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Johannes Gees action Salat won a Honorary Mention in the Hybrid Art category of the Prix Ars Electonica 2008. In the summer of 2007, Gees sneaked automated speakers into famous church towers in various Swiss cities and in one mountain village. At the times of Islamic prayer the call of the muezzin could be heared. The context for this action is the heated debate in Switzerland that ensued after right-wing conservative politicians demanded the ban of minarets.
On show at the OK Center are photos, a video showing the reactions of passer-bys, legal letters from city administrations, that followed the action, and one of the speakers, shown in the snapshot, that always on the full hour plays the sound that was used in the action. |
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Born 20 years ago, ISEA, the International Symposium on Electronic Art has the objective of discussing and showcasing creative productions that apply new technologies in interactive and digital media. While i'm spending my last hours in quiet and sweaty Turin, Brisbane-based artist Priscilla Bracks is in Singapore because that's where ISEA takes place this year. She kindly wrote this report from the main exhibition, AIR (Artists In Residence): The juried show features 16 works arising out of a 3 month residency each selected artist undertook in Singapore, working collaboratively with local organizations.
Finally, We Hear One Another is a work by Kelly Jaclynn Andres that enables people to experience each other's soundscapes. Collaborating with the Mixed Reality Lab, Kelly made bonnet's fitted with a speaker and an extra 'ear' - a cone at the back of the bonnet that funnels sound to a microphone embedded in the fabric. Signals are transmitted to a speaker in the bonnet of a partner user, via mobile telephone blue tooth. This is a really cute idea that could - for a moment - draw users out of our regular ocular-centric approach to the world (though I would really have like the volume on my speaker to be louder as it was difficult to hear the sounds over the input of my own sonic environment. We can often readily remember things that we see, events that happen, or even the tastes of food, but how often can we recall sounds that we experience, beyond those deliberately injected into the soundscape such as music or words?
Run Silent; Run Deep by Nigel Helyer (UK/Australia) & Daniel Woo (Australia) collaborating with the Marine Mammal Research Laboratory, provides an 'audio portrait' of Singapore - in particular the area around the harbour. The interface of this work enables you to move through a stylized 'map' of the city, listening to sound recordings made using hydrophones in areas corresponding to coloured circles on the map. Surround sound in the installation space, gives the sense of a 3 dimensional map, and hand drawn images laid over the map gives it cartographic feel.
To create DIY GORI: seed_1216976400, Jee Hyun Oh (South Korea) collaborated with the Laboratory of Control and Mechatronics. The work focuses on the open source culture of the internet, and experiments with the idea that 'objects exist as evolving pieces of digital data in cyberspace where they are continually remixed by users.' To create the work, the artist selected the word 'Gori' - which in Koean means 'open hook' or the fastening and loosening of human relationships - and planted it as a 'seed' on the internet by posting the word and details of the project on a wiki. The word was then propagated on various sites. The many instances of its use on web pages was then printed on rolled corrugated for display in the gallery. The visual effect of the card is reminiscent of rolls of paper, and more conventional means of storing information.
Quartet by Tad Ermintano collaborating with HOMEVR at the Institute for Infocomm Research is an interactive quartet of instruments which are played by the audience acting as orchestral conductors. 4 video screens and photo-sensors are mounted above beautifully crafted traditional instruments. An audience member standing in front of the work is seen by photo sensors that trigger the conversion of their movements into sound.
Aurora Consergens (2008) is a collaboration between Hora Cosmin Samoila, Marie Christine Driesen and the Mixed Reality Lab. Gorgeous patterns are created on a video screen from visualizations of electro-magnetic energy given off by audience members wearing head sensing gear. I spent a long time playing with this artwork and found that the patterns do actually change radically, as I thought of different things. I was told that it works better with two people, so I sat with artist Clea Waites and we tried to think of similar things at the same time. The finer patterns apparently come from detecting the brain's alpha waves, and funnily enough thoughts about the beauty of the patterns, and other beautiful things like trees and sex, seemed to generate clear, defined, unusual patterns, which the attendant remarked he had not yet seen generated by other users of the work. At other times patterns ranged from noise to bigger less defined patterns. There were a couple of works in the show dealing with water as their subject matter. One might be forgiven for thinking that has something to do with the fact that it rains all the time here, and the assumption is that water must therefore, be plentiful. But in truth water is as scarce here in Singapore as it is an many more arid parts of the world. A huge percentage of the water used is recycled back into drinking water, but much of the new water released into the drinking supply, is imported from Malaysia. Whilst there are a few storage reservoirs, Singapore simply does not have enough room for a centralized water catchment area, and tanks are built into apartments (though I have seen it done in Brisbane where I usually live).
The Sourcing Water project by Shiho Fukurara, Georg Tremmel and Yousuke Nagao in collaboration with the Singapore-Delft Water Alliance looks at the ancient practice of dowsing to find water across the island. Dowsing is a practice of using a forked rod (usually wooden) to find underground water. A dowser walks around with the rod which responds by tilting up or down if water is present (in response to magnetic energy). In this work the dowsing rods were enhanced with GPS and motion sensors, with a view to collecting data and creating a map of potential water sources. This map, and other interesting visualizations of data relating to Singapore were presented as a video projected map laid over a three dimensional plinth in the shape of Singapore island. However, the artists were not able to make any findings about the scientific validity of dowsing as they discovered that all maps of Singapore's ground water are 'classified' documents which authorities weren't able to release.
Clea White's The Water Book: An encyclopedia of water, looks at all water's properties both creative and destructive. The artwork is an interactive film installation where words relating to water are projected through a tank of water. This projection changes as people touch the water's surface. The effect is visually beautiful as the light streams through the water and up onto the darkened ceiling above the tank. Even the ripples on the water surface caused by touching can be seen in these reflections, and on a screen projection also in the gallery space. This clever use of light transforms a tank of water - a substance often taken for granted and rarely considered in an aesthetic sense - into a precious object of beauty.
The Eastwood - Real Time Strategy Group (Vladan Joler and Kristian Lukuc) have created another modification of the commercial version of the game Civilization. In this work, Civilization V, game play centres around the contemporary dream story of building a technology company empire. Players choose their company and instead of warriors and generals, employ CEOs and lawyers to build an army to win the war for market-share dominance. The work critiques the use of affective labour by gaming companies and social networking sites, to produce profit for shareholders without any real benefit to the creator/user. These concepts are brought to the fore in the games various interface options such as Advisors where you can build your company's proficiency in Folksonomy (the art of classifying people into demographics), Viral Marketing, and Love Bombing (heaping love onto new members of a social group ( a technique most often associated with religious cults that is now used increasingly in social networking web forums.
The underlying code and logic of this game is the same as the original commercial version so the underlying strategy remains essentially the same: find the resources in the economy that make you successful. However unlike the original game these resources go beyond the obvious to include resources of the new economy such as loneliness, depression and boredom, which are a key to the popularity of social networking sites. This version was completed just 11 days ago so it's not yet available for download, but I'm told that it will be available from www.eastwood-gropu.com within a week or so.
Another great work in the show is Gendered Strategies for Loitering by Shilpa Phadke, Shilpa Ranade and Sameera Khan. This work features dual video screen images, a game and a sound recording of the artists discussing the differences between women's freedom to loiter in Singapore and Mumbai. I felt the sound recording was actually the best part of this work as the artist's discussion prompted me see a gendered approach to being in public space I had never thought about before. Their basic premise was that in Mumbai whilst men regularly loitered in café's, on the street etc, smoking, chatting and enjoying the act of doing nothing, women were generally denied this pleasure because a woman seen to be doing nothing in public was viewed suspiciously, or worse, as a prostitute. This attitude I think speaks volumes of the objectification of women when a women cannot simply 'hang out' without casting doubt upon her respectability. To be in public, women must be seen to be moving with a purpose. Ie she should have some reason for being there. So if a woman is waiting for a friend on the street, she would stand at a bus stop and not on the street corner, to clearly demonstrate she is waiting for something. The artists contrast this with loitering behaviour in Singapore which is apparently gender neutral. The difference in Singapore they say, is that no-one loiters. Everyone must have a purpose and move about the city in a very defined, well regulated way. Extra cold air pours out of ducts above the entrances to railway stations to discourage loitering at the doors. Little footprints painted on paths direct on which side one should walk. Even foreigners living in the city who have a culture of loitering, do so in regulated way - the Indonesians gathering in City Plaza on a Sunday, the Indian and Tamil constructions workers in Little India on a Sunday. I actually experienced this work on a Sunday and went out to Little India to test the theory. Though the streets were a sea of humanity, I was one of only 4 women I saw walking around Little India that evening - an uncomfortable, but revealing experience. Thanks Priscilla! AIR (Artists In Residence) runs at the National Museum of Singapore, through 3 August, 2008. |
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I felt no particular urge to see It's not only Rock 'n' Roll, Baby!, an exhibition which reconsiders personalities of today's rock'n roll scene in the context of their work as visual artists. I don't like rock. But then i was in Brussels and had just read that the show was curated by Jérôme Sans, the co-founder and ex-co-director of what remains my favourite art center on earth, the Palais de Tokyo, and the current director of the Ullens Center for Contemporary Art in Beijing. He also happens to have his own rock band, Liquid Architecture.
It's not only Rock 'n' Roll, Baby!, or 'how the voice of rock emerged in the visual arts', is crammed with big names (so i was told but i make a point of not knowing anything about rock, i don't like it, did i mention that already?): Patti Smith, Brian Eno, Chicks on Speed, Fischerspooner, Devendra Banhart, Pete Doherty (i know that one, he used to date Kate Moss)... There's some 20 of them brought together under the same roof, not to give a concert, but to showcase their installations, drawings, collages, paintings, sculptures or videos.
The good aspect of starting a visit with a grumpy attitude is that you can only have good surprises. I ended up liking the exhibition, despite the fact that part of the works on show correspond too much to the idea i had of what could be rock 'n' roll art, basically a bit of trash here and there, what looks like blood smudged over canvas, some provocative sexy installations that wouldn't impress your granny, etc. Don't expect to see portraits of Mick Jagger by Andy Warhol or the banana on the cover of a Velvet Underground LP in the gallery, you're in for a fresh and very contemporary treat. Now the goodies: Miss Kittin's graphic design-powered paintings.
Bent Van Looy, lead singer of Das Pop's dark acrylics. Apparently Brian Eno told the artist: 'Your paintings are the only other stuff I like'. Who am i to call into question his taste?
The gem of the exhibition is it's catalog (available at actar and on amazon USA and UK), conceived as a 'half-book, half-rock magazine'. Grrrrrreat graphic design, interviews, essays, loads of photos. Gorgeous.
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News from the graduate summer show at the Royal College of Art in London.
Quite a few projects made my day over there. The ones of Yuri Suzuki for example. That guy is so talented it should be illegal. He's an artist, musician and now a fresh graduate from the Design Products department. His project is concerned with revamping and giving new forms and meanings to the almost obsolete turntable, a device which very few of us still have in their house. We don't buy disks of CDs anymore either. Nowadays music is more abstract and immaterial than ever. Sound has been reduced to data.
Sound Chaser looks like a little toy train that rides on record rails. You can align and connect each chipped pieces of second-hand records one to another and compose a new track that the train will play.
The TipTap, developed in collaboration with Bahbak Hashemi-Nezhad, is a little hammer that reveals the dormant sounds around us. A small metal tapper housed in the object taps out a rhythm on any object or surface that you hold it near to. The rhythm is set either by the user or can be defined by the controller. Alternatively, a beat can be taken from your favourite record, allowing you to play along while keeping perfectly in time. The TipTap can also synchronise with other users to make a social tapping experience.
The Prepared Turntable is an analogue answer to the digitalized DJ. The turntable has 5 tone arms, each of which can have its volume controlled by its own fader. Users can make or play music with special loop groove records.
The Finger Player is a wearable record player. Insert your fingers into one of the little rings, play the record just by holding your hand over the disk and feel the physicality of making sound.
Sound Jewellery conceives sound as something precious that you can offer to a friend or wear as a memory of a shared laugher, a romantic conversation, any sound moment from your daily life. The record is made up of components which of course you can play but they can also be worn as bracelet, brooch or other pieces of jewellery. Related: Turntable Orchestra, Computer/Turntable hybrid, The Turnatable Microwave, video turntable, the Tri-phonic Turntable, etc. All images courtesy of Yuri Suzuki. |
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I've discovered Fernando Orellana in 2004, the year i realized that there were artists playing with technology out there. All along my tumultuous and whimsical 4-year relationship with new media art, artists have been appearing and disappearing from my BVBMA (Best of the very best media artists) list. I'm slowly moving away from the entertaining, the merely playful, the very geeky, the strictly techy and i'm now looking for something called "an artistic experience". Well, Fernando's installations are quite geeky in a sense and some are even playful but, no matter how you define art, i've always found something extremely meaningful and touching in Fernando's work: a robot dreams, others are unable to make a decision, an elevator appears to be self-aware and a vintage radio relentlessly searches for God. Needless to say, Fernando's work has always amazed me and i can see in my crystal ball that it's going to be that way for the years to come. The artist has uploaded several videos about his work on you tube. As a starter, here's an ABC news segment on his robotic art piece "Sleep Waking": When i first met you in Gijon at the opening of the exhibition Emergentes, you told me about the personal story behind 8520 S.W. 27th Pl. v.2 (don't miss the video of the robot assembly), an installation about the pointlessness of our never ending decision making process. Can you share it with the readers? 8520 S.W. 27th Place is the address of the home I grew up in Davie, Florida after my family moved from El Salvador in 1979. It is in a housing development called Rolling Hills. I've linked it in Google maps. For the most part, my siblings and I assimilated and became part of American culture. Subsequently we grew up in the burgeoning suburban sprawl that has now swallowed southern Florida into an endless ghetto of cookie-cutter dream homes. This is what frames a large portion my childhood memories. Neatly cut lawns. Driveways with two-car garages. Manicured gardens adorned with transplanted trees. Swimming pool parties. Mosquito nets. Packaged people living out their packaged lives. Day in. Day out.
This imagery is what fueled the aesthetic for this 8520 S.W. 27th Place. I wanted to reference the suburban dwelling that millions of other people worldwide grew up in as well. I thought it this would be the appropriate stage for a sculpture that speaks of humanities' decision-making process. It is within the walls of these prefabricated, automated homes that we ceaselessly make decisions about everything; from the type of partners we want, to the garnishing on our pizza delivery, to what color we want our IPods. Endlessly. Back and forth. From the moment we are born till the day we die.
How did you come up with Extruder? Where did you get the idea of making a machine that makes play-doh cars? I arrived at the idea for Extruder from a couple different places. It branches from a series of drawing machines that I made a couple years back. Extruder started because I wanted to make a machine that could make sculpture. I had been doodling designs for this mechanism for years. I suppose funding issues kept them from materializing until now. This last summer I made a series of paintings that spoke of war, dismemberment, IEDs, and automobiles. During that process, I came to appreciate the impact that the automobile has made on this world. I read a statistic that still baffles me when I think about it now. There is one car for every 11 people in this world, roughly 590 million passenger cars total. The automobile is involved in everything. From pancakes to penicillin, Play-Doh to parking lots.
I developed Extruder as a response to this machine that we worship. I wanted to celebrate it. Criticize it. Emulate it. Making hundreds of Play-Doh cars. Millions. The ultimate goal of Extruder is to make the total number of automobiles that were made in 1947 (the year Henry Ford died) by the Ford motor company, an estimated 429,674. As you can imagine that is also a whole lot of Play-Doh; about 11 tons. Until May 11th 2008, Extruder will be making Play-Doh cars at the Mandeville Gallery at Union College in Schenectady, NY. When the next venue emerges to exhibit it, the process will continue. The colors that Play-Doh comes in were also a nice reference to my recent paintings. Vivid primaries and secondaries, suggesting the Technicolor cartoon reality that we in the developed world live in. Entertainment for the masses, delivered in candy-wrapped doses of violence, humor, and erotica. The Carry On installation features a series of suitcases fitted with robotic arms and micro-cameras which survey their surroundings. Why did you feel the necessity to develop a work that explores surveillance and paranoia? How much impact on the public can artists have when they comment on surveillance technology? Carry On is a direct reaction to post-September 11th paranoia, both in the USA and abroad. Since the attacks, I have traveled quite a bit. On these trips, I have passed through countless security and surveillance systems, always hunting for the would-be terrorist. Subway cars now display and sometimes speak "Report ANY Suspicious Activity". If you happen to look even slightly of Arab descent, you may think twice about growing a beard or wearing your traditional garb. Leaving your luggage or backpack alone in an airport or a train station, even for a moment, could lead to a cavity search. Holding a miniature video camera, on one side of each suitcase in Carry On is mounted a two axis robotic arm. The live video feed from this camera is displayed on a LCD screen mounted on the other side of the suitcase. Every couple of minutes, the robots change the position of the cameras, thus changing what is being displayed in the LCD screens. Lacking image analysis of any kind or other sensory capability, these suitcases blindly look about, never understanding what they see. I'm not sure what impact artists make when they reference surveillance technology. Perhaps it may give a person a moment of peace or clarity. Realizing that, like the artwork in front of them, the whole affair of paranoia and fear based politics is an illusion; clever clockwork designed to create the reality they want us to believe in.
Phoney is a toy. It is a kind of absurd videophone. There are two terminals to the piece. The terminals are installed in separate parts of a gallery, with no line of site between them. Each terminal is fit with an old-school telephone receiver, a video screen, and a black and white camera attached to the head of a modified mechanical toy. When a person speaks into the telephone receiver of one terminal, their voice makes the mechanical toy on other terminal dance. This causes the video image they are looking at to shake, since the camera on the other side is attached to the mechanical toy. If two people are involved, a bizarre and sometimes funny conversation can commence. To me the piece references the countless methods or proxies that we now communicate through and the ridiculous information that we pass through them.
I read that your work is about "creating systems that seem to be alive". How much life is there really in your artworks? and how would you define such kind of life?
The latest iteration of this investigation is Elevator's Music, a site-specific robotic sculpture that I exhibited in an elevator at the Tang Museum in Saratoga Springs, NY in the winter of 2007. It consisted of four small robots that emerged from the elevators translucent ceiling panels. When people entered the elevator, the robots would sense them and might emerge. Fitted with sonic sensors and having the ability to maneuver in three axes, they were programmed to seek out and respond to near and far objects. If a robot found something near by, it would try and interact with it via randomly determined mechanical gestures and a watery stream of sounds. The robot would also send a message to the other three robots (through a local network), informing them that it had found something of interest. This would cause all robots to look in the direction of the object, causing a kind of musical symphony to commence. If the object was somehow to close, or if nothing was found, they would recoil back into the safety of their ceiling panels. With this relatively simple set of instructions the elevator robots were able to illicit innumerous reactions from their passengers. Some believed that the robots were watching them or trying to attack them in some way, while others became enamored with them, whistling and talking to them like one would to a pet bird. When one of the robots failed (as all robots eventually do), passengers reported it immediately to museum officials, feeling empathy for the hurt machine. Future robotic sculptures that I design will foster this tendency to assign anthropomorphic qualities to inanimate objects. Through this investigation I hope to arrive at more sophisticated and realistic artificial life simulations.
What can technology developers or scientists learn from digital artists like you? Is there any reason why they should pay more attention to what crazy artists are doing? I like to think they should pay more attention. In this country there is a general undervaluing of fine art and art education. Art departments all over the nation are the first to suffer from severe budget cuts. The argument that art is not a "mission critical" subject has dominated the establishment for decades. The problem with this of course is that students become completely illiterate to the visual culture all around them. In engineering and science I think this becomes a handicap. The engineer or scientist that can beautifully communicate their findings will undoubtedly fair better on the world stage. Moreover, those engineers or scientists that are willing to experiment with ideas that seem pointless or ridiculous may arrive at discoveries, innovations, and conclusions that otherwise might have eluded them. Perhaps "crazy artists" do have something to teach, other then just being dismissed to be irrelevant or a waste of time. What is your favorite gadget or bit of technology and why? It would have to be my laptop. I basically live inside it (or through it?). That aside, I have to say that I am a huge space technology nerd. I read everything and anything about space. Spirit and Opportunity, the two rovers scooting along on mars, or Voyagers one and two, speeding out of the solar system at this very moment are like aphrodisiacs to me. In fact I have a number of art projects that I am just waiting to develop specifically to be put into zero-g environments. Hopefully by the time I am retiring, this will be a possibility! In classic nerd style however, I would first need to over come the crippling and ridiculous sea-sickness I suffer from, sometimes even on sea-side docks.
What are the common factors between your media art installations and your paintings? Or maybe they have nothing to do with one another? Painting and drawing is something I have always done. It was my doorway into art and in many ways it keeps me balanced. Until recently, the subjects I painted came from the schools of dada or surrealism, seemingly from my subconscious. This all changed in my recent work. Without really knowing why, last summer I started tackling the subjects I was exploring in my electronic sculptures in the paintings. Painting allows me to quickly approach different angles or points of view within a subject, some of which would not be possible in media sculptures due to funding or physical limitations. It is also a way for me to quickly explore new ideas, some of which are now leaving the canvas surface and becoming sculptures.
You are also developing an electronic art program at Union College in Schenectady, NY. Can you tell us what the highlights of the program are? I was hired three years ago to help start an electronic art program at Union College. Our program is one of the few electronic arts initiatives that is jointly sponsored between the Computer Science and Visual Arts Departments. Drawing from aspects of The School of the Art Institute of Chicago and The Ohio State University's Art and Technology programs (both of which I graduated from), we have created a thorough course of study, covering topics in digital imaging, video, 3D modeling, physical computing, experimental computer programming, web-design, interactivity, and animation. We have worked hard to make the program as cross-disciplinary as possible, offering courses that computer science, fine-art, and students from other disciplines can benefit from. In many ways the program was a perfect fit at Union College, since it has a long tradition of combining world-renowned engineering within a equally solid liberal arts education. Any upcoming project or event you could share with us? There are a couple projects cooking. The most imminent is a real-time video series titled Plain Text. The series plays on the "infinite monkey theorem" which states that given an infinite amount of monkeys, typewriters, and time, the monkeys will type out any particularly text you choose. If one instructs the monkeys (or monkey simulators), to type the King James Bible one of them eventually will. Interestingly, this also includes all the text that you did not choose or any text that might ever be written. I apply a version of this theorem to a series of short phrases that over an extended period of time cycle through every possible permutation of themselves. For example the phrase: "You want _ _ _ _ _ _." Starting right-to-left, like an odometer only with letters, all the blank spaces in the phrase sequentially cycle through every letter in the alphabet. By this, every word that is six characters long will eventually appear in the phrase above. Differing in theme, amount of blank spaces, and speed, each piece in the series has a different phrase displayed by itself on a large LCD screen.
Thanks Fernando! |
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Another prototype spotted at the RCA work in progress show a few weeks ago in London. This week: In Memory of the Sparrow
As new wireless technologies are introduced, using various frequencies and power levels, an invisible energy is increasingly altering our habitat. There are no conclusive results from research to indicate the influence of this energy on our health or our environment, but studies have shown that sparrow populations are decreasing in areas that are affected by electromagnetic communication.
The object harnesses the very force that drove birds away, and transforms it into subtle bird-like sounds, acting both as a comfort to those who want to remember the sparrows, but also as a poignant reminder that our surroundings contain a level of complexity that surpasses our senses. They are "memorial to the sparrows." I asked Cathrine how exactly the bird-like sound was created. "In the exhibition the bird sound was orchestrated, because to work the radio would have to be grounded and this was not possible within the exhibition space," she explained. "However, in the future scenario I envisioned, these memorials would be mounted to trees and tuned to pick up bird sounds transmitted on an AM frequency bandwidth. The antenna would be a long wire spiraling up the tree to pick up the radio waves." All images courtesy of Cathrine Kramer. |








































