235 MEDIA auf der EXPONATEC 2006

FEBRUARY 2006

235 MEDIA ®evolution presented interactive applications for conveying information through exhibitions: individual presentation concepts, interactive installations and interface solutions. Alongside ideas such as the interactive table, which had already been successfully implemented, 235 MEDIA introduced two new products:

TDS – TRANSPARENT DATA SYSTEM – is a transparent, interactive projection screen with newly developed software.

The ELECTRONIC GUIDANCE SYSTEM is a multifunctional information system with various sizes of monitors and an easy-to-operate software interface. Guidance information can be can supplemented with up-to-date event announcements, news and video clips.

In addition, 235 MEDIA offered a strategy for the preservation, restoration and archiving of media art.

Gründung der Stiftung imai

Juni 2006

On the initiative of the media art agency 235 MEDIA and the City of Düsseldorf the first non-profit foundation imai is dedicated not only to the distribution of media art, but also to conservation and research issues is created.

Starting in the 1980s, the founders of 235 MEDIA, Ulrich Leistner and Axel Wirths have built up an extensive archive of video art as well as an international distribution network. Thanks to the active commitment of “Kunststiftung NRW” and the support of “Kulturstiftung der Länder” and in cooperation with “NRW Forum Kultur und Wirtschaft” and “stiftung museum kunst palast” both the collection and the distribution structure of 235 MEDIA have now been transfered to imai – inter media art institute.

For further informations and concerning all requests for video art works, please contact imai:
imai – inter media art institute
Ehrenhof 2
40479 Düsseldorf

+49.(0)211/8998798
www.imaionline.de
info@imaionline.de

All installations and the special art edition are still available at 235 MEDIA.

PARTNERS:
Stadt Düsseldorf, Kulturstiftung des Bundes, Kunststiftung NRW

Luisenhütte Balve

CLIENT: Museen des Märkischen Kreises
MAY 2006

The two projections show old film footage from the everyday life of the iron and steel workers. The challenge in the design of the projection screens was in their integration into the lavishly restored pre-industrial architecture. The solution developed by 235 MEDIA is called transparence. The installed Priva-Lite panels are inconspicuously translucent in an inactive state, but, upon entering the room, triggered sensors turn them opaque, so that they can then serve as an optimal screen for the incipient projection. One panel is installed in the timberwork of the Möllerbodens and the other in the area of the discharge aperture in front of a brick masonry structure.

The interactive table developed by 235 MEDIA is a central element of the exhibition and illustrates the former production process by means of lavish computer animations. Visitors to the museum discover in eight steps, and with the use of animations, voice recordings, images and graphics, emotively presented details about the pre-industrial working methods in the ironworks.

Interaktive Tischlandschaft

CLIENT: TELEKOM
MARCH 2006

For the trade fair appearance of T-Systems at CeBit 2006 in Hannover, an animation of the complex processes in modern ICT infrastructures was produced.

By way of a miniature landscape comprising five interactive tables, moderators provided visitors with information on the four themes of Seamless Communication Services, Administration / Storage, Collaboration (R & D) and IT Management.

As a new element, real 3D models on the tables were integrated into the animation for the first time. Zooms from high-resolution aerial imagery landed precisely on the models and thereby combined reality with its simulation.

PARTNERS:
In cooperation with the Agentur Brandrelation, Cologne

Fotografie-Ausstellung

CLIENT: Deutsches Museum, München
February 2006

235 MEDIA designed a multimedial presentation system for the re-creation of the permanent exhibition “Technical Images” at the Deutsches Museum in Munich

The objective was to combine the aesthetic integration of the depictive media in the exhibition architecture with the impartment of an extremely large amount of detailed information. With utilisation of the TDS – Transparent Data System and the latest projection technology, the achievement was made that the visitor always has easy access to additional information, whilst at the same time allowing the effect of auratic exhibits, mainly old photo and film cameras, to be in the foreground and not be disturbed by the information system. Other highlights of the concept lay upon the fast and intuitive access to information by the visitor and the easy maintenance and updating of the information content using a Content Management System, CMS.

NRW-Kubus in Japan

CLIENT: STATE NRW
2005

On behalf of the State Chancellery of North Rhine-Westphalia and in cooperation with the agency “Die PR Berater”, 235 MEDIA developed and produced the “NRW-Cube”. As a part of the presentation “Germany in Japan 05/06” in Tokyo, visitors can, from all four sides and at the same time, take an interactive journey through North Rhine-Westphalia.

The cube consists of a steel structure into which the four projection panels (Format 4:3) are incorporated. The projection technology, remote replay machine and ventilation equipment are accommodated, invisible from the outside, in the lower screened part of the cube. For navigation, steles equipped with an integrated trackball and lateral speakers are located about 3 meters away from the projections.

The cube can be completely assembled or dismantled by three people in about three hours.

PARTNERS:

In cooperation with Die PR-Berater

Mercedes Benz Nutzfahrzeuge

CLIENT: Mercedes Benz
April 2005

For the utility vehicles IAA in Hannover in 2005, 235 MEDIA developed an extensive media concept for their trade fair appearance. It started with the formulation of a central theme, as well as the motto of the fair, progressed via the design of the separate entry and animation areas of the stand and carried on through to the overlapping stand and product communication.

As so-called “Highlight Communication”, 235 MEDIA developed a scanning unit which, as a robot module, impressively spotlighted the technical capabilities and features of the utility vehicles.

PARTNERS:
In cooperation with facts & fiction and Dreiform

Video et Cogito

CLIENT: LUDWIG FORUM FOR INTERNATIONAL ARTS, AACHEN
JULY 2004

Thanks to a new conservation strategy, video works from the early years of video art are accessible to the public again. The Ludwig Forum für Internationale Kunst in Aachen shows refurbished artists’ videos from the museum’s collection in its exhibition Video et Cogito from July 2, 2004. The Ludwig Forum is Germany’s first art collection undertaking concrete measures for the protection of its valuable artists’ video collection in co-operation with 235 MEDIA.

The custom conservation strategy was developed at 235 MEDIA in Cologne with the support of specialised video technicians and a graduate restorer. The strategy is applicable to other collections, too, and creates the basis for a continued restoration of video art works. Additionally, the exhibition presents extensive information documenting the process of conservation and underlines the before/after effect in a series of photographs.

The development was made possible within the settings of the MedienKunstArchiv project for the conservation and digital archiving of video art tapes. The MedienKunstArchiv project (MKA) is supported by the German Kulturstiftung des Bundes (Federal Cultural Foundation) and the Kunststiftung NRW (North Rhine-Westphalia Art Foundation) and will make video art accessible online to the public for the first time. In a first stage, some 1,100 artists’ videos shall be digitised and entered into an online archive by the end of the year.

ILLUMINATION:EVOLUTION

CLIENT: Senckenberg Museum
APRIL 2004

For Luminale 2004 Atelier Markgraph, Showtec, Four to one and 235 MEDIA have worked in partnership to create a multi-media light-show in the Senckenberg Natural History Museum. The 235 MEDIA ®evolution interactive table will be placed in the Dinosaur Hall and will function as a control centre for light, video and sound.

This cable-free communication tool combines up to date sensor technology, user interface design and multi-media programming with the relaxed feel of sitting around a conventional table. Three billion years of evolution to an infinite future:

The Senckenberg museum embodies the patina of research upon which pivotal moments in the development of life and of the multitude of species are etched. The Senckenberg museum is considered a beacon of scientific excellence in Frankfurt Rhine-Main.

PARTNERS:
In cooperation Atelier Markgraph,
Showtec,
Four to one

Textiles St.Gallen

CLIENT: TEXTIL MUSEUM ST. GALLEN
2004

Textile culture has left its mark upon the region of St. Gallen in a nearly unmatched way. This unique tradition of craft and culture is the topic of the “Textile St.Gallen” touring exhibition created by Büro Veit Rausch to a commission by the Canton of St. Gallen. With the help of state-of-the-art media technology developed in co-operation with 235 MEDIA, the exhibition conveys both past and present of the textile creativity of Eastern Switzerland so unique in its variety and quality.

The interactive table developed by 235 MEDIA is used as central control unit for video and sound. The video projection on the table surface offers an view on the working table of a textile designer. Wireless sensor equipment on this surface allows to interactively control a menu that activates a variety of video projections.

Interaktives Buch

CLIENT: ART COLLECTION NRW
DECEMBER 2003

For the Art Collection NRW, K20, 235 MEDIA developed and implemented the interactive version of the artistic book “der Strom dein Zügel” by Gerhard Altenbourg.

Up to now, exhibited books and documents offered visitors only one opened double-page for viewing. With the interactive book the entire exhibit is now accessible. The visitor can now browse, select any pages and enlarge them, all virtually. The interactive book thus offers the possibility to explore valuable books and documents in detail and to provide additional information.

The exhibition “Gerhard Altenbourg. Im Fluss der Zeit. Retrospektive” was opened on 13.12.2003.

Art Cologne

CLIENT: koelnmesse
28.OKTOBER til 2.NOVEMBER 2003

On the catwalk at Art Cologne. Kirsten Geisler’s Virtual Beauty welcomes visitors to Art Cologne.

In close cooperation with KölnMesse, 235 MEDIA presents the computer animation “Catwalk” – as an installation on the canopy of the main entrance. Additional works by Kirsten Geisler can be seen at 235 MEDIA, Hall 1.1, Stand 28.

A naked beauty moves over the runway towards the visitor with an artful swing of the hips. She looks towards him, then turns, and the catwalk begins anew.
Kirsten Geisler works with virtual creations. She uses the power of digital technology to create artificial beauty. Geisler develops women’s heads, Virtual Beauties, which she designs on the computer, drawing on research into human perceptions of beauty. Although Geisler’s “Beauties” appear to fulfil all the ideals of female beauty, the blank expressions on their well-proportioned faces are nonetheless deeply puzzling for the viewer. Geisler’s comparison shows that stereotypical representations of women have by now reached such a level of artificiality, that the borders between the real and the virtual world are becoming increasingly blurred.

Having worked together with a cosmetic surgeon, Kirsten Geisler has achieved excellent results. The simulation swings her hips in a confident walk towards the observer, who is unsure whether to submit to this delicate seduction or reject its obvious clichés.

PARTNER:
In Cooperation with koelnmesse

Bill Seaman

CLIENT: Bill Seaman
2001

The genetic and nano-technical progress that is being made today is portrayed as something almost inevitable by its supporters and opponents alike. The computer specialist Bill Joy characterizes nano-technical development as a “Faustian bargain“ and thinks that we are opening a “new Pandora’s box“. The researcher Ray Kurzweil belongs to the great optimists and prophecies that technical progress will take off at lightning speed and foresees the fusion of man and machine.

The dream of tiny robots racing through a human’s arteries in order to destroy pathogens on the spot at the same time implies that so-called nano-robots can copy and reproduce a human brain. Man’s wish to improve the human body is as old as man himself. The technology with which it would be possible to realize such tempting visions exists in outlines; however it is impossible to know exactly what its effect on human life will be. The present debate raises hopes, addresses imminent dangers and poses the question of what it means to be human.

Based on this topical subject which scientists are doing research on, which is incorporated so often in science fiction movies and novels and which could soon be a part of our everyday life, INVERSION takes a look at the potential body of the 21st century.

Bill Seaman and Regina van Berkel’s subtle observations of the complex relationship man-machine are transferred to their dance/performance/installation in fascinating metaphors. The choreography and the direct presence of the body comment and contrast the aesthetic and expressive power of the onslaught of media images, supported by the poetry ´of music and text.

In Bill Seaman’s works we are repeatedly confronted with his view of human movement. He assigns the observer an active role and makes it possible for him to have a sensuous experience.

PARTNERS:
ZKM, Karlsruhe
Kunsthochschule für Medien, Köln

Robots

2001

An exhibition concept based on the complexity of the phenomenon of robots as “A Being between Human and Machine”. Based on the history of humanoid robots, the complexity, fascination and relevance of the phenomenon of the human likeness has been arranged popular-scientifically for a broad audience.

In a direct confrontation with the variously developed and utilised robots in commerce, applications, fiction and art, concepts of robotics in connection with Artificial Intelligence and Artificial Life should be made directly experiencable for visitors.

A balanced and problem-conscious presentation should help contribute to reducing both blind faith in technology as well as irrational fears about the future and present the topic in an exciting and objective format.

Vision Ruhr

CLIENT: CITY DORTMUND
2000

The exhibition project `vision.ruhr´ opens up, with new artistic works and using the Ruhr conurbation as an example , the reality of life in and the transformation of an old industrial region. The art exhibition combines various display elements into a scenario that engages itself artistically with the historical heritage, the present time and artistic visions of the future.

Outstanding media installations, sculptures and performances by world-renowned artists are the focus of the exhibition, which will be rounded off by an event programme from the fields of music, film and Internet as well as museum-educational activities.

The central venue for the exhibition is the Jugendstil-Zeche Zollern II/IV in Dortmund. With works from Gary Hill, Doug Hall, Perry Hoberman, Studio Azzurro, Laurie Anderson, Jochen Gerz and many more.

Doug Hall

CLIENT: Doug Hall
2000

Doug Halls environment allows for a complex spatial experience through the cooperation of several media. The whole of the exhibition area is integrated into the dramaturgy by creating a complex spatial structure with the help of various steel constructions and by using the walls as projection screens.

Within the darkened room, huge video projections and six video monitors create a dramatic scenery of tempests, fires and floods. These impressive but non-directive—and virtual—energy potentials of Nature presented to the audience both as video images and as sounds, are contrasted with a physical installation exhibit: In certain intervals, a Tesla coil produces enormous “live” electrical discharges in the hall.

The name of Doug Halls installation THE TERRIBLE UNCERTAINTY OF THE THING DESCRIBED refers to Edmund Burkes “A Philosophical Inquiry into the Origins of Our Ideas of the Sublime and Beautiful”. Hall draws on Burke’s description of the relationship between Man’s awe in the face of the powers of nature and the sciences quest for enlightenment, staging this field of tension with the help of video technology and various steel constructions. Both fascinating and frightening, the installation does not only deliver a representation, but also an analysis of the transformation of energy. The taming of the sometimes destructive natural powers, represented by the artificial electrical arcs created with the Tesla coi, l seems to be successful; yet it becomes obvious—also under consideration of the latest news of natural disasters all over the world—that Man with all the technology at his hands still is not able to canalise more than a fraction of these enormous powers.

Andres Bosshard

CLIENT: vision.ruhr, Dortmund
2000

An interactive sound architecture to the plans of old sun dials: Echo-cascade for the production of sounds of subterranean vibrations and their optimum atomisation in higher layers of air.

Although sun dials of all sizes have existed for ages, the attempt to build a moon clock has not been made for quite a long time. A moon clock is an invisible machine. Its effects are only audible. The lunar powers of tide do not only influence the sea but also the different layers of rocks. Deep sound vibrations come up daily in different rising and falling cycles. A sound-based moon-clock makes those huge subterranean sound waves audible and brings them to the surface.

Four sound stones are set up immediately above ground with a distance of 25 metres from each other. They form the sound foundation for an echo-cascade rising up to 20m. This leads the sound movement of the deep sound vibrations along an alley and far beyond its tree tops. Six see-through sound transformers are hung up in the branches so as to enable every gust of wind to optimally blow away the sounds.

The layers of air themselves are naturally filled with huge deep sound fields that, however, are inaudible to us. A moon-clock thus is a space where different adjacent layers of space can be brought into a relationship as if we could read the night time by listening to the moon shades. Admittedly, without the magic of poesy, the light of day does not allow any moonlight to be seen. However, the sound areas cycling in the alley that can be diverted by the visitors with the help of four motion sensors, do provide such an impression.

Grahame Weinbren, Tunnel

CLIENT: Stadt Dortmund
2000

Over some stairs, the visitor enters a 30 m long artificial tunnel mounted on top of a set of uprights and running freely through the machine hall of the mine Zollern ll/lV. The tunnel, an abstracted coal seam, is built in zigzagged shape; its inside height varies between 2.5 and 4 metres.

In turn, the floor and the ceiling of the tunnel are used as projection surfaces. As soon as one enters the dark corridor, head and shoulders of a human appear on one side, feet and legs on the other, moving through the tunnel as a “virtual companion” in sync with the visitor’s walking speed. Since the images are projected onto transparent surfaces, visitors always get a glimpse at parts of the old machinery.

With the movement through the tunnel, the appearance of the alter ego changes: While being clothed in the style of the turn of the century at the beginning, its clothes take on a more and more modern form the closer the visitor gets to the end of the corridor.

Against the background of the unchanged old industrial plant, the change of the industrial society is portrayed through the outer transformation of the “virtual companion”. The walk through the tunnel becomes a journey through time.

Jeffrey Shaw

CLIENT: Kunst- und Ausstellungshalle der Bundesrepublik Deutschland
2000

The interactive installation PLACE RUHR exhibited from June 7 through July 20, 1997 at the Arts and Exhibition Hall of the Federal Republic of Germany in Bonn extends classical panoramas in painting, photography and cinematography into three-dimensional virtual spaces.

A circular room with a diameter of 8,9 metres is installed in the exhibition area, its walls being used as projection surface. Inside this 260-degree screen, users can operate three video projectors covering a panorama section of 120 degrees each..

The projection system is installed on a motorized platform; through a simple interface, users control the direction and depth of camera movements, allowing them to zoom in or out of the panoramic landscape.
The projected scenery consists of eleven panoramic views captured with a special panorama camera and combined in a computer-controlled system. The various panoramas—in the case of PLACE RUHR, industrial landmarks of the Ruhr region were used—are represented as round objects within a virtual data space and can be accessed and left singly through the control unit.

On the inside of the cylinders, video sequences are presented that correspond to the topic and place of the outside of the objects in question. These video sequences are produced at characteristical places. For the PLACE RUHR installation in Dortmund, actions with different elements were produced, including fire, water and smoke as well as sequences with actors, children, sportsmen, etc. Each cylinder is assigned a symbolic live element closely connected to the specific landmark and the position of the cylinder.

An additional microphone on the control unit allows visitors to trigger a computer program that projects three-dimensional fragments of text into the panorama.

Jill Scott

CLIENT: Zeche Zollern II/IV
2000

Jill Scott’s large spatial installation consists of two interactive sections. The artist uses the representative architecture of the Zollern ll/lV mine’s “Steigerhalle” hall as a projection surface for seven video projections.

In the first section, visitors are assigned the role of observers, out of which they are given the opportunity to enter in a sort of dialogue with six different persons—three men and three women—representing the industrial workers of the Ruhr area from the beginning of the 20th century to the present. The six characters are fictional personalities modelled by Jill Scott to the results of intense archive studies, oral tradition and interviews.

The individuals work in different industrial branches; yet, they have in common a reflected view on their work and living situation. With the help of six electronic interfaces—custom-made computer-controlled chairs—, visitors can explore the history of each of the six persons. The control system allows the selection and order of subjects that the characters talk about. By following the whole of the six life stories, visitors become witnesses of the changing work situations; however, this is not achieved by merely imparting facts and figures, but by intimate insights in the worker’s lives. The video images are projected onto the insides of the big blinded arched windows of the “Steigerhalle” hall, merging the workers’ life stories of the workers into the architecture of the mine.

The second section of BEYOND HIERARCHY consists of a video projection on the window opposite the entrance of the “Steigerhalle” hall and an interface that needs to be operated by two simultaneously to start the projection. The two visitors are required to shake hands —a metaphor for solidarity—through both openings of the box-shaped interface. This triggers the projection of documentary (“objective”) film material showing acts of protest and solidarity of the labour movement interspersed with images of equally fictitious labourers who comment the footage from their personal point-of-view.

Jill Scott uses the electronic media as an instrument to digest history, offering the audience the subjective reports of fictitious “witnesses” to create a point-of-view allowing for an identification with the past on a very personal level. a view on history.

Jim Campbell

CLIENT: Zeche Zollern II/IV
2000

The installation BALANCING ACT consists of a dark rectangular room with a large square rear projection video screen at one end and a small LCD video screen at the other end. On the floor, next to and facing the large screen, there is a walker filled with lead. In front of the walker, on the large screen, is a changing solid color field of light. Towards the bottom of the color field, there is a shadow of the walker.

As the viewer heads towards the walker and stands near it or within it, he perceives that the shadow of the walker in the image is not live. In other words, even if the viewer is looking at the image from within the walker, ha still sees the shadow of an empty walker. It seems like a mirror in which the viewer does not exist. The color field of light is constantly changing, slowly transitioning from one color to the next, lighting the whole space and the viewer with a single color at any one moment.

On the small video monitor at the other end of the room, there is a still image from the Wizard of Oz, produced in 1939. The image is taken from the scene shortly after Dorothy meets the Scarecrow which has a hard time standing because his knees are made of straw. When the viewer gets close to the small image he sees a single black pixel slowly moving from the left to the right and then down along a line, slowly scanning the image. It soon becomes apparent that the moving black pixel represents the location of the color that is currently being displayed on the rear projection screen behind the viewer.

As the pixel moves across the yellow brick road, the room fills with yellow light immersing the viewer in the same color as the moving black pixel on the image is being immersed in, giving the viewer the sensation of being within the image as a pixel and stuck in a 2 D world without being able to see beyond.

Jochen Gerz

CLIENT: ZECHE ZOLLERN
2000

For the duration of the exhibition “vision.ruhr” on the premises of the former mine Zollern ll/lV in Dortmund, Jochen Gerz realöised the set-up of a digital photo studio and a frame workshop.

The photo studio offered every visitor the possibility to get a photograph taken for free by a professional photographer according to the artist’s instructions, which was framed afterwards in the workshop. At the same time a second identical photo was printed and framed and transported to the local museum “Museum am Ostwall” and exhibited. An estimated amount of 5600 portraits of 50 by 60 cm had been produced twice. The back of each photograph contained exact specifications, such as the date and serial number of the portrait, as well as a certificate about the context of production. However, visitors did not received their own portrait as a gift, but rather a randomly chosen portrait of another person. The image of a stranger in the recipient’s private space thus became a symbol of the social interaction of unselfish giving.To see their own portrait the visitor had to go to the museum.

Masaki Fujihata, Vertical Mapping

CLIENT: Stadt Dortmund
2000

Masaki Fujihata’s interactive and networked installation VERTICAL MAPPING is oriented along the communication between miners above and below ground.

The installation consists of five hoisting cages that serve as the basis for the exploration of a three-dimensional computer-animated underground landscape where you can meet other visitors and communicate with them. Two of these cages are the original hosting cages of the Zollern ll/IV coal mine, two stylized copies can be found in the maintenance building of the mine, and another one on the balcony of the pithead baths. The different places where the hoisting cages are positioned are linked by “Shared Virtual Environment” technologies. VERTICAL MAPPING is a virtual pit system that contains quite a few surprises and invites the users to communicate.

The interface of the control system is the hoisting stand, or rather, its copy. The right lever is used for the movement along the X-axis (left and right), the left lever along the Y-axis (up and down). Next to the chair there is a telephone over which one can communicate with the actors of the other hoisting stands.

VERTICAL MAPPING uses an extended version of the software for “Global Interior Project”, 1996, and “Nuzzle Afar”, 1998, developed by Takeshi Kawashima.

Perry Hobermann, Workaholic

CLIENT: Stadt Dortmund
2000

A bunch of cables is hanging from the ceiling like a giant pendulum. On the lower end of the cable, just a few centimetres above ground, an omnidirectional bar code scanner casting its intense red laser light onto the floor is supended. A laminated print of about six square metres containing hundreds of bar codes and other high-contrast black-and-white images covers the floor beneath the scanner. A few metres above ground, a small video projector is mounted to the cabling, casting its images downward.

By swinging to and fro, the scanner reads the various bar codes at random. The projector projects an image to the floor that swings in tune with the scanner at its centre. The bar code data are forwarded to a computer controlling the video projector and constantly changing the images and animations. The images are determined by the bar codes, their appearance depending on the direction of the scanner/pendulum’s swing.

An octagon railing of the size of the pendulum?s maximum swing surrounds the cable bundle. On it, eight powerful hairdryers are mounted to act as a sort of interface. The visitors may direct the jet of the hairdryers towards the pendulum in order to change its course. Several visitors can combine their efforts to force the pendulum into a certain swinging plane or into a circular motion that will produce spectacular images.

The work and its hard-to-use interface evoke associations of a consumerism out of control, with a flood of goods and transactions melting into each other and becoming undistinguishable.

Sommerer & Mignonneau, Industrial Evolution

CLIENT: Stadt Dortmund
2000

In the installation INDUSTRIAL EVOLUTION visitors can interact with historical photographs from the time of the Industrial Revolution. Pictures of factories, mines, assembly line, production sites and connected administration buildings convey a fascination for the technical achievements of the time, not unlike the one that can be felt towards the present digital revolution.

In part, the images selected present the mine Zollern ll/lV in Dortmund, others show factories and production sites from all over the world. Many of the images accessible in the installation are stereo photographs from the middle of the 19th century. They were looked at through a so-called stereoscope that allowed a three-dimensional view.

Based upon the idea of combining those historical pictures of the Industrial Revolution with the digital technology of our time and opening them to be experienced by the visitors, Sommerer and Mignonneau created this interactive and immersive virtual environment integrating the audience.

INDUSTRIAL EVOLUTION allows the visitor to enter the historical images and to interact with them. When entering the installation, visitors see themselves on the projection screen being set into one of those pictures. By moving within the real space of the environment they may simultaneously experience the virtual three-dimensional space of the historic photograph.

Peter Kogler

CLIENT: Stadt Dortmund
2000

Within the setting of the media art exhibition vision.ruhr, Peter Kogler designed two huge printed courtains covering the lateral windows for the right half of the great machinery hall of the Zollern II/IV mine. Kogler’s works, developing their
best effect when in large formats, are based on recurring patterns of graphic items.

This work referring to the tools of coal mining was custom designed for the machinery hall by Kogler. In addition to the artistic message it conveyed, the curtain was actually intended to darken the right-hand side of the hall.

Ich ist etwas Anderes – Kunst am Ende des 20. Jahrhunderts

CLIENT: K20 – Kunstsammlung Nordrhein-Westfalen
FEBRUARY 2000 bis JUNE 2000

As the title ICH IST ETWAS ANDERES – KUNST AM ENDE DES 20. JAHRHUNDERTS (“Me is something else—Art at the end of the 20th century”) suggests, works by 50 contemporary artists from the last 35 years were selected for this exhibition, that is, images, sculptures, objects, photographs, video works and installations dealing with question of the individual, of the subject, of the ego and of identity.

The background: The general availability of video technology, especially of the first portable video recorders, led to a real boom of art experiments with this new medium in the early 1970s. But many artists, especially female ones, first used the video technology exclusively as a means of documentation for their activities and performances that were still strongly influenced by the Fluxus movement. The new way artistic expression termed “video art”, however, remained controversial for a long time and owed much to the tradition of happening, activities and décollage. The pioneers of video art would present impretinences and absurdities by by taking everyday actions out of their context, thus exposing well-known behaviours and fixed codes in isolation. Often, the early video works document actions where the investigation of the own identity was closely connected to physical borderline experiences.

Like hardly any other medium, video has not only changed the horizons of perception, but also initiated various practical self-attempts. In no other form of media statement, the artist was present so often as object, model or protagonist as in the video art. In this way, video was connected in an ambivalent manner to the staging of corporeality. The discrepancy between the non-corporeal—electronic—essence of the medium and the emphasis on sensual-physical perception became a main characteristic of video art. The examination of the relationship between the body image, the self and identity became a typical feature of the genealogy of video art in the following years.

Toshio Iwai

CLIENT: Kunst- und Ausstellungshalle der Bundesrepublik Deutschland
APRIL til JUNE 1999

COMPOSITION ON THE TABLE is an interactive installation that allows several visitors at the same time to develop musical compositions in real-time. Besides, Iwai presents a new visualisation of complex musical contexts with the help of simple symbols.

The table construction based upon computer software developed by Iwai presents a simple interface. It consists of a grid of 36 push buttons combined with a data projector. The projector is situated on the ceiling above the table. The projection technique shows simple graphic symbols referring to the push button and allowing for the selection of various “instruments”. By pushing various combinations of the buttons, the looped musical compositions can be started and changed; furthermore, they can be experienced graphically by watching their projection on the table

This new combination of graphics, electronic music and simple interface offers infinite possibilities of musical design. Toshio Iwai presents two new table constructions with a diameter of 120 cm. They are part of a series of table installations that he has been creating since 1998.

Jean-Louis Boissier, Seconde Promenade

CLIENT: Art and Exhibitions Hall of the Federal Republic of Germany
DEZEMBER 1998

Boissier’s installation SECONDE PROMENADE, exhibited at the Art and Exhibitions Hall of the German Federal Republic between December 3, 1998 and February 2, 1999, combines different media: Pictures, sounds, music, videos and computer-based text. This hypertext is closely related to Rousseau’s original work “Seconde Promenade”

By means of simple interaction with the artwork, visitors can read Rousseau’s text in all sorts of variations. Furthermore, the installation refers to the Rousseau’s complete literary and philosophical work as well as describing the results of the research conducted. This piece of media art is essayistic on one hand; on the other, Boissier describes autobiographical aspects of Rousseau‘s life and work.

“Seconde Promenade” is a central part of Jean-Jacques Rousseau’s (1670-1712) text “Rèveries du promeneur solitaire” (Monologues of a lonely walker). This text is a counterpart to the stories about the flowers of the island of Saint Pierre that served as foundation for Boissiers earlier installation “Flora petrinsularis”. The stories describe the moment in which Rousseau decided never to write again, only to start his work on “Confessions” at the same time.

“Seconde Promenade” stands for a moment of rebirth: Rousseau is spending an afternoon walking, collecting plants in the autumn landscape on the hills of Ménilmontan. Absorbed in his own thoughts, he remembers wonderful moments of his life. Suddenly, he is attacked by a dog, loses his consciousness and only slowly regains it. This experience is what he describes in the “Monologues of a lonely walker”.

The aesthetic power and the conceptional quality of SECONDE PROMENADE consists in finding a new language for the audio-visual media particularly on the interactive level, following both the literary and the cinematographic tradition.

Brian Eno

CLIENT: Art and Exhibitions Hall of the Federal Republic of Germany
1998

Brian Eno has created a series of constantly changing audio-visual installations – environments that are slow, subtle and yet overpoweringly enchanting. He places single light objects together creating an ensemble which permanently takes on new combinations due to changing video sequences and slide projections. The objects, placed by Eno in a fully darkened room consist mainly of a semi-transparent sculpture wrapped in parchment paper with a video monitor or projector hidden inside.

As with his music, he seeks to create an atmosphere rather than a “piece of Art”. These are places in which one would like to stay, places which engage the visitor and take him into a new, quiet world.

The exhibition climaxed with a great party in the museum grounds. Under the banner „Sushi! Roti! Reibekuchen!“ there was food and drink for a thousand guests. Brian Eno performed on stage for the first time in 15 years. Eno improvised with musicians including Holger Czukay until the local police shut off the power.

Francisco Ruiz de Infante

CLIENT: Art and Exhibitions Hall of the Federal Republic of Germany
1998

In the exhibitions hall there are ten tables, arranged in three groups and surrounded untidily by fourteen chairs. Within these groups, the tables are connected by big plates of frosted glass with monitors installed underneath, the screens of which face upwards.

Two wall-high images are projected onto two opposite walls, showing close-ups of different animals in quick succession. Slight digital manipulation of image speed and minor details lets the animals move bodies and mouths simultaneously, uttering strange sounds suggesting that the animals are speaking. The ensemble of sounds is complemented by another complex input of translation attempts.

14 II Lind Headphones are hanging from the ceiling, completing the installation. When the visitors takes a seat and wear the headphones, they can listen to a simultaneous translation of all the sounds and witness the strange animal conversation. What is special about these headphones is that four of them translate the text into Spanish, three into English, three into French and three into German. However, the translation seems strangely disjointed and consists of monotonously lined up sentences. So, visitors can select an understandable language but they will only hear a new series of sounds, in this case human. Like the expressive animal sounds, these human utterances make only as much sense as the own the power of imagination is able to decipher.

George Legrady

CLIENT: Art and Exhibitions Hall of the Federal Republic of Germany
DECEMBER 1997 til FEBRUARY 1998

TRACING is an installation examining the relation between the countryside and what seems to be the cultural centre. The exhibition room is separated in the middle by a 4m wide wall, on which you can see a video projection on each side.

George Legrady describes the two parts of the room as „two sides of a coin“, as heads or tails, as pitch-penny, as a decision to be taken. The element connection this metaphor is a letter in which a man from Eastern Europe complains that his Western friend doesn’t answer and obviously has no interest in the friendship anymore. The letter seems to glide to and fro through the wall, presenting itself in connected passages on one side while being visible on the other only whenever certain passages are actively clicked on with the mouse.

In the front part of the room, the movements of the visitors are registered via sensors, which triggers the picking of selected fragments from the linear text via computer control. Those text passages are connected to specific video sequences that are projected onto the rear of the wall. There, Legrady confronts us with atmospheric pictures from Eastern Europe; with views of squares, front doors and interiors as well as with private impressions.

Additionally, in the rear part of the room you can read selected passages of the letter with the help of a computer mouse, which in turn activates the video sequences. Thus, te selection of the video images and text parts is a complex interaction between the movements in the front part of the room and the active selection of text passages by the computer mouse.

Masaki Fujihata

CLIENT: Art and Exhibitions Hall of the Federal Republic of Germany
SEPTEMBER til NOVEMBER 1997

Masaki Fujihata calls many of his works “experiments”. To him, BEYOND PAGES is a piece of art. This is among others due to the well-defined framework conditions that—contrary to many of his other works—are not designed as an open process.

The viewer finds a situation that is invitingly oriented towards the moment of reception. The book as a bearer of information and a means of memory is, to Fujihata, important for the culture of writing and for the learning of linear reading. His interest in testing and using multimedia technologies allows him to question the qualities and limits of this medium. The book as an interface still simulates the leafing through pages; however, the limitations
induced by the two-dimensionality of the surface and the rigidness of the characters is overcome in an elegant manner.

Fujihata introduces moments of surprise the effects of which lie consequently in an extension of the usual quiet and silent existence of an illustrated text. Three-dimensional and animated elements appear on the pages, the pulse-giving gesture is linked to acoustic signals.

With BEYOND PAGES, Fujihata refers to the potential of technology and to the task of designing out of concentration and interest with fantasy what is appreciated as the content.

Masaki Fujihata

CLIENT: Art and Exhibitions Hall of the Federal Republic of Germany
SEPTEMBER til NOVEMBER 1997

The interface between real and virtual space is formed by four cubes with one window each through which the virtual space can be explored.

Masaki Fujihata chose 18 symbols as allegories for the world that are visible as iconic representatives in one of the virtual spaces only. Furthermore, the installation is complemented by a sculpture consisting of 18 boxes containing each one figure that thematically matches one of the symbols.

As soon as someone acts at one of the cubes and finds him- or herself in one of the virtual spaces, a door opens at the sculpture and releases the figure matching the space accessed. One of the cubes is placed next to the sculpture, allowing to observe at the sculpture in which virtual rooms there are other participants, and to get in touch with them.

The installation is the exemplary attempt to realize communicational design with modern technology and to experience new possibilities of cultural exchange. GLOBAL INTERIOR PROJECT mediates an understanding of the meta-structures of electronic communication networks and their interfaces between real and virtual spaces.

Ulrike Rosenbach

CLIENT: Art and Exhibitions Hall of the Federal Republic of Germany
MARCH til APRIL 1997

With the installation IM PALAST DER NEUGEBORENEN KINDER (In the Palace of the Newborn Children) Ulrike Rosenbach realizes her latest work, a custom design for the MedienKunstRaum of the Art and Exhibitions Hall of the Federal Republic of Germany.

Through a narrow entrance, the visitor enters a long octagonal room, the sides of which are made up entirely of video screens. From these projection areas, oversize images of children moving in a slow rocking dance look down on the visitors, encircling them with their roundel. The portraits of the children seem serious, blown up, almost gigantic, and they are underlined by a sound composition of a deep, monotonous heart beat and by electronically distorted children’s voices. The image of a computer monitor seems to float on the small front side of the octagonal projection room, displaying children?s palms commented with the words “Life checker”, “Lifesaver”, “Live runner”.This giant ensemble of animated images leaves the visitor in a helpless state, confronted with a kind of juvenile violence that demonstrates its power with a combination of awareness and static personality.

In the narrow image space of the walkable installation, the artist confronts us with a future vision of children who appear as half human, half android—fictitious images of a world that appears as a mirror of the torn inner condition of our society. The children as a metaphor for the future and a new start full of hope are questioned by the form of the installation and become uncertain carriers of a future draft of the world.

Bill Seaman

CLIENT: Art and Exhibitions Hall of the Federal Republic of Germany
SEPTEMBER til NOVEMBER 1996

The interactive installation is based upon audiovisual and textual compositions dealing with travel, motion, and sensuality.

Within the exhibition space, one side of about nine metres is covered with projections from three video beamers. This view into a virtual world presents itself as a menu system that can be controlled via a trackball, video disc player and computer and allows embarking on a poetical journey around the globe.

A complex system of short haiku poems that can be constructed in ever new variations forms the basis. Each haiku is associatively connected to video sequences and music composed by Seaman that are played back in parallel—a poetical discourse about love, sexuality and sensuality in a global networked society.

In addition to the interactive use by the audience, an autonomous poetry generator constructs further haikus that are projected by one of the three beamers. Here, artificial intelligence and the displacement of language are being addressed.

The conceptual superposition of the projected spaces defines a flowing imaginary space open for the viewers/participants and constructs new kinds of hybrid locations with the help of the latest technologies.

Gary Hill

CLIENT: ART AND EXHIBITIONS HALL OF THE FEDERAL REPUBLIC OF GERMANY

1996

In his installation CIRCULAR BREATHING, Gary Hill combines five detail shots with five fragments into seven chapters.

The pictures move along the wall in mathematically structured sequences. The more pictures are visible on the five projection surfaces, the more the speed of upcoming pictures decreases, going into slow motion before coming to a standstill. The picture sequences and the synchronous sound blend and separate at the same time, suggesting elements of a story and forming intuitive allegories without coming into a linear narrative structure.

In the context of the works about perception, consciousness and communication CIRCULAR BREATHING is Gary Hill’s most outstanding work. The title refers to a special technique of breathing as practised when playing wind instruments and in Chinese Tai-Chi. CIRCULAR BREATHING symbolizes the process of perception in memory and is an exercise of renouncing a meaning. Pre-structured chapters like “Strassenszene” (Street Scene), “Baustelle” (Building Site) or “Klavierspiel” (Piano Play) encourage the perception to formulate a structure of narration. But in the race with the disappearance of the fragments of pictures and sound, the attempt of a linear narration dries up. The continuity of seeing meets with the instability of the flickering images and the discontinuity of the narrative technique.

Following the rhythm of the images, the eye has to breathe, between a fade-in on the leftand a fade-out on the right hand side. The appearing and disappearing of the images and sounds corresponds to the process of remembering and forgetting. The images show up as if emerging from a stream of lost recollections just to disappear again into oblivion.

Sommerer & Mignonneau

CLIENT: Art and Exhibitions Hall of the German Federal Republic
JUNE til JULY 1996

With the interactive real-time installation A-VOLVE the visitors of the Art and Exhibitions Hall of the German Federal Republic in Bonn were offered the opportunity to create and influence virtual beings via a graphics computer had between June 5 and July 28, 1996.

Through a touch-screen, users could assign the figures any shape and structure and convert them into three-dimensional beings that seem to swim in a video-projected water basin. The beings develop in an evolutionary process and can be influenced in their creation and development by human interaction.

The movement and behaviour of the virtual beings is defined by their shape that the viewer has drawn on the touch screen. Their spatial behaviour is an expression of their shape and their shape is an expression of their adaptation to the environment. The motional capabilities of these beings determine their ability to survive in the pool. The most capable being will survive the longest and be able to mate and reproduce.

In the mutual fight for survival, the beings will try to receive as much energy as possible. Predators hunt for prey to kill it. Furthermore, the creatures react to visitors and the movements of their hands on the water surface. If a visitor tries to catch one of the beings, it will try to escape or to stay calm if actually caught. Thus the visitor is able to influence the process of evolution by protecting the victim from the predator.

If beings of matching strength meet, they can procreate a descendant and a new being gets „born“. It carries the genetic information of its parents. Mutations and crossbreeding represent a natural mechanism of reproduction following Mendel‛s laws. The newborn will soon grow up to its full capacities of reaction and and interact with visitors and other creatures.

Algorithms developed by Mignonneau and Sommerer guarantee smooth and natural movements and an animal-like behaviour of the beings. None of the beings is predetermined; all of them are created in real-time by interaction of the visitors and of other creatures. That allows an unlimited abundance of forms that reflects human and evolutionary rules.

Studio Azzurro

CLIENT: Art and Exhibition Hall of the Federal Republic of Germany
1996

Six slightly bent tables standing in a darkened room, on each of which one projection is visible: a sleeping woman, a burning candle, a water-filled bowl, a set table etc. By simply touching the surfaces of the tables the visitor provokes changes in the projected pictures: the woman awakes, the candle falls over and sets the table cloth on fire, the bowl of water spills over, the table cloth gets pulled down.

“Touch” is the pivoting point of this work: the only sensorial perception requiring an action to make an experience. You have to dare something if you want to touch: Hands need to be stretched out, grasping in order to grasp, without the opportunity to reassure oneself beforehand of the consequences. Touching inevitably creates a relation — even if it happens in an imaginary space.

Agnes Hegedüs

CLIENT: Art and Exhibition Hall of the Federal Republic of Germany
1995

The interactive installation BETWEEN THE WORDS is designed for two performers and is based on the artist’s earlier telecommunication works.

A wall in the room separates the actors but allows a look through a semi-transparent window onto computer-generated hands and the person standing opposite. Through joysticks, each actor can now design and control virtual hand gestures, which not only allows for non-verbal communication but makes it necessary as the only means to communicate.

The possibility of computer-based interaction with the piece of art is one of the few really new dimensions in the arts. Agnes Hegedüs designs scenarios of this interaction and invents new interface techniques. Her artistic work ranges in the area of tension of game and art. She deliberately takes on the challenge of employing computer and joysticks in order to convey both artistic contents and contexts. On one hand, she uses the rules of the game, just to give it a completely different meaning on the other—all in the sense of a ready-made à la Duchamp.

The visitor does not interact within the installation to win or to have fun: rather, the game structure becomes a metaphor that questions our expectations and judgemental criteria of works of art. Simultaneously, BETWEEN THE WORDS explores our capability of a non-verbal communication.

BETWEEN THE WORDS is a co-production of the Art and Exhibitions Hall of the Federal Republic of Germany in Bonn and of the „Ars Electronica“ in Linz.