“Actualisation”, the last component of “Negentropic Fields”
Section 1 of 2
The project is a hyper-cube, implemented as a space of permutations, modes of accessing the 5 following components:
The project begins with [INFO], a process-based digital platform, the infrastructure within which “Negentropic Fields”, an art-exhibition, could take place. “Negentropic Fields” hosts the work of 5 local artists [Artworks_X1 - X2 - X3 - X4 - X5] and 5 international curator-artist(s) couples that are called [Responses_Y1 - Y2 - Y3 - Y4 - Y5], which accepted by responding to the curatorial manifesto. The platform-space expands with [Engagement_T1], a section in which theoretical texts produced by scholars and independent writers working between media-theory and art. The platform is a space in expansion which also served the purpose of broadcasting live performances [so far, 1 and 2].
[Actualisation_A1] is the final stage of the hypercube, the manifestation and constellation of: the manifesto and developments, the processes between the co-curators and the local artists, the contributions and responses of the international responders. Actualisation culminates as an installation at the National Gallery Singapore, in which the public could actively experience artists’ concepts as they were translated in immersive environments. The process of developing the artists’ respective digital environment was documented sporadically throughout the collaborative journey, and was translated in the time-based diagram we called the [Plot], a space that allows for an understanding of the process and the concepts behind the final immersive environments presented at the gallery.
[Actualisation_A1] is the final stage of the hypercube, the manifestation and constellation of: the manifesto and developments, the processes between the co-curators and the local artists, the contributions and responses of the international responders. Actualisation culminates as an installation at the National Gallery Singapore, in which the public could actively experience artists’ concepts as they were translated in immersive environments. The process of developing the artists’ respective digital environment was documented sporadically throughout the collaborative journey, and was translated in the time-based diagram we called the [Plot], a space that allows for an understanding of the process and the concepts behind the final immersive environments presented at the gallery.
Read more here:
Manifesto and Questionnaire
(INTER–MISSION and formAxioms)
How to Work Together
(formAxioms)
The topology of the HYPER-CUBE: what is “INFO” and “Negentropic Fields”?
(Federico Ruberto, formAxioms)
Manifesto and Questionnaire
(INTER–MISSION and formAxioms)
How to Work Together
(formAxioms)
The topology of the HYPER-CUBE: what is “INFO” and “Negentropic Fields”?
(Federico Ruberto, formAxioms)
Components of the Actualisation
Section 2 of 2
Kinect and Immersive Environments (Curators and 5 local artists)
2.1
The five local artists’ archives (ideas and media) are provided to the curatorial team in order to be redeployed as interactive digital environments. Traditionally media art is projected-displayed as sound or as images; in this exhibition the immersive experience is generated so to extend the physical possibility of the gallery-space to allow the user to literally explore, as landscapes and material presences, the concepts defined by the artists. The exploration relies on the user’s attitude, the interaction with the sensor needs to be learned and performed in order to inhabit a space other, a hybrid presence trapped between the physical and the digital.
Meta-Space
2.2
[Meta-space] is a gate, the entry level to the interactive environments. It is a double topology allowing the users to move towards and to experience the artists’ conceptual developments. The Meta-space is an interactive environment holding together 5 + 1 (itself) fields of expression, “places” with different times... topoi, tendencies, vectors, tensors, etc. It is made of two integrated topologies, X1 and X2, allowing the user to switch between two forms of experiencing, of knowing:
X1_It is a phenomenological desert, a sonic lunar landscape where sounds and colours index and direct the users towards different environments.
X2_It is an analytical, formal space, a frozen hypercube located below the phenomenological ground where the user directly decides.
X1_It is a phenomenological desert, a sonic lunar landscape where sounds and colours index and direct the users towards different environments.
X2_It is an analytical, formal space, a frozen hypercube located below the phenomenological ground where the user directly decides.
Artistworks
2.3
Click the thumbnails below to explore the 5 artist environments.
Of Random Forests
Azimat Untuk Algoritma
Mother
Untitled
Untitled terrain
Of Random Forests
Azimat Untuk Algoritma
Mother
Untitled
Untitled terrain
TITLE: “Of Random Forests”
2.3.1
DESCRIPTION: The level organises in a scalar manner three works: Plasma, Formations and Machine Dreams. The user moves through them, walking towards a light source it traverses without fully knowing it the cosmic, the planetary, and the molecular scale.
CREDITS:
Overall Project Concept by INTER–MISSION and formAxioms
Artistic Supervision by Andreas Schlegel
Art-Media Provided by Andreas Schlegel
Project Narrative by formAxioms
Concept and Design of Immersive Environment by formAxioms
‘Machine Dreams’ Soundtrack by Chong Ming En, Deon Chan Chee Kian, Soh Kheng Jin Eugene
‘Formations’ Soundtrack by Brian O'Reilly
TITLE: “Azimat Untuk Algoritma”
2.3.2
DESCRIPTION: The level is a complex cave topology in which the user is lost. A narrating voice coming from an unknown entity tells a story, sounds intensifies at 7 cul-de-sac, places where the materiality of the cave transforms in voxelized extensions onto which a secret script and message is engraved in the form of a digital code.
CREDITS:
Overall Project Concept by INTER–MISSION & formAxioms
Artistic Supervision by Bani Haykal
Text and Sound by Bani Haykal
Project Narrative by formAxioms
Concept and Design of Immersive Environment by formAxioms
TITLE: “Mother”
2.3.3
DESCRIPTION: The level is built as a particle collider. The user reaches an amorphous entity called “Mother”, with which it engages in a multi-threaded conversation. Mother is an entity bearing the traces of the past, it is a digital lump or artefacts created previously by the artists.
CREDITS:
Overall Project Concept by INTER–MISSION and formAxioms together with Debbie Ding
Artistic Supervision by Debbie Ding
Art-Media Provided by Debbie Ding
Project Narrative by formAxioms
Concept and Design of Immersive Environment by formAxioms
TITLE: “Untitled”
2.3.4
DESCRIPTION: The level is a 80x80x160 volume onto which a performance is played out. The user is free to move around but central stage is given to the environment, which is the true actor. What seems to be a meditative space with calming reflexes and soothing sound transforms gradually in a performance of noisy sound-waves and splintering icebergs. How did this all happen? We aren’t able to tell as we aren’t yet able to map the causes of global warming.
CREDITS:
Overall Project Concept by INTER–MISSION and formAxioms together with Ong Kian Peng
Artistic Supervision by Ong Kian Peng
Project Narrative by formAxioms
Concept and Design of Immersive Environment by formAxioms
Sound Provided by AKC_riot
TITLE: “Untitled terrain”
2.3.5
DESCRIPTION: The level is the black corrugated three-dimensional reconstruction of a high-res physical record, a surface onto which the artist had engraved sounds collected from a session of field-recording at Bukit Brown cemetery. By walking the surface the users is walking the 24 hours time-span of the recording, walking changes environmental conditions, depending on location the users hears a mixtures of sounds that it could activate and collect.
CREDITS:
Overall Project Concept by INTER–MISSION and formAxioms together with Zai Tang
Artistic Direction by Zai Tang
Art-Media Provided by Zai Tang
Project Narrative by formAxioms
Concept and Design of Immersive Environment by formAxioms
Bits (the anomaly escaping full capture)
2.4
By navigating the immersive environments the audience is given the possibility to discover digital fragments, to steal them and download them. This digital space on the platform is linked to the experience at the gallery by allowing the possession of personal [Bits]. At the termination of the experience each user is given a QR code to access a secret and automatically generated personal digital-crypt. Such space newly created by each user experience is hosted on the platform, accessible either via the personally scanned QR code or by inputting an alphanumeric password on the dedicated space on the platform.
Responders
2.5
The premise and manifesto, alongside the fragments and documentations of the local artists’ progress and the info platform, were shared to five international respondents, from which they contributed varied responses in the forms of artworks. Ranging from: a revisit-restaging-refiling of an archive; a live streaming of pixels-as-waterfall/waterlfall-as-pixels; an artist group counter platform that mediates the urbanisation and urbanism of contemporary life; an investigation of the fusion and virtual via a rendered environment informed by air quality data; and an interspecies and networked performance negotiating connections between species, technology and the planet — the respondent section draws and teases out thought lines that are resonant to the curatorial premise.