The
Big Black Box of Digital Art
(from
El Pa’s, 5th February
2005)

First,
it was ARCO Electr—nico, followed by Net.Space@ARCO,
and
then, timidly, galleries started to show interactive installations and net art pieces. This year, with The Black Box@ARCO, installed in a big black
canvas box at the back of Hall 9, digital art conquers one of the most
prestigious curated invitationals
by
Roberta Bosco
The
evolution of new media artÑin the widest sense of the term, especially as it
involves the use of digital mediaÑhas been just as rapid as the introduction of
new technologies into every aspect of daily life. This is reflected by the history of this area of contemporary
creativity within ARCO, to the point that it is now a major presence. Over the past five years, digital art
(including the most radical and immaterial forms, such as net art, created to
exist exclusively on the internet) has entered into art galleries and, albeit
timidly, has begun to form part of public and private collections. Although a major innovation at the last
edition of the art fair was the presence of Bitforms, the first gallery devoted
exclusively to digital art, the big news this year is the creation of an entire
curated invitational, The Black Box@ARCO, aimed at bringing together a series
of projects which until now had only an isolated, token participation. Thus, ARCO is responding to the
ever-higher profile within the art market of works using technological and
scientific resources and processes, which are ideal for reflecting the
contradictions of a highly technologised society. As its name indicates, The Black Box is a cube of black
canvas, situated at the back of Hall 9, comprising 16 containers arranged on
two storeys, each belonging to a different gallery, selected by a team of six
curators. Their projects offer a
wide spectrum of the expressive possibilities to new technologies and their
different trends, ranging from audiovisuals created with digital techniques to
complex interactive installations.
A highlight, at the Austrian gallery Gima, is Life Spacies II, by Christa Sommerer and
Laurent Mignonneau, an interactive artificial-life environment, where visitors
can create their own creatures by writing brief texts, whose characters are
transformed into the genetic code of the species. Metropolitana,
a Barcelona-based gallery which was among the first to present electronic art
projects at ARCO, is opting to show the New York collective Fakeshop, whose
works explore the transformation of the body through digital technologies. Its installation Multiplexer presents simultaneously, on the
one hand, a life performance, and on the other, the video that it generates, so
that the audience can choose to follow one or the other. Metropolitana was selected by Mark
Tribe, one of the top new-media art experts. Tribe also selected two New York
galleries: Gigantic Art Space, with an interactive environment by Mary Flanagan
based on a video-game aesthetic, and Bitforms, with Glorias de la contabilidad
(Glories of
Accounting), by Rafael Lozano-Hemmer, based on a computerised surveillance
system which detects visitorsÕ position in the stand. More proof of the normalisation of
these media is the presence, the Project Rooms invitational, of an interactive
installation by Dora Garc’a, La Esfinge (The Sphinx), presented by Juana de
Aizpuru. La Esfinge, which also exists as an
online game (www.doragarcia.net),
challenges the visitor to answer a series of questionsÑranging from ÔDoes God
exist?Õ to ÔAre you thirsty?ÕÑcorrectly; in other words, coinciding with the
artistÕs own answers. Thus, the
only ones able to get to the end of the piece are those who are either
completely in synch with the artistÕs personality, or those who lie.
Among
the pioneering institutions in presenting digital projects when they were
considered unsellable and galleries had yet to take the plunge, stand-outs are
the Fundaci—n Telef—nica, which is showing the winner of its Vida competition for projects
created with artificial life techniques and concepts, and the Museo de Arte
Contempor‡neo de Badajoz, with its Museo Inmaterial (Immaterial Museum), a
project curated by the Portuguese Antonio Cerveira, which includes a collection
of well-known net art projects.
Digital drawing and photographs are also becoming more common, and the
attentive visitor to ARCO will discover the large number of artists who use
digital tools in their work. This is the case of the animations by Kirsten
Geisler, from the Amsterdam gallery Ackincy, where the visitor will be able to
interact with the objects, and of the abstract landscapes that Gregory Kucera
is showing at New YorkÕs I-20 Gallery, printed on Ultrachrome and Plexiglas,
which the artist modified with a specially designed computer program.
The
digital revolution is, undoubtedly, one of the most genuine characteristics of
our times. This can be seen even
in works that have nothing to do with this medium, such as a life-size drawing
by Robert Waters, at TorontoÕs P/M Gallery, depicting a naked man sitting in
front of a computer, a symbol of the increasingly intimate relationship between
man and machine.
Hurricane
Rafael
The
career of Rafael Lozano-Hemmer (Mexico City, 1967) is one of the most interesting
on the digital and interactive art scene.
He first showed at ARCO back in 1995, with a piece in the Fundaci—n
Telef—nica stand, El Rastro. At last yearÕs edition of
the art fair, his work at the Mexican gallery OMR was received with high
praise, but 2005 is undoubtedly the year when he will score a big success in
Madrid. Besides his project with
Bitforms at The Black Box@ARCO invitational, in the galleryÕs own stand he will
be showing Basado en hechos reales (Based on True Events), images from
Mexico City taken with surveillance cameras, reflecting his interest in the
connections between public and virtual space. In the Mexican pavilion, OMR is presenting a piece that was
already sold at the Basel art fair: Caguamas Sin‡pticas, subescultura 4 (Synaptic Caguamas,
Subsculpture 4), a table from a Mexican cantina with 30 one-litre bottles of
beer (the Caguama brand), whose movements are generated by altorithms that
simulate the brainÕs neuronal connections. Another piece of his is Tensi—n superficial (Superficial Tension), an
interactive module formed by a human eye that gazes at the public from a plasma
screen. Lozano has also been
selected by Pr’amo Lozada for the Mexican electronic art show Dataspace, at the Conde Duque
cultural centre, where he will be showing a brand-new piece, Pœblico
subtitulado (Subtitled Audience). The installation detects
viewers with a surveillance system, and pursues them by projecting onto their
bodies thousands of verbs conjugated in the third person. This is no longer the voluntary or even
playful kind of interactivity found in his early work, such as Alzado
vectorial (Vectorial
Blueprint), which enabled the public to create gigantic sculptures of light in
the sky via the internet. Now, his
work visually attacks the spectator, in a forced reflection on the
arbitrariness and dangerousness of automatic facial trait classification
programs, whose use is being rapidly disseminated in our cities.