Tag Archives: New Media Art
Hypervoid X is new high-density procedural pop art c-prints based on the void series, which were generated over a period of days with our custom procedural software written in Processing. The colors are chosen to evoke associations to consumer products, neon lighting, and package design, similar to the artists of the 70s and 80s.
Pop art is a development that risen in the United Kingdom and the United States during the mid-to-late-1950s. The development displayed a test to customs of compelling artwork by including symbolism from well known and mass culture, for example, promoting, comic books and everyday social items. One of its points is to utilize pictures of well known (rather than elitist) culture in craftsmanship, accentuating the worn-out or kitschy components of any culture, frequently using irony. It is likewise connected with the specialists’ utilization of mechanical methods for multiplication or rendering systems. In pop craftsmanship, the material is now and again outwardly expelled from its known setting, confined, or joined with inconsequential material.
Among the early specialists that formed the pop craftsmanship development were Eduardo Paolozzi and Richard Hamilton in Britain, and Larry Rivers, Robert Rauschenberg and Jasper Johns among others in the United States. Pop art is broadly translated as a response to the then-predominant thoughts of dynamic expressionism, just as a development of those ideas.[4] Due to its use of discovered items and pictures, it is like Dada. Pop art and moderation are viewed as art developments that go before postmodern craftsmanship or are the absolute most punctual instances of postmodern art themselves.
Megavoid is a series of 3 triple channel generative media installations, each consisting of 3 4 minute videos in 4k UHD resolution. It is an extension of the VOID series, which uses the same generative system with the difference that the color composition is being generated from within instead of being pre-defined. The colors are re-generated at specific intervals during the execution of the software, shifted in hue over time and faded over the last set that was drawn onto the canvas. The installation is evolving slowly over time, revealing new colors through the particles that flow across the canvas.
An animated short film about artificial intelligence as psychotherapist and life coach.
Sound design by the talented Mister Kamp
AI voice by Jim D Johnston
Text [below] by Sascha Pohflepp
Many developments in the history of everything have started out as a mimesis of one kind or another. The arm became the lever while the horse became the steam engine and the mind became the computing machine. At some moment then typically comes a sort of inflection point at which the mimic surpasses its model: suddenly, there were hundreds of horses in the space of one. Often, this leads to other effects, ones much less obvious, unintended and almost impossible to foresee. Those horses, history tells us, facilitated a fundamental change in the urban landscape of North America; a change that came with a universe of social, ecological and economic transformations, not all of them for the better.
Cognitive technologies are likely to follow a similar pattern, although their mode of mimicry is much less linear. Consequently, inflection points may differ: instead of being an analog of our own thinking apparatus, they started off as apparatuses of logic. Running mechanically at first, such as the Antikythera mechanism, Charles Babbage’s difference engine or Gottfried Wilhelm Leibniz’s stepped reckoner, those machines could perform as many simple calculations as mechanical resistance (the arm) would allow for. The rise of electrical power and the vast paradigm shift it initiated then changed the mode of resistance into one of scale and integration: logical formations, materialized into ever-shrinking circuits, now powered by an invisible force at the speed of light. A sense of inflection followed: what if our souls fundamentally work the same way? But it turned out to be a mirage: our brains are not digital computers, just as little as the steam engine is a horse.
After more decades of trying to construct an apparatus that can think, we may be finally witnessing the fruits of those efforts: machines that know. That is to say, not only machines that can measure and look up information, but ones that seem to have a qualitative understanding of the world. A neural network trained on faces does not only know what a human face looks like, it has a sense of what a face is. Although the algorithms that produce such para-neuronal formations are relatively simple, we do not fully understand how they work. A variety of research labs have also been successfully training such nets on functional magnetic resonance imaging (fMRI) scans of living brains, enabling them to effectively extract images, concepts, thoughts from a person’s mind. This is where the inflection likely happens, as a double one: a technology whose workings are not well understood, qualitatively analyzing an equally unclear natural formation with a degree of success.
Andreas N. Fischer’s work Computer Visions II seems to be waiting just beyond this cusp, where two kinds of knowing beings meet in a psychotherapeutic session of sorts, consistent with the ideas that Joseph Weizenbaum first raised half a century ago with his software ELIZA. Yet, in Fischer’s interpretation, this relationship presents itself as a peculiar clash of surreal images and a voice tending to the very human. It is perhaps no coincidence then, that some of the images, particularly the carcass of an animal, are reminiscent of Werner Herzog’s 1971 film Fata Morgana, which depicts the Sahara and Sahel deserts to the sound of Lotte Eisner’s voice reciting the Mayan creation myth.
Like Herzog, Fischer created the images first and the voice-over followed after, almost in an effort to decode them and with them offer an experimental analysis of a future to come. Herzog’s film, after all, was initially intended as a science fiction narrative and only later turned into an exegesis of the origin of the world. In both films, the images serve as surreal divining rods to explore the nature of dreams and visions. “What kind of life is it?” asks the therapist. We do not hear the answer, but perhaps we have not heard the question right either: in a time of talk, simultaneously, of both the Anthropocene and the possibility of a posthuman condition, should the question not rather be what the dreams are, at their base of bases? And would it not be only fitting if—after passing the epochal inflection point of a machine that truly knows—its first words would be: “hi there, do you want me play back some of your dreams for you?”
Sascha Pohflepp, September 2017
KARST II 01; C-print 160 × 120 cm
KARST II 01; Detail 01
KARST II 01; Detail 02
KARST II 01; Detail 03
KARST II 02; C-print 160 × 120 cm
KARST II 02; Detail 01
KARST II 02; Detail 02
KARST II 02; Detail 03
KARST II 03; C-print 160 × 120 cm
KARST II 03; Detail 01
KARST II 03; Detail 02
KARST II 03; Detail 03
V0ID VIII 01; Installation View
V0ID VIII 01; C-print; 160cm × 120cm
V0ID VIII 02; Installation View
V0ID VIII 02; C-print; 160cm × 120cm
V0ID VIII 03; Installation View
V0ID VIII 03; C-print; 160cm × 120cm
Single Channel Video; 4k UHD 3840 x 2160; 4:00; 30fps
Schwarm 2k14 I
Schwarm 2k14 II
Schwarm 2k14 III
V0ID V 01 Installation View
V0ID V 01
V0ID V 02 Installation View
V0ID V 02
V0ID V 03 Installation View
V0ID V 03
V0ID IV 01 Installation View
V0ID IV 01
V0ID IV 02 Installation View
V0ID IV 02
V0ID IV 03 Installation View
V0ID IV 03
V0ID III 01
V0ID III 01
V0ID III 02
V0ID III 02
V0ID III 03
V0ID III 03
Photo by Christopher Bauder
Samsung Electronics, the global TV industry leader, is elevating its presence at IFA 2016 with a special exhibition designed by a team of emerging German artists. The installation, entitled The Origin of Quantum Dot, showcases the beauty of Samsung’s SUHD TVs with Quantum dot display, while incorporating video, lighting and musical elements.
The Origin of Quantum Dot is a stained glass-inspired art installation designed by Andreas Nicolas Fischer, Schnellebuntebilder, Christopher M. Bauder and kling klang klong. The artists came together from different creative backgrounds – including sound, media art and sculpture – to build the unique work of art. The piece contains 45 SUHD TVs and 9,000 shards of stained glass.
“We designed The Origin of Quantum Dot exhibition, the largest we’ve ever produced, so that visitors at IFA can directly experience the visual excellence of the premium SUHD TV with Quantum dot display,” said HS Kim, President of the Visual Display Business at Samsung Electronics. “We are proud to have partnered with such talented, local artists to bring this visual concept to life.”
Photo by Christopher Bauder
Photo by Christopher Bauder
A dialog between an artificial intelligence and a human.
Second Nature is a series of video loops which show an alternate reality layered on top of our own. During a return to the Alps in the south of Munich where I grew up, I took walks in the forest, filming them from my own point of view and recording ambient sounds.
The video footage was then analyzed and a virtual camera was calculated which reconstructs my movements. Then, working around the path of the camera in space, the environment was created only to cover the field of vision.
The vegetation is an obviously ficticious one, where tropical leaves populate northern European trees. A fern’s structure was misappropriated and given banana leaves. The plants and soil have a dull metallic finish. The POV perspective and gait recognizable in the camerawork shows the influence of first person shooter games, while its enemies and objectives remain absent or unknown. There is no clear narrative or purpose other than the wish to be transported to this world, creating a false memory of a place that does not exist.
Void 1448452241591
Void 1448461364556
Void 1448469432396
Credits Extension of the Schwarm Code by the multitalented Mr Pazos
Installation view
Still life studies for the BFA series.
Studie III
Studie IV
Studie V
Consume Consume [Luxury Brand Commercial] – Random Loop; Video projection edited by custom software in realtime
Installation view
Skynet is a non linear animation about a global networked consciousness. It plays with the idea how a single entity could the perceive the world – from a satellite to a microscopic view.
Full sensory awareness encompassing the entire world is rolled into one artificial organism communicating with itself in realtime.
The Energy Flow project was curated by FIELD [field.io/project/energy-flow]
Sound and music by David Kamp
Early software sketches
Early software sketches
Early software sketches
Installation view at LEAP Berlin
PU foam, toothpicks, car paint; Dimensions variable
Detail
Directed by Sander Houtkruijer. 3d elements by A N F.
Cinematography by Lauro Cress
Produced by Daniel Franke
Produced by chopchop.cc
1AD – Imri Kahn
Assistant camera – Carlos Andres Lopez
Grip – Max Preiss
Gaffer – Norwin Hatschbach
Electrician – Christopher Reiners
Set design – Ben Roth, Steffi Bühlmaier
Styling – Laura Renard
Make-up artist – Theo Schnürer
Make-up assistant – Kerrie Ann Murphy
Production Assistant – Claas Ebeling
3D artist – Andreas Nicolas Fischer
Compositing – Burkhard Kalytta
Color Grading – Johannes Hubrich
Featuring: Xenia and Thomas Azier
With: Robin Hunt, Daniel Franke, Kai Kreuzmueller, Kirsten Burger, Martin Deckert, Kiril Bikov
Dancers: Nicola Mascia, Helga Wretman, Shiran Eliaserov, Pauliina Aladin, Asaf Aharonson, Amit Elan
Thanks to: Bastian Christ, Storz & Escherich, Voin de Voin, Lucinda Dayhew
facebook.com/wearechopchop
The track ‘Angelene’ is written and produced by Thomas Azier
thomasazier.com
KT I – Ile des Embiez is a site-specific video created on the island in the south of france of the same name. KT I is an attempt of recreating the memory of the island through an artificial landscape composed of macro photos of found textures.
Sound is by Von Sallwitz Sound Architecture.
Schwarm; Installation View at Experimenting with Clouds at Rua Red Dublin
Schwarm III (weiss, rot); 90 × 60 cm; Lambda-print
Schwarm III (blau); 90 × 60 cm; Lambda-print
Schwarm III (violett); 90 × 60 cm; Lambda-print
Schwarm III (schwarz, weiss); 90 × 60 cm; Lambda-print
Egyptrixx feat. Ohbijou – Old Black
Directed & produced by A N F
720p; 4 minutes 04 seconds;
Old Black is Egyprixx´ remake of the song of the same title by the drone doom band Earth. David Psutka had already commissioned me with the video Start from the Beginning for Egyptrixx last year and I am glad he asked me again for this one. Even though Old Black and Start from the Beginning are completely different songs, I tried to stick to a similar concept and develop a bleak artifical world, which is influenced by the soundcsape.
The graphic elements are a mixture of 3d-renderings and flat 2d textures aligned in space. The video makes heavy use of particles and simulations and was made with the open source 3d software Blender, with After Effects used for particle and compositing work.