Recent Posts

Aspen Movie Map

Kapi

Friday, Apr 20, 2018 - 03:43:50 pm

@ Kapilan Naidu

The Aspen Movie Map, created by Michael Naimark and his team at MIT, represents one of the forefronts of interactive video computing technology that was in rapid development during the late 70s. Seen as a revolutionary example of hypermedia, the movie map was perhaps the first interactive platform of it’s kind to utilize non-linear live-action content to create an Read more →

Categories: Research
Excellent Kapi!!

Hyperessay Research | Urich Lau's Video Conference: Exposition 4.0 (2016)

Adrian Tan

Tuesday, Apr 10, 2018 - 03:38:40 pm

@ Adrian Tan

Not lagging, just interactivity in the art.

“Traditional narratives are being restructured. As a result, people feel a greater need to personally participate in the discovery of values that affect and order their lives, to dissolve the division that separates them from control, freedom… ” – Lynn Hershman

Using Hershman’s prescient quote to delve into the multimedia artwork Read more →

Categories: Process | Research
0 comments.

Final Hyperessay: Key Work Selection | Archive Dreaming

Kapi

Tuesday, Apr 10, 2018 - 11:49:10 am

@ Kapilan Naidu

https://vimeo.com/218573298

Archive Dreaming (2017) by Refik Anadol is a data visualization work installed at SALT Research in Istanbul, Turkey. It was presented as part of The Uses of Art: Final Exhibition with the support of the Culture Programme of the European Union. Being a public art installation, the work was conceived as an alternative method for members of Read more →

Categories: Hyperessay | Process | Research
0 comments.

Hyperessay Research 1 | Introduction to Urich Lau (Singapore)

Adrian Tan

Tuesday, Apr 03, 2018 - 04:19:26 pm

@ Adrian Tan

Urich Lau Wai-Yuen was born in Singapore in 1975. He works with video art, photography, printmaking, and installation art. Aside from his practice, he is an independent curator and organiser for video art and lectures at LASALLE College of the Arts. Lau is also co-founder of the art collective INTER–MISSION which focuses on technology in art. He is also Read more →

Categories: Hyperessay | Process | Research
0 comments.

Final Hyperessay: Artist Selection | Refik Anadol

Kapi

Tuesday, Apr 03, 2018 - 02:32:54 pm

@ Kapilan Naidu

About the Artist

Refik Anadol is a contemporary media artist that works across a large variety of digital media. Born in Istanbul, Anadol is currently based in Los Angeles, California in the United States where he is a lecturer and visiting researcher in UCLA’s Department of Design Media Arts. He holds a master of fine arts degree from University Read more →

Categories: Hyperessay | Process | Research
Fascinating overview of the work of Refik Anadol. It's interesting how he is creating generative data works and embedding them into architectural and physical spaces. This kind of post-digital work is becoming more and more prevalent. A few comments: -- The assignment asked for a critique of a specific artwork and your analysis was a general overview of the artist's work and ideas, but without the specificity of an actual work. -- You were also supposed to incorporate references from concepts, artworks, readings, etc., from the class. Your writing is very clear and you have researched the artist in an articulate manner, but you left out some of the main elements of the assignment
I see now that you included an analysis of a work the previous assignment so I can credit you for that, but the earlier assignments were intended as research for the final hyperessay, which was to include everything.

Research Critique | Kidnap (1998) and it's impact.

Adrian Tan

Tuesday, Mar 20, 2018 - 03:41:39 pm

@ Adrian Tan

NETWORK CULTURE

Since the mid 1990s, the group followed the trajectory of the development of the media, with their acute and in-depth psychological analyses. I would call them the most contemporary media-poet of this age.

Soh Yeong Roh, Head of the Selection Committee for the 2016 Nam June Paik Art Center Award

Blast Theory is a pioneering and Read more →

Categories: Research
Excellent Adrain. You have very accurately assessed how Blast Theory has situated the viewer as a central player in the work in order to have an experience that blurs the boundary between theater and real life. As you point out, this essentially gives the viewer a more visceral relationship to the socio-cultural and political implications of the critique on what I refer to as the "participatory giving up of control," as a way to better understand the motivations behind this phenomena. Although Kidnap does not make as extensive use of media as other projects, albeit the surveillance component of the Webcam, it nevertheless plays out in a very powerful way issues of control that are timely and pertinent to our mediated society today.

Research Critique: Jon Cates and BOLD3RRR

“???” was my initial impression when I first watched BOLD3RRR as I did not understand the concept that Jon Cates was trying to portray. After reading Randall Packer’s interview with him, I finally realized this glitch artist and had a new aspect of “dirty new media”.

BOLD3RRR consisted of a frontal view of him in full screen but slightly fuzzy and Read more →

Categories: Research
Very good work Poshun. I know this is a challenging piece, and just about every student who looks at it doesn't understand it until they read the interview. Of course I always enjoy students when they are able to grasp an art form that was previously impossible to understand. So you are exactly right, Cates is demonstrating how the imperfections can form the aesthetics of a work if we are open to embracing them that way. And I really like your statement:
The more you destroy it, the more beautiful it gets. 
That is exactly what Cates is communicating through this performance work. Another aspect of Bold3RRR is process. He is showing how something is made and reflected upon in real-time. As he calls it: real-time reflections and renderings. So we are seeing the artist at work on their desktop in the moment without any filtering, except of course the mediation of the screen. What you are witnessing essentially is a direct conduit to the artistic process. We will discuss further this evening. Great job!
 

Research Critique: Annie Abrahams, The Big Kiss (2008)

Vanessa

Tuesday, Mar 20, 2018 - 01:38:10 pm

@ When art meets technology!

Since its invention, the Internet was seen as a technological marvel that truly transforms our world into a McLuhanesque global village, where information gets from one end to the other in a blink. Moreover social media made it feel like we know the things that are going on in our friends’ and families’ life effortlessly. Yet people often talks about Read more →

Categories: Research
This is excellent!! You have made such a strong case for questioning the utopic ideals as expressed by Marshall McLuhan in the 1960s. What we thought might be a highly connected global village, has turned out to be something very different, albeit connected, but fraught with errors, breakdowns, separation, loneliness, and alienation. As you point out, Annie Abrahams directly addresses these issues with works such as the Big Kiss. You mention it is big because of the number of participants who might engage, I wonder if she means because the kiss is telematically transmitted over large distances? I don't really know for sure, it's a great question!! Anyway, this is a superb research critique that gets right to the point.

The Big Kiss, Annie Abrahams, 2008

JP

Tuesday, Mar 20, 2018 - 01:20:23 pm

@ JP's ADM journey

Annie Abrahams (born 1954) is a Dutch performance artist specializing in video installations and internet-based performances, often deriving from collective writings and collective interaction.

The Big Kiss(2018) was a Live Internet Broadcast Performance by Annie Abraham. The two performers attempt to kiss through the network in this work. Despite physical separation, there is a sense of intimacy and even sexuality in the Read more →

Categories: Research
Fascinating the your compared the intimacy of the virtual kiss to other forms we see commonly in social media such as the emoji heart or the fly kiss. These are all representations of the real, but through their commonality, as memes you could say, they take heightened meaning that carries with it a feeling of intimacy and motion. I thought that was an excellent observation. It might have been interesting to try and explain why Abrahams thought the Big Kiss was better than the real one from a woman's perspective, though I am not sure I can even answer that myself. I can only imagine that perhaps there is a certain degree of concentration involved that she may very well find stimulating, as it is enacted in the performance. So you are very right about the variation of the kiss or any act of intimacy as it is performed in the third space. These variations or what I call representations are crucial to human communication, probably since the very beginning! You have brought up some very interesting points.

Research Critique: Kidnap(1998) & Blast Theory

Chloe

Tuesday, Mar 20, 2018 - 11:38:26 am

@ I see Technology in Art

An interactive media art, Kidnap, was represented in 1998 led by Matt Adams in Blast Theory. It explored the social and cultural phenomenon through the application of innovative technology, live performance, media, dramaturgical structure and game in the fluid environment, combining real, virtual and fictional experience. In the official introduction of Read more →

Categories: Research
Excellent Chloe, you made some very good points. First, I was particularly impressed with this statement:
politics is not just control over a physical government, it also could dominate other people’s minds or behaviors, just what kidnap presented
This is a great explanation for why this work, Kidnap, can be viewed as political, since it examines control and surveillance techniques and how people might willingly submit to these systems. I found it interesting that you hadn't thought of the game form as relevant to new media art, but in fact, Blast Theory has pioneered the relationship between interactive new media art, performance, and game theory/structure. I really liked your comment about how the game environment creates a quality of immersion so that people can "swim" between the real and the virtual. That's an outstanding comment!