You and I, You and Me

You and I, You and Me

Mindaugas Gapševičius, Maria Safronova Wahlström

In collaboration with Helga Mogensen (jewelry), Leon Crayfish (shoe design)

The project You and I, You and Me explores the possibilities of communication through electricity. The project proposes that electricity could help to reveal the imperceptible connections between different actors within the environment. How far could electricity help in understanding the other? Is there a possibility to alter human senses by electric impulses?

The project invites the audience to imagine the future. Humans, computing machines, and various types of hybrids share the space they live in. Senses are altered, some are inextricably linked to computing devices. Electricity is used to control the space and beings living in it. Humans take responsibility to reshape social ties to avoid being controlled by corporations and machines.

Mindaugas Gapševičius explores the impact of non-human actors on human creativity and the impact of humans on the umwelt. Maria Safronova Wahlström is interested in social myths, and works with themes such as collective behaviour and linguistic practices that signal our social belonging.

The project is supported by the Lithuanian Council for Culture, and the Nordic Council of Ministers.

More information about the project: http://triple-double-u.com/you-and-i-you-and-me/

Latent Voice

Creation of a system to capture / record / transfer to the gallery space (or other inside) voice of the river flowing from Svartediket.


Jarek Lustych is Polish visual artist (b.1961). He received his MFA degree from Warsaw Academy of Fine Arts; and since then he has been working as a freelance artist. Initially, the main area of his artistic focus was relief printing. Exploring its possibilities and limitations, he has created a series of works that have been shown in Poland and abroad and also in
competition presentations. His solo exhibition showed various stages of these experiences – in the changing technical solutions, formats, and in the methods of imaging. After his fifteen-year career in the confined space of printmaking
following his basic training, Lustych decided it was time for some change and enriched his practice with an extra
dimension in an attempt to redefine the perception area of art. Since then, he has participated in several international sitespecific symposiums and artist-in-residency programmes making sculptures, installations and organizing street actions / interventions. Twice he received the Polish ministerial scholarships, but the most creative so far were his stays in VillaWaldberta AiR (Germany) & A4 AiR – Luxlakes A4 Art Museum, Chengdu, China.

Island of Doubt

The little cars Wally, Dory, Mortimer, Ferguson, and Baxter move back and forth in different combinations on the wood curvy tracks. They report their location to the brain of the system that functions as a communication line between all of them. The brain remembers and communicates the position of each sculpture to the other that is in proximity. For instance, when Wally and Dory are the farthest from each other they might realize they miss each other and therefore go into a certain state of behavior that reflects their sadness while if they are closest to each other they might mingle. Once every so often, they move together or towards each other. The tracks never cross so the sculptures can never touch each other unless they are already tangled together, coupled, from the beginning.

When the visitors walk they first see the movement of the fabric sculptures and then realize the tracks. All of the electronics in the ceiling are somewhat hidden because the tracks are designed to blend into the architecture and become an appendage to it. The very complicated system on the ceiling is reflected by not so complicated movements at eye-level. While the tracks blend into the architecture, the vertical sculptures jump out and drool onto the floor as if they are reaching for the audience. The piece facilitates a physical relationship between the architecture and the residents in it.

As the visitors enter the installation and walk through they have to change their behavior in the space according to the sculptures or interrupt the system. They may choose to interrupt the system by pushing the pieces out of their way, pulling them, or just holding them. This physical interruption by the audience interrupts the relationships within the system. Every time the audience chooses to hold one of the sculptures a second more than the sculpture is supposed to stay in that place, the counter in the brain that remembers and reports where the sculptures are or what they are supposed to do next gets interrupted and confused. As a result, the relationships between the objects alter.

In contrast, the audience is also interrupted by the sculptures. When placed in a cramped space where the audience has to walk through the sculpture to get to the other side, visitors that do not want to touch the pieces will have to navigate around the pieces and walk in a zigzag like pattern or get hit by them.

My aim in this project is to investigate relationships between mechanical objects that have physical qualities within a closed system and the system’s relationship to the architecture and the audience. It is a meditation on how two very separate entities like the visitor and the art piece can affect each other physically but not be aware of the unseen consequences that may follow their physical interaction.


Berfin Ataman is an Artist, Designer and researcher. Her artwork has been materialized as wearables, installations, and other soft, kinetic, sculptures. Over multiple series and projects, she has explored humans’ relationships to their environment and the non-human.

Berfin Ataman was born in Izmir, Turkey. She went on to get her BFA in Theatre Design from the University of Southern California, her Post – Baccalaureate degree from the School of Art Institute Chicago, and her MFA from UCLA, Design Media Arts. She has shown her work in Chicago, New York, Los Angeles, Korea and Istanbul in galleries and museums.

VEXTRE, augmenting rural realities

VEXTRE
In the popular imagination, a narrative has been constructed around the cultural nature of Extremadura that is rooted in stereotypes of socio-economic underdevelopment. Historically, the region has been defined by its status as a peripheral and border territory, a space on the margins with a low density of population and an example of what some scholars refer to as “internal colonialism”, reflected in the metrópoli-colonia dichotomy, between the centre and periphery or urban and rural, and visible here within the same territory. This implies different forms of domination over the decades, form estates held by large landowners to the repression to which more progressive forces were subjected after the Civil War.


Emigration has been a constant since the early 20th century and cultural identity has been constructed largely from outside through regional associations and centres that acted as meeting spaces with strong identity ties. These associations and centres were not without their critics, however, who claimed that they perpetuated the same social constructs experienced before leaving. True change must come from within. Having overcome the social inequalities that emerged in the wake of the Franco dictatorship, life is different in Extremadura. To continue the progress, the collaboration of the so-called Extremeñan diaspora is sought. The creative class is very much part of this diaspora and the artist Maite Cajaraville is rooted in that context. This new claim to identity is articulated through the symbolic and the political act rather than an administrative approach or one that reproduces the patterns of the past. Emigration between the rural and urban world is still present in the 21st century but life in the countryside and in small villages and towns is very different from the way it was fifty years ago. The Manifesto of Rural Futurism, drafted by researchers Leandro Pisano and Beatrice Ferrara challenges today’s capitalist discourses on the rural world as an authentic place: utopian, provincial, tradition or stable that idealises the anachronism of these territories from the megalopolis. The manifesto shares a new message, based on “belonging vs. alienation, development vs. backwardness.”


Vextre is presented as an emotional map in three dimensions. It is a journey that constitutes a rapprochement to rediscover the territory we inhabit and to subvert these accepted realities. It starts with a physical sculpture that Cajaraville designed using the 3D printing technique in 2017, during her participation in the first edition of the Regional Government of Extremadura’s Cáceres Abierto contemporary culture programme. Data compilation and new technologies were put to the service of modern art, and the documentation is materialised in a visual and organic piece of enormous presence and aesthetic beauty. Vextre evolved in 2021 towards an environment manufactured wholly in digital format. We find ourselves before a hybrid display that interacts with the audience / viewer through a mobile device, generating new environments for the museum and those who visit it. The piece, created ex profeso for the MEIAC, is a three-dimensional virtual object produced using technological media after exhaustive documentation and data processing work using a number of different parameters representing the socio-economic values of Extremadura, such as GDP and unemployment and emigration statistics. A series of narratives thus emerge, facilitating dialogue and critical thinking with the audience through each individual’s opinion. The data flow in this piece the same way culture is transmitted, evolves and is shared through social and educational processes, thus constructing identity. This exhibition aims to rediscover the territory with an urgent message on caring for the environment and its peoples against the mass tourism that can result from unabated consumerism, and to reformulate internalised prejudices with a technological and advanced image that interferes with traditional patterns with the idea of a new data map of Extremadura.


The landscape generated by the artist constantly questions nature, the city and the code as an example of interrelation between art, science and technology. There is also an online initiative that aims to break the passive viewer barrier, creating the Instagram profile vextre_extremadura. The aim is to reach a wider, more diverse audience and to spark a debate before the inauguration and to launch an exercise of reflection: how is Extremadura perceived elsewhere? But, above all, how is it perceived from within by its inhabitants? It also goes beyond the spatial boundaries of the museum. Cajaraville invites us to position Extremadura all over the world through our smartphones, advancing other possible formats for artistic expression and breaking the boundaries of the white cube.

VEXTRE, Augmenting the Rural Reality is supported by the Ministry of Culture and Sport from the Spanish Government.


Maite Cajaraville combines her artistic career with curator commissions and cultural management projects.

She is a media and video artist and AV performer whose creations have been exhibited in festivals and events such as the Sónar Festival of Advanced Music in Barcelona, Matadero Madrid and Art Futura in Madrid. Also the Museo Centro de Arte Reina Sofía, Museum of Contemporary Art in Barcelona, MACBA, MEIAC in Extremadura or the Art and Centre Pompidou in Málaga have displayed her videos and installations. Internationally her artwork has been displayed largely world wide, along EU, South America, Russia and Cameroon.

She is curating together with Gisle Frøysland, the Piksel festival in Norway since 2014. Under the Piksel umbrella in collaboration with Gisle F. she has developed other programs, Piksel Kidz, the Piksel Fest Spill, Music Pavilion events.

Cajaraville curates and coordinates cultural projects of national and international grounds, like TransPiksel.

Her videoworks have been shown in the most important cultural national TV programs: Metrópolis, La Mandrágora, Antiestático, Miradas,…

She has been teaching Media Art at Camilo Jose Cela University under the Film Studies 4 years (2014-2017).

Sympathetic Motion

Sympathetic Motion includes four large-scale sculptures that are detailed in fabric design and in their movements. Each sculpture inherits distinct characteristics that formally and technically distinguishes them from the other pieces in the series. They also have different spatial relationships in regards to one another. While developing this project, I was interested in systems that make up and surround the artworks which concern interconnectivity, logic, memory, emotion, and interaction. The sculptures and the systems they create become a part of the architecture and an extension of it for the audience to interact with. All of these elements give the audience a sense of liveliness. The way I think about systems in sculptural form is influenced by nature and natural creatures. It will become apparent that my pieces visually resonate with the underwater world through the spaes and colors that I use. The various colors, shapes, and movements in my artwork direct how the audience perceives the sculpture and the site that surrounds it.


Berfin Ataman is an Artist, Designer and researcher. Her artwork has been materialized as wearables, installations, and other soft, kinetic, sculptures. Over multiple series and projects, she has explored humans’ relationships to their environment and the non-human.

Berfin Ataman was born in Izmir, Turkey. She went on to get her BFA in Theatre Design from the University of Southern California, her Post – Baccalaureate degree from the School of Art Institute Chicago, and her MFA from UCLA, Design Media Arts. She has shown her work in Chicago, New York, Los Angeles, Korea and Istanbul in galleries and museums.

Used to Be My Home Too

Are we living in a globalised world that is becoming more and more homogeneous? Plants, fungi and animal species are continuously decreasing. In the distant future, will only domesticated species survive? What impact does this homogenisation process have on our lives and our environment?
«Used to be my home too» addresses this global change and shows how humans have become biodiverse agents to interact with the most fundamental processes of the earth.
In this experiment you fly to the locations where observers send observations of organisms to *iNaturalist in real-time using *Google Earth. Threatened and extinct plants, fungi and animal species that are taxonomically most similar and occurred in the same country are automatically added. This data comes from *RedList.org.


Marc Lee *1969 *Switzerland creates network-oriented interactive projects: interactive installations, media art, internet art, performance art, augmented reality (AR) art, virtual reality (VR) art. He is experimenting with information and communication technologies and within his contemporary art practice, he reflects critically creative, cultural, social, economic and political aspects. His artworks reflect the visions and limits of our information society in an intelligent
manner and question this critically.


Marc has exhibited in major art exhibitions including: ZKM Karlsruhe, New Museum New York, Transmediale Berlin, Ars Electronica Linz, HeK Basel, MoMA Shanghai and MMCA Seoul. Lee’s work are in private and public collections including the Federal Art Collection Switzerland and the ZKM Karlsruhe and he has won many prices and honorary mentions at international festivals, including Transmediale Berlin and Ars Electronica Linz

Kube y su conjunto

A visual-sound performance work with experimental-noise characteristics combining electronic music, programming languages, real-time projections + an immersive experience using virtual reality (360).

The project was one of the winners of #PlataformaFuturo, a program for emerging artists with a jury made up of Daniel Melero, Gely Gonzalez, María Negroni, Claudia Del Río, Anibal Buede, Pichon Baldinú, Nicola Constantino, Emilio García Wehbi and Vivi Tella .

The video was made 100% in Blender on Gnu / linux

Links
https://www.youtube.com/watch?v=AC9pJIvHVUo
https://archive.org/download/4k_20200817/4k.mp4


Holons & Holarchy

Conceptually rooted in Arthur Koestler’s book Ghost in the Machine, Holons & Holarchy is an expanded body of work that contains prints, interactive web-art, digital objects, and video work. Together, they all reference the concept of Holon, where holos means the whole, and -on refers to the particle or the part. This single concept flattens the duality of whole-part and is an ontological tool to understand the complexity of systems around us. Koestler uses the ancient Roman figure Janus – the guardian of doorways and a symbol of time as a metaphor to explain the duality of a Holon. This body of work pulls these references from Ghost in the Machine and reinterprets them through the lens of creative computation to create artifacts, which refer to systems, time, and the universe.


Amay Kataria is a new-media artist whose practice reflects upon the speed of communication and how it has transformed our post-modern society. It intends to destabilize this pace by putting forth situations for “contemplative understanding.” By using time as material and repurposing processes, his practice advocates that the
mechanization of social experience directly affects the inter-relational space between humans. He holds an MFA from the School of the Art Institute of Chicago and was previously a new-media resident at Art Center Nabi and Mana Contemporary. He has exhibited at Vector Festival, Hyde Park Art Center, Ars Electronica, Electromuseum, amongst others.

Screaming at the Void

Reclaim your humanity and scream at the Internet

As the media __m__algorithms bait you into ever more hateful distress and you find yourself sticking to the glutinous sides of your info-bubble regain your analog agency by shouting your frustrations at the Internet. Hear the sound of the global data super highway as your howl reverberates around the World Wide Echo-Chamber.

Visit the on-line therapy installation, turn your mic up to 11 and wail at the web. Your vocalisations will be chopped into packets, pinged through “the pipes” and bounced off servers around the world. Listen to the granulated, fractured, disjointed resounding of the cyberspatial cavern as TCP/IP struggles, and fails, just like all the King’s horses, to put your packets back together again.

The world has heard you and answered in kind.

  • Breathe.

Take a moment to visit the gallery and peruse the anonymized mixed up yelps of those that screamed before you.

You are not alone.

…Don’t forget to hit Like, subscribe, ring my bell and consume, consume, never stop consuming. You’ll be OK.

probably