Category: Research

Reading assignment: Internet Art

“Internet Art” by Rachel Greene shows how artists have used online technologies to engage with the traditions of art history, to create new forms of art, and to move beyond the artistic realm. When the Internet emerged as a mass global communication network in the mid-1990s, artists immediately recognized the exciting possibilities for creative innovation that came with it. 

This book will show how the shifts in information technologies that began during the 1990s have affected, impacted on and, in turn, been influenced by artistic practices. Internet art is sometimes viewed by the establishment as emblematic of how we live now, but at other times is taken as derivative, immature art practice. For curators and viewers who take an interest in internet art, the field represents fresh aesthetic possibilities and contribute to contemporary art contemporary art discourse . For those who do not support it, internet art is often thought to lack of craft and and challenge the authentic meaningful art.

It is important to explore parallels between net art and ideas in the work of earlier artists and movements – for example, Nam June Park’s (b. 1932) Participation TV (1963), which took the television, traditionally a broadcast platform, and shaped it into an interactive canvas. Paik’s apparatus for reception and production prefigured browser art , which treats browsers as fodder for experimentation.

Art Science Museum

Art Science Museum: Future world – is a futuristic world of high-tech interactive artworks created in collaboration with teamLab, a renowned interdisciplinary art collective.

My favorite piece in ASM will be the ‘Sketch Piston – Playing Music’ interactive LED installation. This installation allows us to compose our own musical masterpiece by drawing lines on the screens with our fingers to tapping the screens to drop a ball onto the drawn lines, the different actions will result in a symphony of joyous sounds.

With the more lines drawn and more balls being dropped, the more vibrant, animated and lively the environment become. And it is quite exciting to see the end results!

 

Another one of my favourite installation would be the interactive LED ‘hopscotch’. I had so much fun playing and bring out the inner child in me. First, I had to create my own ‘hopscotch’ on the standing screen in front. Afterwards I could play the hopscotch that I’ve created.

The most elegant and wondrous installation would be ‘Space’.  Infinite number of light particles inside the scintillating Crystal Universe. With over 170,000 LED lights, giving the illusion of stars moving in space. To conclude I really enjoyed my first trip to ASM as it gives me ideas and inspirations on how creative interactive installations could be.

INTER-MISSION interactive installation

THE LAPSE PROJECT

Singapore International Festival of Arts 2018, The Arts House Gallery

 

The Lapse Project imagines a world that is constituted through interfaces where places of artistic and cultural identities become editable, and can just as easily be switched on or off. The familiar monuments and landmarks of Singapore– The Arts House, National Gallery Singapore, National Museum of Singapore – through processes of digital manipulation, it “erases” them and lets the visitors experience and question their memory, space and legacy through lapses in structure, time, particle, text and image. Visitors are invited to embody these lapses, contemplating the presence and absence of sights and sites.

The Lapse Project moves back and forth, to and fro. Its VR immersion is futuristic and propels us forward, yet its visions take us back. Lapse conjures memories, transporting us to the past, and the imagined open landscapes that existed before the nation’s art museums and buildings appeared. It presents “the aesthetics of disappearance.”

The Lapse Project were subdivided into 5 lapses. Firstly,

1. VR LAPSE

VR constructed new domains for us to experience an alternate reality in the virtual realm. Basically VR lapse suspends the viewer in a 360-degree view of the vicinity, as they situate themselves around the blank expanse of a cultural and heritage building that considered as monuments of Singapore. What emotions would evoke with the absence of a historical monument?

Intended experience/message: To consider the emotions triggered by the experience of such a disappearance. What happens when a local landmark is no longer extant and more importantly, how do we feel in the event of its absence?

2. particle LAPSE

Particles are tiny bits of matter that make up everything in the universe. They vibrate and atoms are in a constant state of motion with their speed determining different states. Sound and thought are also vibration, an indication of life. Synergising with VR Lapse, the micro vibrations collected from the visitors via contact microphones and amplified as feedback directly to the viewer. They intended to do so to confuse the
confusing the experience of a singular reality through spectral sounds that suggest
other variations of embodied experiences.

3. 24hour LAPSE

From the CCTV camera, visitors from exactly 24 hours ago ‘float’ into the gallery on the CRT monitor. Implies that the people of the past appear to coexist in the same space and time, showing no clear distinction between the past or the present.

Intended experience/message: To challenge our perception of reality in a complex web of algorithmic analysis which converges the space and people of different time zone into one.

4. panaroma LAPSE

Historical monuments were erased digitally from their respective locations in the
city, as though they were never extant within the Singaporean landscape.  Presented as a video projection that shows three major cultural institutions being absent in that projected space. In this altered world, people were still seen going about the usual interactions.

Intended experience/message: In this altered world where these 3 buildings are absent, what would Singapore’s art/cultural scene would have been?

5. journal LAPSE

The Lapse Journal simply extends the work beyond the experiential interaction to featuring writings of Steve,Seng Yu Jin and Christina. These 3 key people shares their ideas and thoughts in regards to reality and time and present their final aesthetic interpretations of the Lapse Project.

Below are some images showing 3 major Singapore’s cultural institutions being ‘erased’ in the alternate world.

 

Inspiring works/projects

Refer to this link for more information regarding this project:  https://www.hovercraftstudio.com/hoi-nyc-adapt-bb

Hovercraft created an interactive basketball trialing experience at Nike NYC’s House of Innovation. Found this project while scrolling through the Instagram page of @cacheflowe, a tech director at Hovercraft. His works and experiments are always creative, refreshing and intriguing.

About this project “nike adapt bb”:

Hovercraft created an interactive basketball trialing experience at Nike NYC’s House of Innovation. Focusing on the shoe’s performance and ease of use, Hovercraft created and developed a visual style that led users through various skill challenges. After the experience, consumers could take away a printed poster highlighting data from their actual performance.

This immersive game-play inspired trial experience was outfitted with motion-tracking cameras closed-circuit feeds and sensors to capture their gestures to display the visual effects on screen. Its a whole complex and detailed immersive project installation that is very successful.

Coaches could then tailor the experience based on participants interest & ability levels which allows consumers to experience the product and find their perfect fit.

About this project “interference pool”:

Interference Pool is an interactive audiovisual installation that aesthetically and conceptually explores the idea of virtual and physical space. This artwork installation is a collaboration of Cuppetelli and Mendoza as well as a sound designer artist, Peter Segerstrom. This is an extension of their previous collaboration, Transposition, which is a further development of Cuppetelli and Mendoza’s past works which were Nervous Structure and Notional Field. This artwork was first exhibited at the Muskegon Museum of Art, Muskegon in 2014.

The work consists of two floor sculptures, faced with a series of parallel elastic cord lines. The materials and equipment used in this in installations are plywood, elastic cord, video projectors, video cameras, sound system, computer and custom software. These sculptures are lit up by two video projectors, which output a computer generated graphic consisting of a set of white lines equal to the physical lines in the structure. With the aid of a video camera and custom software, the video projections react to audience’s motion. As the audience moves, the computer determines the direction of the motion by interpreting and even anticipating their actions. Then it generates a set of virtual forces that affect the lines, which curves and bend in a highly naturalistic way, as if they were being disturbed by wind or waves. In addition, the viewers triggered sounds as the system detects motions from their movements, therefore creating an ultimate immersive and responsive sound environment.

The purpose of this artwork is to contrast two very distinct aesthetics and ideas, the highly rational stiff grid against the organic essence of forces. Based on the title of this installation, it has reference to the optical effect that happens when these two elements interact. As two of these elements combine, an “interference pattern” is created. Hence, the audience could see their actions directly affects the straight rigid grid lines projected which resulted in an organic wave pattern.

Here’s another interactive experience project by Nike, an interactive playground for their customers to try out the promoted shoes: https://adage.com/creativity/work/nike-joyride-installation/2193081