Archive for the 'exhibition' Category

Installation hyper-spaces

Saturday, April 7th, 2007


Installation hyper-spaces> with Jamil Mehdaoui + Claire Gasteuil

Installation Concept> ANTONELLO da Messina: St Jerome in his Study, 1460

Future Exhibition: Ars Virtua New Media Center II

Wednesday, March 28th, 2007

[part I: WHAT? & WHY?]
part II:

HOW? « What can’t be seen, must be Shown »

Artists developing machines & spaces
–the representational devices capable of instilling desire–
engaging in-world creation to an emergent universal grammar, composing a unique material construct for these virtual territories.

Exhibition flow: The exhibition attempts to engage visiting avatars as project participants. By interacting with the installation infrastructure, they will actualize its content. The project proceeds in five steps :

  1. Teleports send visiting avatars to distant Second Life sims that contain functioning project infrastructure, the spaces and machines designed to extract in-world data. Three land-types are used in the project, each possessing unique characteristics to ensure a multiplicity of data, image and spatial types:pockets: small, dense, interstitial; scapes: landscapes, e-scapes, scape-lands, capable of producing social-spatial imagery; and, territories: from a boundless space into an oriented, sustainable Place.
  2. Avatars use HUDs to capture and send project data back to the gallery. The HUDs are provided throughout the gallery and worn by participating avatars. When visiting a distant project sim, the HUD facilitates data extraction by creating screenshots, then automatically sending the image data back to the Ars Virtua gallery. The HUDs are programmed to extract project data that is embedded in the captured image.The participating avatar uses the HUD to compose, frame and capture a point-of-view. Each POV contains unique data, meta-data and images, composing a unique representation of the project. The HUD employs data analysis algorithms to separate in-world data concerning the deep structure of distant sims, captured by the image, from the graphic information.
  3. Captured information and images are sent back to the gallery. Ornament is created from this data that serves as the spatial support for its content. The form and proportion of these objects are generated by an analysis of the captured data. Prims are auto-rezzed in the gallery space upon reception of the information sent by the avatar’s HUD. Ornament is composed by the subsequent images and data being mapped to these forms, which are then placed into the exhibition infrastructure –size, placement and shape of these objects are determined from the data being sent back to the gallery. A correspondence is made between where the data was taken and what it tells us about the distant territory and its placement in the gallery space.
  4. The avatar is provided with a return teleport to rejoin the exhibition space. In her brief absence, the exhibition has been transformed by this interaction; her choice of composition, POV and image determines the way in which this transformation has been carried out.
  5. Visitors moving through the gallery space, over, under and within its formal-textural construct, make critical connections between in-world conditions and deep structures of disparate SL environments that are represented.The spatial and informational content of the exhibit is composed by a synthesis of texture and form, space and text. Avatars trace a path through the exhibition space, composing content in their wake.

Creating a feedback loop involving avatars is a reflection of the necessity to create meaningful space through presence and participation. Foist into the role of the exhibit’s connective tissue, its agent, avatars relay subjective points-of-view from distant SL territories, assuming their role as an in-world medium, a conduit of information.

The tool employed by the avatar, that which ties together the diverse content of the exhibition media, is the Image.

continue reading about the exhibition’s GOALS, OBJECTS & REFERENCES (more…)

Future Exhibition @ Ars Virtua New Media Center

Monday, March 26th, 2007
Part - 1


This exhibition concerns the experimental research and subsequent project carried out in the synthetic world Second Life.
It proposes to briefly transform the Ars Virtua New Media Center, ensconced within this virtual world, into a highly accelerated cultural engine capable of generating places, images and ideas that can radicalize our thinking about time & space, while identifying strategies of artistic production implicit to these environments:

A project that construes its physical, material context
–the local and global qualities inherent to a synthetic space–
as both content and form, expressive media and meaning.


This approach stands in direct contrast to in-world projects of another kind –those using virtual worlds as simply another node in a communication strategy for the diffusion of targeted information; or, –objects and architectures that base their expressive material vocabulary on a chain of references to real world environments.

In either case, the work that is produced in this manner was conceived by and for another media, another time, place & space –call it the 1st generation builders syndrome. Ostensibly unconcerned with maintaining a connection to its incipient creative, constructive substance, it represents an approach where the work becomes disconnected from its essential expressive force –its terroir.
This project attempts to find another creative and productive scenario: by interrogating the physical and material extents of specific synthetic territories, measuring them with machines made by and for this purpose, then technically and intuitively coming to an understanding of their findings, we are fabricating a dense, expressive, synthetic representation, and establishing the material basis of a new spatial order.

This project recognizes synthetic space not for its faculties of communication, but rather for its potential as a representational, sensational medium.

As an interactive model of the artistic process, the exhibition functions on two levels:

  1. constructing a built environment within the virtual exhibition space to effectuate a synthesis of the project’s texts & spaces, images & ideas, representing the project’s broad range of interests; and,
  2. engaging Ars Virtua visitors to become participants in the project’s gallery manifestation, becoming an integral part of the dynamic creative process.

This dual scenario attempts to create a viable cultural context, a feedback loop with avatars as an integral link in the on-going process of information exchange, layering a meaningful exhibition scenario onto an appropriately organized material space.

Tomorrow: HOW?
The exhibition attempts to engage visiting avatars as project participants. By interacting with the installation infrastructure, they will actualize its content. The project proceeds in five steps : Teleporation, Image HUDs, Ornamentation, Transformation, Synthesizers