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There's an exhibition featuring sci-fi, history, video games, sexuality, soap operas, censorship and a powerful sense of humour at Cornerhouse in Manchester right now. The show is called Subversion and it questions and knocks around whatever assumption you might have about an homogenous 'Arab world', whatever image politicians and the media might have given you about its culture and identity.
Curator Omar Kholeif explained in an interview with Film International: I worked with artists [...] who wanted to dissent, poke fun, critique and re-define themselves as artists of the imagination, and not of any specific social or political condition. Together they reference a deep culture of subversion that traces back to the 1940s and 50s with the work of the Egyptian trickster, Ismail Yassin, whose slapstick film performances poked fun at the roles that many Arabs had to play under a militarised social condition. With Subversion we bring this narrative up to date for the good of our artists and our audiences.
The show opens on the video of a Palestinian astronaut landing on the moon. Given the fact that the Nakba has been going on for 64 years now, one wouldn't be surprised to hear that one day, the empty celestial body might become yet another place of refuge for the uprooted population. Larissa Sansour's A Space Exodus propels a Palestinian astronaut into an adaptation of Kubrick's 2001: A Space Odyssey. Referencing Neil Armstrong's moon landing, a voice can be heard saying that this was 'a small step for a Palestinian, a giant leap for mankind'. Meanwhile, small Palestinauts are quietly invading the exhibition floor....
Upstairs, Sansour is showing another project, the preview of The Nation Estate, a work conceived in the wake of the Palestinian bid for nationhood at the UN. The Nation Estate gained fame after Lacoste attempted to censor it by withdrawing its sponsorship for a photo prize to which the young artist had been shortlisted.
In this sci-fi photo series (which will later be accompanied by a video), Palestinians have finally been conceded their own state in the form of a single skyscraper. Erected outside the city of Jerusalem and unsurprisingly surrounded by concrete walls, the building of 'the Nation Estate' houses the entire Palestinian population. Each city has its own floor: Jerusalem is on the third floor; Ramallah, fourth floor; Bethleem, fifth floor; Nablus, sixth floor; Gaza, seventh floor, etc. Intercity trips previously hindered by checkpoints and soldiers are now made by elevator.
Tarzan and Arab live in Gaza (i was going to write 'come from' but that would suppose that they are allowed to get freely in and out of the territory), a region that has not had a functioning cinema since the 1980s. The artists didn't go to a film school either. Everything they learnt about cinema, they learnt through practice and by watching movies on satellite TV and illegal DVD copies. In 2003, they founded a media production company: Gazawood. Since then, their works have won awards, been banned by Hamas and shown in Europe and the U.S. Cornerhouse is showing Colourful Journey, a short film set in a bombed-out Gaza building, and a series of posters that pastiche the Hollywood war movie genre. The title of each film sounds as action movie as it is possible: Summer Rain, Autumn Clouds, Defensive Shield, Sea Breeze, Cast Lead, etc. The cruel irony is that each of them is also the name of a Israeli military operation against Palestinians.
Wafaa Bilal is showing a video documenting the furore that surrounded the exhibition of Virtual Jihadi. The video is mounted on the wall of a rundown internet café where visitors are also invited to sit down and play the game.
Wafaa is from Iraq and, as is sometimes the case in his work, he plays with the way Western media portrays people from his home country. Virtual Jihadi can be traced back to a military computer game called The Quest for Saddam that involved players fighting stereotypical Iraqi enemies and trying to kill the ex-Iraqi leader. The game in turn inspired an al-Qaida-produced spin-off called The Night of Bush Capturing with the ex- U.S. president as the target. For his piece, Bilal hacked into the al-Qaida game and inserted himself as a converted suicide bomber, who joins al-Qaida after learning that his brother has been murdered by US forces. Bilal's version brings the attention to the personal sories and dilemmas experienced by civilians caught in a conflict zone. It also demonstrates that games of this kind, no matter who is writing them, leave little space for moral choices and subtlety. In fact, both were made to teach hate. In March 2008, as he had just released Virtual Jihadi, Bilal gave a talk at the Rensselaer Polytechnical Institute (the video is available online) and an exhibition of Virtual Jihadi opened the same night... to be closed the day after. Wafaa Bilal's installation re-opened a few days later in another gallery. Unfortunately, one day after the second opening the City of Troy censored the work again and closed the gallery due to "code volition."
In I've heard stories - part 1, Marwa Arsanios attempts to piece together rumors surrounding the now demolished Hotel Carlton. The hotel was a popular meeting place for gay men living in Beirut, Lebanon where homosexual acts are considered illegal. In its time (1973 to 1993), the hotel was also the setting of three murders that might or might not have been related to the sexual encounters. Among the victim of these (probably) passionate crimes was Lebanese politician and businessman Henri Pharaoun. The nature of the murders went unreported and Arsanios' reconstruction of the event blends drawings and videos, gossips and facts, in an effort to give the crime a place in the history of the city.
Subversion is on show in Galleries 1, 2 & 3 until Tue 5 June. Previously: A few words with Wafaa Bilal. |
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As you might remember, i recently took the train to Liverpool to see the exhibition Robots and Avatars, conceived by design collective body>data>space and FACT.
Robots and Avatars invites visitors to imagine what will happen in a -not so distant- future when the advance of technology will bring us in even closer contact with artificial intelligence and machines. Will we have to re-assess what we now define as 'life' and as 'body'? How do we envisage our future relationships with robotic and avatar colleagues and playmates, and what point does this evolution cross our personal boundaries of what it is to be a living, feeling human being? As a kind of introduction to the issue, the documentary ROBOT WORLD gives the state of the art of robotics by compiling films from university labs, private footage taken at industrial fairs, military archives, corporate videos and extracts from 1930's movies.
But the spectrum of the exhibition's enquiry is much broader than the documentary. Some of the works exhibited demonstrate how much the artificial imitates human life. Others speculate on how radically it might depart from it. The show leads the visitor from Second Life to invisible architecture, from the familiar to the unexpected and even sometimes to foreign territories. From the physical body to the digital body and back again. I've already blogged about some of the works exhibited in the past (namely Compass, rep.licants.org and ADA) so i'll just mention a few works you might find interesting:
The most thought-provoking and exciting work for me was UKI by Shu Lea Cheang. UKI is a sequel to her 2000 cyberpunk movie I.K.U. The film is set in 2030 and explores whether the replicants of Blade Runner have sex. In 2030, the GENOM corporation is selling orgasms on portable devices and sending a shapeshifter coder out into New Tokyo to collect "orgasm data". UKI is a live coding / live spam performance where software and body viruses are merging but also a viral game that is presented at FACT on two screens.
About the time of the opening of the exhibition, an actor was playing Public Avatar in the streets of Liverpool. People anywhere in the world could login on the website of the project, instruct the avatar to do simple tasks and follow his whereabouts in the city. This project explores the borders between virtual and real and tests the limits of human machine control.
Base 8 is inspired by Pepper's Ghost , a 19th century illusionary technique that makes objects seem to appear or disappear or make one object seem to morph into another. In the version designed by Chris Sugrue however, the illusion is that of a floating colony of small creatures coming to life around and in between your fingers and hands.
More images from the show:
Robots and Avatars remains open at FACT (Foundation for Art and Creative Technology), Liverpool until 27 May 2012. The exhibition will then travel to AltArt, Cluj-Napoca (Romania) and KIBLA (Slovenia) in 2012. The Robots and Avatars exhibition in the UK is co-produced in the UK by body>data>space and FACT in collaboration with the National Theatre. European co-organisers are KIBLA (Maribor/Slovenia) and AltArt (Cluj Napoca/Romania). With the support of the Culture programme of the European Union, this project was conceived by lead producer body>data>space in association with NESTA. |
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The Kinetica Art Fair (part 1)
Last half of my report from the 4th Kinetica Art Fair where some 300 works demonstrated the fascination that artists have for scientific knowledge. The theme this year was "Time, Transformation and Energy", a group of terms that you could apply to almost any work focusing on kinetic, electronic, robotic, sound, light, time-based and multi-disciplinary new media art, science and technology anyway. As i wrote yesterday, Kinetica is a joy. It's surprising, exciting, and its laid-back atmosphere provide plenty of opportunities to discuss with artists, curators and other visitors who are as interested in technology-infused art as you and I might be. Some of the pieces are candidly whimsical, others explore responsive architecture, pay homage to Jean Tinguely or to Newton's third law, take the form of small models of celestial mechanics, or of experimental music gigs on modified Fisher Price Turntables.
Alex Allmont 's LEGO Plaiting Machine is the epithome of what i was expecting to find at Kinetica. The machine slowly weaves together three yarns of wool through the force of gravity. To regulate its speed the system uses an ornate clock escapement from the late 19th century called a 'flying pendulum'.
Mark Zirpel has been focussing on celestial mechanics, particularly the connections between celestial and terrestrial phenomena. He became fascinated with the antikythera mechanism, recovered from a shipwreck off the coast of Greece in 1901. After decades of being puzzled by its functions, scientists finally determined that it was the first analogue computer. The 2,000-year-old gear mechanism could predict the position of the planets at any point in time. However, some of the models that Zirpel was showing at Kinetica were directly inspired by orreries, mechanical devices that illustrate the relative positions and motions of the planets and moons in the Solar System in a heliocentric model. The first working model of the kind was engineered for the Duke of Orrery back in 1704. Zirpel used discarded materials (from washing machine parts to bicycle components) and intentionally ignored the design of the original orreries so as to create a more personal version of the mechanism. Besides, his delicately-crafted mechanical models of the solar system are powered by the sun.
Green Ray lights spin so fast, their traces produce a spherical form, the work deals with the illusion that the world consists only of solid bodies.
The intelligent canopy, designed during a Summer workshop at the Architectural Association, demonstrates how "intelligent architecture" responds to the immediate environment. The roof consisting of tensegrity structures shrinks and expands kinetically, its artificial muscle moving in response to environmental stimulus and modes of the space. The prototype model exhibited at Kinetica changes its shape where it senses light.
greyworld's 62cm long Tail comes in various patterns and can be clipped to the belt or waistband. Using the remote control you can make it move at various speeds or dance in time to the music. Apparently hordes of people are keen on getting one for themselves.
Acoustic laptops are wooden briefcases containing springs, stones, metal, rubber, string, needles, memorabilia as well as cheap contact mikes (piezos) to amplify their sounds and turn the case into a musical instrument.
Sophie Cullinan's Worn is just a big patchwork doll that you inflate at the press of a button. For some reason, i couldn't stop watching it.
Image on the home page from Danny Birchall's photo set. Photo galleries on flickr and The Telegraph. Previously: The Kinetica Art Fair (part 1), Soundwaves at the Kinetica Museum. |
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I can't seem to hold their flash website against the Gamerz festival. It remains one of my favourite events of the year.
The 7th edition of GAMERZ took place last November in postcard pretty Aix-en-Provence. As its name suggests, the festival presents video games, interactive works and a playground atmosphere but gaming is more a pretext than the whole raison d'être of GAMERZ. The free exhibitions, performances, concerts and conferences embrace all kinds of art forms that refer to or use digital technology. So yes, Gamerz offers machinima and AR video games but also paintings, light performances and choir singers. I like GAMERZ because it's eclectic, because it makes me discover plenty of artists i had never heard about before but also because it reminds me that festivals should be left more often in the hands of artists. They take risk, follow their whim, trust other artists barely out of the academy, and care little about sticking to genres and formulas.
Talking about taking risks....
One of the most popular pieces in the exhibition was Paul Destieu's Fade-Out, a video that records the progressive burying of a drum set under gravels. The gravel hitting the percussion parts produces a rhythm section, which rapidly turns into a sound and visual chocking. I watched the video a first time for the images and came back to it, just to take the sound in. The sequence shot proposes experimentation around the technical state of Fade-out, by materializing the decrease of sound and visual signal, until a complete silence and disappearance.
Monsieur Moo's Meule 2 Foin (french for haystack) is a big hay ball that emits loud sound when you push it. To turn the loud noise into a melody, visitors have to keep a certain, equal pace. It looks like the most elementary way to 'interact' with an artwork: you just have to roll it around. In fact, the work's sole ambition is to cheer up visitors. However, once you're in front of the ball, you realize it's not going to be a piece of cake. First of all the hay ball is ultra heavy and you might need some help in order to get it rolling. Add to that that the surface around the hay ball is slippery and you're in for a good sweat moving that damn ball around. Mr Moo imposes a forced walk that illustrates his mocking analysis of mobility and interactivity issues in contemporary art.
Le Faussiare (The Forger) by artists' collective Dardex-Mort2Faim (Quentin Destieu, Romain Senatore, Sylvain Huguet and Stephane Kyles) is a robotic arm that counterfeits the autograph of famous artists. The work is intended to satisfy an audience that has elevated famous artists to the rank of major rock stars but also to set the artists themselves free from any unwanted social obligation towards the public. So far the robotic device only fakes Andy Warhol's autograph but it will soon offer art fans a databank of famous artists' signatures to chose from.
Antonin Fourneau was showing the work in progress version of Oterp, a mobile phone game using a GPS sensor to manipulate music in real time, depending on the player's position on Earth. Players have to locate and capture sounds in their surrounding, the more sound creatures they catch, the more sophisticated the music becomes. I played with Oterp at the exhibition opening. It was fun to be that rude girl walking through groups of people having conversation and frustrating not to be able to catch a creature because that would have implied jumping into a pond. What makes Oterp stand from similar dérive-like games is the quality of its design. The music was created by Jankenpopp and Thomas Michalak aka T M. The graphic designer is Syclo. They all did such an outstanding job that players tend to stick to the game longer than they would normally.
Dipterous experience is an archaic visual process combined with a micrographic device paying tribute to flies... some fruit burst open so that you may enjoy it better. No idea how to explain this one clearly, i guess you just have to pop your head into Servovalve's Dipterous Experience.
ELIZA meets an old Olivetti typewriter in Gauthier Le Rouzic's TypeWriterBot. Ask the typewriter a question and it will engage in a conversation with you, greeting you with a 'hello, night bird!' if it's late, asking you about your hopes for the national elections if there's a political election running at the moment and answering your most stupid questions with humour and astuteness. Reading through the printed conversations, it immediately appears that the typewriter is far wittier than the humans.
Isabelle Arvers curated a Machinima exhibition for GAMERZ. All the details can be found on her webpage so i'll only highlight Josh Bricker's Post Newtonianism, a two channel video that shows side by side images from the video game Call of Duty 4: Modern Warfare and actual war footage taken from cameras mounted on American military aircraft during the first Gulf War in 1991 as well as during the recent occupation of Iraq. There are bombing of vehicles, military targets, shooting of insurgents and oppositional forces. The sound track mixes the audio from the video game with the sound of a classified material released in 2010 by Wikileaks showing Apache helicopters killing two Reuters reporters and attacking, wounding or killing other targets on dubious grounds. The pictures from both sources are disturbingly similar. Josh Bricker's experiment is a simple but effective analysis of why images should be watched with a certain suspicion. The documentary value of this film is not only on what we see, but on how incapable we are to recognize the origin of the images our own society produces. I wanted to embed directly the video in this post but YouTube first asked me to login to 'verify' that i'm 18 or older and when i tried to do so, the page said that "YouTube is not available for wmmna.com". But here's the link to the video and my blog will make do with the comment from the artist: And with that i'm wishing you all a happy 2012! Previously: Arena at Gamerz festival. |
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Over 50 years ago, Philips commissioned Le Corbusier to create their pavilion at the 1958 Brussels World's Fair. Designed to showcase the company's engineering prowess, the pavilion was a cluster of nine hyperbolic paraboloid in which music was spatialized by sound projectionists using telephone dials. Edgard Varèse composed a piece of electronic music, the Poème Electronique, and drew up a detailed spatialization scheme for the entire piece. Neither Varèse nor Le Corbusier were Dutch but Varèse's composition was developed with the engineers at Philips' NatLab, in Eindhoven. This experimental laboratory gave light to many inventions such as the radio tube, short wave transmitter, videodisc and compact disc. The NatLab was located at the Klokgebouw, a 1928 industrial hall which in November was housing the STRP festival for the fifth time.
STRP was in great shape this year. It's a real pleasure to follow a festival that gets from strength to strength in such a fast and steady way. The symposium was impeccable, the night programme as edgy and spectacular as ever. At least that's what i was told. At night i either sleep or blog but as you can see the crowd was clearly satisfied:
The organizers and curators also had the excellent idea of setting up an exhibition that brought the spotlight on the history of Dutch art and technology. The show was both a celebration of the talent of media artists in The Netherlands but also a gesture of support towards the Dutch new media institutes (namely V2_, Waag Society, STEIM, Mediamatic, WORM, Submarine Channel, NIMk) whose survival is threatened by drastic (and short-sighted) governmental cuts. Regarded by some as the first "multimedia work of art" and developed at the very location of the STRP festival, the Poème Electronique was the best opener to the exhibition timeline of past and present media art works in The Netherlands. The exhibition was a captivating journey that brought me from old favourite such as Spatial Sounds....
To classics of Dutch media art (many of which i was only discovering) and world premiere of installations developed by young Dutch artists. Here's a quick selection:
The video of the re-enactment of Dick Raaijmakers' 1979 excruciatingly slow performance. In Graphic Method Bicycle, a naked cyclist covers a distance of 10 metres in 30 minutes. The bicycle is pulled forwards by a motorized winch and steel cable. Lifted up off the saddle by one of the pedals extremely slowly, the cyclist is forced to dismount. It's like a slow-motion video in flesh and bone. The performance requires considerable strength, concentration and balance and one can hear his pulse, breath and see his muscles quivering.
Perhaps my favourite work in the exhibition, Edwin van der Heide's DSLE -2- plays with light and sound to throw off spatial perception. The immersive environment uses octophonic loudspeakers and a surround installation made of LED panels that light up a screen. Moments where sound and light appear to interrelate with each other are complemented with moments where the spatial perception of sound and light contradict with each other and lead to distinct ambivalences in our perception of space. STRP had also toured the country's art academies to find some of the most promising artists. One of them is Jeffrey Van Oers whose Ambisonic Flightcase is a dark box for one person that encloses you into 3-D surround sound. At a time when every single work is multi-sensory, multi-disciplinary, it's fantastic to be offered the opportunity to focus on hearing only:
Marnix de Nijs gave a world wide update to his installation Exploded Views. The immersive piece invites visitors to physically navigate 3D models of some of the world's most photographed sites constructed from images uploaded on Flickr. The amount of detail in the 3-D model corresponds to the amount of photos of a given location. The 2.0. suffix is thus still very much in vogue in the NL.
Evelina Domnitch and Dmtry Gelfand's Hydrogeny is a tank of ultra-pure water scanned by a laser sheet. Electrodes at the bottom of the tank split water into hydrogen and oxygen gas which form bubbles that slowly make their way to the surface. The water is further disturbed by sound and as the sonic frequency and amplitude rises, the hydrogen bubbles start to coalesce with one another while a white laser sheet scans and illuminates their movements. Beyond macroscopically observable bubbles, an expanse of nanobubbles hides within the water's internal architecture. Some researchers presume that these nanobubbles of dissolved gas are the carriers of water's magnetic 'memory', enabling electromagnetic fields to saturate its innards for hours and even days after their initial appearance. In the seas and oceans, the lingering presence of electromagnetic fields photonically imparted by sunlight, triggers the electrolysis responsible for most of the Earth's hydrogen. An essential form of photosynthesis, solar water splitting is the cleanest and most efficient means imaginable for generating and storing energy.
Bert Schutter's windmill is best enjoyed with sound and movement: And here's Floris Kaayk's Metalosis Maligna because i find it as good as when i first saw it back in 2006.
More images in STRP's flickr set and on mine. |
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Let's pretend it's November 2010 and i'm writing a perfectly timely report from the STRP festival in Eindhoven. Well, i did try at the time (cf. The Physiognomic Scrutinizer and Pattern Recognition - Art for animals) but that was very far from making justice to the programme. STRP is one ambitious art & tech affair which most of the taxi drivers who dropped me to the old klokgebouw venue unceremoniously called 'The Party'. STRP does indeed offers one hell of 10 day long party:
The last edition of STRP attracted almost 30,000 visitors. They came for the concerts and parties of course, but also for the performances, exhibitions, screenings, live discussions, conferences, games and workshops. The exhibition was particularly exciting with its mix of low tech and high tech. Zilvinas Kempinas' Double O which i had seen only in contemporary art fairs so far is made of just two fans and a strip of recording tape. You switch on the fans and hey presto! you get a sculpture that hovers between sheer poetry and vintage tech. At the other end of the spectrum were works such as Acclair's Art Valuation Service (AVS) that monitors your brain activity as you visit STRP's art exhibition. For the first time since its creation, STRP dedicated part of his enormous exhibition space to a survey of the work by a young artist. They had the magnificent idea to chose Lawrence Malstaf, an ex-theatre set designer who's been quietly building his artistic career in the mid-1990s. The international new media art circuit discovered Malstaf's work a couple of years ago and his installations have been gracing the likes of ZKM, Vooruit and the Japan Media Arts festival ever since.
Malstaf's most puzzling and iconic works were there. From the now world famous vacuum-packing experience provided by Shrink....
... to the ars electronica anointed Nemo Observatorium:
And then there were pieces which are equally noteworthy but might not have attained the same media-attention just yet. Such as a belt to navigate invisible architecture, the moving labyrinth of Nevel...
... a duo of conveyor belts running very slowly in opposite directions. Rolls and wheels hidden underneath add a tactile dimension to the experience.
I was both attracted and horrified by Shaft which has you laying with your face under a transparent shaft where plates hover and dance until they collide and break on the bulletproof glass. Just. Above. Your nose.
More goodies awaited in the other exhibition rooms: Lyndsey Housden & Yoko Seyama's Transient Landscapes is a performance installation that constructs and re-constructs the architecture of a room. On entering this field of vertical white lines performers as well as visitors can shape the space into patterns and images reminiscent of cityscapes and landscapes.
I felt immensely sorry for the poor electric fish brought from the Amazon River to be squeezed in a tank, endlessly photographed by curious visitors and form a choir based on their sonified electric fields.
Colin Ponthot's Monster Happy Tape is a blob of used audio tape hanging from the ceiling. By grabbing one of the yellow cables with magnetic heads at their extremity, visitors could play back sounds that might have been registered on the tape. A particular success with the kids who probably needed to be explained what a tape and a walkman are/used to be but also how physical sound can be.
The installation was part of the REwind: Compact Cassette programme which reminded visitors that the tape cassette was originally developed by Philips in Eindhoven back in the early 1960s. In another building Christoph De Boeck had built a Staalhemel, a 'steel sky'. Tiny hammers tap rhythmic patterns on steel plates, activated by the brainwaves of a visitor wearing an EEG scanner.
There was also a big plush cat in the adjacent room:
More images on flickr: Photos by Mick Visser, photos by Boudewijn Bollmann and mine. Previous posts about the last edition of STRP: The Physiognomic Scrutinizer and Pattern Recognition - Art for animals. |

























































































