Digital Art at the Venice Biennale

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

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

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

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

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

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

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

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

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

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

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

Installation View, DESASTRES, Australian Pavilion.

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

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

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

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

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

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

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

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

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

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

Installation View, Ran Slavin Newtopia, Decentral Art Pavilion.

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

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

The Exploit of Art: AI and the Banality of Images

Grégory Chatonsky

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

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

Gregory Chatonsky, from the Latents Diagrams series, 2022

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

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

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

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

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

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

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

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

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

Notes by the editor:

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

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

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

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

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

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

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

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Shaun Gladwell Studio

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

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

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

What does your workspace / desktop / studio look like?

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

When did you start working creatively with technology?

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

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

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

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

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

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

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

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

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

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

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

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Virtual reality pioneers Shaun Gladwell and Leo Faber talk Badfaith Collective

What projects are you currently working on?

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

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

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

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

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

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

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

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

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

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

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

 

 

Niio at ISE

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We are pleased to announce that for the 3rd year in a row, Niio will be at Integrated Systems Europe (ISE), the largest AV and systems integration show in the world.

As part of our commitment to making digital art accessible, Niio is working with display hardware manufacturers as well as a global channel of AV integrators and designers to ensure that commercial and residential locations can easily access and experience high quality digital art on-demand.

Together with Barco Residential, PhilipsGenesis Technologies and Kramer Electronics we will be activating at four distinct  locations throughout the fair.   

At each location, we will be showing a curated selection of digital art, demonstrating  the Niio delivery and display platform and explaining how we work with AV integrators, consultants and design partners.

Of course we understand that digital art cannot be limited to any specific format, screen size or resolution and as such, these hardware and installation relationships, ensure that together with Niio, any type of digital art canvas can be perfectly created, installed and set up.


NIIO ACTIVATIONS AT ISE

VIP LOUNGE (Room E-108)

The Lounge is a collaborative initiative between Niio, Genesis Technologies, Philips & Steinway, all  businesses that marry technology with design with the sole mission of raising the standard for the homes of today and tomorrow.  Learn more.

JOIN US FOR ART & DRINKS at the VIP LOUNGE

5-6pm daily
Request an invitation.
Schedule a meeting with us in advance. 

THE PHILIPS BOOTH (Hall 10-K170, 10-H170)

We are proud to say that the newest Philips 4K Professional Displays (32″ – 98″) are available globally with Niio’s 4K Art Player pre-integrated and ready to use.  Please join us at the Philips booth to experience Niio.

THE BARCO RESIDENTIAL BOOTH (E107)

Niio art will be showcased on Barco’s high quality projectors across a triptych of LED tiles.  Don’t miss this installation!

THE KRAMER ELECTRONICS LTD BOOTH (1-F20)

Come see how Kramer’s innovative professional AV products for Corporate environments can be used to deliver and display high quality digital art.

 

What We’re Reading Now: Art (x) Design (x) Technology

At Niio, we are passionate about the intersection of Art, Design & Technology. From code-based and algorithmic artwork, to AR & VR installations, blockchain, and the new .ART domain, digital art was everywhere in ’17.  Check out some of the great stories that we’re reading now and look out for lots more in ’18.

 

ARTNEWS // 
The Year in Screens, in Museums, Galleries, and So On

“It’s estimated that the average American spends about ten hours looking at screens—on phones, laptops, desktops, tablets, televisions, and so on—every day. Screens are more than a little ubiquitous at this point, and I realized, perhaps not so surprisingly, that many of my favorite exhibitions from this year involved the use of screens.”  Read more.

Installation view of “Haroon Mirza: ‘ããã – Fear of the Unknown remix,” 2017, at Lisson Gallery, New York. COURTESY THE ARTIST AND LISSON GALLERY

 

THE VERGE  //
Miami Art Basel: Where Art Reckons With Technology

“In the mass of confusion that is Miami Art Basel, there’s more discussion about the issues of our time, and much of that is framed around technology and the way it is making us think, react, and exist. In the midst of traditional paintings and sculpture on view, Miami Art Basel is demonstrative of how the art world is catching up to internet culture.”  Read more.

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“Members Only” by Brian Bress, a high-definition single-channel video (color), high-definition monitor and player, wall mount, framed. Courtesy of the artist and Cherry and Martin, Los Angeles

 

BOSTON GLOBE //
Boston Arts Groups Team up for Sprawling Look at Art, Technology

“This February, 12 Boston-area arts organizations will band together to present a sprawling series of exhibitions exploring the symbiotic relationship between art and technology — a rare cross-institutional collaboration that includes painting, film, and Web-based art, among others.”  Read more.

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Jon Rafman’s “View of Harbor, 2017” will be part of “Art in the Age of the Internet, 1989 to Today” at the Institute of Contemporary Art.

 

OCEAN DRIVE //
Julia Stoscheck Talks Her Inspiring Collection of Time-Based Media Art

“Art that exists only when installed? Whose every iteration can be considered a different representation of the work? Employing essential equipment and technology that can fail or become obsolete? None of it fazes Julia Stoschek, a leading collector of time-based media art, who gives these pieces the space they need to unfold their magic.”  Read more.

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Imi Knoebel, Projektion X, 1972, and Klaus vom Bruch, Das Alliiertenband (Allies Tape), 1982, from the exhibition “Generation Loss” at the Julia Stoschek Collection, Dusseldorf.

 

The 25 People Who Defined Visual Culture This Year

“What, exactly, is visual culture? In a world where we communicate increasingly with images, it’s an ever-expanding field, comprising not just art, photography, and design, but also memes, advertising, histories of representation, and the very technologies through which all this flows.”  Read more.

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Magic Leap One, Lightwear. Courtesy of Magic Leap.

 

THE ART NEWSPAPER //
UK’s First Permanent Virtual Reality Space in an Arts Institution to Open in London

“This year saw Virtual Reality (VR) reach new heights and capabilities in the art world and now London is getting its first free and permanent public VR space.”  Read more.

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Rachel Rossin’s I Came and Went as a Ghost Hand (Cycle 2, 2015) Courtesy the artist, Zabludowicz Collection and ZieherSmith, New York

 

VENTURE BEAT //
AR and VR Could be Educational — and Profitable — Tools For Museums

“When introduced to new technology, many people react with a mixture of fear and confusion, rather than excitement for the possibilities that the future may hold. Museums are in an even more difficult position: balancing the archiving and preservation of our history and remaining relevant to our society in the present and future, while being cognizant of major financial considerations.”  Read more.

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The Kerry James Marshall exhibit at L.A.’s Museum of Contemporary Art.

 

UPROXX REPORTS //
This Artist Explores the Intersection of Art and Tech by Using Bitcoin 

“I make art that that tries to sort of shine a spotlight on the connection between humans and technology,” Bauch says.  Read more.

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Uproxx

 

THE ART NEWSPAPER //

High-tech Art in Houston: Data-driven Installations Look at Issues Like Hurricane Harvey and Mass Incarceration:

“While musical acts like Nine Inch Nails, Solange and Radiohead’s Thom Yorke might have taken most of the spotlight at this year’s Day for Night, a music and art festival in Houston, Texas, the visual art on offer was just as attention-grabbing.”  Read more.

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The Mill, Uproar (2017) at Day for Night Victoria Stapley-Brown


HYPER ALLERGIC
//
Women Artists Working with Technology

“This rigorous exhibition uses art to critique the stereotype that men and technology go hand in hand.” Read more.

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Installation view of “Making/Breaking the Binary” (2017), Rosenwald-Wolf Gallery, Philadelphia


THE VERGE
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Artist Daniel Canogar Visualizes Real-time Environmental Shifts With LED Sculptures

It sometimes seems like technology is at odds with the art world — a tension between brain and heart. But plenty of artists, from Da Vinci to Cory Arcangel, have proved that’s not true, and continue to prove it as technology evolves. In Technographica, we explore how contemporary artists are using technology in unusual and unexpected ways. Read more.

 

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Basin by Daniel Canogar; Photography by Amelia Holowaty Krales for the Verge. Daniel is represented by bitforms.

 

RHIZOME //
What is the Future of Digital Art? 

“A new video from the Thoma Art Foundation brings together answers from ten experts.”  View video.

Niio @ the B3 Biennial of the Moving Image (Frankfurt)

Several members of Niio including co-founder, Oren Moshe, had the opportunity to spend time in Frankfurt, Germany at the B3 Biennale of the Moving Image.

Since 2013, B3 has shaped the interdisciplinary and transnational debate on trends and developments relating to the moving image in the fields of art, cinema, TV, games, design, communication and immersion. The aim of the Biennial is to create a broad interdisciplinary alliance for the moving image, and offer the international culture and creative industry a platform for innovation and exchange.

Oren Moshe participated in several official events and discussions including a panel entitled: “Accessibility and monetization of moving image art now and in the future. New platforms and new solutions.”  Moderated by Julia Sökeland, co-founder blinkvideo, Oren was also joined by Clare Langan, a film and video artist from Ireland,  contemporary visual artist, Erika Harrsch, collector Tony Podesta and collector Baron Futa.

Check out some of the photos from our time in Germany at B3.

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Niio Co-Founder, Oren Moshe @B3 discussing a work by Quayola. #digitalart

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Panel @B3: “Accessibility and monetization of moving image art now and in the future. New platforms and new solutions.”

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A large audience for Oren’s panel @ B3. #digitalart

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Niio’s Xuf Mills experiencing ‘Levitation’ by David Guez and Bastien Didier.