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E-U-R-O-P-E-A-N_I-N-T-E-R-C-U-L-T-U-R-A-L_D-I-A-L-O-G-U-E<br />

SPECULUM ARTIUM 08<br />

Ljubljana – Dunaj/Vienna – Praga/Prague<br />

Akademija za likovno umetnost in oblikovanje,<br />

Univerze v Ljubljani/Academy of Fine Art and Design,<br />

University of Ljubljana, Slovenia<br />

Univerza za uporabne umetnosti Dunaj/<br />

Universität für Angewandte Kunst Wien/<br />

University of Applied Arts Vienna, Austria<br />

Akademija za likovne umetnosti iz Prage/<br />

Akademie výtvarných umění v Praze/<br />

The Academy of Fine Arts Prague, Czech Republic<br />

http://www.alu.uni-lj.si/<br />

Srečo Dragan, profesor/professor<br />

Mirjana Batinić<br />

Marko Glavač<br />

Iztok Holc<br />

http://www.dieangewandte.at/<br />

Ruth Schnell, profesor/professor<br />

Peter Tilg<br />

Christoph Höschele<br />

Daniel Kauer<br />

http://www.avu.cz/<br />

Markus Huemer, profesor/professor<br />

Jaroslav Hrdlicka<br />

Michal Pustejovsky<br />

Stepan Klenik<br />

Integrirana umetnost potencialnega časa/<br />

Integrated Art of a Potential Time<br />

22. – 24. 5. 2008, Mestna galerija Ljubljana/City Art Museum Ljubljana, Mestni trg 5, Ljubljana, Slovenija


Okultizem in obskurizem črne škatle v medijski<br />

umetnosti: Carcere (01) in Carcere (02)<br />

Arhitekturne vizije Giovannija Battiste Piranesija lahko<br />

razumemo kot projekcije notranjega jaza, s tem pa se nam<br />

odpira eden od možnih pogledov na problematiko medijske<br />

umetnosti: arhitektura računalniškega softvera in arhitektura<br />

črne škatle v inštalacijah medijske umetnosti sta podobno<br />

obskurni in celo okultni kot je arhitekturni svet bakrorezov z<br />

naslovom Carceri. Piranesi je ustvaril omenjene ječe v letih<br />

1742/43 ter se k njim vrnil še enkrat leta 1761. To niso le<br />

njegova najpomembnejša dela, ampak so prelomna tudi v<br />

okvirih umetnostne zgodovine. Kot popolnoma fantazijski<br />

svetovi predstavljajo arhitekturne rešitve »negativnih<br />

utopij«. Piranesijeve ječe napovedujejo umetnost surrealizma.<br />

Strukturno so bolj podobne »čistemu zlu« (prim. Immanuel<br />

Kant, Religija znotraj meja samega uma, 1793), čudnim, celo<br />

okultnim sanjam kot pa arhitekturi. Negirajo čas, premeščajo<br />

prostore in jih vzporejajo z novozgrajenimi hibridnimi<br />

svetovi, nakazana je ukinitev gravitacije, vznemirjenje ob<br />

nemogočem se staplja z nadnaravnimi fenomeni, ki jih ni<br />

mogoče znanstveno razložiti.<br />

Piranesijeve vizije ponavljajo podobne si, temačne<br />

arhitekturne elemente v neskončnost, gradijo brezmejna<br />

klavstrofobična prizorišča. Celo ko jih razumemo zgolj v<br />

metonimičnem smislu, so še vedno obskurne, saj se hodniki,<br />

stopnice, lestve in mostovi nizajo v neskončnost brez izhoda.<br />

Carceri so sestavljeni iz arhitekturnih elementov vseh<br />

preteklih stoletij. To seveda še ne pomeni, da fantastične<br />

arhitekturne vizije in slike ruševin pred renesanso niso<br />

obstajale, prav tako ni arhitekturni eklekticizem novost ali<br />

osrednji vidik – najdemo ga npr. že v delih Monsù Desideria –<br />

gre bolj za nenavadni sinkretizem arhitekturnih slogov, ki<br />

zbuja občutje ujetosti v neskončnem sprehodu med sobami,<br />

zrcalnimi podobami in ponavljanji. Prav tu najdemo<br />

sorodnost s surrealizmom.<br />

Danes lahko najdemo podobna neskončna ponavljanja in<br />

zrcaljenja v virtualnih svetovih, ki jih gradimo s pomočjo<br />

računalnika s ponavljajočimi se algoritmičnimi zankami v<br />

računalniških programskih nizih. Podobno kot se<br />

arhitekturni slogi Piranesijevih ječ sinkretistično sestavljajo,<br />

tudi sodobni programski jeziki kot npr. Java uporabljajo<br />

odprtokodne predprogramirane segmente iz matrice. »V<br />

neprostoru matrice poseduje notranjščina določenega<br />

podatkovnega konstrukta neomejene subjektivne<br />

dimenzije,« piše William Gibson v knjigi Nevromant. CASE<br />

(Computer Aided Software Engineering) se uporablja za<br />

oblikovanje raznolikih grafičnih vmesnikov in podatkovnih<br />

zbirk. Case je obenem tudi ime junaka Gibsonovega romana<br />

iz leta 1984. Case zasleduje sanje, ki so jih ustvarili programi,<br />

izgublja se v podatkovni zbirki, v diagramu računalniškega<br />

vezja, ki zajema ves svet, priklopi se prek krova za vstop v<br />

kibersvet, ki njegovo raztelešeno zavest projicira v skupinsko<br />

halucinacijo matrice.<br />

Pretanjen psihološki avtomatizem je najti tako v kompleksni<br />

programski arhitekturi računalniških mrež kot v Piranesijevih<br />

arhitekturnih svetovih. V obeh primerih gre za surrealističen<br />

pritisk psihe na mišljenje, ki se ne ozira na razum, estetske in<br />

etične postavke. Virtualni svetovi, posebej kibersvet, in<br />

Piranesijevi svetovi temeljijo na surrealističnem verovanju v<br />

višjo realnost zanikanih asociacij, opomnikov o prevladi sanj<br />

in halucinacij nad razumom. Ena osnovnih predpostavk<br />

surrealizma je obstoj še ene dimenzije realnosti, ki je nad<br />

ravnjo zdravega razuma in vsakdanje logike in je zato<br />

poimenovana kot nad-realnost.<br />

V obeh primerih, Piranesijeve arhitekture ječ in arhitekture<br />

računalniških programov, je osamljenost izenačena z<br />

izključenostjo iz zunanjega sveta, kot zamolkla svetloba<br />

čudnih stanj zavesti in sanj v opijski omami. Znotraj teh se<br />

odvija zgodba, v kateri je meja med realnostjo in domišljijo<br />

zabrisana. Arhitekturni formi v omenjenih primerih nista<br />

simbolični ekspresiji notranje senzibilnosti in temnih počutij<br />

umetnika, ampak sta rojeni neposredno iz razuma. Sta svet<br />

okultnih sanj, pripisan silni moči človeške duše in obskurni<br />

domišljiji, v kateri se stvarnik giblje kot bitje lastne kreacije.<br />

Arhitektura obeh je animirana. Obstajajo določene povezave<br />

med človeško dušo, notranjim jazom in animirano<br />

arhitekturo. In umetniška domišljija je obskurna, saj njeni<br />

sestavni deli, kosi programa – arhitekturni blodnjaki tako<br />

rekoč – skrivajo temne skrivnosti.<br />

V svetu notranjega jaza je ta sam svoj bog, tisti ki ustvarja in<br />

opazuje svoj svet. Samo v tem svetu jaza se umetnost lahko<br />

razvije v smislu sinestezije, ki združuje čas in prostor.<br />

Skrivnost subjekta razkriva transcendentalno praznino. Vse<br />

obskurne zablode poniknejo v katarakt in posledično,<br />

arhitektura, v kateri so lahko predstavljeni digitalni virtualni<br />

svetovi v fizičnem svetu, je črna škatla, ki je tako temna, da<br />

njena izolacija skorajda nakazuje neskončne ponovitve.<br />

Tako se v inštalaciji, ki je redundantno poimenovana Črna<br />

škatla, ne vidi nič drugega kot zatemnjena soba, ki je bila<br />

pobarvana črno in v kateri na projekcijski površini, ki je ostala<br />

bela sredi črne stene, vseeno ni projekcije. Gledalec je ob<br />

vstopu v Črno škatlo zmeden, saj bele površine ne vidi takoj.<br />

Postopoma se mu oči privadijo na temo in bela, svetleča<br />

površina postaja vse bolj vidna. Je neke vrste nadomestilo za<br />

ekran, saj zavzema mesto v prostoru, kjer gledalec pričakuje<br />

projekcijo, s tem pa že vzpostavlja pogoje zidov bele<br />

galerijske kocke, ki predstavljajo intelektualno projekcijsko<br />

površino za kontemplacijo tradicionalnih slik, predstavljenih<br />

v njej. Inštalacija ni »umetnost o umetnosti« ampak logičen<br />

razmislek o pogojih, v katerih se umetnost predstavlja. Črna<br />

škatla, prazna in brez vsakršne opreme, postane umetniško<br />

delo. Črna škatla novih vizualnih medijev, praznega<br />

razstavnega prostora medijske umetnosti, je tako idealna<br />

slika s tridimenzionalno površino. Ta ekstremno reduciran in<br />

strogo konceptualen prostor za predstavitev medijske<br />

umetnosti, črna škatla, je animirana arhitektura. Je najbolj<br />

povzdignjena oblika slikarstva, z njenimi implicitnimi<br />

obsesijami in sublimacijo. Temna arhitektura, v kateri je<br />

predstavljena medijska umetnost, ni samo ontološki strah,<br />

ampak prej simbol sestopa v neskončnost notranjega jaza.<br />

Oddaljevanje od bele kocke in njenih predpostavk, kot so<br />

singularnost umetniškega dela in kult genialnega umetnika,<br />

je bilo eno izmed izhodišč za medijsko umetnost, vendar pa<br />

se prav te okoliščine vračajo v inštalacije skozi zadnja vrata.<br />

Teh okoliščin ne ustvarja sveta bela kocka, ampak prav<br />

navidezno obskurna, okultna, mitična in sakrosanktna črna<br />

škatla; vsak virtualni pobeg iz realnega sveta je ilustracija<br />

singularnosti umetniškega dela in umetnika.<br />

Markus Huemer<br />

Occultism and Obscurism of the Black Box in Media Art<br />

Carcere (01) and Carcere (02)<br />

Conceiving of Giovanni Battista Piranesi's architectural fantasies<br />

as projections of the inner self may represent one possibility of<br />

thematically addressing a fundamental problem of media art: the<br />

architecture of software programs and the architecture of the<br />

black box in media art installations function in a manner that is no<br />

less obscure, or even occult, than the architectural world<br />

rendered in the Carceri copper plates. The architect created these<br />

"dungeons" in 1742/43 and reworked them again in 1761. They<br />

are not only considered his major works, they can also be seen as<br />

something completely new in terms of art history. They are a<br />

world of imagination, pure phantasmagoria, and their aesthetics<br />

result in the strangest architectural forms of "negative utopias".<br />

What is new about Piranesi's Carceri is their anticipation of<br />

Surrealism. They are more similar in structure to a "radically evil"<br />

(cf. Immanuel Kant, Religion within the Limits of Reason Alone,<br />

1793), bizarre, even occult dream than to architecture. In them,<br />

the negation of time, the shifting of space paralleled by the<br />

simultaneous creation of hybrid spaces, the suggested and<br />

imagined suspension of gravity and the thrill of the impossible<br />

merge with supernatural phenomena that cannot or have not<br />

been scientifically explained.<br />

Piranesi's visions always replicate the same, or similarly dark,<br />

architectural elements ad infinitum, they suggest endlessly<br />

claustrophobic situations. Even when considered only in the<br />

metonymic sense, they can be described as obscure, since the<br />

corridors, stairs, ladders and bridges run on forever, while never<br />

revealing an exit. Furthermore, the Carceri assembled using<br />

architectural elements and relics from every century. This is not to<br />

say that fantastic architecture and paintings of ruins had not been<br />

found since the end of the Renaissance. Nor was their<br />

architectural eclecticism the really innovative or essential<br />

element - it could, for example, already be found in the work of<br />

Monsu Desiderio - it is more the peculiar syncretism of<br />

architectural styles, a syncretism, that aims at a sense of closure<br />

through endless flights of rooms, mirror images and repetitions.<br />

And exactly therein lies the proximity to Surrealism.<br />

A contemporary manifestation of the endless mirror images and<br />

repetitions found in Piranesi's architectural worlds can be found<br />

in the virtual worlds created by computers, in the repetitive loops<br />

and algorithms used in their program strings. Just as the<br />

architectural styles of the Carceri come together syncretistically,<br />

modern programming languages, such as Java, draw upon<br />

previously programmed segments from the matrix, which are<br />

available as open-source-code. "In the nonspace of the matrix,<br />

the interior of a given data construct possessed unlimited<br />

subjective dimension", writes William Gibson in his brilliant novel<br />

Neuromancer. "Computer Aided Software Engineering" (CASE) is<br />

used in designing diverse graphical interfaces and databases.<br />

Case is also the name of the hero in the cyberspace world created<br />

in Gibson's 1984 novel. Case is the protagonist in an endless<br />

computer story, an escape from the real world into cyberspace.<br />

Case is pursuing a dream created by programs, he is lost in the<br />

database, the circuit diagram of a world computer, he jacks "into<br />

a custom cyberspace deck" and it projects "his disembodied<br />

consciousness into the consensual hallucination that … [is] …<br />

the matrix."<br />

A delicate psychological automatism is found in both the<br />

complex program architecture of computer networks and in<br />

Piranesi's architectural worlds. In both worlds one discovers a<br />

surreal dictate of the psyche to think without being controlled by<br />

reason, beyond all aesthetic and ethical considerations. The<br />

virtual worlds, particularly those in cyberspace, and the worlds<br />

created by Piranesi are based on a surrealist belief in the higher<br />

reality of neglected associations, reminders of the omnipotence<br />

of dreams and hallucinations. Thus, Surrealism is not found in the<br />

immaterial world of the hereafter. One of its primary implications<br />

is the assumption of the existence of another dimension of reality,<br />

one that is on a level above common sense and everyday logic,<br />

hence a "sur-reality".<br />

Both in the architecture of computer programs and in Piranesi's<br />

dungeons, loneliness is equated with being excluded from the<br />

outside world, the dimming of light of bizarre states of<br />

inebriation and opium-induced dreams. In them, a story takes<br />

place, in which the border between reality and fantasy become<br />

blurred. Neither form of architecture is the symbolic expression of<br />

the innermost sensibilities, of the dark moods of the artist-author,<br />

they were born directly of the mind. They are the world of an<br />

occult dream, to the extent that it ascribes to the overwhelming<br />

power of the human soul, and of an obscure imagination, in<br />

which the creator moves about as a creature of his own making.<br />

At the same time, the architecture of Carceri and of programming<br />

languages is animated. There is ultimately some correspondence<br />

between the human soul, one's own inner self, and animated<br />

architecture. And the artistic imagination is obscure, because its<br />

constituent parts, the program elements - the architectural<br />

aberrations, so to speak - seem to harbor dark secrets.<br />

Within this universe of the inner self, the inner self is its own god,<br />

one that creates and observes its own world. It is only in this<br />

universe of the self that the arts can be fully developed in a<br />

synaesthetic sense, unifying space and time. The enigma of the<br />

subject reveals the transcendental vacuum. All obscure<br />

aberrations sink into a cataract, and, consequently, the<br />

architecture in which digitally based virtual spaces can be<br />

presented in the physical world is the black box, so dark that its<br />

isolation seems to indicate endless repetitions.<br />

Hence, in an installation that is redundantly entitled Black Box,<br />

nothing can be seen but a darkened room that has been painted<br />

black, and, although a projection surface has been left white in<br />

the middle of the black wall at the front, there is no projection.<br />

The viewer is at first confused when entering the Black Box, since<br />

the white space cannot be immediately recognized in the<br />

darkness. Gradually the eyes become used to the dark, and the<br />

white, luminous surface becomes increasingly visible. It is a kind<br />

of substitute for the screen, it appears in the spatial location<br />

where the viewer expects to see a projection, laying claim to the<br />

wall referentially as an "intellectual" projection surface of the<br />

white cube and the traditional type of painting presented in it.<br />

The installation is not "art about art", but rather, logically, a<br />

reflection of the conditions under which art is presented. The<br />

black box itself, empty and without any equipment, becomes a<br />

work of art in its own rite. The black box of the new visual media,<br />

of the empty exhibition space of media art, is thus a "perfect<br />

painting with a three-dimensional surface. This extremely<br />

reduced and, as it initially seems, austerely conceptual spatial<br />

setting for what is called media art, the black box, is animated<br />

architecture; it is the most exalted form of painting with its<br />

implicit obsessions and sublimation. The dark architecture in<br />

which media art is presented is not only an ontological fear, but<br />

rather a symbol of the descent into the endlessness of the inner<br />

self.<br />

While distancing itself from the white cube and its implications,<br />

like singularity of the work and the cult of genius surrounding the<br />

artist, originally, was one of the axioms of media art, these are the<br />

very conditions that are creeping back into installations, albeit<br />

through the back door. It is not the holy white cube that creates<br />

such conditions, but rather the - seemingly obscure, occult,<br />

mythic and sacrosanct - black boxes; each virtual escape from the<br />

real world is an illustration of the singularity of the work of art and<br />

of the artist.<br />

Markus Huemer


Markus Huemer: Carcere (01) Instalacija/Installation, 2002. DVD, DVD predvajalnik/player, projektor/beamer. Različne dimenzije/Variable<br />

dimensions. Private Collection, Wiesbaden.<br />

Carcere (02) Instalacija/Installation, 2005. DVD, DVD predvajalnik/player, projektor/beamer. Različne dimenzije/Variable dimensions. Collection Ploner, Vienna.<br />

1


Srečo Dragan: Metamorfoza Lingvistika/Metamorphosis of Language<br />

Intermedijska spletna instalacija/Intermedia net installation, 2007. Programiranje/Coding: Damjan Kužnar, Matic Standeker, Leon Oven, Benjamin<br />

Ambrož, Branko Pinter, Blaž Marn. Zahvala/Thanks to: dr. Matjaž Jogan, dr. Borut Batagelj Laboratorij za računalniški vid, Fakulteta za računalništvo in<br />

informatiko UL/Computer Vision Laboratory, Faculty of Computer and Information Science, University of Ljubljana. http://black.fri.uni-lj.si/2007/mol/<br />

Kognitivna emocionalna interakcija raziskuje specifiko režima negativnih in pozitivnih čustev v jeziku. Metamorfoza lingvistika je<br />

spletni umetniški projekt, v katerem udeleženec vstopa enkrat v podatkovno zbirko slovenskega jezika in drugič v angleški jezik. Z<br />

izbranima ključnima opozicijskima besedama in slovnico kot inventarjem simbolnih enot se udeleženec na sebi lasten način<br />

jezikovno izrazi. V tem procesu upodabljanja in uprizarjanja sheme podobe kot predkonceptualnega vzorca človek ureja fizično in<br />

mentalno izkušnjo zavedanja sebe znotraj psihološkega, sociološkega in kulturnega konteksta sporazumevanja.<br />

A cognitive and emotional interaction researches the specifics of the regime of negative and positive feelings in language. Metamorphosis<br />

of Language is a net-based art project into which the participant enters – the first time he enters the database of Slovenian<br />

language and the second time he enters the database of the English language. Two selected opposite keywords and the grammar<br />

serving as an inventory of symbolic units, allow the participant to express himself in a unique manner. Through this process of<br />

creating imagery and the image-scheme as pre-conceptual patterns, man arranges the material and mental experience of<br />

self-perception within the psychological, sociologic and cultural context of communication.<br />

2


Ruth Schnell: Vzorci zaznave II/Patterns of Perception II<br />

Mediapan/MDF plate, epoxy smola/resin, 32 svetlečih diod/bar of light with 32 white LED`s, Paltine, EPROM s 100 besedami/EPROM with 100 words, transformator/transformer, 2004/2005.<br />

www.ruthschnell.org www.galeriegritainsam.at<br />

Delo iz serije slik narejenih s svetlobo razkriva raznolikost vidikov raziskave umetne svetlobe v delih Ruth Schnell. Avtorica raziskuje problematiko nematerialne svetlobe na fizikalni, konceptualni<br />

in oblikovalski ravni, tako da estetizira nastanek monokromatične rdeče slike. Stolpec belih svetlečih diod je bil vstavljen v gladko prosojno površino. Ko gledalec na hitro pogleda<br />

stran, stolpec svetlobe ustvari različne besede, ki gradijo sliko prostorskega holograma za delček sekunde. Ruth Schnell tako deluje na ravni »po-slike«, ki nastaja na mrežnici in jo dekodirajo<br />

možgani. Visokofrekvenčni impulzi ustvarjajo črke le v primeru, ko gledalec ne gleda naravnost v sliko, ampak ko namenoma pogleda stran.<br />

As a part of the light-generated series of pictures, this piece of work reveals Ruth Schnell`s varied exploration and investigation of artificial light. She investigates problematic issues of<br />

immaterial light on a physical, conceptual and design-based level by aestheticising the creation of a monochrome-red panel picture. Here, a bar of white LEDs has been vertically inserted<br />

into the smooth translucent screen. When the viewer looks away quickly, the bar of light generates various words, which form the image of a spatial hologram for fractions of seconds at a<br />

time. Hence Ruth Schnell operates with the phenomenon of after-image that is produced on the retina and decoded by the brain. The letters produced by high frequency impulses, which<br />

flicker across the bar of light, are only recognisable as such, if the viewer deliberately looks away from rather than directly at the image.<br />

3


Christoph Höschele: Blainville-Crevon - Neuilly-sur-Seine Interaktivna videoinstalacija/interactive video installation, 2007, www.niemandsland.net/hoec<br />

Delo se nanaša na pot Marcela Duchampa med rojstnim krajem Blainville-Crevon v Normandiji in krajem, kjer je umrl, Neuilly-sur-Seine pri Parizu, pa tudi na njegov readymade »Roue de Bicyclette«.<br />

The sources for the work „Blainville-Crevon – Neuilly-sur-Seine“ are on the one hand the route Marcel Duchamp took between his birthplace in Blainville-Crevon (Normandy) and Neuilly-sur-Seine (Paris) where he died, as well as his ready-made-piece<br />

„Roue de Bicyclette“.<br />

4


Stepan Klenik: PB - Photoluminescence Board - Sketch Wall Instalacija/Installation, 2008.<br />

Nariši! Zapiši! Zaupaj se… V zatemnjeni sobi je na steno pripeta PTL folija kot slikarsko platno. Obiskovalec galerije pred vstopom v sobo prejme svetilko z zelo<br />

ozkim, vendar močnim svetlobnim žarkom - ta nadomešča čopič, s katerim obiskovalec potem riše po PTL foliji. Kako ustvarjati s svetlobnim žarkom Obiskovalec<br />

ne ustvarja samo zase, ampak tudi za druge, ki bodo prišli za njim, ter za tiste, ki ustvarjajo sočasno z njim, možno je interagirati s predhodnimi sporočili in slikami.<br />

Platno ne bo nikoli polno, saj sled svetlobe na njem sčasoma izginja.<br />

Draw it! Write it down! Make confidence ... The photoluminescent foil attached to the wall in a darkened room is basically a big picture, an outsized canvas. The<br />

torch is a substitution for a brush, with which the visitor can paint on the foil. How to create images with a ray of light A spectator does not create only for himself<br />

but for others, present visitors and those who will come after he leaves. Interception of previous drawings and messages makes a field for reaction. The canvas will<br />

never be full, since as the time proceeds, the crystals discharge and the track of light disappears.<br />

PW - Photoluminescence Wisdom - Wall Sketches Instalacija/Installation, 2008.<br />

Krhko sporočilo. Zapuščina ni večna. Sporočilo traja, kolikor časa sije v tvojih mislih.<br />

Tokrat obiskovalec ne riše ali piše v temi, ampak naključno odkriva že napisana sporočila na steni, s tem ko osvetljuje dele sobe. (Sporočila so nastala med<br />

performansom v galeriji in so bila namenjena razstavi SPECULUM ARTIUM 08.) Obiskovalec jih bere fragmentarno, iz delov ustvarja nove celote.<br />

Fragile message. The legacy is not eternal. The message lasts as long as it shines in your mind.<br />

The spectator/visitor randomly picks up messages written on the walls of a darkened room by accidentally illuminating areas covered with photoluminiscent texts.<br />

(The texts were born during the performance in the gallery and they were addressed for the exhibition SPECULUM ARTIUM 08). The visitor illuminates fragments,<br />

chooses words, constructs sentences, combines the final image.<br />

5


Iztok Holc: TH-strategije/TH-strategies<br />

Interaktivna instalacija/Interactive installation, 2008. Programiranje/Coding: Miha Vydra-Stančič.<br />

Postavitev je strategija za preoblikovanje, ukrivljanje in razklenjanje algoritma in interakcije v prostoru, kot ga zastavi<br />

kopernikovska misel, definira evklidska geometrija, metodološko uporablja razsvetljenstvo in dogmatizira zahodna<br />

religija – poskus ideje brez smeri, ampak z okusom.<br />

Display is a strategy to re-form, bend and corrupt the algorithm and interaction in space set by Copernicanism, defined<br />

by Euclid's geometry, methodologically used by the Enlightenment movement and thought and dogmatised by<br />

Western religion - an idea of no space, but taste.<br />

6


Mirjana Batinić: Dom/Home Video, 11'10'', 2008. http://batinic.atrtuska.com<br />

Video je nastal, ko sem delala na interaktivni zvočni instalaciji »Prostor doma«. Izhodišče za obe deli je isto – odnos do nove situacije, ki je rezultat selitve iz enega mesta (države) v drugo.<br />

I made the video while working on the interactive audio installation “A Place of Home”. The starting point of both works is the same – the relationship towards a new situation being a result of moving from one city (country) to another.<br />

7


Michal Pustejovsky: Fragmenti/Fragments Objekti/Objects, 2008.<br />

Cikel porcelanastih odlitkov kot namišljena arheološka najdba.<br />

A cycle of porcelain castings as a fictitious archaeological find.<br />

Ton_skulptura/Tone_sculpture Objekti/Objects, 2008.<br />

Ton_skulptura materializira vibracije skozi želatinasto snov. Želatina je material, ki ohrani spremembo oblike zaradi vibracij, po tem ko je zadušila zvok. V vosek ujeti zvok predstavlja kalup za odlivanje kovinske skulpture.<br />

Tone_sculpture materializes audio vibrations through a gel substance. The gel uniquely remains in position of vibrations after muting sound. This feature allows capturing sound to a wax figure. Wax mould is then used as form for final metal sculpture.<br />

Binarni avtoportret.png/Binary_self-portrait.png Objekt/Object, 2008.<br />

Črno-bela slika izvirne ločljivosti 320×363 točk (4,1 KB) prevedena v tok bitov, 34048 znakov. Tok bitov je nato ročno odtisnjen na aluminijast list s konico velikosti 3 mm.<br />

Black and white image of source resolution 320×363 pixels (4.1 Kb) converted to the bit stream of 34048 characters. This bit stream is then manually imprinted onto an aluminium sheet using a plunger of size 3 mm.<br />

8


Peter Tilg: Zebra je čredna žival/The Zebra is a<br />

Gregarious Animal Participativna instalacija/Participative installation, 2006.<br />

Čitalec prstnih odtisov skenira odtis osebe, ki položi prst na napravo. Prstni odtis se shrani<br />

in preslika na tridimenzionalni model belega konja, tako nastane vaša osebna zebra.<br />

Naslednja stopnja projekta natisne ustvarjene zebre.<br />

The fingerprint reader scans the fingerprint of the person who places his/her finger on the<br />

device. The fingerprint is saved and mapped onto a 3D model of a white horse. A personalised<br />

zebra is created. In a subsequent working stage prints are produced from the created zebras.<br />

9


Jaroslav Hrdlicka: Avatar Video, PAL (720x480), brez zvoka/no sound, 5'40", 2008.<br />

Beseda avatar prvič nastopi v hinduizmu, kjer pomeni inkarnacijo božanstva z določenim namenom. V kontekstu računalništva in posebej interneta se beseda avatar uporablja za poimenovanje podobe uporabnika v virtualnem svetu. Poskusil sem<br />

zgraditi avatarja s pomočjo plesalke, to pomeni, da sem uporabil podobo človeka. Pri tem postane nejasno, ali je to podoba človeka ali pa zgolj nosilca podobe.<br />

The term avatár (originally avatára) first appears in the Hinduism. The meaning of the word in sanskrt is a descent or, metaphorically spoken, the incarnation - usually a divine being incarnates into the physical body on special purpose. A word avatár or<br />

avatar is being used in the context of computers and internet for the self presentation of the user in the virtual world. I tried to search for the actual bearer with help of a professional danseuse. Thus, I employed visualisation of a human model. As for the<br />

human model it is uncertain, if it is a being or a bearer.<br />

10


Marko Glavač: Relevé Interaktivni happening/Interactive happening, 2008. Programiranje/Coding: Klavdija Krivec,<br />

Simon Gotlib, Anže Jamnik.<br />

Pet gledalcev se pojavi v realnem prostoru kot skupinski portret (P. Picasso: »Avignonske gospodične«). Ko zavzamejo<br />

točno določeno pozicijo v realnem prostoru in se nato pričnejo prosto gibati, računalniški program sproži projekcijo, ki<br />

prikazuje dekonstrukcijo kipa »Brez naslova (skupinski portret)« v virtualnem prostoru. Kip vidimo v sestavljeni obliki kot<br />

skupinski portret v trenutku, ko se gledalci v realnem prostoru pojavijo na začetni poziciji skupinskega portreta.<br />

Five viewers appear in the real space as a group portrait (P. Picasso: “The Young Ladies of Avignon”). When they place<br />

themselves in a defined position in the real space and then start to move freely, the computer program activates the<br />

projection of a deconstruction of the sculpture “Untitled (The Group Portrait)” in the virtual reality. The sculpture can be seen<br />

as a whole again in the moment, when all the viewers place themselves at their starting positions in the group portrait.<br />

11


Daniel Kauer: razostreno/out of focus Animirani film – neskončna zanka/Animated film – loop, 2007.<br />

Animirani film o naraščanju deziorientacije v procesu dela.<br />

An animated film about the state of rising disorientation within a working process.<br />

12


http://limaul.gm1.tv<br />

Speculum Artium 08: Ljubljana – Dunaj/Vienna – Praga/Prague:<br />

Integrirana umetnost potencialnega časa / Integrated Art of a Potential Time.<br />

22. – 24. 5. 2008, Mestna galerija Ljubljana/City Art Museum, Mestni trg 5, Ljubljana, Slovenija.<br />

Organizator/Organizer: Akademija za likovno umetnost in oblikovanje UL/Academy of Fine Art<br />

and Design, University of Ljubljana, Slovenia.<br />

CIP - Kataložni zapis o publikaciji<br />

Narodna in univerzitetna knjižnica, Ljubljana<br />

73/76(4)"20"(083.824)<br />

INTEGRIRANA umetnost potencialnega časa = Integrated art of a potential time : Speculum<br />

Artium 08, Ljubljana - Dunaj, Vienna - Praga, Prague : 22.-24. 5. 2008, Mestna galerija<br />

Ljubljana, City Art Museum Ljubljana, Mestni trg 5, Ljubljana, Slovenija / [organizator<br />

Akademija za likovno umetnost in oblikovanje = organizer Academy of Fine Art and Design ;<br />

besedila Srečo Dragan, Markus Huemer ; urednika Narvika Bovcon, Aleš Vaupotič ; prevodi<br />

Aleš Vaupotič ; fotografije Miha Benedičič]. - Ljubljana : Akademija za likovno umetnost in<br />

oblikovanje, 2008<br />

ISBN 978-961-91062-6-6<br />

1. Vzp. stv. nasl. 2. Bovcon, Narvika 3. Akademija za likovno umetnost in oblikovanje<br />

(Ljubljana)<br />

240066560<br />

Razstavni odbor/Exhibition board: Srečo Dragan, Markus Huemer, Peter Weibel.<br />

Besedila/Texts: Srečo Dragan, Markus Huemer.<br />

Kustosa, urednika kataloga/Curators, catalogue editors: Narvika Bovcon, Aleš Vaupotič.<br />

Založila/Published by: Akademija za likovno umetnost in oblikovanje UL/Academy of Fine Art<br />

and Design, University of Ljubljana, Slovenia.<br />

Zanjo/Presented by: Bojan Gorenc.<br />

Prevodi/Translations: Aleš Vaupotič.<br />

Fotografije/Photographs: Miha Benedičič.<br />

Oblikovanje/Design: Narvika Bovcon, riii.<br />

Tisk/Print: VZA Logatec.<br />

Naklada/Number of copies: 500.<br />

Ob podpori/With kind support of: Ministrstvo za kulturo Republike Slovenije/Ministry of Culture<br />

of the Republic of Slovenia, Mestna občina Ljubljana/Municipality of Ljubljana, Univerza za<br />

uporabne umetnosti Dunaj/University of Applied Arts Vienna, Austria, Akademija za likovne<br />

umetnosti iz Prage/The Academy of Fine Arts Prague, Czech Republic, Fakulteta za računalništvo<br />

in informatiko UL/Faculty of Computer and Information Science Univerze v Ljubljani, Mestna<br />

galerija Ljubljana/City Art Museum Ljubljana, Inea Toshiba.<br />

Zahvala/Special thanks to: Veronika Schnell, Jiří Ševčík, Anetta Mona Chisa, Aleksander Bassin,<br />

Sarival Sosič, Dušan Bučar, Franc Solina, Borut Batagelj, Matjaž Jogan.


V duhu vrednot demokracije in slovenskega predsedovanja Evropi<br />

v prvi polovici letošnjega leta Akademija za likovno umetnost in<br />

oblikovanje predstavlja razstavo medkulturnega dialoga med<br />

tremi evropskimi akademijami.<br />

Na njej se predstavljajo z deli študenti in njihov profesor Markus<br />

Huemer z Akademije za likovne umetnosti iz Prage, umetniška dela<br />

študentov in profesorice Ruth Schnell z Univerze za uporabne<br />

umetnosti na Dunaju, skupaj z deli podiplomskih študentov<br />

ljubljanske Akademije za likovno umetnost in oblikovanje, nastalih<br />

v povezavi s Fakulteto za računalništvo in informatiko, ter deli<br />

njihovega profesorja Sreča Dragana.<br />

V izboru so študenti, ki smo jih profesorji izbrali kot izjemno<br />

nadarjene in pronicljive ustvarjalce, kateri s svojimi deli odpirajo<br />

vsa relevantna vprašanja današnje umetnosti. Gre za interdisciplinarni<br />

projektni modul mreženja različnih pedagoško-raziskovalnoumetniških<br />

konceptov in povezav z izkušnjami, ki so jih razvile<br />

posamezne akademije, in tudi toleranco do robnih alternativnih<br />

praks v svojih okoljih.<br />

V duhu postmedijskega stanja, ki ga mlade, šolajoče se generacije<br />

živijo, so to umetniške vizije, ki imajo status integrirane umetnosti,<br />

saj združuje izkušnjo slikarstva, kiparstva, grafike, videa in interaktivne<br />

instalacije, s poudarkom na nenehnem eksperimentiranju, ki<br />

danes še edino dopušča ustvarjalno svobodo.<br />

Naslov Speculum Artium se nanaša na izjavo Petra Weibla, »da ima<br />

razvoj praks participacije v umetnosti preslikavo v razvoju participacije<br />

v demokraciji in da ta procesa vplivata drug na drugega,<br />

tako kot je pojav grškega kiparstva tesno povezan z vzponom<br />

demokracije v tistem času. Od takrat je umetnost nepogrešljiv<br />

pogoj za delovanje demokracije.«<br />

Upamo, da bo predstavitev v obliki razstave v realnem prostoru<br />

Mestne galerije v Ljubljani, v času od 22. do 24. maja 2008, ter v<br />

virtualnem prostoru interneta kot oblike direktnega prenosa<br />

dogajanja v delavnici ustvarjanja lastnega TV kanala treh likovnih<br />

akademij in Fakultete za računalništvo in informatiko iz Ljubljane, v<br />

povezavi z Grand Medio iz Beljaka iz Avstrije, uspešen in odmeven<br />

prispevek, tako za akademsko sfero kot za »med-kulturni dialog«<br />

umetnosti Evrope.<br />

Prof. Srečo Dragan, ALUO Ljubljana<br />

3×S<br />

ALUO/LJ/SLO<br />

UAK/W/A<br />

ARTIUM<br />

SPECULUM 08<br />

AVU/P/CZ<br />

3×P<br />

In the spirit of democratic values and of the Slovenian presidency of<br />

the European Union in the first half of 2008 the Academy of Fine Art<br />

and Design from Ljubljana presents an exhibition of the<br />

inter-cultural d<strong>ialogue</strong> between three European art academies.<br />

Professor Markus Huemer and his students from the Academy of<br />

Fine Arts from Prague present their artworks alongside the works by<br />

the students and by Prof Ruth Schnell from the University of<br />

Applied Arts Vienna and the projects by postgraduate students of<br />

the Ljubljana Academy of Fine Art and Design, produced in collaboration<br />

with the Faculty of Computer and Information Science UL,<br />

and the works by their professor Srečo Dragan.<br />

The selection includes the students chosen by the professors as the<br />

most sensitive ones, who in their works touch upon all the pertinent<br />

issues of our time. It is a networking module on the level of the<br />

interdisciplinary project connecting multiple pedagogic-researchartistic<br />

concepts and links with the experiences of different<br />

academic institutions and, in addition to that, also the tolerance<br />

towards the alternative social practices in their home environments.<br />

In the spirit of the postmedia condition, being the living environment<br />

of today’s student generations, we stand before artistic visions<br />

with the status of integrated art, which combines the know-how of<br />

painting, sculpture, graphics, video and interactive installation with<br />

the constant emphasis on experimentation that is the only place<br />

left today for the artistic freedom.<br />

The title Speculum Artium refers to Peter Weibel’s statement “that<br />

the development of participatory practices in the arts has its<br />

counterpart in the advancement of a participatory democracy and<br />

that these processes have a mutual effect on each other, just as the<br />

emergence of Greek sculpture was closely linked to the emergence<br />

of Greek democracy at that time. Since then, art has been an<br />

indispensable condition for a functioning democracy.”<br />

We hope that the exhibition in real space in the City Art Museum<br />

Ljubljana, 22 – 24 May 2008, and in the virtual space of the Internet<br />

in the form of an immediate broadcast of the events in a workshop<br />

of creating a new TV channel of the three academies and the Faculty<br />

of Computer and Information Science from Ljubljana, in association<br />

with Grand Media from Villach, Austria, a successful contribution<br />

with wide repercussions as well for the academic sphere as for the<br />

“inter-cultural d<strong>ialogue</strong>” of the European art.<br />

Prof Srečo Dragan, Academy of Fine Art and Design Ljubljana

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