Categorie
Artists

Silvia Binda Heiserova – GENERATIVE 3D SCULPTURES EXPLORING VIRTUAL FEMINISM IN 2023

The proposed project aims to create generative 3D sculptures that explore the state of feminism in 2023, with a specific focus on concepts about feminism articulated in the virtual space. The 3D sculptures will be created using data transformation techniques, coded sounds, and synthesised voices with an option to be presented as an NFT collection or another format of Crypto Art. 

The project will start with a research phase exploring concepts related to feminism in virtual spaces, including a review of existing literature and data collection. Virtual data related to the keyword “feminism” will be transformed into 3D sculptures using digital tools and technologies.

The project will use generative design techniques to create digital artefacts that evolve and change over time, influenced by the data inputs. The synthesised voice and coded sounds can be created using various software tools, including text-to-speech engines, sound synthesis tools, and digital audio workstations.

The project aims to raise awareness about feminism and gender equality, highlighting the importance of these issues in contemporary society and virtual art spaces. The project will also aim to create an inclusive and diverse experience for viewers, using a variety of data sources and outputs. Furthermore, the project expands the topic of decentralisation beyond the purely technological aspect, exploring its social implications while also highlighting the role of feminismin decentralised technologies.

Categorie
Artists

Peter Kærgaard Andersen – REMEMBERANCE AND DIGITAL TEMPORALITIES

The digital contemporaneity is deeply entangled with time. Time is saved, optimised, deleted and restored. Media technologies is likewise knotted with memory: storage, archives, clouds, deep learning, trash bins and digital amnesia. Modes digital visualisation are conjuring different kind of remembrance.

This project wants to explore the convergence between digital fabrication and present ecological and biodiversity crisis, using NFT’s to convey memories of multispecies’ coexistence and critically engage with the material networks planetary techno-geo connections. 

Specifically, the artist would work with open source 3d photogrammetry models of endangered and extinct species in a speculative assemblage with the material traces and landscape transformations that makes our digital networks, such as minerals and metals. 

Combining these elements he wishes to speculate on how digital networks affect non-human worlds. The work will be done by creating a series of virtual installation using game-engine and 3d modelling tools and combining this with research on ecological impacts and material consumption related to the digital age.

Categorie
Artists

Paula Kaori Nishijima – NETWORKED PLAY

Networked Play is an experiment to explore and see how individuals use their decisionmaking power within a network. In this game, players connect and have the agency to manage their roles within a network set up in a web app. 

The first individual to join is also the first central power – the master node -, the only one granted permission to accept new nodes/players into the network. After linking to another three nodes/players, the master node has to either transfer its power to the other three nodes or remain as the ‘sovereign power’. If the master node gives up the power, it will enable the other nodes to connect to more nodes and expand the network.

Networked Play comes from studies of network topologies and aims to raise a central issue in contemporary debates: the power relationship between sovereignty and networks. 

Networked Play aims to investigate how subjectivities act with agency and power in a network environment. The aim is to spot some patterns that arise out of the interactions among players. The experiment is supposed to be a web app that can be accessed by anyone from any place.

Categorie
Artists

Michele Bazzoli – THE WONDER

The Wonder consists of a click-through explorable environment made of digital and partially animated scenes, performing an hybrid dimension where human and non-human are melting together.  

The Wonder will be available on a dedicated website with an interactive UX. The explorable areas could increase thanks to the purchase of the available digital artworks. These NFTs would grant their owners exclusive access to extra areas, custom made experiences with rewards and other features. The project could potentially keep growing with new expansions, collectables, as well as new interactive areas according to the user’s interactions and contributions. 

The Wonder would create a semi-autonomous ecosystem based on circular economy, shaped as an immersive artistic experience combining sculpture, graphic novel and NFTs; where every owner could collect and resell NFTs through a chosen marketplace. This project explores innovative ways to make artistic practices economically and environmentally sustainable through the creation of an immersive artistic digital world, while generating internal market value by enabling collectors to actively participate in the artistic creation. 

Categorie
Artists

Merlina Rani – LITHIUM REPUBLIC XYZ

Lithium Republic XYZ consists in creating virtual twins of three salt flats that define the lithium triangle, a geographical area between Bolivia, Argentina, and Chile where a set of salt flats contain 85% of globally concentrated lithium.

This digital space in the metaverse will gather information about the cultural, technical, scientific, and political aspects of this territory, which will engender reflections, exhibitions, and virtual residencies connecting art agents and scientific researchers worldwide with the local community.

With its diverse potential applications in education, art, and research, Lithium Republic XYZ highlights the transformative power of digital tools in offering alternative perspectives to long-standing problems. The project involves the creation of a governance token, a DAO, and an unconventional marketplace that handles the digital conservation of cultural objects.

In order to accurately manage the project, it will rest upon gamified strategies and blockchain technology with the main objective of creating community, decentralized decision-making, and an economy focused on cultural value.

Categorie
Artists

Jano Montañés – BUBBLE / OPN Studio

Bubble is a project based on the speculation per se. A criticism of all products to which many cling to the promise of obtaining a fast economic benefit. Bubble shows how speculation within the Art world, makes the object something insignificant. And how it eliminates its true value by converting it only into speculative objects being stripped of their natural beauty, criticism and meaning, being able to reach large sums of money due to the action of marketing, greed and speculation, displacing to one side, its true cultural value.

This Project will generate, through AI, 10 NFTs that will be quoted on a web portal. Each time the rights of possession of one of them are acquired, all of them will increase their value by 10%. This process will continue until one day, arrival a date the quote will end. Therefore, awarding each of the works of art to the holder of the rights at that time. This is the moment when the obligation of forced sale of the rights and the actual acquisition of the work ends.

From this moment on, the possibility of selling the NFT will be blocked for a period of 461 days (the period it takes for a medium-sized mature tree to eliminate the carbon footprint that is estimated to produce an NFT in its creation and subsequent transactions), as a punishment for speculation with it. Thus, buyers just interested in speculation will be exposed to market risks, seeing their money being trapped in the product, and those who just wished to purchase the work, will be able to enjoy it.

Categorie
Artists

Ianis Dovrev – CNIDARIAN ECONOMICS

The project Cnidarian Economics is that it originates from the imaginative differentiation between the human economy and the rest of the biosphere. This analyse leads use to ask: How do we make society with other life forms? The proposal is to see blockchain technology as a mean to organise a more-than-human global cooperation.

An answer to this issue has been to epitomise ecological systems into economic language; in other words to give a monetary value to the living. 

terra0 is a blockchain-AI augmented forest that owns itself. It is a biological system that became partially a digital entity and finally an economic autonomous agent – hence escaping the condition of financial asset. terra0 could purchase resources and supply services through the tokenisation of its own being. From there we can consider the possibility of different token users, being animal-user, AI-user, natural-system-user or human-user interacting through inter-species currencies. 

This would open up space for non-human to act in the world via AI-blockchain technologies, thus creating a more ecologically representative economic model, beyond the subject/object and asset/owner dualisms. In fact, to model the living and the non-living, the ‘natural’ and the ‘artificial’, it is require to develop a computational outlook that thinks about all things and phenomena as having a similar ontological status. Ecosystems, the technosphere and the economic system must be sees as a megastructure that is both a computational apparatus and a new governing structure which primary means and interests are not human discourse, but the calculation of the world as information itself.

Categorie
Artists

Hrvoje Hiršl – QUANTUM RESEARCH GROUP

Quantum Research Group (QRG) is an initiative of the artist Hrvoje Hiršl, in collaboration with the Institute of Physics in Zagreb, Croatia. Its aim is to investigate and employ the arising technologies of quantum optics and quantum computing, within a sustainable business model. Its cross-disciplinary approach works towards merging Art, Science & Technology in one experimental journey.

The project involves the creation of an economic system based on quantum entanglement (light) as the generator of random numbers by measuring polarisation of entangled photons.The two light installations (The Collapse & Exceptional point) will be extended into QNFTs and QRNG. QNFTs are the graphic representation of random set numbers created by QRNG or Quantum Random Number Generator. 

To make this project a real-world application, a funding is needed to set up the production of QRNG in order to create the first QNFT. As random numbers are the foundation of contemporary security & cryptography, this process provides the highest randomness technologically feasible and a reliable solution to further technological issues. 

Categorie
Artists

dmstfctn – Fango 1000

Fango 1000 is a fully onchain multiplayer game by artist duo dmstfctn where players compete for narrative control. The game is set around a Middle Ages Italian village where a trove containing a thousand chronicles have suddenly appeared inside a Monastery. Each chronicle describes how humans from another time train a mysterious “machine intelligence” for an unknown task. Players join one of three factions with conflicting worldviews and compete to tell the best story about what the “intelligence” may be and what role it may hold in future societies by interpreting the information found in the chronicles. The best stories will be pinned to a door and last forever, the worst stories will be buried under mud.

The chronicles contain a record of actions generated by thousands of players of a separate AI training game called Godmode Epochs, developed by dmstfctn in 2023. As such each play-through of Godmode Epochs constitutes a factual dataset to be used in the universe of Fango 1000.

Fango 1000 is developed by dmstfctn together with Paul Seidler using MUD, an open-source framework for onchain development. As an onchain game, the game’s rules, state and data—in other words, the whole game, excluding the interface visible to players—are executed or stored through the blockchain rather than relying on a centralized gaming server.

The game is a toy implementation of the ideas hypothesised in the essay Large Lore Models (0xPARC, 2023) written by dmstfctn, Eva Jäger and Alasdair Milne. The essay proposes the basic configuration of a tool—a Large Lore Model, or ‘LLoreM’—able to facilitate collective and emergent narratives in fully onchain simulations. A LLoreM would link an onchain record of actions generated within a simulation or game to the stories told by its users or players. The function of this design is to maximise the affordances of a blockchain’s immutability while preserving the inherent mutability and contestability of human narratives. A LLoreM also offers alternatives to automated text generation systems like Large Language Models, emphasising instead the creative potential of collective human storytelling.

Play on: fango1000.dmstfctn.net

Categorie
Artists

Fanny Zaman – DECENTRALIZING REALITY

Zaman’s upcoming project is an interactive graphic web novel that will challenge and reflect on the decentralized technology itself. She seeks to blend blockchain technology into the artwork, making it a living, evolving piece that responds to user input and external data feeds, adding new dimensions of complexity and depth to the story. To make sure to design the interactive elements of the artwork to be accessible and inclusive to a wide range of audiences she wants to involve alternative modes of interaction beyond just visual or auditory feedback, such as haptic feedback or other sensory inputs.

Based on the ideas of democracy, memory and consciousness the project will take shape through reflection with peers and experts. She will use collaborative storytelling techniques that revolve around the following theme:

“What was meant to be a revolutionary tool for creativity soon became a cruel joke, a weapon of mass destruction. It was a tragedy of epic proportions, and yet somehow, in the midst of all this chaos, there was a certain dark humor to be found. A group of artists and activists decide to use the technology to fight back.”

The project challenges the notion that technology is only used for control and manipulation: it proposes a vision of technology as a tool for democratic expression and collective memory.