New Media 10101 Art and Technology (Detail of Still), 2014-2020
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New Media 10101 Art and Technology (detail of still), 2014-2020. RGB.VGA.VOLT James H. Connolly, James H. Connolly, AUGUST 15 – SEPTEMBER 26, 2020 PENINSULA SCHOOL OF ART ART AND TECHNOLOGY NEW MEDIA Technology is the application of scientific knowledge for New Media 10101 focuses on artists practical purposes, and art and science have a long history of using digital technologies in a ‘New Media art’ and ‘digital art’ are often used pushing each other forward. The camera obscura has been variety of ways. Some use software interchangeably, but New Media is best understood around for thousands of years, but it took an 1829 collaboration made for artists and designers in as an umbrella term that encompasses many narrower between French amateur scientist Nicéphore Niépce and the process of creating physical disciplines, including video, digital, computer, sound, artist Louise Deguarre to create a way to permanently works of art. Emily Scheider Berens interactive, bio-technical, virtual reality, installation, web, capture its images with a reasonable exposure time. The son describes herself as a ‘Tra-Digital’ artist. and 3-D printed art, to name a few. However, much of the work in New Media though the years is connected to one of a master weaver, Joseph Marie Jacquard invented the first She combines traditional drawing and or more of the following practices: programmable loom, which was operated using punched printmaking techniques with digital cards and led to the invention of early computers. imaging and collage processes to Collaboration create the intricately detailed works on For philosophical or practical reasons, New Media artists paper featured in the exhibition. frequently collaborate. Larger projects especially may require people with different skills and expertise. The Renaissance artists were exploring the same thing. Others create art that exists in purely Emily Scheider Berens, Broadway, 2017. Digital internet facilitates collaboration across great distances, The renaissance was a meeting of science and art. Inkjet print and mixed media, 12 x 12 inches. electronic form, utilizing online creating a global community of artists. Perspective would have seemed like computer CGI platforms, creating special software, graphics now. —Bill Viola or generating their own code. Xaviera Participation Lōpez’s short, looping animations exist Viewers are often encouraged to interact with the art. as gifs online. She originally started In some cases, this interaction changes the work of art, making them on the now defunct video making participants collaborators as well. In the 1950’s, Bell labs started As personal computers became more affordable in the 80s, more sharing platform Vine. an Artist-In-Residence program people had easy access to the tools needed to create digital art. With Appropriation in which artists and engineers the 90s came the rise of the internet and a way to share both the Still more peel back the curtain on The abundance of source material online combined with collaborated to develop some art and the code developed to make it. Many artists witnessed these electronics; exposing the inner copy and paste features in software makes it easy for New of the first computer graphics, rapid advancements in digital technology and used them to comment workings, altering components, and Media artists to continue the tradition of appropriation art, and sound. Engineers Billy on the resulting changes in society. Today, artists who grew up with manipulating them to make something previously used in Dada and Pop art. Klüver and Fred Waldhauer and computers see digital technologies as just another tool for making. beautiful and unexpected. In his project artists Robert Rauschenberg RGB.VGA.VOLT, James Connolly hacks Distribution and Robert Whitman formed a and rewires input cables in old, cathode With much of the work purely digital, and traditional collective called Experiments ray tube monitors. Using an audio/ avenues ill equipped or indisposed to feature it early on, in Art and Technology (EAT) in visual synthesizer, he interfaces analog artists looked for other ways to share their work. Reacting 1966. Together, they brought and digital while creating complex to increasingly severe enforcement of copyright laws, engineers, composers, visual wave forms on the screens. He shares many followed the model of open source software— artists, and choreographers the code and a tutorial online so others making their work and the code freely available online for together to produce 9 Evenings: can build on his idea. others to use. Festivals became another important outlet. Theatre and Engineering, a series of performances using Intervention video projection, wireless sound Many New Media artists intervene in public spaces, both on and offline, raising awareness and challenging transmission, and Doppler sonar. Skin has become inadequate in interfacing with These events helped introduce passers-by to consider a technology or other subject in Adrien M & Claire B, Acqua Alta – Crossing the mirror, 2019. Augmented reality reality. Technology has become the body’s new a new light. the artistic possibilities of rapidly pop-up book. Photo © Adrien M & Claire B and © Romain Etienne developing technologies to the membrane of existence. —Nam June Paik larger public. THE ARTISTS ANI ACOPIAN is a director and conceptual artist living in Los Angeles. @aniacopian DAVE BECK is an award-winning 3D digital, game, and New Media artist living in Wisconsin. His work has been featured in publications such as The New York Times, Sculpture Magazine, National Geographic, the journal Science, and the book GameScenes: Art in the Age of Videogames. DaveBeck.org CECELIA CONDIT has shown internationally and is represented in collections including the Museum of Modern Art in NYC and Centre Georges Pompidou Musee National d’Art Moderne, Paris. She has received numerous awards and is a professor emerita in the Department of Film, Video, Animation, and New Genres at UW-Milwaukee. CeceliaCondit.com JAMES CONNOLLY is a video, sound, and New Media artist and instrument builder. He teaches at the School of the Art Institute of Chicago and is the Collection Manager of the Roger Brown Study Collection. JamesHConnolly.com OLIA LIALINA is among the best-known participants in the 1990s net.art scene—an early-days, network-based art pioneer. Lialina is also credited with founding one of the earliest web galleries, Art Teleportacia. She is cofounder and keeper of One Terabyte of Kilobyte Age archive and a professor at Merz Akademie in Stuttgart, Germany. Art.teleportacia.org XAVIERA LŌPEZ is a Chilean artist and animator. In 2013, she gained international exposure through Vine, a short-form video hosting service. López has been featured on many platforms including ArtSlant, Buzzfeed, and Vice. Her clients include Audible, TBS, Apple, The New York Times, Coca-Cola, Starbucks, and Nike, among others. XavieraLopez.com MIKE LYON earned degrees in Fine Art from the University of Pennsylvania and The Kansas City Art Institute. His work is in the permanent collections of the Nelson Atkins Museum of Art, Daum Museum of Contemporary Art, Kemper Museum of Contemporary Art, Beach Museum of Art, Zuckerman Museum of Art, and Springfield Art Museum, among others. MLyon.com ADRIEN M & CLAIRE B is a company founded by Adrien Mondot (multidisciplinary artist, computer scientist, and juggler) and Claire Bardainne (visual artist, graphic designer, and scenographer) after joining forces on a shared creative vision in 2011. Together, they aspired to create an art of movement to set the human body in resonance with graphic and digital arts. Today, the Company has 30 associates, three performances, and two exhibits touring internationally. AM-CB.net JIE QI is a multi-disciplinary artist and entrepreneur based in Tokyo. She is project assistant professor at the University of Tokyo as well as cofounder and CTO of Chibitronics, which produces educational toolkits. Jie holds a B.S. in mechanical engineering from Columbia University and an M.S. and Ph.D. in media arts and sciences from the MIT Media Lab. Technolojie.com RAFAËL ROZENDAAL is a Dutch-Brazilian visual artist who uses the internet as his canvas. He also creates installations, tapestries, lenticulars, books and lectures. He has had exhibitions in Times square, Centre Pompidou, Whitney Museum, Valencia Biennial, Casa Franca Brasil Rio, Seoul Art Square, and Stedelijk Museum. NewRafael.com EMILY SCHEIDER BERENS has a passion for ‘Tra-Digital’ media; her studio practice meshes traditional drawing and print- making techniques with an array of digital imaging and collage processes. She has exhibited and taught workshops regionally, and is a faculty member within UW-Milwaukee’s Peck School of the Arts. Emily-Scheider.com SUZY SHINN is a writer and grammy-nominated producer and engineer based in Los Angeles. She is known for her work with Panic! at the Disco, Weezer, Fall Out Boy, Dua Lipa, and Katy Perry, among many others. @suzyshinn SCOTT SNIBBE began his career as one of the early developers of After Effects, and spent several years working on interactive music, automated editing, computer vision, and haptics at Paul Allen’s Interval Research Corporation. His work can be found in the collections of New York MoMA, the Whitney Museum of American Art, and other institutions. Snibbe.com STEVEN STANGER became interested in photography when he studied Russian at the U.S. Army Defense Language Institute in Monterey, California. Mostly self-taught, Stanger has spent time in the darkroom but has now fully embraced the digitalization of photography. He lives in Baileys Harbor and is represented by Woodwalk Gallery in Egg Harbor, WI. StangerImage.com www.PeninsulaSchoolofArt.org 3900 County Rd. F | Fish Creek | 920.868.3455.