Pipilotti Rist

Sleeping Pollen, 2014

Elizabeth Charlotte “Pipilotti” Rist is is a digital media artist who works mostly with video, which is often showcased through a projector or multiple projectors. Rist’s work is often a “psychedelic” or “out of body” experience that is displayed over video, sound effects accompanying, and is often portrayed in a room with that completes the set of her exhibit. Her curious name “Pipilotti” comes from the novel Pippi Longstocking by Astrid Lindgren. Rist studied first at the University of Applied Arts Vienna in Vienna, and then studied video at the Schule für Gestaltung (School of Design) in Basel, Switzerland. According to Rist, “Arts task is to contribute to evolution… to guarantee a detached view of social changes… to research possibilities and to destroy clichés and prejudices” (Luhringaugustine). Rists work has been shown in exhibits in Europe, Japan and the United States, with her work Open My Glade being shown on the screen in Time Square, New York in 2000. The work that Rist does, I believe is meant to take pop culture to the next level. Rist attempts to take pop culture to unfamiliar territory by trying to “break down the barriers between public and private space” (Artsy).

Out of all of the artists we have studied and learned about in this class so far, I’d have to say Pipilotti is one of my favorites (if not my favorite). First off- I love the message she is trying to send through her art and the boundaries she is trying to break with her work.  She’s quoted here explaining the goal of what she wants her art to accomplish in pop culture and society, “the idea (of Rists work) is that now we’ve explored the whole geographical world, pictures or films are the new, unexplored spaces into which we can escape” (Artsy). I think she accomplishes that goal exactly, especially with exhibits like Pixelwald, when she has multiple video projections being played while you’re in a room experiencing everything. You aren’t just standing around watching one screen- you’re experiencing a whole new level of this art by being in the room surrounded by the exhibit playing around you. I also very much like how most of her exhibits are interactive- that part makes her artwork stand out to me and intrigue me more. I wish I could go to one of her shows! Her older work interests me as well, with Pickelporno standing out to me. That piece of art grabs my attention because when you first look at it- all you see first, naturally, is the nipple. Then, you see the sea life (not quite sure what exactly that is) in the picture as well and the bumpiness of both the sea life and the nipple is for some reason fascinating to me.

Overall, I really liked this artists work. I like how weird it is, the psychedelic feeling to her work, the mix of the very strange and the very pop culture, how much she’s trying to break barriers, and the overall feeling this work gives me.

Heres some works of hers that I thought were cool:

Pixelwald, 2016

Pickelporno, 1992

Heres a cool video of her pixel forest exhibit:

Here are my sources:

http://www.luhringaugustine.com/artists/pipilotti-rist/bio

Pipilotti Rist

https://en.wikipedia.org/wiki/Pipilotti_Rist

Jason Salavon

Wheel, 2012

Jason Salavon is an artist that focuses on the use of technology in his artwork, and creates his art through software programs that he designs. Salavon was born in 1970 in Indiana but raised in Texas, receiving his bachelors from University of Texas at Austin and receiving his masters in fine arts at the Art Institute of Chicago. Salavon’s artwork is unique and in my opinion always has a two step process: 1, gather the data (ex: photographs) that he then puts into his own software design. 2, design the data to come out as a piece of art, in a form of a larger image, whether it be in a color wheel (shown above in Wheel) or in a fuzzy portrait that’s made up of a million pictures. According to Salavon’s website, “Jason Salavon generates and reconfigures masses of communal material to present new perspectives on the familiar”. Salavon’s work will often include algorithms of popular media that the public is interested in, to create his larger scale works of art.

I admire the dedication and time that Salavon must put into his artwork to be able to come out with a decent piece. I think the hardest part of his art would be having to adjust a software program to create exactly the piece of art that you’ve imagined in your head… because software can be tricky (in my opinion) and doesn’t always deliver exactly what you had hoped for. I imagine he has to tweak the software program at least several times in order to come out with the art he desires. I also like how Salavon uses smaller photos to create something much larger. When looking at his work online, I couldn’t stop thinking about how long it must take if you were to look at each image individually (that are part of the larger artwork, for example shown above in Wheel).

Also when looking through his gallery, I noticed a lot of work by the Simpsons which I admire.

Here are some pieces by him that I particularly liked:

Good Detail, 2012

One Week Skin, 2012

 

 

 

Digital Archaeology Project Reflection

This project was probably one of the most challenging projects I’ve done in college thus far. Although my group may not have chosen the best piece of 90s technology to work with, we did work well together to make the best of it. With what little pieces of our TeleFace phone had to work with, we somehow ended up spreading the work out equally. We were also very good about helping each other out when we had questions about our pieces and various other parts of the project.

I say this was a hard project because of the difficulty I had finding information about my piece of the phone, which was the integrated circuit. Because this part of the phone is so common, and in so many products on the market today, there are so many variations of the part out there. I couldn’t find a specific time-frame for the part because 1.) it’s such an old part, and 2.) it’s such a common part that they’re still being manufactured today, and they are easily available for purchase. Since it was such a common part, it made it hard to pinpoint specific manufacturers, but luckily, I was able to come up with 2 different ones located in China. Adding information to my slide is where my group-mates were very helpful because they were having the same troubles as I was. Information about their parts was also very vague, so we were able to collaborate and come it up solutions to this problem. Finally, at first I had a trouble figuring out the Neatline mapping part of the project, but my group also helped me with that too.

In conclusion, I think that, although this project was super challenging, I learned a lot from it. It was super interesting to dig a little deeper into where exactly all the parts inside various electronics come from. It really opens your eyes to how much work and travel goes into making such a (what seems like a) simple product.

Reflection of the Selfie Module

Although I’ve seen selfies everywhere, and have been apart of the “selfie culture,” this project helped me to learn so much more about selfies. This project allowed me to make a really cool timeline of the selfie on our power point, which opened my eyes to how the early 2000s were definitely the start of the selfie on MySpace. MySpace selfies started with a mirror and a digital camera, and now here we are with iPhones that have face recognition on snap chat. We’ve been here for the birth of Instagram and the hashtags, and even the selfie stick. I didn’t realize how embedded the selfie is in the culture of millennials. Prior to doing further research on selfies, I didn’t know what the terms “micro-celebrity” or “selfie queen.”  I’m glad I chose this module because with selfies being such a huge thing in this day and age, it really helped me to learn so much more about them than I knew before!