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Remember i was telling you about "Anti Anti Utopia", the talk that Vicky Messi gave at the FILE festival symposium a week ago? She was highlighting media art projects from Latin America that 'look beyond anti-utopia.' The first work she presented was Arcángel Constantini's Nanodrizas, a fleet of "flying" saucers deployed in polluted waters to clean them up.
A second brilliant project she mentioned was Ciudad Nazca / Nazca City, a land art project in which a robot draws a true scale map of an imaginary city onto the surface of the Peruvian desert. Artist Rodrigo Derteano's autonomous robot plows the desert ground to uncover its underlying, lighter color, using a technique similar to the one of the Nazca lines, the gigantic and enigmatic geoglyphs traced between 400 and 650 AD in the desert in southern Peru. Guided by its sensors, the robot quietly traced the founding lines of a new city that looks like a collage of existing cities from Latin America.
Because of the city would extend over several squared kilometers, the map can only be appreciated as a whole from certain a height by means of airplanes or satellite imaging. Just like the Nazca lines.
The project invites to reflect upon the explosive urbanization of the deserts of the Peruvian coast, taking place since the middle of the last century, and its consequences on environmental sustainability and the quality of living. I asked Rodrigo to talk to us about Ciudad Nazca: Hello Rodrigo! What is the motivation behind the project? During her presentation at FILE, Vicky mentioned the spectacular growth of the city of Lima and the need to find new ways of designing and envisioning cities, maybe by building them in the desert. Can you expand on this? I live and grew up in Lima. About 60% of the city today lies within the desert, most of it grew without any serious urban planning. It's a self-made metropolis, the second largest city built in the desert after Cairo. It grew from 1 million to 8 million people in less than 60 years. There's a lot of problems derived from this development in terms of sustainability and living standards which exacerbate the huge inequality of our society. The desert plays a big role in this regard. People living in desert areas of the city are usually poor and often have to pay more for water than those living in more centric (richer) areas. They also lack proper infrastructure and have much less public places and parks. For a long time, these areas were not considered part of the city by the ruling class and the authorities until they became the majority. By drawing a gigantic map of a city onto the desert, the project not only seeks to draw attention to this facts, but questions our very concept of city, specially in regards to its environment. Lima is a sort of negation of the desert. Our model and ideal of city is very occidental, and does not adapt very well to its context. The desert is seen a kind of non-place, not a part of our living environment. In this sense, there's a sort of irony in using a robot to draw a city onto the desert, as if it would be drawing it on the surface of Mars (exploring the outer space for the possibility of urban life). I'm also fascinated by the Nasca people and their lines (200 BC - 600 AD). Studying theories about them, I found their notion of desert as ritual space, and therefore an expansion of their living space, to be in sharp contrast to our notion today. Some see the Nasca lines as cult to fertility and life in the desert, trying to communicate beyond. In this sense, Nasca City is kind of a cult to urban life in the desert today, not communicating beyond, but within our society...
I was also interested in the cities you selected for the final collage. How did you chose them? Why Belo Horizonte and Rio de Janeiro rather than Sao Paulo? Why Bogota rather than Medellin for example? The project required an interdisciplinary group of people working together to make it happen. In regards to the design of the city we worked together with the Latin American architecture collective Supersudaca, represented by the 51-1 architecture studio in Lima. The collective proposed to do a real scale collage of pieces of the 10 largest cities in Latin America (Sao Paulo is included). They would overlap at the borders creating new urban forms and zones of conflict. The idea was to create a map of mixed references, city patterns already charged with meaning, that people would be able to recognise, compare, and understand the scale of the drawing according to their own real life experience. Why 10? Well, they like to put up simple rules. The cities pieces were put together conserving their relative geographical position and original orientation.
The city drawn in the desert is ephemeral is that correct? Isn't it disheartening to dedicate so much energy and see the city being slowly erased by the wind and other natural elements? Sometimes I also find it disheartening, but most of the time I think it is ok for it to be slowly erased by the wind. The lines loose the sharp contrast with the surface in a couple of weeks, but the relief will be visible for years. I don't know if I would find the drawing and whole action equally meaningful in, let's say, 20 years. The desert is quite a special place for me, and I had my thoughts about leaving permanent marks that large on its surface. For it to stay forever, we would have had to do it in a terrain with almost identical conditions as in Nasca, which is a protected area classified as world heritage by UNESCO. We would have ended in jail for sure, if we had done it over there. Which brings me to question number 5...
How long did it take to draw the whole city and did you have to stay near the robot constantly to monitor its work? The drawing took 5 days (4 under ideal conditions). We had to rescue the robot sometimes and had some problems, but most of the time, it would do fine by itself.
Did you need to obtain special permits to do this piece of land art or can anyone do anything they fancy in the desert? In theory, you can't do what you want in the desert (in Peru), unless you own it. And even then, you'll have to do an official and quite expensive study certifying the absence of archeological rests. In a protected area like Nazca, it would be a serious crime (to destroy national heritage). We certainly could not buy up that amount of terrain (!!). But it is permitted to drive around in non protected areas, which also leaves marks. So there's kind of a gray zone. In practice, people exploit the landscape in all sorts of ways, but we wanted to go public with it. We had to make sure we could do it, or at least be prepared for the consequences. The local authorities were sympathetic to the project and we got an unofficial permit...
Are you planning to repeat or show the project elsewhere in the near future? The project is not completely finished, because there are lots of follow ups. Maybe I'll take on the topic in further projects or exhibitions. Maybe someday we repeat the drawing process, but it's quite a production and I have no concrete plans. There are no exhibitions planned at the moment, but I have a lot of material and would like to show it again. Thanks Rodrigo! And if you speak spanish, check out this interview that Vicky did with Rodrigo: All images courtesy of Rodrigo Derteano. Previously: Nanodrizas, "flying" saucers for polluted waters. |
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Every year, the FILE festival invites artists and other people who have a hands-on approach to new media art to share their views, works and ideas with the audience during a 4 afternoon long symposium. One of the most fascinating talks for me this year was the one that Victoria Messi, author of the fantastic blog El Pez Eléctrico, gave about media art projects from Latin America that 'look beyond anti-utopia.'
Titled Anti Anti Utopia: Arte Eletrônica na América Latina / Anti Anti Utopia: Electronic Art in Latin America, the presentation introduced us to four projects by media artists who believe that art still has the power to transform society. I was planning to write a long post that contained her whole presentation but i thought it would be more fruitful to highlight the projects one by one. First of all because each of them is so clever, quirky and fascinating that it should have its own space. Secondly because i've just started The Leopard and as much as i'd like this Jo Nesbø gem to last as long as possible i can't stay away from the book more than it is strictly necessary for my mental well-being. The first project Vicky Messa mentioned is Nanodrizas, a project that Mexican artist Arcángel Constantini has been working on since 2006.
Shaped like small flying saucers, the Nanodrizas are floating autonomous robots forming a network of wireless sensors, which attempt to interact with biological elements. The robotic prototypes measure, in real time, the environmental conditions (temperature, pH scale, level of humidity, turbidity, etc.) of polluted water surfaces. The data collected is then transmitted via wireless communications for interpretation and analysis. Once to the level and nature of pollution has been identified, the nanodrizas directly intervene by emitting synthesized sound and releasing bacterial and enzymatic remedies in the eco-system that, ultimately, should regulate the quality of the water.
Prototypes of the nanodrizas have been deployed in heavily polluted locations. In particular, in the river going through the city of Puebla in Mexico. Puebla hosts "La Constancia", an ex textile factory which used to be one of the most modern factories in Latin America. La Constancia relied heavily on water to function: water was used to power its turbines and water was where waste was then dispersed. As a consequence, the river is now suffering from high levels of pollution. The mission of the robots is therefore to intervene directly and revert the effect of the pollution in the water. The Nanodrizas benefit from relatively sophisticated technologies but were made using discarded materials such as children's toys.
The work thus moves beyond other environmental tactical media interventions by making an attempt to be actively therapeutic. The work will also functions to alert and sensitise people to the situations via, in the first location, the sound emissions of the Nanodrizas and second via displays in exhibition centers and online. The project thus exemplifies an admirably holisitic kind of art practice which is simultaneously technologically well informed and technologically inventive, while being engaged with complex social histories and activist with respect to fundamental problems of our time. Check out this interview that El Pez Eléctrico had with Constantini about the Nanodrizas fleet. I'd recommend watching it even if you don't understand spanish because you will not only see the nanodrizas in action but you will also be able to listen to the artist's melodious Mexican accent. Related: Nomadic Plants by Gilberto Esparza. FILE, the Electronic Language International Festival remains open through August 21, 2011, at the FIESP Cultural Center - Ruth Cardoso, in Sao Paulo, Brazil. Entrance is free. |
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Previously: Winners of VIDA 11.0 announced (part 1) The second Prize of the VIDA competition was given to Performative Ecologies, a work by young artist, architect and too rare blogger Ruairi Glynn.
Performative Ecologies is made of 4 independent 'creatures' that observe the public and dance for them. At the beginning of the exhibition, the creatures are rather dumb, they have little understanding of the way to move their heads and react to visitors. The only instinct they have is 'to be looked at" so they search their environment for people. As soon as their camera has detected that someone is watching them, they start dancing in order to keep the attention on them. In the beginning, they perform randomly. As time passes however, the little machines learn which kind of dance is more successful with observers, they improve their movements and choreography. They become increasingly smart and informed. The dancers learn and behave as individuals. In fact, they even compete with each other to get your attention. But they also form a community. When foreigners are out of the room, the dancers share what they have learnt. Just like what happens in real life, their relationships is based on mutual understanding but also on disagreement. Glynn believes that his role is not to come up with a pre-choreographed set of 'interactions', he merely built an environment for these creatures and gave them the ability to develop their own individual personality. Instead of working on the usual action-reaction mode that characterizes many of the so-called 'interactive installations', Performative Ecologies evolves through a series of experiences that generate genuine and new information, unexpected results and multiple layers. The third prize of the competition went to Chico MacMurtrie's Sixteen Birds.
The inflatable robotic birds extend and move their wings in a coordinated flight-like motion as they sense the presence of visitors. But beware! If people come too close and in too high a number, the birds suffocate and deflate, as if deperishing. A strong environmentalist position is already implicit in the bio-mimetic shape of the birds, and is reinforced in other features of the work. For example, in the first exhibition of Sixteen Birds, the configuration of the sculptural group as a whole suggested the flow of the local river, threatened by over-development. Ruair Glynn made a brilliant little video about the VIDA exhibition: The list of Honorary Mentions is full of small jewels. Here's just two of them:
Meet the two robots of Sobra La Falta: the "dibujante" (sketcher) is in charge of drawing sketches on the floor using rubbish thrown on the floor by the audience. Dibujante collects the rubbish and arranges it on the floor to create a drawing of a stickman, a "@" symbol, or other iconic symbols. The second robot enters when the drawing is over. It's the "barredor" (sweeper) and it will diligently undo the drawing by collecting the rubbish and storing it to one side. With this work, Argentine group Proyecto Biopus questions the point of creating a work of art using technology in a country like theirs, which has to face so many social problems.
Allison Kudla's Search for Luminosity stars six living shamrocks, arranged on a disc; an array of six lamps above, and in the center, a rotating custom optical scanner. Because it has a programmed memory, or an endogenous rhythm, the Oxalis plants open up their leaves in the morning in preparation for the sunrise. The scanner detects this movement and switches on the lamp for that plant. The plants have been prearranged such that they awaken in a clockwise sequence over 24 hours. The lighting of a lamp, based on the respective plants behavior, also switches off the lamp diametrically opposite, putting that plant to sleep. Viewers are therefore able to see in one look the plant in several periods of its cycle from fully awake to fully asleep. An ironic echo of those dreaful floral clocks found in old gardens. |
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One of the issues raised by the development of new technologies, is how they will impact our identity of human beings. Interested in the conversation between art, science, technology and society, Fundación Telefónica has launched an International competition dedicated to art and artificial art called VIDA . This years they are celebrating the 11th edition of the competition by launching an online archive that documents thematically and chronologically the evolution of the discipline it has been so closely following for more than a decade. Besides, Fundación Telefónica is setting up for the first time an exhibition of the winners of its competition (outside of the usual booth at the ARCO art fair that is). The three winners of VIDA 11.0 as well as a couple of other pieces are currently on view at Matadero Madrid. During the press conference yesterday, Francisco Serrano, Director of the foundation, couldn't help but point to the irony of hosting VIDA (which means 'life' in spanish) into a stunning art center called Matadero ('slaughterhouse' in spanish.)
The winner of the first prize this year is the uncanny, poetical and fascinating Hylozoic Soil, an immersive sculpture by artist and architect Philip Beesley. Hylozoic Soil takes its cue from Hylozoism, the philosophical view that all or some material things possess life. It takes the shape of an artificial environment that seems to be made of the same substance as jellyfish, breathing like one, wrapping itself around you and exhibiting complex behaviour as you walk through it.
Delicate arms made of a shape memory alloy called nitidol gently move in reaction to people's behaviour, while hanging pillars transmit a very quiet energy, miles away from the more direct and manly energy displayed by most robotic installations. Although the work manage to almost absorb visitors it has been developed using as little material as possible. The structure was expanded into an ethereal meshwork. Allow me to copy and past a short text that gives more details about the artwork: Video documenting the construction of Hylozoic Soil, at the Montreal Museum of Fine Arts in September, 2007: More information in the book Hylozoic Soil, published by Riverside Architectural Press. Part two of the report: Winners of VIDA 11.0 (part 2) More details about the VIDA awards: Interview with Daniel Canogar. Last year's coverage: Winners of VIDA 10.0, Honorary Mentions at VIDA 10.0. |
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Daniel Canogar is a media artist living between Spain and Canada. He's also the Artistic Director of VIDA, an international competition on art & artificial life. Launched 10 years ago by Fundación Telefónica, the prize rewards works of art produced with and commenting on artificial life technologies.
Previous winners include projects as different as a robot that sweats, a table that follows you around, robotic dogs suffering from the mad cow disease, solar-powered devices which modify their own instruction code in response to environmental changes, autonomous non-violent protest agents, a mobile cemetery tank, a Universal Whistling Machine, etc. What these artworks have in common is that they engage with emerging behaviours, which evolve over time, react with their environment and seem to have a life of their own. The dozens of projects which have received an award over the past ten years form a unique collection documenting the evolution of electronic art in one of its most significant aspects. The looming deadline to submit projects (6th of October 2008) is the excuse i took to interview Daniel Canogar about the competition. Last year the VIDA competition celebrated its 10th anniversary. How did it evolve over the course of the years? Did it get more ambitious? Set itself new goals? Opened its scope to new territories? i'm thinking about last year's winner, NoArk by Symbiotica, which is not based on electronics but on biotechnology.
When VIDA began, A-Life as a discipline was still very recent, a little over 10 years old. So as usually happens with young disciplines, there has been an evolution in the field, which has been reflected in VIDA. A couple of years ago there was a heated discussion amongst jury members if VIDA should be open to biotechnology art projects. The origins of A-Life are in computer simulation, not biotech, so this was quite a controversial issue. In the end, we did decide to include biotechnology projects, as they are closely related to A-Life concerns. The important thing, in my view, is not to remain faithful to categories, but to keep VIDA alive with the kind of art projects that are relevant to our times.
I guess this will sound like a silly question but do you see trends in the entries the prize has received over the years? For example, artificial life of animals being abandoned at some point because the trend is more in artificial life at a nano-level? How closely do the entries reflect the changes occurring in our society and in research more particularly? It's not art's mission to be a direct mirror of what is going on in research labs. A-Life art has taken some of the evolutionary concepts of the field, and in a sense created a totally new field that is much closer to the general public. But more importantly, these projects are not so concerned with specific technologies generated in research labs. They are extremely concerned with concepts, ideas, questions about how technology has changed the way we feel about ourselves, about notions of what it means to be alive, or dead, etc. It is exactly the kind of conceptual questioning that is often so lacking in research labs. VIDA submissions do not come out of A-Life lab research, though their contribution to the field is extremely valuable. In fact, I hope scientists working in the field of A-Life take note of VIDA art projects, and take some of the serious questioning that occurs at a sociological and cultural level back to the lab. VIDA rewards works of art developed with artificial life technologies and related disciplines. How much of this artificial life has already moved away from research labs and artists workshops to crawl into our everyday life? A-Life research is present in everyday consumer products, such as children's electronic pets (Tamagotchi, Dogz, Catz and many more), video games with characters that evolve over time, or in intelligent interfaces for mobile telephones and other electronic devices which "learn" about the user, including search engines. No doubt, in coming years such technologies will become a staple of our quotidian life.
Fundación Telefónica exhibited the winners of VIDA 10.0 at the ARCO art fair in Madrid last April. Has FT always done that? I found so far that very few art fairs actually give space to art practices engaged with technology. Why is the presence of VIDA in the commercial context of an art fair so important? Fundación Telefónica has always exhibited VIDA winners at ARCO. First of all, it is important to give ARCO, Madrid's art fair, a little bit of context. ARCO is not like any other fair, it is a fundamental cultural phenomenon in Spain. It transcends contemporary art, arousing interest from every creative field, and people from all walks of live, young and old, rich and not so wealthy, high-school students and major art collectors. Every year about 200.000 people visit the fair. So VIDA's presence in ARCO is a fantastic way of getting the public to learn about the award. But beyond visibility of VIDA, there is also the art market issue. New media artists need to find alternative ways of circulating and distributing their work beyond the rather small circuit of specialized festivals and conferences. Funding of technologically driven artwork is expensive, and artists need to find ways of financing their projects. There have actually been VIDA awarded projects that have sold at the fair, and of course, the sale goes directly to the artist.
This is very encouraging. It's a very daring thing for the Fundación Telefónica to present this kind of technological work in the context of the art fair, and through the years, Fundación Telefónica's booth has been one of the most successful at the fair.
VIDA is also involved in a series of workshops taking place in Latin America. Can you tell us something about these workshops? How do they go? What is their objective? What happens there? Latin America is a region where artists have a hard time funding their new media projects. Fundación Telefónica has exhibition spaces and programs in Lima, Sao Paulo, Buenos Aires, Santiago de Chile and Mexico City, so VIDA's projects in Latin America grow out of this preexisting network. Certain places have a lively new media scene, such as Buenos Aires. In other cities, the scene is practically non-existant. Funding for VIDA workshops is conceived as seed money for potential VIDA award candidates. We want to tap into the tremendous creative talent that exists in Latin America, and also help create a context for the emergence of A-Life art. For this reason we ask VIDA award recipients to develop workshops for Fundación Telefónica's centers in Latin America. This year Gilberto Esparza, a fantastic Mexican artist that won a VIDA award last year, has directed workshops in Buenos Aires, Lima, Santiago and Mexico City. It's a way of creating a community of artists helping other artists create new work. This is an exciting development for VIDA.
The Incentive for Iberoamerican productions award helps artistic projects that still have not been produced. How difficult is it to judge the validity of a work which doesn't really exist yet? How far must the artists be in the advancement of the project? When the artist has a conceptually clear idea of what he/she wants to do with his/her art project, it usually comes through in the actual proposal. The technical description of how the work is going to get made is also important and very revealing. Many members of the jury are very savvy about both software and hardware and can usually figure out if the work can get built as described. Past work by the artist also gives the proposal more context, so we often look at dossiers or webpages. Its always really exciting to see these works actually materialized having seeing them in their infancy as proposals. And what really prides the jury members more than anything else is when we begin to see some of these art pieces circulate in exhibitions and festivals. Were it not for VIDA and a few other initiatives i, and i'm sure many people in Europe, would know almost nothing about Iberoamerican art projects developed using artificial life technologies, electronics, robotics, etc. Do you have some advice for people curious about what is going on over there? Well, for starters, it may be interesting to look at VIDA's webpage with documentation of selected past projects: many of them are from Latin America. Another fantastic source of new media art made in this region is the exhibition Emergentes. Curated by Jose Carlos Mariátegui, it is one of the first exhibitions focused on Latin American new media art. This is a traveling show which opened in Laboral, the center for new media art in Gijón, northern Spain. The catalogue is a good source for references, understanding of the cultural specificity and historical background of the emergence of new media art in Latin America.
Can you tell us something about the project of Fundación Telefónica Virtual Museum? When will it go live? What will web users find there? It should be available early next year. The Virtual Museum wants to be a didactic tool, the best source for A Life Art on the web, where you will not only see documentation of VIDA awards, but you will actually be able to experience some pieces first hand with web-based projects. It will also document the history of A Life art, and show many landmark projects that have significantly contributed to the field. The interface will allow for a very intuitive and seamless navigation through all this documentation. It's a large project, one that will require constant updating to make it really alive, and hopefully become a significant reference in the new media art scene. Over the years the competition has gained fame and visibility. How does it translate in terms of number of entries? And do you tend to receive more entries from Spain, Iberoamerica and Portugal? Last year we received close to 200 entries from 25 different countries. There has been a steady increase of submitted projects through the years, a real accomplishment if you bear in mind how specialized the award is. Every year three projects get awards, plus 7 projects are selected as honorary mentions. That means that on VIDA's web page, you can study an archive of over 100 art works related to A Life. About 30% of submitted projects are from Spain, Portugal and Latin America. Contributions from the US and Canada form another 30%, European projects comprise approximately 30 % and the remaining 10% are submissions from Asian countries. One of our objectives for the close future is to reach out to Japan, Korea and China, where significant A Life art has taken place in the last few years. There is always room to improve! VIDA is a unique award, the only one in the world specialized in A Life and Robotic art. I am now hoping for another 10 years of growth, enabling more artists to realize their life-like creations all around the globe. Thanks Daniel! |
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Hello readers! Here's something i was keeping in my Magic Bag for ages: the videos of the projects which received an Award or an Honorary Mention at the VIDA competition. This international competition on art & artificial life, set up 10 years ago by Fundación Telefónica, rewards works of art produced with and commenting on artificial life technologies. Most of them will give you a fantastic glimpse into the mind of the creators of projects which include empathic blobs, cabinets of curiosities for the biotech age, exploration into digital survival and animatronics. I guess no one in the assistance will be surprised if i tell you how excited i was when i first saw the video explaining one of the latest project from Oron Catts and Ionat Zurr (SymbioticA): NoArk.
I've also been impressed by Julius Popp's bit-flow video and found extremely sweet the OMO robot of Kelly -Blendie- Dobson. This way to discover them all. In english with spanish subtitles or vice-versa.
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