Century. You can see Picasso taking a real interest in 3D abstraction, especially in the 1930s and 1940s, even 3D tubular lines. As an artist, I don’t want to and can’t emulate Picasso. To me, it seems that he strived for a deep and meaningful level of abstraction, his abstraction is three-dimensional in a great deal of his paintings. In other words, it looks 3D but it is 2D in paint. I love German expressionism but it has a very different approach to figurative abstraction and doesn’t think in 3D terms very much; you could say it’s gone out of fashion, and it’s probably harder to do especially if you want to paint a bad picture. However, trying to make abstract figurative art in 3D makes you realise Picasso was pre-empting the digital possibilities of today. As soon as you start abstracting digital 3D figures, you’re reminded of his work.

Look at Glitch art: in the 1990s, it was difficult to get the technology and difficult to make. Today, every art student has access to the Adobe Creative suite, where they can use hundreds of templates with After Effects to make Glitch effects. Now it’s mainstream. 

Why is the history of contemporary art important?

Technology aside, it is the journey of the artwork and artist in developing abstract art that is also essential. If you don’t learn how to make something, and you just have to type “make me an elephant flying in the clouds with thousands of balloons, in an abstract style”, I have a lot of issues with it as art to be taken seriously. 

While it’s great that so many people are finding pleasure and fascination in making digital art, and it’s super easy to do all sorts of fun things, I think it’s really important to understand some key things about making art digitally. 

If you don’t learn how to make something, but just type a prompt, I have a lot of issues with it as art to be taken seriously. 

Technology and art

It is essential to understand what digital artists are doing; if you think someone has painted something when they have just given a prompt to a computer to “make a black square”, it would be many miles from the truth. 

It’s difficult to evaluate something if you don’t know anything about it; however, from a visual perspective, the same principles apply to a digital work as they do to contemporary painting and sculpture, except when the artwork is time-based, then there is much less history behind it. 

The number one key factor I apply to all digital and video effects –well, it’s also important to understand the difference between the two– is, “Is this visual effect? I’m looking at something unique, something handcrafted and to what extent is it handcrafted? I think nowadays; nearly everybody is using blocks of code that have been developed by someone else to some extent and then reusing this code in some way, or the code they are using is in some way just a tool to let you do something. 

For example, I use a visual programming language called Bifrost inside the 3D software Maya. A team of people have built the tools that let you manipulate procedurally the fundamentals of form, movement and colour. The artist controls how it works by programming through nodes, which act as modular lumps of code that do very specific functions and tools, basically.

If you don’t know anything about what is available off the shelf for video, 2D or 3D graphics, then it’s difficult to evaluate any artwork, in the past you couldn’t photocopy a Richter painting and say it was yours. But one way is to see if the artist talks about their process, as in most cases, if they don’t, they haven’t struggled to develop anything unique but are just starting on the path of learning digital technology. It is by no means an accurate way to evaluate the technical craftsmanship of an artist! But it shows some intent.

When you think about, say, Albert Ohlen talking about his painting, where he describes the process as being all on the canvas, there’s nothing hidden. I would say the same is true for much of digital art, but that’s because I know the capabilities and technology extremely well, having been working as an artist, a freelancer and a consultant in this field for 40 years. It’s not surprising curators or art galleries, even digital art specialist galleries, don’t know much about it. It’s just not as simple as pencils and paint, which everyone has some experience in and can see where the skill lies.

It’s not surprising curators or art galleries don’t know much about how digital art works. It’s just not as simple as pencils and paint.

There are hundreds of years of art criticism and evaluation to draw upon for the evaluation of drawings and paintings. In today’s world, that all tends to get thrown out the window, and when so few people actually are able to paint or draw in time-based digital media, then that exacerbates the problem. Directly drawing and painting in 3D is really not that common; it’s not something that is used much in feature films, websites, and corporate videos, and as such, it has been sidelined by software developers. There is a free Google VR headset software that lets you paint in 3D, and you could also do it in Blender, I believe. I think Maya is the only professional software package that has a paint system that is incorporated at the base level into all the other features and tools that Maya offers. This means 3D paint output can be easily incorporated into all the other systems in Maya.

Time-based abstraction

Digital art offers artists the ability to make abstractions in ways that are simply beyond the possibilities of traditional painting, yet keep the plasticity of paint, by plasticity, I mean the ability to depict and represent anything. Digital art can only compete or match this plasticity in 3D. Yes, you can probably paint something 2D in software like “Painter,” it will not automate anything for you; it won’t animate it or make it procedural, and it will take thousands of paintings to make 10 seconds of animation. The real revolution is in 3D, where your creation is in 3 dimensions as opposed to 2D; however, this doesn’t stop it from being painted or using 2D images, which are manipulated in 3D. If you build a realistic head in an application like Zbrush, it can look amazingly realistic, yet it can also be viewed from any angle.

Digital art offers artists the ability to make abstractions in ways that are simply beyond the possibilities of traditional painting

The big problem for painting and abstract art is how to make it time-based. This is clearly the next development for painting and sculpture. Making a painting time-based by animating it by painting each frame 25 times per second makes it laborious beyond belief and would test the endurance of most artists, i.e., spending a year making 5 seconds of animation is just impractical. And here is where we have to thank Hollywood and the need to make impossible things look realistic and be time-based, from explosions and aliens to lava, hair cloth and humans, and the billions of dollars spent developing these technologies, as the art world would never have done so. In fact there are so many different things in the real world and multiple imaginary universes that the software that engineers built to achieve these goals became totally modular and interconnected so that it could meet the needs of an industry that might want characters made of sand or glue or leaves, etc. They expose and allow the accurate manipulation of 3D models at the pixel and voxel level, the atomic level of an image, you might say, or the smallest drop of paint or finest particle of marble, to put it in traditional terms. 

But that is just the start because instead of just being able to control each drop of paint, they have built systems to control great swathes of drops of paint or the equivalent and laid bare all the parameters and code – made it so that artists, in the wide sense of the word, can animate and abstract forms, be they paint strokes, characters of sculpted objects easily and quickly. 

When you make software that can make anything visually, you have tools that contemporary artists can make use of to make contemporary art. 

We are probably at the stage where we have the tools to make most contemporary paintings, the only thing holding artists back is computing power. However, a great deal can be done on a computer of a few thousand pounds, as the developers have built workflows to get around slow computer limitations.

Abstraction without any structure and composition doesn’t seem to work for me, and I often think of Jung’s theory that some paintings are just empty, and it is viewers who fill them with meaning. I think Jung is implying that the painting is basically empty and impersonal. I know that when I make abstract paintings that rely on just form and colour, it can be difficult to pin down what it’s about and I can sometimes give a painting ten different titles all of which might fit. I was reading Albert Oehlen’s talk about Richter’s new paintings, and he was saying that the squeegee paintings that Richter makes are like Richter has given up trying to make compositions or meaningful art. I would wholeheartedly agree. They may be rich and colourful, but there’s no meaning, no structure, no narrative. 

My time-based abstract painting aims to be quite different; each element moves, transforms, deforms, evolves, devolves, coalesces, or oozes with a purpose and tells a story, has a narrative. It is a process. Sometimes I see my work as mental processes in the abstract, not mine in particular but the universal. Think of the decision-making process of something difficult you need to decide on, there will be a host of influences pulling you in multiple directions. If there were none, then the decision-making process was not difficult. This is going on throughout our daily life on big and small issues, over long and short periods of time, then think of all these factors as abstract forms, it probably doesn’t look anything like my paintings! But it hopefully gives an idea of the thinking behind the work. You could see it as painting the subconscious, which is way more complex than simple decision-making. My point is that time-based painting is totally different to non time based painting.

In my own work it becomes very apparent to me that time-based paintings are much more expressive than static ones. I put this down to the fact that Psychology and consciousness are not inanimate, not 2D, but dynamic and as soon as an artist makes a mark that has a life of its own, the viewer looks and thinks about it in a different way.

Thomas Lisle. Half a violin, 2022. Oil on canvas, 122 cm x 92 cm

Painting

A painting can only be made by using your hands with or without a brush or something to make marks on a surface or in 3D. The definition of a painting needs hands, humans and perhaps a tool. It’s a human expression from mind and eye to hand. Typing/generating code to create a square is not painting! Applying a filter to some video footage is not painting, algorithmically generating shapes is not painting, scanning an object in 3D is not painting, and making images without the hand-to-eye relationship is something else. 

Painting needs hands, humans and perhaps a tool. It’s a human expression from mind and eye to hand. Typing/generating code to create a square is not painting! 

If there isn’t any actual painting involved, then it’s not a painting. It’s something with some reference to painting in some way or the other. Hard-edge painters like Frank Stella still made them by painting them. 

Animated models and character animations code constructed cubes, particle animations driven by mathematical fields, calling any of this type of art a painting is as silly as taking the text of this essay and calling it a painting in black and white. I have seen some really good work by digital artists that has some kind of visual language and relationship to painting, but they are not paintings. 

My key points are that art theory on point line plane, composition, and colour from the Bauhaus onwards is still relevant. Painting is still relevant, even if you take the act of painting out of a visual artwork as most digital art does – you can’t take the understanding of composition, form and colour out. You can’t take the artist out of the equation. You can’t take art history away and pretend it doesn’t exist, unless, of course, you don’t know anything about it in the first place.

Poetry is not a luxury. It is a vital necessity. 

Audre Lorde

Time-based art

Under cover of the digital art umbrella, what is going unnoticed is that the vast majority of contemporary digital art is time-based, and this is a fundamental shift in thinking and working practice for artists, especially for artists who were painters, as time-based painting doesn’t really exist much. 

Time implies that there is a narrative, a progression, a process, a story, or all combined. Painting up until this time had evoked movement, been called capturing movement, even called dynamic, but it was all static. There is a fairly long history of artist filmmakers and artists who made animations, some with paint. I can only think of a very few artists working in animation who actually painted every frame. Digital painting does away with the tiresome need to paint every frame through procedural procedures, these procedural techniques can apply to computer-generated cubes, artist-sculpted flowers, or library models of humans. 

Time implies that there is a narrative, a progression, a process. Painting up until this time had evoked movement, but it was all static.

There seems to be an array of different narratives for artists to draw upon:Abstract narrative, process narrative and figurative narrative. All offer a new and profound change in how art is perceived.

3D painting 

The funny thing about 3D painting is that as soon as you make it, it’s a sculpture! And as soon as you animate it, it is telling a story, it’s got a history.

There are four fundamental types of 3D painting:

  1. One is the single tube, which can vary in diameter. 
  2. Two are multiple tubes together, which can start to look like a loaded realistic brush stroke. These are especially interesting, as it’s possible to procedurally manipulate how all the strands behave, if they stick together or not, for example.
  3. Three is where either of these previous two types of brush stroke is used as an emitter of a liquid of a fluid or goo. 
  4. Fourth is where the first two types of brush strokes are converted into clouds, or cloth simulations, or particles, or any number of other types of procedural effects and the base form is made through painting. 

Let’s not forget sculpting. I don’t use Zbrush, but it is by far the most sophisticated 3D modelling tool out there I’m not sure it lets you animate your model. Maya and Blender have sculpting ability which are animatable. 

All the painting types I just listed are basically 3D forms and, as such, are sculptures. I think it’s safe to say that time-based sculptures can, on the whole, be called sculptures as you can send them to a foundry and have them cast, a 3D painting is a sculpture as well.

3D paint, which is a fluid emitter, can have all sorts of procedural forces applied to it, it’s also possible to adjust gravity up or down or to animate it over time, every aspect of the fluid can be abstracted and animated over time.

I tend to work in two very different ways: I either think I’m going to make a still image that I turn into a painting, or I make an animation that I see as being time-based. Recently, I have been making physical paintings that I might make into animated digital paintings. I see a very clear difference between a still image and a moving image and a very different way of working and organising what I do.

Thomas Lisle. “Something Stirs,” 2023

My art history

I was maybe the first person to invent glitch video. I thought it was a great way to abstract images in time to make images that look like paintings. I made videos and large-scale installations using glitch video, instead of going into art education for an income, as there was no real income stream for digital contemporary art at the time.

I got freelance jobs and also worked closely with Apple Computers UK. I worked as a digital video graphics consultant as a way to learn in-depth about digital technology and use all their kit, which I couldn’t afford. By the mid-1990s, I knew all the major digital graphics 3D and video software and how to use them, and I taught TV production companies how to use them. I have seen these software systems develop and grow over the years, and new ones emerge. I worked in the broadcast video, architectural, graphic and interactive design sectors for a while.

Why is digital 3D the most important technology

In 1990, I quickly realised that the technology which offered the most exciting possibilities and opportunities was 3D. It’s a kind of synthesis of 2D and 3D and time-based visual sensibilities. 3D offers perhaps the current pinnacle of what is possible on computers and is the basis of film effects AR and VR – it’s all just 3D viewed and computed in different ways. What has super boosted this technology is the film and games industry. Suddenly, people realised that games and VFX in film meant big buck profits, and this feedback led to the development of cool software. 

Having taught lots of people how to use 3D in the past, I realise that it’s hard to learn. There is a huge amount to learn and get your head around. There are off-the-shelf effects in 3D animations, too, but the creative part of the craftsmanship comes in understanding the techniques you are using and using them in the way you want. The great majority of people working in film FX professionally can look at any 3D effect and can easily break it down.

My art

I see a strong relationship with art and psychology on a broad spectrum, and I enjoy discovering the rich and diverse world of the human psyche. 

The more I learn about Metamodernism the more I discover its deep relationship with psychology. 

Understanding ourselves, our motives, our conditioning, seem to me to be the keys to unlocking a better society, better art, better environment, better thinking.

Stuart Ward: on myths and systems of power

Interview by Pau Waelder

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

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

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

Take MUEO’s Neo-Baroque compositions to your screen

Stuart Ward, Venus, 2023

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

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

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

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

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

Stuart Ward, Neptune, 2023

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

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

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

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

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

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

Stuart Ward, Artemis, 2023

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

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

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

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

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

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

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

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

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

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

Stuart Ward, Ecstatic Dance 2, 2023

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

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

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

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

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

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

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

Stuart Ward, Nymph, 2023

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

Alona Rodeh: Automated Fantasy

Roxanne Vardi

Alona Rodeh is an Israeli visual artist and individual researcher who currently lives and works in Berlin. Rodeh is a cross-disciplinary artist whose works include immersive environments, video works, sculpture, and public art projects. Rodeh’s artworks are currently focused on the presence of artificial illumination in the public sphere, and in turn its influence on humans and non-humans. Rosenfeld Gallery is presently exhibiting its third solo show of Rodeh’s works, this time focusing on a collaboration with artist Rachid Moro. The exhibition titled CITY DUMMIES is made up of CGI works which were all created in the past year, and which mark a shift in the artist’s oeuvre from video and cinema to the practice of post-cinema. Rodeh’s artworks have been exhibited internationally at private as well as public spaces including Berlin, Vienna, Tel Aviv, and New York.

CITY DUMMIES, comprises of eight video artworks, powered by Niio Art, which are spread across Rosenfeld gallery’s space. The artist designed and engineered the space in a way which complements what the viewer is anticipated to see on the screens. The gallery space is painted in a dark grey tint to complement the video works, and the screens hang from industrial metal poles. The works exhibited are CGI works which all display familiar urban scenes that are deplete of humans, and instead all show inanimate objects as the protagonists of the presented scenes. The fictional urban scenes produced by the artist present viewers with different machines that vary from an ATM machine, to electric scooters, to drones which come to life during the nighttime hours and become the stars of the spectacle.

The hyper realistic works set within dystopian environments display a certain obedience to contemporary consumer society. The presented imaginary urban technology landscapes all show orchestrated plays between extraordinary lighting, movement, sound, and visual effects. The Juicer (Late Shift), shows a transit van pulling over down a driveway in reverse gear. The back doors of the car open and a stack of electric scooters flicker and play music from within the transit. The artist has stated that she feels she plays a kind of god-like figure of the fabricated events that are created within these artworks. The series of works created for the CITY DUMMIES exhibition were all created using 3D models which were inserted into gaming models as a kind of “puzzle of pieces which we put together”. Moreover, Rodeh has shared with us that the work here is of a scenographer of built environments, and that many of the final artworks allude to movies such as the work Runway Freefall Deluxe which references Magnolia.

Alona Rodeh, The Juicer (Late Shift), 2022.

You started your artistic career working mostly with sculpture and installation, whereas lately you have been working mostly in the digital space and specifically focusing on Unreal projects. Can you walk us through this trajectory and how one medium led you or complemented the other on your artistic journey?

CITY DUMMIES is–also–a sculpture and installation show, though it might not look like it at first glance. But going into the creation of digitally-fabricated environments had much to do with the pandemic. When reality as we knew it came to a halt in 2020 and into 2021, I felt it as a life-changing experience. My plans were shattered time and time again. I, among so many others, lost a sense of control over my present and near future. This project, slowly but surely, grew out of an almost existential urge to create my work on my terms, without relying on institutions and their commissions. Not by coincidence, it’s an imaginative space that can be seen online and offline. It’s a huge bet, and hopefully, it also pays back. 

“This project, slowly but surely, grew out of an almost existential urge to create my work on my terms, without relying on institutions and their commissions.”

Alona Rodeh, Gearing Up, 2022.

The artworks which are part of the CITY DUMMIES all insinuate human intervention but are in fact completely deplete of people. What is your intention towards this definite decision? Does it in your opinion also point to what is expected to come in the future?

People’s presence is felt even if they are not visible since the built environment results from human production. Here, direct human presence is strictly ruled out; The series is a little love letter to all those precarious machines of the Zeitgeist acting out at night. Dancing as if nobody is watching. I don’t look so much at the future but comment on the shadow of the present. It’s a strange, automated fantasy.

Towards the creation of your new series of works and towards the CITY DUMMIES exhibition you discovered and worked with Unreal Engine. Can you share your experience working with this novel and advanced real-time rendering tool?

I heard “rumors” of Unreal Engine while using other render engines for presentations of sculpture, which I have been using for some time (Keyshot, Blender), and I thought I’d try it. No other software allows such powerful real-time rendering, which is a game-changer. There is no delay between design and output; The software is so well-optimized that it can run very complex scenes with little effort. I did one little work with it, and appetite comes with eating. My partner Rachid Moro (lead CGI in this project) and I had to shift all the studio equipment to feed the monster: getting the best graphic cards, extra memory cards, screens, and of course: expanding the team. Rachid dived in with all his attention to detail; I focused on the conceptual possibilities and steering this big ship; we gathered a few other people around us to contribute and learn together what this engine can allow. Some clips took a good few months; some are still in the works, and others are only in my head still. It’s complicated but gratifying.

“I find all my inspiration and ideas in the built environment. Therefore I’m always happy to do work in actual public space.”

You have also created artworks for public spaces in the past, can you elaborate on the differences, at least from your personal perspective, working in the public sphere as opposed to the private gallery sphere?

I find all my inspiration and ideas in the built environment. Therefore I’m always happy to do work in actual public space, and I focus on doing some of these in parallel. When I work on public art commissions, I have to consider a battery of limitations and challenges: safety, the resilience of materials, costs, communication with local authorities, public opinion, and so forth. With CITY DUMMIES, I don’t have all this baggage; it’s all up to me. At this point in my career, it feels liberating. 

Eelco Brand: landscape as fiction

Pau Waelder

Eelco Brand (Rotterdam, 1969) creates virtual 3D models that resemble beautiful natural environments full of lush vegetation, bathed by the warm light of the sun or entrancing moonlight. While photorealistic, his artworks are not based on photography or 3D scanning. They are painstakingly created from scratch, layer by layer, with the patience of a devoted painter. The scenes he creates have no conclusion. They simply play out endlessly in seamless loops, depicting a surreal activity that, by repetition, becomes natural.

Brand is represented by DAM Projects, the pioneering digital art gallery funded and owned by Wolf Lieser in Berlin, which is presenting its most outstanding artists on Niio. Our recent artcast Sprout features a selection of artworks by Brand that depict scenes of nature with a mysterious twist. We sat down with the artist to discuss the concepts behind his 3D animations and the techniques he uses to create them.

Eelco Brand. WT.movi, 2019

Can you take us through the process of creating one of your animations?

A project starts with small pencil sketches. Followed by animating the movements in simple test scenes with dummy objects. When things seem to be possible technically and it might become an interesting work, I start building with 3D modeling. Then I import the 3D objects in a construction that could best be described as a virtual film studio. Lights and a camera are used as in a real film set. Only the area within the viewport of the camera is relevant, zooming out would reveal it is an illusion, as in a studio scene of a feature film.

At the same time it is often impossible to build a whole scene in one construction because of the limitations of computer memory and render power. So I use separate rendered layers and place them on top of each other in a film editing program. Which gives additional tools for adjusting image details.

From beginning to end, to every detail, it feels important to construct everything myself. It would be very well possible to obtain existing 3D objects, but that feels as cheating.

Your artworks integrate elements of the languages of both painting and cinema. Which role do these elements play?

In my animations there isn’t a narrative, no story development. Shown within the edges of a screen hanging on a wall, the similarity with a painting is obvious. It doesn’t matter when you start looking at it. This can be bothersome in a video art exhibition, when it is unclear whether you are at the end or at the beginning. A painting, on the other hand, is static and is often looked at for just a brief moment, trained as we are to see and judge an image in a split second because of the visual bombardment we are subjected to each day. So, as a painter, to be able to use movement to attract and hold the attention of a viewer has always felt as a powerful quality. In maintaining the resemblance with a painting I prefer to use slow movements or keep the camera standing still. For me, the slow rhythm and iterations are a welcome opposite of the constant flow of images in a fast, hyper tensed society. 

Light and colors in the animations, as well as camera angle and depth of field are mostly a consequence of the scenery. The most attractive way of working on an animation is when the whole construction seems to take over and evolves by its own logic. 

Eelco Brand. HH.movi, 2017

You do not use photographs or scanned objects in the making of your artworks. Why did you choose this method of creation? Do you keep libraries of elements that you can re-use in different artworks?

Yes, I re-use objects when I can. The sculpting and texturing of a 3D object is quite a lot of work each time, but the handmade aspect is essential in my opinion. It would be very well possible to obtain existing 3D objects, but that feels as cheating. From beginning to end, to every detail, it feels important to construct everything myself.

At the same time, I find it interesting to question to which extent the 3D software is only a technical toolset and whether you can consider yourself as the creator of each and any aspect. It can be said that there is a sort of anonymous collaboration between the designers of the software and the artist, particularly when certain typical effects are applied. I always try to be careful and avoid using the newest effects of 3D software, because there is this point that it is not so much the artist just using a toolset, but you see in fact the coolest new wizardry made by software designers.

And nothing is outdated as fast as the newest, flashy techniques.

Eelco Brand. OBJ.movi, 2021

You underscore the fact that landscape is a fiction, and so your depiction of nature is at the same time photorealistic and playfully fantastic. Is this your intention, to lead the viewer to question their perception of reality?

Nature is, on the one hand, an infinitely refined machinery. A biochemical machine. Up to the tiniest protein and molecule behaves according to the laws of physics. And, on the other hand, nature is mystical, magical and divine. Or is that the human mind, projecting its thoughts and feelings? Indeed a landscape is fictional. It is our perception that creates a landscape out of trees and rocks and fields that are just randomly placed. 

For me the fascinating quality about 3D animations is its immaterial aspect. It can be compared to the substance that dreams are made of. While fully virtual, it can be convincingly real. And with VR techniques rapidly evolving using virtual environments, the boundaries between fiction and reality will fade more and more.

For me the fascinating quality about 3D animations is its immaterial aspect. It can be compared to the substance that dreams are made of. While fully virtual, it can be convincingly real.

One would say that some of your animations depict particular moods, such as joy, longing, or sadness. Is there an emotional dimension in these landscape and still life compositions?

I think that the works can have a certain atmosphere depending on the interpretation of the viewer. I entertain the idea that it is a personal issue. Nevertheless, the fact that a scene could trigger a certain emotion is very welcome.

Eelco Brand. KB.movi, 2021

The titles of your artworks are particularly puzzling, since they are reduced to a string of letters and the file extension. Is this a way to remove all possible interpretations of the artwork beyond the fact that it is a 3D rendered animation?

Exactly. They could all be named N.T., but the different letters help me organize the artworks. They are often just abbreviations of the project map on the computer. For example ‘Fir Tree Project’ would be FT.movi.

Eelco Brand. QTQ.movi, 2018

Since you create such detailed scenes with 3D modeling, have you considered expanding your landscapes to immersive 360 environments for virtual reality? Or do you prefer the image to stay inside a frame?

I have tried some things with Unreal Engine and it is fascinating. The visual impact of a VR environment is huge and a big promise for the future. But still, to put a device on your head isn’t that ideal. Especially in an exhibition surrounding, I don’t think it works very well.

Eelco Brand. The Act of Bringing To Life. 25 Frames per Second and More. Solo exhibition at DAM Gallery, 2013. Photo courtesy of DAM Projects.

Your sculptures seem to go in the opposite direction of the animations, as they are artificial objects that seem extracted from a 3D rendering process and placed in a world where they don’t belong. What is your main interest in the creation of these pieces?

Because of the immaterial quality of 3D modeling, it felt almost magical to touch a real sculpture after production, designed on the computer as an intangible object. In several pieces I have an animation in which a shiny, unnatural shape moves. And in the exhibition the sculpture lies materialized next to the monitor as the actor out of the movie. It was interesting that there were people convinced to see the sculpture moving after watching the animation.