Showing posts with label EXHIBITION. Show all posts
Showing posts with label EXHIBITION. Show all posts

Tuesday, November 5, 2013

The Wrong - New Digital Art Biennale


Protey Temen 

Finally last friday first November was launched a huge event on the Internet, an online art biennale called The Wrong including 30 "pavilions" and more than 300 artists. It has been created by David Quiles Guilló who previously has made other great projects such as ROJO and physical events like NOVA Festival

The 30 pavilions have been curated by different artists who have selected the participants and designed their own website to showcase the pieces, below into the post there are listed all the active pavilions so far, I recommend to take it easy, you will need more beer in your fridge for sure, there is so much great stuff presented in this online biennale using different digital formats.
I haven't finished yet to see all the works properly but I like the variety in general, also to know about new names and young artists and to see fresh and new work from people I admire. Regarding to the pavilions I like different qualities from each of them such as the curation, the design, aesthetic, presentation, the interaction and functionality with the environment, the social connection, feedback with visitors. 

The online biennale will be open till 31 December of this year, during this time it will be quite active and featuring new pavilions, don't miss anything by following all the the feedback of on its fb page here. There is also an unlimited pavilion called Homeostasis Lab which displays a selection of artwork submissions of artists and general public interested in participating in the event, another pavilions give this option too.
The Wrong has recruited several art spaces in cities around the world (listed below) as The Wrong Embassies, a temporary AFK project, where the physicalexperience of the digital biennale will take place with live performances, workshops and exhibitions. See more;



The Wrong Online Pavilions

And one day, boom: the pavilion of exploded reality! 
by Chiara Passa 

Another Post In The Wall 
by Eric Mast 

Beautiful Interfaces: The Deep in the Void 
by Miyö Van Stenis 

Beyond Folklore, Olia's Chapel 
by Helena Acosta 

Caóticamente Random 
by Johann Velit 

Chamber 
by Sara Ludy 

Conductivity-Resistivity 
by Giselle Zatonil 

Exotic Forbidden Torrents 
by Peter Rahul 

Flesh and Structure: The Biopolitical Commons 
by Erik H Rzepka 

Homeostasis Lab 
by Julia Borger Araña & Guilherme Brandão 

iMOCA 
by Michael Staniak 

pl41nt3xt 
by A.Bill Miller 

Plan 9 Channel 12 
by Yoshi Sodeoka 

Plastic yet still in-between 
by Andrew Benson 

Shadow Box 
by Rollin Leonard 

Soci4lites 
by Emilie Gervais 

Swimmingpool Pirahnas 
by Ellectra Radikal & Systaime Alias Michaël Borras
The Age of the World Picture 
by Cristina Ghetti 

The Eternal Internet Otherhood 
by Lorna Mills 

Update Status 
by Emilio Gomariz 

Western Digital 
by Rick Silva 

Wilderness of Mirrors 
by Max Hattler 
Wonder Cabinet of the Big Electric Cat 
by Play Damage 

Young Internet Based Artists
by Anthony Antonellis



The Wrong Embassies

Transfer in Brooklyn, Smart Objects in Los Angeles, Paradise Hill in Melbourne, Mutuo in Barcelona, Plutón in Valencia, TAL in Rio de Janeiro, Espacio Tumba in Buenos Aires, Hit The Dirt in Santiago de Chile, NNM Studio in Lima, LabLT in Montevideo, Un Lugar in Quito, Áncora in Valparaiso.


The Wrong


Tuesday, October 15, 2013

Gamut Warning by Jordan Tate



Denny Gallery presented few weeks ago the first solo gallery exhibition in New York City of Jordan Tate, titled Gamut Warning and running till next October 20, 2013.

"Jordan Tate’s work represents a shift away from the understanding of photography as mechanical reproduction and an acknowledgement of the image-maker as the mediator of sight. Tate explores process and practice in contemporary visual culture. His work is based in ongoing research/meta-photographic critique concerning the visual and conceptual processes of image comprehension." - Denny Gallery. See more;

"The exhibition will include a selection of recent work by Jordan Tate, notably featuring New Work #150 (Gamut Warning), 2012. Gamut Warning consists of three distinct iterations: 24 color photographs, a large-run newsprint artist’s book, and a PDF e-book. He uses the different forms of image delivery to examine how images are created, produced and viewed. His work often focuses on the technologies and physical practice of making photographs. In Gamut Warning, for example, we see lights, color reference cards, human hands setting things up and arranging subjects, color gradients, slide holders and a machine vision camera. The works in the exhibition question the institutional authority behind our understanding of images and suggest that authorship, medium and context, rather than the reality of an image’s referent, have the greatest influence on what we understand from an image." - Denny Gallery




Wednesday, August 21, 2013

Liquid Vehicle Transmitter by Brenna Murphy


Liquid transistor resonancy valley, 2013 - Archival pigment print mounted to Dibond

Brenna Murphy's new exhibition "Liquid Vehicle Transmitter" will be at YBCA (San Francisco) till next September 8, a show curated by Ceci Moss.

"Brenna Murphy begins each new work with a digital image file and proceeds to manipulate it across multiple applications—Photoshop, Blender, After Effects, and more—to create a unique, artificial aesthetic. Patterns recur at various scales, imbuing her structures and environments with a mesmerizing, hallucinatory effect. We are invited to negotiate our own place within this realm, and sync in." - Ceci Moss. See more;


"Recalling the kinds of interactions with digital screens that have now become second nature—zooming, clicking, scrolling—Murphy’s video games, mindbending prints, websites, and intricate installations require us to physically, mentally, and visually navigate a terrain. The artist often refers to the structure of the labyrinth as a central concept across her multidisciplinary output, and its logic is a major factor in dictating the viewer’s orientation within a work. […]

Murphy’s YBCA exhibition, Liquid Vehicle Transmitter, seems to offer up yet another form, the emergent labyrinth. It transports the visitor to an alien universe where obsessively detailed compositions morph and slide into one another. Like the strange, shifting interiors found in the video game exhibited in this show, Nightscape Navigator, new things appear as you move forward. The path is never set, but seems to reconstitute itself afresh as you take each next step. […]

Like all of Murphy’s work, her new installation emergent entity chant array seeks an attunement with the viewer. Dizzyingly intricate, it permits multiple entry points on the visual, physical, and sonic registers. Murphy’s interest in audience engagement also informs her involvement in two different art collectives, MSHR and Oregon Painting Society. These groups use unique handmade electronic instruments to experiment with performance, sound, sculpture, and installation. They transform the surrounding environment into another domain, bringing about transcendent happenings that test the audience’s sense of reality." - Ceci Moss, Assistant Curator of Visual Arts


Liquid Vehicle Transmitter digital prints
Archival pigment prints mounted to dibond
Images courtesy American Medium


Opal twins, 2013

Sky lattice, 2013

Insect vehicle, 2013


Nightscape Navigator
download for Mac and PC
Nightscape Navigator is part of MSHR, a collaborative project by Brenna Murphy and Birch Cooper.




Emergent entity chant array
Installation




Monday, April 29, 2013

What we call sculpture at CERMÂ


Ecstasy rmx by Francoise Gamma

CERMÂ presents a new exhibition titled What we call sculpture which focuses on the possibilities of sculpture through the use of digital tools in the context of Internet and the exhibition possibilities of the online medium. It features works by Chris Timms, Francoise Gamma, Kareem Lofty and Manuel Fernandez. Check it out through the interactive and virtual walkthrough, here.

"Since the advent of video games and the Internet, the notion of actual physical space has been complemented by the existence of virtual spaces, built using code and 3D software where graphics you can see on the screen not only occupy a physical space as storage on a hard disk, but through contemplation or interaction with simulated spaces we can perceive aspects as size, material and volume, all typical of traditional sculpture.
From Mario Bros for Nintendo 64 in the entertainment industry, through social networks like Second Life, to come up with new ways in which we perceive the real world using simulators such as Google Earth, the products generated by 3D software tools have changed dramatically shaped the way we relate and understand the real space, so much so, that an architect can now recognize the version of AutoCad with which a building is designed.
What we call sculpture is a collection of works that use sculpture procedures, installation, intervention, etc. as a means of digital experimentation to develop artistic strategies online." - CERMÂ. See more;

New Ruins by Manuel Fernandez

Manuel presents New Ruins. Google Earth Tour, a site specific installation with two parts: A greec doric column model extracted from a 3D Parthenon model,   emapped and installated in the 3D gallery scale space from the ceiling to the floor. And the second part it's New Ruins. Google Earth Tour, a screencapture video documenting the remapping geolocated installations’s project made in Google Earth, in wich the most known ancient ruin models have been remapped and installated in their original places.





Sensual Objects by Chris Timms

Sensual objects originated as looped .gifs relating to the sensual space of experience, typically attributed to physical presence.




Hummel head by Kareem Lotfy




Ecstasy rmx by Francoise Gamma

Francoise Gamma presents Ecstasy rmx a digital animated 3D sculpture, inspired by the saturnian night, the medieval poetry and fractals in the social networks.



Exhibition map_


Tuesday, March 12, 2013

OFFLINE ART: new2



XPO Gallery presented two weeks ago a new exhibition titled OFFLINE ART: new2 curated by Aram Bartholl who has also created the new offline format exhibition for this show. The exhibition will be running until next 5th April 2013 in Paris. 
Once else Aram Bartholl brings the online content to the physical space and show it offline, which opens the debate again about if it makes sense to show net art in a real space and other interesting questions which were mentioned by Olia Lialina in the great speech she did during the opening of this exhibition, you can read it into the post.

"new2 is the first show realized in the OFFLINE ART exhibition format. Web-based art works will be disconnected from the Internet but accessible via a wireless network. A high-profile selection of twelve artists from various 'Internet generations' (Cory Arcangel, Kim Asendorf, Claude Closky, Constant Dullaart, Dragan Espenschied, Faith Holland, JODI, Olia Lialina, Jonas Lund, Evan Roth, Phil Thompson, Emilie Gervais & Sarah Weis) - all of whom work digitally and online - will present both old and recent works. OFFLINE ART: new2 is a group show about files, versions and copies that question the idea of endless 'novelty' in an era of daily remixing on the Internet. A digital file can be copied endlessly, without any loss of quality, thus enabling a web culture of nonstop creating, sharing and remixing files, which has influenced an entire generation of artists." See more;

Read all the press release and everything about each artwork exhibited, here.

The following text it's a speech by Olia Lialina in the opening of OFFLINE ART: new2, curated by Aram Bartholl at XPO Gallery.


Let me steal a few seconds of your attention to remind you about some obvious facts and terms. The Internet and the Web are not the same. The Internet is older and bigger, it is a distributed network born in 1969 and turned into a global Internetwork at the very beginning of the 80s.

The Web is younger. In two months we will celebrate its twentieth birthday. The first cross-platform browser, Mosaic, was released to the public in April 1993. There are people who date the beginning of the Web to 1989, when Tim Bernes Lee invented the WWW system, but nothing happened between 1989 and 1993. Nothing before the rest of us started to shape it.

The Web is younger and “smaller.” It began in 1993 as a modest service, one of many. I have a book here with me, “The Whole Internet” – I always have it with me. It has 400 pages and only fifteen of them are about the Web. But it was growing very fast. By 1995, it would make no sense to write a book entitled “The Whole WWW” or something similar, because it was already immense by this time.

The Web became the Internet very quickly. In the 90s many got to know about the Internet through the Web. Many never ever left the Web, so they haven’t seen the rest of the Internet. In the new millennium, most of the users don’t even know there is a difference. I sometimes get angry at new students who don’t know about it, but at the same time, I’m fine with this because the Web is the best thing that happened to the Internet. The best thing that happened to us. It is the best thing that could happen to artists and to the contemporary art world, though not everybody would agree with this.

Apart from the many doors and windows that it has opened to artists and institutions, the Web gave life to a very important movement: net art – or, as one would have called it during the mid 90s, net.art.

Retrospectively, we can say that it gave life to two art forms: web art and net art. The first was busy with browser, HTML and scripts, with the idea – revolutionary at the time – that a browser IS a place for self-expression, for experimentation, for making art. Net art was busy with networking itself.

In the beginning, web and net art were represented by the same people. They – I mean, we, worked for the Web, on the Web and because of the Web. But we didn’t want to be called web artists; we liked being called net artists. The reason is that, for net artists, visual and coding experiments with browsers were less important than the fact that our works were ONLINE.

Artists of that generation emphasized connectivity, networking, and the distributive nature of the works through several means. There was a great desire to create projects that weren’t visible on a computer that was NOT online. Today, we often hear that there is no difference anymore between offline and online, that they are both real life. True. Twenty, fifteen years ago, we knew very well when online stopped and offline started, where net art stopped and where CD-ROM, interactive or whatever art started.

A show that goes back to the initial idea of net art opens tonight. It focuses on connection, its presence, and its absence. It even starts off with a provocative title. I don’t know what you think about when you read OFFLINE art, but I can only think about ONLINE art.

OFFLINE ART: new2 was curated by one of the most important new media artists, Aram Bartholl. His objects and installations in public places precede today’s art and design trends that play with the relationship between the digital and analog worlds. But he is also a net artist, a classic net artist, because he keeps himself busy with the question “am I on or off?”

This question was and still is central to net art, despite new realities, new devices and generational change.

Aram is also a brave artist, because he is not afraid to enter into one of the most slippery issues related to contemporary and media arts: Does it make sense and is it possible at all to show net art in a gallery or real space?

I have been involved with this discussion for the last fifteen years through my own artistic and curatorial work. I can tell you that the answer has changed from a definite No to Maybe, to Yes, but and finally, to Yes.

It became clearly positive some years ago, when the Web stopped being a new medium and became a mass one. It was quite a difficult moment for net art and web art, because these forms are extremely medium-specific. Web artists and net artists are doing work about the medium, but, as soon as it stops being new – when it a matures, when it becomes a mass medium, it becomes very difficult to have a close connection with it. By the way, many net artists went OFFLINE at that time to make works “about the internet and the web” from the outside, in order to keep a distance, to keep the relationship alive.

But there was also a bright side to this: the fact that the Internet became a mass medium meant that net artists got bigger audiences, both online and offline. Ten years ago it made sense for net artists to only address people in front of their computers; today, I can easily imagine addressing visitors in a gallery because most of them have just gotten up from their computers. They have the necessary experience and understanding of the medium to get the ideas and jokes, to enjoy the works and to buy them.

What is especially interesting about today’s exhibition is the fact that it counts on people who came not only with knowledge but also with their own mobile devices. So you are here and you are in front of your own computers again.

How to show net art in the real space? Another eternal question

OFFLINE ART is not Aram’s first answer to it. Three years ago, he conceptualized Speed Shows, an exhibition format that suggested renting an Internet café for one evening and opening online works on computers in a standard browser with standard preferences. It was a great gesture and I’m happy that these series of events still happen all over the world, because it is important to go to Internet cafés, to sit at least once in a while in front of a public computer. It was great for net art because a standard computer with a standard browser is a natural atmosphere. It is much healthier than installations and custom built objects around a work that only needs a browser. “Net.art never died! It just moved to your local Internet-shop!” was the motto of the series. The paraphrased motto of OFFLINE ART could be “net.art never died! It just moved to your local network!”

Once again, Aram suggests showing (distributing) the works through standard devices – Wi-Fi routers. They are modified, though. One router, one artist, one work of art: one network per artist. It is elegant and almost absurd.

This can be very attractive for collectors, who were always warned that you couldn’t buy net art; for this, you’ll have to buy the whole network. Well, here it comes, the artwork and the network.

I’m sorry if it sounds a bit sarcastic, but it is not because I’m against selling. I think, and I have repeated this for fifteen years, that selling web art is easy. Any other art form is more problematic than a web-based one, especially when it comes to pragmatic and legal issues. Additionally, there are so many ways to do it, so many ways to reshape and re-contextualize, to keep and collect. OFFLINE ART is an example of how it can be done.

We can try to see today whether this setting works and how it works. Will you look at the router or will you look at the work it is transmitting? Will you go through one router to another, or stay for hours in front of one? Will you keep the files you’ve downloaded on your devices and transfer them to your nextphone or overwrite them immediately?

You can access the works of twelve artists who belong to the tradition of web art through the routers, and then buy the routers. For OFFLINE ART, Aram selected classic and new works that play with web culture and browser aesthetics. They are all accessible through browsers, not apps. I think it is great to do this in 2013, because at this moment it looks like apps are taking other, but it is not true. Web designers and browsers will adjust to the small screens in the near future and the Web will once again become the environment we are in, even on mobile phones.

As soon as you connect your devices to each of the routers you will get a beautiful piece of web art. The exhibition itself is a wonderful net art project. Thank you for paying attention to both, for keeping both movements alive

Olia Lialina, 21 February 2013

Images courtesy Aram Bartholl, check out the whole album here.



Wednesday, December 5, 2012

Brush It In


Intersecting Values of Hue and Brightness, 2012 by Joshua Citarella

Brush It In, a group exhibition at Flowers Gallery, curated by  Lorenzo Durantini, including works by Joshua Citarella, Fleur van Dodewaard, Christiane Feser, Darren Harvey-Regan, Antonio Marguet and Anne de Vries.

"Brush it in is a colloquial expression for a wide variety of alterations made to digital photographs after their creation. The transition from analogue to digital post-production yielded an incredible expansion of existing techniques. Adobe Photoshop was originally developed as a digital emulation of the physical techniques of the darkroom. It quickly developed its own specific vocabulary and it is precisely this language that Brush it in engages with. As digital image making became ubiquitous within popular culture so did the awareness that these digital tools often had more power for deception than the photographic act itself." - Flowers Gallery. See more;

"Brush it in also alludes to the digital impossibility of encountering objects within the image saturated landscape of contemporary culture. The inevitable disappointment of mass-produced commodities has created a sort of haptic half-life where the image produces more pleasure than the object itself. Darren Har vey-Regan engages directly with this struggle in The Halt (2011), where an axe confronts and attacks its very representation with a violently iconoclastic gesture. Similarly in Relation (2011), an image of a saw is bisected by a vertical cut in the print that mimics the tool’s physical potential. In Grounds of Doubt (2011), a rock obstinately resists the flatness of the photographic print, peeling away from the otherwise flawless surface." - Flowers Gallery

There is also a publication about the exhibition which you can buy here.

Brush It In at Flowers Gallery
26 October 2012 - 05 January 2013


Steps of Recursion, 2011 by Anned de Vries


More or Less Obvious Forms, 2012 by Darren Harvey-Regan


Study for a Black Nude, 2011 by Fleur van Dodewaard


Konstrukt 23, 2011 by Christiane Feser


CAVE2CAVE_MG_0500.jpg by Anned de Vries


231,639,853, 2012 by Joshua Citarella

Exhibition view


Monday, August 27, 2012

#1: GIFs - SPAMM at CERMÂ


"She was everything" by Michael Manning

SPAMM at CERMÂ, a new exhibition at CERM curated by Michaël Borras aka Systaime and Thomas Cheneseau who have been doing a really great and intensive curatorial work since they founded the Super Art Modern Museum last year. They were invited by CERMÂ's founder Manuel Roßner to curate this exhibition about GIFs, which have been transported into a virtual space where the GIFs have taken a physical form into the virtual but real gallery. The exhibition is divided in two parts, one month long each, this is called #1: GIFs and will be open through first October 2012.  
I had a chance to ask Manuel Roßner about the interesting interactive virtual technology, and how it's created, see more into the post, also you will find a great review about the exhibition by Sabine Weier.

"The Cerma exhibition space occupies that fascinating area between internet appearance and cultural institution. It exists in both the built and the virtual environment. In the virtual part, which happens on the internet, everything is digital. We explore the possibilities that arise through this and look into a digitalised future. A guest exhibition curated by SPAMM displays tendencies within the current digital art. Four artists work in the first part of the two-part exhibition in SPAMM’s virtual project room. They all create animated GIFs and sculptures for a virtual space." See more;


Press release by Sabine Weier - http://www.sabineweier.de/

»Visual arts have entered a new era. It’s a place where immediacy rules, where visual arts becomes virtual«, promises the Super Art Modern Museum, or SPAMM for short. Michaël Borras aka Systaime and Thomas Cheneseau founded the online museum in France, that geographical information is practically irrelevant in the internet era. Borras and Cheneseau present more than 50 works from the `community´, another concept that does not follow geographical frontiers. Eight of these works can now be seen at CERMÂ in two parts. The new `Digital Art Avant-garde´ discovers each other, receives and produces, communicates and grows. This is a scene that is not accessible to everyone, nevertheless extremely productive.

All over the world, new artistic positions arise that evade the ›White Cube‹: animated GIFs, Glitches, web based conceptual art, three-dimensional animations. Institutions have grown around digital art, real and virtual spaces such as the Rhizome at the New Museum in New York, the MACBA in Barcelona and the Berlin based Transmediale give these positions a stage and an audience. Pixels are the material artists use to paint and shape, realizing their aesthetic visions.

But can we herald the beginning of a new era, or is this just a handful of nerds who place some virtual artefacts here and there on the web? It seems quite apropos to use a commonplace cliché: one imagines pale, socially awkward creatures suffering from a lack of sunlight who sit in a darkened basement staring at brightly illuminated screens, typing furiously and moving pixels. The reason why digital art has not yet found its way into lounges, the ›white cubes‹, the living rooms of the postmodern society, may partially be explained with this stereotype.

However, there is nothing wrong with being seen as a nerd. This stereotype allows young artists to experiment and can also become the material for humorous self-reflection. Jeremy Bailey, who was part of the previous CERMÂ exhibition, likes to poke fun at the typical nerd and the whole spectrum of media art. He creates pixel sculptures, which he integrates in video clips as overlays to his body and comments ironically.

A guest exhibition curated by SPAMM displays tendencies within the current digital art. Four artists work in the first part of the two-part exhibition in SPAMM’s virtual project room. They all create animated GIFs and sculptures for a virtual space.

Anthony Antonellis lives and works on the internet, as his short biography states. His work is called ›beholdbehold‹ two GIF sculptures placed next to each other. They adapt the typical art exhibition to a digital environment. Antonelli displays dancing patterns, Windows emblems and radiant dots chasing in the viewer’s direction in a virtual showcase. This hypnotic screensaver aesthetic becomes art.

The second work cannot be interpreted at first sight. On top of a marble texture pedestal, a rectangular box rotates slowly around its axis, around the edges, stripes of a picture with flowers can be seen. Maybe a photograph, maybe a photorealistic illustration – in the digital era realism replaces reality. Much more than the flowers, the structure of bricks or pieces of concrete characterizes the appearance. Antonellis toys with the possibilities of computer illustration, the brick character of virtual realities, the virtual mimesis, which means not only the remodelling of reality but also the expansion of it.


beholdbehold by Anthony Antonellis

In an email to Manuel Rossner, the founder of CERMÂ, he described his inspiration: »I went through a period of time where I felt real objects should become GIFs. Sort of like found objects that were replicated, photographed, or recreated digitally. The sculpture on the right was an object built to mimic something I saw in real life, an object that I felt looked as though it must have come from the internet. Basically it is sidewalk tiles in a display at a Baumarkt in Weimar. The display case was just a metal frame, but the frame had a giant photograph of flowers printed on it. I recreated it as a solid shape using images from the internet, and used a photograph of the real tiles for the centre. Someday I’d like to see a real 3D version of it being built, but for now, the internet is a good home.«

The ›objet trouvé‹ reverberates also into digital art, albeit as a virtual replica of the object. In 1917, Marcel Duchamp started a discussion about what can be art with ›Fountain‹, a urinal presented as a sculpture; this defined the start of a new era in fine arts.

»Invisible “O”bject« is the title of Emilio Gomariz’ work. It is visible (disregarding the title), but only on second sight: In front of the gray and white checkerboard background from the image editing software Photoshop, which is the atelier of many digital artists, a transparent ring, almost like a doughnut, rotates. This requires some concentration because the ring does not manifest itself at a casual glance. The longer one focuses on the rotating ring, the more one would like to grab it. In CERMÂ’s project room this sculpture gains some height, it almost reaches the floor and the ceiling – a gigantic virtual Op Art object.

»Invisible “O”bject« by Emilio Gomariz

Michael Manning gives room for interpretation, the title »She was everything« does not correspond with the five plains lying over each other, flat rectangular panels that float with some distance between them and move synchronously. On the surface of the slightly transparent plains wood, water and a sky with white clouds can be seen. Besides its shape and array, the second panel irritates the viewer. It looks like a nubby steel sheet, but in its centre, a drop of water seems to cause concentric waves. All the other panels also have this concentric wave pattern, which creates an effect as if water had seeped through the sculpture.

Manning wrote to Manuel Rossner about his position: »The piece conceptually is about the collapse of the natural and technological. the idea being that they are one in the same. Each layer of the GIF represents a different natural element and the 5th being humans or technology. The animation is meant to show their overlap, blending and perpetual interconnected nature. My work focuses on the augmentation and distortion of our perception of reality by technology and the deconstruction of the false divide between the natural and technological.«

Manning turns nature into a flat visual trace, the constructed aesthetic and its artificial movement contrast the affectionate title and dominate the work. The virtual element, to which our reality is gradually moving, is stronger.


»She was everything« by Michael Manning

The fourth work is of a more concrete nature: a three dimensional skull rotates quickly around its axis, in the background there is a freeze of Englishman Damien Hirst’s famous diamond-encrusted skull. Jasper Elings titled this work »For the Love of God» which alludes to religious fantatism. With his explicit appropriation of Hirst’s masterpiece, he hints at the art market. Fanatism is part of the art market – a kind of madness that dies out in a new era of art?

»For the Love of God» by Jasper Elings

Digital art on the internet can often be acquired for free. This challenges traditional concepts of authorship, aesthetic and reception. These concepts root in Modernism and have barely been challenged by Postmodernism. Digital art does not quite fit these concepts. The SPAMM manifesto has found an answer to this: »(...) if ›contemporary art‹ isn’t ›from today‹ anymore, but just a continuing period of the XIX° century ›modern art‹, we can proclaim - without hesitation - the existence of the Super Modern Art.«

Press release by Sabine Weier

As I told before I was really interested on CERMÂ's exhibition format. Here we have seen other online and offline interactive virtual spaces working as a virtual galleries, a good one I published while ago was PRINT FICTION created and curated by Michael Alfred, which is created using Unity 3D technology and which functions and interaction are the same than a video game. But this, CERMÂ virtual representation is also interactive but seems to be a virtual video where you can control the view of the tridimensional space at the same time the video brings to the viewer a walkthrough from the beginning to the end of the exhibition. Manuel Roßner tell us what and how is created CERMÂ;

Manuel Roßner: CERMÂ is an exhibition project which tries to include the new possibilites that come up with the digitalisation of everything. We invite artists to explore both: the virtual an the real space, always keeping in mind, that "space" isn't what it used to be before.

How did you decide to create a virtual space of the gallery?  
MR: As an artist I've been working with software seeking to create realistic images before. I then decided to use the cultural technique of the museum to approach the virtual space. This is useful in many ways: Like in a real space you can put things together relying to each other. It also limits the endless space, which is important to gather attention for the artworks. And maybe most the important aspect: It helps to deal with all the changes we can't really grasp in our physical environment. So many things transfer into the virtual: Cinema(special effects & animated films), Architecure (visualisations) and games or war. Those examples affect our imagination and with CERMÂ T try to give artists the possibility to work with that in an appropriate way.

Wat kiind of technology are yoi using for the virtual experience, its a kind of  interactive-tridimensional-video, what kind of files it supports, how is the rendering process..  
MR: At first I create a 3D duplicate of an existing space, then I import artworks from different software. Now the exhibition is finished. I can render images from every perspective and angle. For the walkthrough I render a panorama image from each frame of the movement. In the browser you look at the inside of a sphere with the video as a texture. When you move your mouse you just turn the camera inside this sphere. 

See #1: GIFs here.

Wednesday, August 15, 2012

Mostra Collettiva Estiva at bubblebyte.org


Awaawaa, 2010, PNG by Andrew Rosinski - See piece here.

One year more the online gallery founded and curated by Rhys Coren and Attilia Fattori Franchini, bubblebyte.org presents a new summer group exhibition of international artists in this ocassion exploring visual ideas of identity, voyage and abstraction, an exhibition called Mostra Collettiva Estiva. As the gallery says; the works presented in this exhibition recreate moods of evasion whilst playing with compositional formats, breaking, collaging, adding and re-editing to create new sensorial relationships. The various range of styles and languages proposed celebrate the multitude of tools employed by contemporary digital artists whom use the internet as a site of reflection and representation, as well as a resource for exploiting new digital tools and techniques.

Everyday images and found materials are overlapped with personal vision and computer graphics to create new aestheticized forms, reverting their contextual references into highly visual outputs. The virtual presented in Mostra Collettiva Estiva loses its alter-connotations, becoming a mental getaway and playful visual destination. See more;


Mostra Collettiva Estiva 
15/08/2012 - 15/09/2012

Warren Garland, Laura Brothers, Jan Robert Leegte, Alistair Levy, Mark Soo, Fatima Al Qadiri & Sofia Al Maria, Lucy Stokton, Mark Dean, Tom Hobson, Lewis Teague Wright, Michael Boling & Javier Morales, Trisha Baga, Emilio Gomariz, Aaron Graham, Andrew Rosinski, Jamie Bracken Lobb 


ENVELOPING BRITANNICA, 2012, JPG by Laura Brothers


Leegteuntitledmountains.com, 2011, Website by Jan Robert 


See the whole exhibition at bubblebyte.org!

Friday, July 27, 2012

SHEROES - Dialogue between Rea, Lorna & Andrew



We continue our post series on SHEROES, the monthly Toronto art event series that began in July 2011 and has curated on and offline works that playfully and performatively explore the iconography and fan culture surrounding the “League of Legendary Ladies.”
In the first part of our series, we published an essay by David Balzer called “Is She a Snob?, an account of the series and its “vortex of gleeful, deconstructing snobbery”. Forthcoming will be interviews with some of participating artists in Virtual Season. 
In our second part, we have below a condensed and edited email dialogue between Sheroes founder Rea McNamara, GIF art curator/participating artist Lorna Mills , and participating artist Andrew Benson. See more;

I. On “Mythic Woman Power” 

ANDREW BENSON (AB): I feel as an artist involved with Sheroes for some time that it is something that always revealing itself in new ways, like its defiance of easy classification leads me to constantly develop my own perceptions of it. The "snob" stuff is good to consider, but I have to say that I see it in a totally different view.
Do either of you want to talk about how Sheroes itself is experienced from different angles and through different media and how that relates back to this whole thing about fandom being a collaboration with the celebrity that ultimately creates our understanding of the celebrity?

LORNA MILLS (LM): Looking at Sheroes from different angles is pertinent, because at the beginning I told Rea that we shouldn't document the events so much as mythologize them. (A photographer told me once that mythologizing artwork was what you did when you documented it.) 

REA MCNAMARA (RM): I do like that “fuckyeahsheroes” was often very “fuckyeahlornamills”. 
And even though "herstory" & "sheroes" & "mythic woman power" makes her cringe, she’ll still talk your ear off about a Virago Modern Classic

LM: Yes, “fuckyeahlornamills” worked out quite nicely for me. (And the dear Victorian and Edwardian Hens, who wrote all the novels reprinted by Virago Press, would never have used those goddessy terms.) 

But now you’ve touch upon my snobbery by taunting me with campy 70's feminist-speak. 
RM: Andrew and I actually had a gchat about that "herstory" playfulness. I had related to him the number of times I'd been asked if Sheroes was an "all-woman" effort; he talked about how we'd managed to avoid the "sticky and sometimes ugly gender-political stuff". 

LM: I kind of thought the presumption that all the Sheroes participants were female showed an amazing lack of imagination. 

The sticky and sometimes ugly gender-political stuff was avoided because no one wanted to participate in a mono-culture; with that in mind, cultivating a wide variety of artists and performers came naturally. 

But it wasn't just about gender. Other classifications were broken down in terms of identity. The GIF artists really were as international as I could find and the age & exhibition experience of the artists covered a wide range. 

Nothing is more pleasurable than to ignore a current artificial hierarchy.

RM: Lorna, I love that. "Current artificial hierarchy". The Sheroes Stan residency definitely came out of that. 

LM: As a whole, all the Sheroes events were queer-friendly, racially mixed and damn sexy. And considering the cultural mix of the city we are based in, how could they not be? 

That said, the project is also very much about gender without leaving out men or leaving out women. 

RM: The Toronto-ness is a meta layer. I always like bringing up Will Munro & Vazaleen

We've been lucky with Sheroes in being booked at venues that had a reputation for being inclusive queer-friendly spaces. (And straight up: the gays loved Sheroes before anyone else did!) 

I do think it's worth pointing out though that we still have issues around racially-mixed events happening in Toronto. While it's definitely a diverse city, do enough events happen where you see that intermingling, especially within the arts & culture community? I don't necessarily think so. Toronto Arts Council only implemented a cultural equity policy in the early 1990s, so there's a complicated history there in terms of representation and support for particular practices. 


LM: WTF? Are we not post-racial??????????????????????????????????????????????????????????????????????? ???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? (Well, that amused me.) 

II. On Fandom 

RM: I think a lot about how the open space we created with Sheroes was akin to participatory online spaces like slash & fan fiction communities. 

Take the whole canon/fanon thing that's at the heart of many fandoms. A lot of the transformative works you'll find come from this process where seemingly individual, private yearnings for a canon (the original source material) produce these fannish works that, alongside other fannish works, create a better version of that favourite show/film/book/etc. This then created the "fanon" — the "fan canon" where fan-created facts are accepted as canon by the fandom. 

Does that make Sheroes a fandom? We brought together a seemingly disparate group, and presented them in such a way — with the pomp and pageantry of goddessy terms — that created a fannish-like narrative. 
AB: I like the relationship to fandom that you talk about, but I think one thing that is pretty interesting about Sheroes is that often you have artists with very little relationship with a celebrity's image or work contributing. It's sort of posing as the actions of fans, but really it's something else, or maybe it's positioned as fandom. 

There were a few Legendary Ladies that I wasn't that familiar with, TBH, like Dusty and to some extent Etta , so part of the assignment for me was the research that went into it. Even ones that I'm really a fan of (Yoko , Nina , Dolly ) I spend a lot of time researching on YouTube and Google image searches and Wikipedia.
LM: True, the fandom wasn't always genuine. There were a few legendary ladies that I couldn't have cared less about, but even if I was a fan, I still had to look for some sort of way my work could enter into the stream. That's why I was easy-going about submissions not being literal. I would have hated the project if everyone submitted portraits. 

RM: Madonna was a "difficult" Shero for me. Early on, a few of the Sheroes were chosen based on speculation around which Shero would bring the ppl out. (Apologies if this punctures any mythologizing efforts!) 

AB: I'm SHOCKED. But really, I suppose it's important to always remember that this thing wasn't just a conceptual feminist art project but also had to function as an event that people actually showed up to. Had to have a little appeal to the rest of the world. 

IV. On “Sexiness” (part I) 

RM: Why's the "sexiness" so important? What was it about that quality that drew in the GIF artists? How has the exhibition of the GIFs at Sheroes events been different from any other exhibitions? (Ie. BYOB , Speed Shows , etc.) 
LM: The sexiness is refreshing. Outside of some queer art practises in this city, anyway, there's still a lot of passive-aggressive minimalism with an exalted sense of its own importance, purity and rigor (plus the delusion that it’s original). I'd rather sleep on a bed of nails. Real BYOB events, where a bunch of young artists ACTUALLY bring their own projectors, can have the same sense of occasion as Sheroes, but obviously we are thematic and an integral part of something bigger. 

As for what draws in all the good GIF artists, I can't be sure. I was so surprised at how it snowballed from six or seven artists to 30. Treating it as an organized crew of artists rather than a different curated group show each month was easier for me. The excitement we generated for each other, each month, as we started to post our new GIFs was pretty infectious. 

AB: The relationship to other on/offline shows of internet artists is interesting. Many of these shows seem to me to function as an establishment of boundaries around a particular clique of Internet Artists. I guess this is what Lorna is referring to with her "current artificial hierarchy" comment. Sheroes might be just as cliquish (the Facebook group ?), but it seems like it's running on a different logic. 

LM: I was concerned about Sheroes GIF artists appearing cliquish. And that's a risk when you work with a regular crew. But I was always happy to hear from people who wanted to take part, especially if they came out of left field with great work I had never seen before. 

AB: I'm curious how strategic you guys were in who you invited to join in. Or was it just a friends of friends kinda thing? 

LM: Initially the invitations went out to artists that we were connected with on social media and who we thought might say yes. (That sort of thing is important, as we didn't want to deal with rejection). 

The only strategy I employed (that I'll admit to) is that this whole thing was a great opportunity to connect with artists I admired and to find out about younger artists who hadn't received much attention. The fact that almost everyone from the beginning wanted to continue contributing, shaped how this ended up being organized. 

AB: I like what you said about it being an excuse to meet and get to know some artists. I feel like the monthly rounds of contribution really got me acquainted with a bunch of really cool people, and had me paying more attention to people I was already aware of, because they would pull out some random thing that showed a whole other side of them or their methods. 

LM: My regret is that I'm now finding out about some more really good artists who would have loved to be involved. I wish I had known sooner. 

V. On “Sexiness” (part II) 

AB: To respond to Rea's earlier question about "sexiness" — I think it's hard to have an honest celebration/exhumation/invocation of female celebrities without dealing with the "sexy". 

I tend to think a lot about drag in relationship to Sheroes for whatever reason: the overt performance of absurd and at times disturbing sexiness, or some sort of mimicry of it. 

Dolly Parton, for that reason, was the ultimate Shero for me. 

LM: It’s all about drag and otherliness. 

RM: Drag and otherliness and Dolly were revelations. I felt like we were at a point where everyone was comfortable with the space that was created. The works by Manuel Fernández and Rollin Leonard in particular seem especially emblematic of that. I really enjoyed the work-in-progress jpegs folks shared. 

In fact, the “work in progress” tag was something I felt you actually kinda started, Andrew. 

AB: I guess maybe I did start the process screenshot thing, but that's sort of something I always just do now and then. I have this sort of superstition about my working process, where enough things have crashed or been accidentally deleted or hard drive busting where I often pull screenshots from whatever I'm working on. There's a really fleeting quality to a lot of things that I do, especially the more experimental video and programming stuff, so I have made a real discipline of constantly taking screenshots and doing recordings of whatever is happening in case that's the last I see of it. 

Anyways, that's how I started making GIFs in the first place, actually. 

RM: I really enjoyed the open process. It was like doing a residency, but instead of talking over breakfast or dinner the status of your written work or art piece, you'd see an image in the FB group or on G+. That kept me going with the documentation. I really enjoyed the generosity folks had with their artistic process, especially from the more established artists. 



AB: Sheroes really felt like a communal thing sometimes, and I was part of a conversation with other people struggling to meet their responsibilities. My favorite example was Rollin Leonard's painstaking struggle to do Dolly drag. It was obvious that someone had to do it, and felt like it was such a great morale thing to watch that take place. 

I work really hard on Sheroes things (partially because I'm procrastinating on other big scary projects and I'm a workaholic), but it's really cool that you can sense there are all these different levels of intensity that people treat Sheroes with, and it all has a place. The conversation around Youtube videos, process shots, and later on the Stan contributions really took it deeper for me. I liked that it felt like the conversation got started on G+ but then moved around to different online spaces (Tumblr, Facebook) and how the different spaces created different conversations. 

VI. On Being “An Event” 

AB: I sort of wish more art things functioned in these hybrid spaces. Are there any other ways where it being an (IRL) event created specific constraints? 



RM: There's an ease to the online aspect — the Tumblr, the interactions, screen shooting those interactions, capturing the process & work that occurred — that isn't there for IRL. It is an event that needs to be "sexy" the same way that the Shero has to be for their mainstream. Which is funny, because the IRL is the operating theatre that makes these performances, event GIFs, videos, etc. exist. It's the spectacle. 

That being said, the limitations and the hybrid space that was created definitely was the equivalent, of say, punk's three chords or that experience of being in an after-hours at 5 in the morning. When everything aligned — great performances, willing participants, good chunes, seizure-inducing GIFs, etc. — it was really magical.