SuperRare’s first 100 tokens: How the era of multiple editions became a source of scarcity today

SuperRare’s first 100 tokens: How the era of multiple editions became a source of scarcity today

“Girl Next Door”

SuperRare’s first 100 tokens: How the era of multiple editions became a source of scarcity today

2 years ago

When crypto artist and NFT collector Coldie first saw the works of Upheaver, the handle of artist Paulius Uza, he knew he had to own them. The year was 2018, far  before NFTs rocketed into mainstream consciousness, yet Coldie bought three pieces, priced individually at about $25: “New York Marine Park,” “Dreams of Titan, and “Ships. Each painting feels both futuristic and ancient, utilizing broad brushstrokes and bold colors. There is a loneliness to them. Something desolate, yet not without optimism. Today Coldie’s reselling them for around half a million each.

Such high price points are fair in part, of course, due to the quality of the work, but also because “New York Marine Park,” “Dreams of Titan, and “Ships” are among the first 100 NFTs ever minted on SuperRare during the small window of time when SuperRare offered multiple editions. While SuperRare is now recognized as a platform for single edition NFTs, or “one of ones,” when these first hundred were minted, it supported NFTs with multiple editions. Though some tokens out of the hundred are still editions one of one, some are out of three editions, five, or even seven. Interest in these early tokens has spread recently among collectors, including those who are newer to NFTs. Part of this renewed fascination comes from the desire to own a piece of early crypto art history.

It is somewhat ironic that the existence of editions, more copies of a token instead of fewer, can make an NFT rarer.

Crypto art communities were small in 2018; “There were only about twenty or thirty people even using [SuperRare],” Paulius said regarding when he first began minting NFTs on the platform. The first 100 tokens were minted by a group of thirteen artists, many of whom like Robbie Barrat, XCOPY, Hackatao, and of course Coldie and Paulius, have become some of the crypto art world’s most well-known figures. At the time, Paulius wasn’t a professional artist, but someone who was passionate about a hobby and, already working in the fintech world, had a familiarity with blockchain. NFTs solved a problem for digital artists, as he saw it. The question of how to make buyers aware of your work and how to sell it had existed in digital art spaces for years. But, in 2018, NFTs were no more than an experimental solution. 

Hackatao, the crypto art duo comprised of Nadia Squarci and Sergio Scarlet, known for their distinctive style and references to art history, society, and the metaverse, was one of the most prolific artists minting on SuperRare in 2018. Of the first 100 tokens, twenty-two of them are by Hackatao. While some pieces like “You win or you die” and “Emoji Waahp are editions of seven, others like “Vitalik Buterin says no,” a tribute to the founder of Ethereum, the blockchain network upon which SuperRare operates, and “American Child,” a powerful and jarring critique featuring a grinning boy holding a gun to his head, are editions one of one. “Girl Next Door,” another Hackatao NFT among the first 100, holds specific significance to them, as it was also the first work they minted on SuperRare. A GIF of a girl with sunglasses that flash “fuck you” across them, Hackatao said that “it was a little bit of a symbol for saying, let’s say, waving goodbye to the old world.” For them, it was the perfect piece to mint first because of the “significance in it and the directness of it.”

Feeling let down by art shows in Milan and by the traditional art space as a whole, they first encountered blockchain through an article in a science magazine and became interested in the applications the technology had for artists. While researching they came across another article about crypto art by Jason Bailey—it was “an illumination” for them, and they contacted the author, who connected them with Jonathan Perkins, SuperRare co-founder and Chief Product Officer. 

“Ships,” “Dreams of Titan,” and another piece by Paulius, “Scavengers of Cairo,” are all editions of three. It is somewhat ironic that the existence of editions, more copies of a token instead of fewer, or that a single contract, can make an NFT rarer. But what that really does is speak to the incredible historical value of these tokens. 2018 was only four years ago, but in that time NFTs have exploded. Coldie first bought his Paulius pieces for very little, but now he has priced them respectively at 125, 125, and 150 Ether, or around half a million dollars each. He set those amounts because he genuinely believes in the value of the work. For Coldie, these are not only assets to hide away and flip for profit, but rather to revere as art. 

“It’s true that the spirit moving everyone in the beginning was that of experimenting, of trying to understand how this technology functions, and…to learn the dynamics of everything,” Hackatao told SuperRare. Like Coldie and Paulius, as early adopters, they’ve watched crypto art communities evolve and change, though Hackatao has observed that at the beginning, there were more artists than collectors, and that this also still seems to be the case. They’ve also noted that the technology has “made contact with the financial aspect more evident…the traditional [art] market of course had the same element, but it is usually more obscure.” Because of the decentralized nature of crypto art, because the space found its footing away from the traditional art market, many artists and collectors had to self-teach the technological, operational, financial aspects of blockchain: “there are collectors that arrive, maybe some following certain hikes, maybe others are getting into knowing the work of specific artists, maybe others are discovering what the community is and how they can be a part of it.”

left image credit

right image credit

When he first began minting NFTs, Coldie said he made a point of investing in other artists, taking money from each sale and putting it towards the purchase of crypto art. While there are many collectors in the NFT space who are mostly interested in how they can profit, he says that as the years have passed, he’s noticed more artists becoming collectors, which is important. Existing artists can themselves identify high quality art and can platform artists who mint incredible but lesser-known work. He also hopes that traditional art collectors will embrace NFTs because “that will kind of break up the good old boys club where there are [a few people who are] basically the ones controlling the markets. Like, it’s great if you’re the one who’s getting the sales, but there are a bunch of people who are not. I think it’s creating a siphoning where it hurts a lot of really good artists’ mojo, where it’s like, oh, I’m not Hackatao. I’m not gonna make it, and I think it’s just sad because there are so many artists right now.”

Looking back at the first 100 tokens, Hackatao is interested that collectors and artists want to reevaluate early works, though they also think it could be “strange when someone sees it as not the completely developed work of an artist or different initial phase of the work.” They differentiate between the artistic value of a piece and the historical value: “How will we be able to tell which period was important for which artists in a space that is moving so fast? And which one would be considered, let’s say, the more powerful or beautiful or significant body of work that they’ve created? And, let’s see, it’d be nice…if it wasn’t simply based on the date of the work, but it’s also something to observe in this fast, new world.”

But Coldie, Paulius, and Hackatao do share the same excitement with many in the crypto art space: the anticipation of what is to come. 

Paulius said he looks forward to the expansion of mediums in the crypto art space, specifically the inclusion of musicians. He is also interested in exploring blockchain and pushing the technology further and further, discovering what it can continue to do for the crypto art space. One of his recent projects, “Foreverlands,” utilizes blockchain to facilitate a strategic art collecting game in which the cryptocurrency players use to buy into gameplay is then utilized to purchase one-of-one NFTs and place them in a prize vault. Eventually, these NFTs will be transferred to players, and the rewards players reap will depend on choices they make in-game. Partnering with SuperRare, Rarible, Flare Finance, and other platforms to curate work tokens, players will have access to some of the most notable works of crypto art, which is remarkable in itself, but truly the most innovative aspect is the method of art delivery and purchase—crypto art spaces are not mere spaces, but strong communities, and Paulius has taken the concept of community building to a new height with “Foreverlands.”

Similarly, Hackatao’s recent project, “Queens + Kings,” incorporates blockchain technology as part of the medium, utilizing smart contracts not simply as a means of validating artwork, but as a creative tool. An avatar project in collaboration with NFT Studios and Sotheby’s, and stylistically inspired by their earlier work and the culture of the metaverse, it is intended to give collectors an artistic and interactive experience, “to subvert the…traditional dynamics of ‘an artist creates and a collector collects.’” In more conventional avatar projects, character traits are assigned to each token by an algorithm and are then unalterable. While this is the initial case for “Queens + Kings,” after the first mint, collectors will be able to hack their avatars, so to speak, to take them apart, customize them, and put them back together. Traits are interchangeable, meaning that collectors can buy and sell them; the result is that tokens, which are already rendered unique because of their smart contracts, are even more singular and specifically personal. The project is designed so that Hackatao can continue to release new traits as it progresses, meaning that the possibilities are truly endless. 

The crypto art space has remained largely underground until recently; now everyone from Paris Hilton to Snoop Dogg, it seems, has minted a token, and major news outlets like CNN are publishing articles with titles like “What is an NFT? Non-fungible tokens explained” (they’re also minting NFTs, by the way). So are NFTs a trend, as some commentators think? Of course not. If anything, the contrast between recent interest in the medium and community from newcomers and recent interest in the first 100 SuperRare tokens from those already within the space highlights what inspired crypto artists to begin with: desire for exploration, curiosity for the future, and the practical intersection of technology and art. Throughout everything that has happened, everything that is new, everything that has grown and changed and evolved, the thirst for innovation has remained the same. While difficult to conceptualize, considering the speed with which it has risen, crypto art is still at its genesis. There is so much more on the horizon.

20

Oliver Scialdone

Oliver Scialdone is a queer writer and artist based in Brooklyn, NY. They earned a dual-MFA from The New School, and their work can be found in Peach Mag, ImageOut Write, and elsewhere. They used to host the reading series Satellite Lit and they're the Associate Editor at SuperRare Magazine.

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If it ain’t Baroque, don’t mint it: the latest from Peyman Naderi

If it ain’t Baroque, don’t mint it: the latest from Peyman Naderi

Naderi’s photography

If it ain’t Baroque, don’t mint it: the latest from Peyman Naderi

3 years ago

Enveloped in black and green, her pale skin and fiery hair force your eyes to meet. Her gaze is serious, wanting; her eyes deep blue, and surrounded by shadow. The Elizabethan ruff around her neck illustrates her nobility, her restraint, perpetuated further by the serenity of her hands laying clasped in her lap. She is Lorca, a creation of artist Peyman Naderi, whose love of all things Baroque and Rococo has led us into the secret life of a girl lost in art history.

Peyman Naderi began his career in photography in 2013. A self-taught artist, he was drawn to concept art and dark portraits that allowed him to experiment with lighting, staging, and direction. Moving from natural settings into the studio, he honed his craft and learned how to manipulate both the physical subject and the camera’s perception of it, earning various awards in the process. “It makes me proud to be my own teacher and my biggest critic,” he told SuperRare.

Naderi’s photography collection “Lorca: a forgotten girl in art history” will appear on SuperRare later this week, showing us the many sides of a character that is shrouded in mystery. 

Lorca is a great artist who lived in my mind in a very old historical period, and now she has come to my mind and has shown me this story. I know that she was very powerful and very skilled in the art of painting, but has never achieved what [she] deserves. She was not interested in becoming famous during the period she lived in, but now she wants everyone to know who she was.

— Peyman Naderi

Lorca exists in the late Elizabethen/early Baroque period, as her hair and dress indicate. She is covered head to toe in opulence and luxury, but her poses subvert any kind of comfort that they may provide. In one frame she stares intently at the camera; in another she covers her eyes with her hand; in another, she looks away in an almost apathetic disgust as a fish drowns head-first in a glass of red wine. Like so many women of the period, she appears restricted, especially by her dress, and yet her command of the room and everything in it is what draws the viewer in. The fact that this character was lost in history is not a passive resignation, but an active choice.

For many reasons, I consider [the Baroque and Rococo periods] to be the best periods in history,” says Naderi. “Everything was very orderly, luxurious and magnificent, and I draw your attention to the precise sewing of the amazing clothes and hair of that time. Everything seems to be like a painting.

— Peyman Naderi

And it is accurate to say that the combination of costuming, high-contrast lighting, and the use of quintessential poses of the time do in fact evoke the popular chiaroscuro technique made famous by painters such as Rembrandt and Caravaggio. The bold contrast between the model’s fair skin and her dark dress and background inject the piece with an intense sense of volume that amplifies the themes present in the work.

And lastly, there is the question of texture. Naderi discovered his passion for photography in an abandoned, burnt cotton candy factory in the outskirts of Tehran, where he grew up. The Lorca photos, as well as many other photos from his other projects, have a sense of darkness, depth, and danger. The models seem to belong in the frame for the very reasons that make them stand apart from it.

“Dark portrait is a style that I am looking for and it is my wish to be able to promote this style and to be able to persuade people in this style. I spent many days in that factory, and the texture and walls there were very interesting to me.” Which is why looking at these portraits can feel very much like walking into a secret room, hidden from view. The charm of Naderi’s work lies in its darkness. With Lorca, one can see that there is pain, but also strength, that her entire world rests in the tension between control and rebellion.

I will never forget my past and those hardships have always been instructive for me, and now I try to create better works every day. I am always grateful to my kind make-up artist, dear Nasim. Nasim Beikzadeh has helped me a lot in completing the ideas and one day I hope to show her how much I appreciate her.

— Peyman Naderi

One of the photos in this collection, “Lorca in the Painting Art,” was the best fashion photo of the year in the Art Limited in France. This collection has won 2nd place in Fine Art Photography Awards in the portrait category, 2nd place in WPE awards international photography, 2nd place in 35Awards in the fashion category, and 3rd place in One Eyeland in fine art portrait. Naderi is one of 25 finalists of the fashion photography in Prix Picto De LA Mode competition judged by Master Paolo Roversi.

32

Virginia Valenzuela

Vinny is a writer from New York City whose work has been published in Wired, The Independent, High Times, Right Click Save, and the Best American Poetry Blog, and in 2022 she received the Future Art Writers Award from MOZAIK Philanthropy. She is SuperRare's Managing Editor.

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Into the Metaverse: a short history

Into the Metaverse: a short history

Into the Metaverse: a short history

3 years ago

Simulation is no longer that of a territory, a referential being, or a substance. It is the generation by models of a real without origin or reality: a hyperreal.

JEAN BAUDRILLARD

By Rowynn Dumont, Agora Gallery (NYC) & COOPH Magazine (Austria)

Simulation is not just the reflection of ourselves in the mirror anymore. We can see the development of an “expanding network of persistent, real-time rendered 3D worlds and simulations,” what is now known as “the Metaverse,” in real-time through technological evolution. But, from where did this idea originate? What is the history of the Metaverse?

The term was first coined in the book “Snow Crash” in 1992 by the author Neal Stephenson. In the novel, the Metaverse is a virtual topography where real estate can be bought and sold, and humans interact with avatars (originally a Hindu concept) and other software programs.

Hiro, the main character in the book, is a pizza delivery driver and hacker who lives in squalor. When he plugs into the Metaverse, his physical surroundings disappear, and he is immersed in this digitized universe. Hiro owns property in this virtual realm and people have respect for him. In this altered state, one has the power to choose one’s own identity. You hold the power to change how others perceive you. Everything is a construct. Identity formation can be etched into your represented character within the realm of a Subjective becoming. One could relate this to the Lacanian “object of desire,” as that which is attainable within the reflection of ourselves through replicant duplication. In this way, the Metaverse generates the means to emulate our most wanted desires into a codified tokenization of digital civilization. Thus one’s identity in the Metaverse is a simulacrum within a Neo Nation-State. As Stephenson puts it, “You can look like a gorilla or a dragon or a giant talking penis.”

Left: “Spotlight on Virtual Reality: Robot Repair” by World Economic Forum, Right: “Exploring the Universe in Virtual Reality” by NASA Goddard Photo

Outside of Stephenson, academics, philosophers, and pop culture icons have been skirting the territories of what is now commonly becoming accepted as a newly founded ‘ultra reality’ within the Metaverse. Particles of this can be seen in William Gibson’s short story, “Burning Chrome,” which was the first work to mention the concept of “cyberspace.” Gibson later develops this formerly abstract concept in his novel “Neuromancer:” 

Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts… A graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters, and constellations of data. Like city lights, receding…

Cyberspace is an all-encompassing network that connects digital technologies. Though cyberspace and the Metaverse are not the same thing, they exist in the same realm of possibilities. The “Matrix” films, a production of the Wachowskis and producer Joel Silver, was influenced by previous films like “Dark City,” “Lawnmower Man,” “Total Recall,” and the anime “Ghost in the Shell.” However, the philosophy behind the movie can be traced back to the French theorist, Jean Baudrillard. Baudrillard’s text so heavily formed the Wachowskis thinking that “Simulacra” is often spotted throughout the first film as a prop on set.

One can follow the Wachowskis’s line of thinking back to Plato’s famous Allegory of the Cave. A group of prisoners lived in this cave deep underground, their limbs and necks fixed into place by chains. It was very dark, and all they could see were the shadows of puppets playing against the wall. These shadows were all the prisoners knew. They did not realize that their reality was a simulation. One day, one of the prisoners broke free from his chains and went above ground. At first, he was blinded by the light from above. As his eyes slowly adjusted, he saw a whole new world of color and clarity. His perception was suddenly altered when he realized that everything he understood about the world up until that point was literally a stand-in for what was real.

Left: “Virtual Reality Demo” by Uniformed Services University, Right: “Virtual reality treadmill” by National Institutes of Health

In the beginning, there was web1

Technological change is an ongoing process. Nothing happens overnight. Take, the Industrial Revolution, which was a transitioning period between 1760 and 1840. It started in Britain and later moved throughout the rest of Europe and the United States. The Industrial Revolution (IR) was the incorporation of automation through apparatus. Before this period began, everything was handmade. IR introduced speed; it was the Age of the Machine.

Web3 and its relationship with the Metaverse can be seen in the progression of the web itself. Web1 was the network that laid the foundation for the development of a series of protocols, where one computer would be able to give a set of instructions to another. Multiple computers could connect and follow these steps, communicating with each other. It was this process that allowed one computer to share a document or program with another, thus forming the infrastructure of the Internet. Most users on web1 were passive, unable to generate their own content unless they could build their own websites.

What ushered forth web2 was the desire to do more with the internet than web1 allowed, namely, highlighting user-generated content and online c ommunities, and private companies were eager to fill the gaps. Big tech formed out of the need for more and more data, and ways to organize and retrieve that data, leading to the rapid expansion of Google and prominent Big Brother social media, like Facebook. The corporations behind this expedited the reality of actualizing human wish-fulfillment in that people could see themselves as active participants on the Internet, being an active participant in the development of its functionality.

The downside of this progress is that these companies have accomplished efficiency and ease through their private servers. That likens them to demi-gods who can collect and extract data while determining their own rules and regulations. Anything that is shared or posted using their platforms automatically becomes their property. They own the market and everything in it.

Web3 utilizes the decentralized nature of blockchain to provide an environment of anonymity. In this space, the individual retains the right of ownership and privacy over themselves and their assets. With blockchain, web3 creates the protocols, laying the landscape for a new set of standards and practices. Blockchain crosses boundaries and helps to initiate a sense of digital ownership and identity. It levels the playing field. And in doing so, it sets a precedent for the future of what will come.

Left: “Virtual Reality Demo” by National Institute of Health, Right: “Virtual Reality Camp” by Super Suz

The term ‘the Metaverse’ itself has been defined and redefined over and over again. One can say that Stephenson laid the foundations for our understanding of the Metaverse, but the idea of it is constantly evolving. Mathew Ball gives contemplation to the term in his blog, “Framework for the Metaverse.” He comes to this solid definition: 

The Metaverse is an extensive network of persistent, real-time rendered 3D worlds and simulations that support continuity of identity, objects, data, and entitlements, and can be experienced synchronously by an effectively unlimited number of users, each with an individual sense of presence.

What does the future hold for the Metaverse?

Ernst Cline wrote a book in 2011 called “Ready Player One,” and in 2018, Steven Spielberg converted the text into a film. The contemporary formation of what many Metaverse enthusiasts would envision as the platform’s future is reflected in this work of art. On the flip side of this, the tangible reality of the main character’s environment is not so unlike Stephenson’s character Hiro. His world is destitute and dystopian, dominated by technology. In these macrocosms, the gap between the rich and the poor is extreme, and we are beginning to see that in the real world of 2021. 

However, to quote Ball again:

“While these sorts of experiences are likely to be an aspect of the Metaverse, this conception is limited in the same way movies like Tron portrayed the Internet as a literal digital ‘information superhighway’ of bits. Just as it was hard to envision in 1982 what the Internet of 2020 would be — and harder still to communicate it to those who had never even ‘logged’ onto it at that time — we don’t really know how to describe the Metaverse.”

All of these artist-philosophers can agree that from their point of view, their works of art act as a defining warning or prediction upon what the future may hold. We must heed such a warning and take it into account. With that being said, in such a warning, there is opportunity. What is this opportunity, one may ask? The concept of the Metaverse and all that it can be represents a space of exploration and becoming. It allows humans to create a world from scratch that can be anything they want it to be. These works of art can be utilized as an outline for forging a philosophically well-constructed, open, and advanced way of thinking. One that lays out a level playing field for all. 

What the future of the Metaverse will look like, nobody exactly knows, but that is the beauty of it. It is up to each of us to help navigate that territory. 

1

Rowynn Dumont

Rowynn Dumont is an artist, curator, and writer, based in New York. Co-founder of Black Rainbow Media (NY). She is the Arts Editor for Agora Gallery (NYC) & COOPH Magazine (Austria). Rowynn holds a double Master's Degree and a BFA from The School of the Art Institute of Chicago. Her work can be seen internationally in Nimbus at Vespertine (Shanghai) and The Fowler Museum (Los Angeles). She has lectured at CAA (DTLA), the Paris School of Art, and The Sexology Institute (San Antonio).

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The History of Digital Art for Crypto Explorers

The History of Digital Art for Crypto Explorers

By Dagmar Carnevale Lavezzoli and Jay Bowles at Crysalis

The History of Digital Art for Crypto Explorers

4 years ago

50s: HOW IT ALL STARTED

The Origin of Computer Art

The very beginning of computer art can be traced back to the 1950s. During that period artists were exploring mechanical devices and analogue computers, creating works that paved the way for the development of what the early digital pioneers of the 1960s would generate.

BEN F. LAPOSKY

Ben F. Laposky (1914–2000) was an American artist, mathematician, and draftsman. He is regarded as a precursor of the work carried out by the early digital pioneers who made an impact in the 1960s. In his practice during the early 1950s Laposky used analogue electronic equipment, specifically an oscilloscope as a tool able to modulate electronic waves, which he subsequently photographed in different combinations. He named his images “Oscillons”.

BEN F. LAPOSKY, OSCILLONS 21, 1953, SOURCE: MARKLYKEN.COM © BEN F LAPOSKY, SANFORD MUSEUM [1]

BEN F. LAPOSKY, OSCILLONS 45, 1953, SOURCE: MARKLYKEN.COM © BEN F LAPOSKY, SANFORD MUSEUM [2]

BEN F. LAPOSKY, OSCILLONS 27, 1953, SOURCE: MARKLYKEN.COM © BEN F LAPOSKY, SANFORD MUSEUM [3]

HERBERT W. FRANKE

Herbert W. Franke (b. 1927) is an Austrian physicist, scientist, writer, curator and one of the early pioneers of computer art. During the 1950s he experimented with oscilloscopes and cameras to create patterns of sets of lines. He brought significant contributions to the development of computer art, both artistically and academically.

HERBERT W. FRANKE, LIGHT SHAPES, 1953, SOURCE: ARTSY, PHOTO EDITION BERLIN [4]

HERBERT W. FRANKE, LIGHT SHAPES, 1953, SOURCE: ARTSY, PHOTO EDITION BERLIN [5]

HERBERT W. FRANKE, LIGHT SHAPES,1953, SOURCE: ARTSY, PHOTO EDITION BERLIN [6]

60s–70s: PIONEERS OF COMPUTER ART

Artists Who Made an Impact in the History of Digital Art

The 1960s and 1970s play a significant role in the history of digital art. During that time art started to intersect with technology and artists began experimenting with computers, often in collaboration with engineers. Some of those who left a strong impact in the development of digital art, include Georg Nees, Frieder Nake, Kenneth Knowlton and Leon Harmon, Vera Molnár and Lillian Schwartz.

GEORG NEES

Georg Nees (1926-2016) was a German mathematician and academic. He studied mathematics, physics and philosophy. He was the first person to publicly show art that was generated by a computer – computer art, which is today generally called digital art, generative art and in his specific case we would refer it as algorithmic art.

GEORG NEES, SCHOTTER, COMPUTER-GENERATED IMAGE, LITHOGRAPH ON PAPER, 1968-1970. GIVEN BY THE COMPUTER ARTS SOCIETY, SUPPORTED BY SYSTEM SIMULATION LTD, LONDON, COPYRIGHT © VICTORIA AND ALBERT MUSEUM, LONDON [1]

GEORG NEES, 23-ECKE (POLYGON OF 23 VERTICES), 1964, SOURCE: COMPART [2]

GEORG NEES, SCREENPRINT ON PAPER, MOUNTED ON BOARD, 1970, GIVEN BY THE COMPUTER ARTS SOCIETY, SUPPORTED BY SYSTEM SIMULATION LTD, LONDON, COPYRIGHT © VICTORIA AND ALBERT MUSEUM, LONDON [3]

FRIEDER NAKE

Frieder Nake (b.1938) is a German mathematician, computer scientist, regarded as one of the pioneers of computer art. In the 1960s he created an algorithm to explore Paul Klee’s use of vertical and horizontal lines. His source of inspiration was Klee’s 1929 painting Highroads and Byroads. Nake’s ultimate goal was not that of creating an exact reproduction of Klee’s artwork. He rather explored ideas about possible algorithmic art forms.

Nake defined the parameters for the computer and the pen plotter to draw […] He then deliberately wrote random variables into the program which allowed the computer to make choices of its own, based on probability theory.

THE VICTORIA & ALBERT MUSEUM

FRIEDER NAKE, HOMMAGE À PAUL KLEE, 13/9/65 NR.2, COPYRIGHT © VICTORIA AND ALBERT MUSEUM, LONDON [4]

PHOTOGRAPH OF A PLOTTER DRAWING, ‘RANDOM POLYGONS’, BY FRIEDER NAKE, 1964. GIVEN BY THE AMERICAN FRIENDS OF THE V&A THROUGH THE GENEROSITY OF PATRIC PRINCE, COPYRIGHT © VICTORIA AND ALBERT MUSEUM, LONDON [5]

FRIEDER NAKE, WALK-THROUGH-RASTER, 1967, COPYRIGHT © VICTORIA AND ALBERT MUSEUM, LONDON [6]

KEN KNOWLTON AND LEON HARMON

Ken Knowlton (b.1931) is an artist, mosaicist, portraitist and a computer graphics pioneer. He used to work at Bell Labs. Leon Harmon (1922-1983) was a researcher in mental/neural processing. In 1966 Knowlton and Harmon experimented with photomosaic and made the first experiment to scan a photograph into a computer, recreating it with a different range of grey generated by mathematical and electronic symbols. Their famous image of a reclining nude is what Knowlton and Harmon defined as “computer-processed creatures”.

KEN KNOWLTON AND LEON HARMON, COMPUTER NUDE (STUDIES IN PERCEPTION I), 1967, SILKSCREEN PRINT, COLLECTION ALBRIGHT-KNOX ART GALLERY, BUFFALO, NEW YORK, © ESTATE OF LEON HARMON / KEN KNOWLTON [7]

E.A.T

Experiments in Art and Technology (E.A.T.) was a collective set up in 1967 in New York to foster collaborations between artists and engineers. This organisation was originally founded by engineers Billy Klüver and Fred Waldhauer, and artists Robert Rauschenberg and Robert Whitman. It gave rise to installations and performances incorporating new technologies.

EXPERIMENTS IN ART AND TECHNOLOGY (E.A.T.), SOURCE: DIGICULT [8]

ALLAN KAPROW

E.A.T served as a source of inspiration for many artists who continued to explore the intersection between art and technology. In 1969 American artist Allan Kaprow (1927-2006) created his famous artistic TV happening, an interactive experience between groups of people and television technologists.

ALAN KAPROW, HELLO, 1969, SOURCE: ECOLOGY OF INTIMACY [9]

DESMOND PAUL HENRY

Desmond Paul Henry (1921-2004) is one of the early British pioneers of computer art in the 1960s. He is renowned for having constructed three mechanical drawing machines from bombsight analogue computers, which were used by fighter pilots during World War II. Henry’s machine-generated effects present complex abstract and curvilinear graphics and are considered early examples of computer graphics.

DESMOND PAUL HENRY, #620, 1962, SOURCE: KATE VASS GALERIES [1]

DESMOND PAUL HENRY, #824, 1963, SOURCE: KATE VASS GALERIES [2]

LILLIAN SCHWARTZ

Lillian Schwartz (b.1927) is an American artist, regarded as a pioneer in computer art. She was a member of the collective Experiments in Art and Technology (E.A.T.) in the 1960s and collaborated with engineers on different projects. She brought significant innovations to the field of computer art during the 1960s and 1970s and contributed to the developments of graphics, film, video, 2D/3D animation and special effects.

LILLIAN SCHWARTZ AND KENNETH C. KNOWLTON, PIXILLATION, 1970, SOURCE: DIGITAL ART ARCHIVE, COPYRIGHT © 1970, LILLIAN F. SCHWARTZ AND KENNETH C. KNOWLTON [3]

LILLIAN SCHWARTZ, CHARMS, 1970, SOURCE: ARTSY, MAGENTA PLAINS NEW YORK [4]

PAUL BROWN

Paul Brown (b.1947) is an Anglo-Australian artist, writer and educator who has been focussing on art, science and technology since the 1960s and on computational & generative art since the 1970s. Between 1977 and 1979 he studied at the Slade School of Art in London, one of the few institutions which fully incorporated the use of computers into art during the 1970s. He is an internationally recognised artist.

PAUL BROWN, UNTITLED COMPUTER ASSISTED DRAWING, 1975, PLOTTER DRAWING, GIVEN BY THE AMERICAN FRIENDS OF THE V&A THROUGH THE GENEROSITY OF PATRIC PRINCE, COPYRIGHT © VICTORIA AND ALBERT MUSEUM, LONDON [5]

PAUL BROWN, THE LABYRINTH OF THE LAW, ORIGINAL GRATE VISUALISATION DIGITAL IMAGE, SOURCE: PAUL-BROWN.COM, COPYRIGHT © PAUL BROWN [6]

VERA MOLNÁR

Vera Molnár (b. 1924) is a French artist of Hungarian origin. She is regarded as one of the pioneers of computer and algorithmic arts. In the 1960s she started creating algorithmic paintings with simple geometrical forms and co-founded the group “Art et Informatique” in 1967, investigating the intersection between art and computing. As explained in “Digital Art: Painting with Pixels” by Ron Miller, Vera Molnár believed that:

Without the aid of a computer, it would not be possible to materialize quite so faithfully an image that previously existed only in the artist’s mind. This may sound paradoxical, but the machine, which is thought to be cold and inhuman, can help to realize what is most subjective, unattainable, and profound in a human being.

VERA MOLNÁR

VERA MOLNÁR, A LA RECHERCHE DE PAUL KLEE, 1970, INK ON PAPER, COLLECTION FRANC BRETAGNE, COPYRIGHT © ADAGP, PARIS, CREDIT PHOTO HERVÉ BEUREL [7]

VERA MOLNÁR, INTERRUPTIONS, 1968/69, SOURCE: ARTNOME, COPYRIGHT © VERA MOLNÁR [8]

ROBERT W. MALLARY

Robert W. Mallary (1917-1997) was an American artist, renowned mostly for his Neo-Dada, “junk art” sculptures, which he created from different materials and urban rubbish during the 1950s and 1960s. He is also remembered for his major contributions to computer art and for having created one of the first sculptures generated by computer in 1968.

ROBERT W. MALLARY, QUAD 1, COMPUTER-DESIGNED SCULPTURE, 1968, SOURCE: WIKIPEDIA, COPYRIGHT © ROBERT MALLARY – ESTATE OF ROBERT MALLARY [9]

ROBERT W. MALLARY, 3 COLOUR PLOTTER GRAPHIC, 1972, COMPUTER DRAWING, SOURCE: TELEGRAPH [10]

MANFRED MOHR

Manfred Mohr (b. 1938) is a German artist regarded as one of the pioneers of digital art. Initially an action painter and a jazz saxophonist, he turned to computer art in the late 1960s. He transposed the rhythm, energy and sense of improvisation gained from making music to creating algorithmic art. He has been based in New York since 1981.

MANFRED MOHR, P-055. RANDOM CIRCUIT, 1970, COMPUTER-GENERATED DRAWING, SOURCE: ZKM | CENTER FOR ART AND MEDIA © MANFRED MOHR; PHOTO © ZKM | CENTER FOR ART AND MEDIA, PHOTO: FRANZ J. WAMHOF [11]

MANFRED MOHR, CUBIC LIMIT, 1973–1974, DIGITAL TRANSFER OF 16MM FILM, SOURCE: ARTSY, BITFORMS GALLERY NEW YORK, LOS ANGELES, SAN FRANCISCO [12]

80s–90s: DIGITAL ART

Harold Cohen, Andy Warhol and other Representative Artists

During the 1980s digital technologies were no longer associated mostly with engineers – they became part of everyday life. Computers started to spread outside of scientific laboratories and they became employed both for business and personal use. While not a comprehensive list of artists, this post highlights some the main artists who brought significant contributions during the 80s and 90s.

HAROLD COHEN

Harold Cohen (1928-2016) was a British-born artist, renowned for having created AARON, a complex computer software program to generate art autonomously. Cohen’s work combined artificial intelligence with art. His major contributions in the field of digital art led his work to be displayed in many museums exhibitions, such as the Tate Gallery in London. Besides his interest in new technologies, Cohen was also a painter.

HAROLD COHEN, ATHLETE SERIES, 1986, SOURCE: MEDIUM, NYTIMES [1]

HAROLD COHEN, “LW3”, 1987, HAND-COLORED COMPUTER-GENERATED DRAWING. SOURCE: NYTIMES [2]

ANDY WARHOL

Andy Warhol (1928-1987) created a series of digital works on a personal computer, the Amiga 1000 model, in the middle of the 1980s. These works were made by the pop artist as part of a collaborative project with Commodore Amiga and had been left on Amiga floppy disks for nearly 20 years before they got found and recovered by the Andy Warhol Museum. The digital images included doodles and revisitations of Warhol’s existing artworks, such as the acclaimed Campbell’s soup can, and Botticelli’s The Birth of Venus.

If I had a good computer I could catch up with my thoughts over the weekend if I ever got behind myself. A computer would be a very qualified boss.

ANDY WARHOL, THE PHILOSOPHY OF ANDY WARHOL, 1975

ANDY WARHOL, ANDY2, 1985, SOURCE: DESIGNBOOM, © THE ANDY WARHOL FOUNDATION FOR THE VISUALS ARTS, INC. / COURTESY OF THE ANDY WARHOL MUSEUM [3]

ANDY WARHOL, VENUS, 1985, SOURCE: DESIGNBOOM, © THE ANDY WARHOL FOUNDATION FOR THE VISUALS ARTS, INC. / COURTESY OF THE ANDY WARHOL MUSEUM [4]

KENNETH SNELSON

Kenneth Snelson (1927-2016) was an American sculptor and photographer, who also gave contributions to the development of digital art. He is renowned as the Father of Tensegrity, described by the artist as “solid elements set in space and supporting each other through tension”.

His famous image “Forest Devils’ MoonNight” was created with a 3D computer animation program and was part of the artist’ exploration into computer imagery.

KENNETH SNELSON, FOREST DEVILS’ MOON NIGHT, 1991, C-TYPE PRINT, GIVEN BY THE AMERICAN FRIENDS OF THE V&A THROUGH THE GENEROSITY OF PATRIC PRINCE, COPYRIGHT © VICTORIA AND ALBERT MUSEUM, LONDON [5]

PETER STRUYCKEN

Peter Struycken (b.1939) is a versatile artist from the Netherlands, regarded as one of the pioneers in the field of digital art in his country. He is mostly renowned for having created the digital portrait of Queen Beatrix used for Dutch postage stamps. The image was made of digital-shifted dots, evoking a sort of “digital pointillism”.

PETER STRUYCKEN AND GERARD UNGER, THE BEATRIX STAMP SERIES, 1981–2010, SOURCE: FLICKR, © FLORIAN HARDWIG [6]

JAMES FAURE WALKER

James Faure Walker (b. 1949) is a British artist whose repertoire encompasses oil painting, watercolour and digital art. Since the end of the 1980s, he has been incorporating computer generated images into his painting, blending the diverse features of the digital and the physical paint to the extent that it’s often hard to discern which one is which.

JAMES FAURE WALKER, DROP, 1993, COMPOSITE INKJET PRINT, SOURCE: JAMESFAUREWALKER.COM, © JAMES FAURE WALKER [7]

JAMES FAURE WALKER, PROPOSITION IV MONOPOLY 1991, COMPOSITE INKJET PRINT, SOURCE: JAMESFAUREWALKER.COM, © JAMES FAURE WALKER [8]

*This article is for non-profit educational purposes. We do not represent or work with any of the featured artists. The copyright of all images belong to their authors. We aim to contribute to the research in the field of digital art and hope our readers will find this article beneficial to their learning.

1

Jay Bowles and Dagmar Carnevale Lavezzoli

Art

Tech

Curators' Choice

Among the Pioneers

Among the Pioneers

Among the Pioneers

4 years ago

Although the world of cryptoart is unfolding at a tremendous pace, it makes sense from time to time to look backwards; art is meant to last. With this article, I would like to pay tribute to some of the cryptoart pioneers. I call them pioneers of the “second wave”, which started in 2018 with the arrival of dedicated marketplaces such as SuperRare. Artists who minted pieces at that time were true adventurers and discoverers of a new creation space, and we can only have admiration for them and be respectful. Here, I have selected five works by five different artists, which I particularly appreciate, and that were created in 2018 or at the beginning of 2019. For me, these are remarkable artworks that will go down in cryptoart history.

Obvious Maxxena May 2018

Obvious is an artist collective that made itself known when one of their AI works has been unexpectedly sold for $432,500 at Christie’s in October 2018. It is said that the first contacts with Christie’s were established after they discovered Obvious’ art on the SuperRare platform. The sale generated intense, and sometimes heated, discussions in the art sphere, especially among AI artists.

Maxxena by Obvious

Spiders are masters of mathematics and architecture. At the time of the creation of this work, the Obvious team met Cedric Villani, a great French mathematician awarded the Fields Medal in 2010, who happens to have a very special passion for spiders and, on this occasion, they had a discussion on machine learning and art that we imagine was fruitful.

In art, spiders are often represented by giant, almost threatening, physical structures.  We think of ‘Maman’ by Louise Bourgeois or ‘The Red Spider’ by Alexander Calder for example. But Obvious’ spiders are the opposite of that, immaterial and even declared “defenseless” by its creators. Flying into the blue, almost dissolved in pure virtuality.

Obviously (ಠ‿↼), the piece was named after Maexxna (sometimes misspelled Maxxena), a large spider of the Arachnid Quarter in Naxxramas within the game World of Warcraft. As a wink. As a game. But, by its symbolism, Maxxena is a piece of ‘igneous art’. Isn’t our soul the spider that spins our own body? And will this spider (Aranea in Latin) help us find Ariadne’s thread to exit this labyrinth?

Max Osiris Salvator Oeconomia August 2018

We don’t need to introduce Max Osiris. Admired, sometimes hated, he leaves no one indifferent. His abundant, sparkling, exuberant art is constantly evolving, at an incredible speed. Following his artistic journey is fascinating. Max Osiris is an early cryptoartist who marked, marks and will mark the cryptoart movement.

Salvator Oeconomia by Max Osiris

‘Salvator Mundi’ by Leonardo da Vinci is the most expensive painting ever sold at a public auction. Max Osiris took an image of this painting and replaced Jesus’ eyes with those of other subjects, giving birth to the (in)famous ‘Salvator’ series, which includes ‘Salvator Oeoconomia’. An important feature is the blurring of 90% of the image and, as the artist says, “this somehow makes it difficult to tell which hand gesture Jesus is actually making, and about what and to whom¯\_(ツ)_/¯.”

In a certain way, Max Osiris’ artwork echoes the veil of women, dominator culture and censorship. More broadly, it can also be interpreted as a critique of our current society, and especially the economic and financial system on which it is built. In this work, Jesus’ eyes have been replaced by those of Vitalik Buterin who, as the creator of Ethereum, is displayed as a savior of our economy – Salvator Oeconomiae.

Despite – and maybe because – of the context of this work, ‘Salvator Oeconomia’ transmits inner peace, serenity and certitude. If the eyes are the mirror of the soul, here this mirror is the one of a consciousness that expresses, without any word, the inexpressible.

Hex6c Genesis Block October 2018

Hex6c is a data scientist and generative artist who entered the cryptoart scene in June 2018. His artistic nickname and his works reflect his dual nature, rational and spiritual. Hex6c is also known for his detailed statistical studies and analysis on cryptoart. Also, the famous piece ‘Warhol’, developed with Hackatao, is considered to be one of the very first collaborative works in this space.

Genesis Block by Hex6c

A hash is basically the reference number of a block in a blockchain. Hex6c has developed a way to map any hash “into a unique coilgram made of intertwined coils with different shapes and colors. Hashes are used as random number generators to determine the shape and color of the coils.” ‘Genesis Block’ is a coiled representation of the Genesis block of the Ethereum blockchain.

However, ‘Genesis Block’ is much more than “rules” and algorithms. Yes, we can use numbers to tell the difference between blue and red if we explain colors in terms of vibrations; but nothing can replace the real nature of blue or red. The qualitative experience always transcends the quantitative knowledge, and our personal experience demonstrates it: ‘Genesis Block’ is a vibrantly magnetic work of art, where the imagination and the creative spirit of the artist manifest themselves.

‘Genesis Block’ has a black background, and I call it the ‘Yin version’ of the coilgram. It was this version that was first minted on KnownOrigin. Later, a ‘Yang version’ of the same block – with white background – was created on SuperRare. Both have a nice story to tell us: the path is long and tortuous but it is engaging. “If the path is beautiful, let us not ask where it leads.”

David Young Learning Nature (b31, 2086, 13) November 2018

David Young, also known as Triplecode, explores the possibilities of seeing new patterns at the edge of art and science. He collaborates with artificial minds that feel the urge to create art because this is what they have been designed for.

Learning Nature (b31, 2086, 13) by David Young

David Young indicates he was inspired by the Hudson River School, a 19th century art movement that used painting to express man’s relationship with nature. This work is one of a series called ‘Learning Nature’ that depicts flowers emerged from his “collaboration” with an AI trained with photographs the artist took at his farm in Bovina, NY.

David Young says: “We’re anxious, yes, but we are anxious because we want to deny that the work speaks to some inner sense of beauty that we cannot resist.” He is an AI researcher acting like an alchemist who seeks to create gold from base metal. Slowly, after having thoroughly mixed the appropriate components and gone through numerous distillations, the precious object appears and the artist knows how to recognize and preserve it.

This flower doesn’t exist in the real world and yet it had always existed as an un-manifested possibility in the depths of a network that is learning about nature, and now it is revealed. Vision is a bit blurred because our eyes are not trained to see such things. As Jonathan Swift said, “vision is the art of seeing things invisible.”

Bard Ionson Bright Land December 2018

Far from kitsch and compromises, Bard Ionson pursues his own artistic journey, through artificial intelligence and oscilloscopes, with works infused with backstories and hidden layers of meaning. As he says, he is fascinated with the space between the electronic and spiritual worlds and the distortions that happen upon passing between them.

Bright Land by Bard Ionson

Bard Ionson made me discover oscilloscope art. At the intersection of two art forms, visual art and music, he is, with Jerobeam Fenderson, one of the most compelling artists in this domain. Many of his works have explored the possibilities offered by oscilloscopes, and this is quite unique within the cryptoart movement.

This work is at the conjunction of AI and oscilloscope art. The artist trained a machine learning neural network with a set of nude paintings and then ran an epoch of oscilloscope art. As the artist says, it is “a bright land between worlds, an imaginary place in the mind of a neural net where organic figures dance in the neon light.” Or do they dance in a digital forest?

Listen. Listen carefully. Don’t you hear the song from the digital forest?  Searching for the symbiosis between the external being and the internal, abstract one as it is codified in a system of machines. And looking for this harmony with Gaia – “the spirit of nature” – so that nature, man and artificial intelligence become one.

Oficinas TK Still Life February 2019

Oficinas TK is especially fond of hermetism and geometry. For his art, he generally chooses simple and unpretentious themes but he perfectly knows the secret of things and how to convey their subtle messages. He is also the founder of the Thoreau Center for the Blockchain Arts (TCBA) that promotes and preserves the works of many cryptoartists. With this in view, virtual exhibition spaces have been built both in Cryptovoxels and Decentraland.

Still Life by Oficinas TK

Still-Life has always been a popular art form and it has been revived more recently by artists such as Andy Warhol, Roy Lichtenstein or Keith Haring. This artwork by Oficinas TK presents a golden apple and, blurred in the background, the image of a work by Max Osiris titled ‘Je rêve dans les coeurs’ that takes its source in the portrait of the ‘Comtesse de la Tour-Maubourg’ by Théodore Chassériau.

But, here, she is not a countess anymore. She has vanished and has been transformed into a composite personage. The golden apple in the foreground solidifies the whole composition. This is a perfect fruit that could well have been picked in the garden of the Hesperides. It is as if, under the effect of a strange alchemical operation, the golden apple had allowed the countess to transmute into this strange double-headed being.

The apple is an enigmatic and ambiguous symbol that unites antagonistic messages and has many different significations. The apple is everywhere and continues to fuel the collective imagination until today. The name of a well-known technology brand is just one of the most recent examples, and it will not be the last. The apple is eternal.

Let us be guided by the clairvoyance of the look and the radiance of the heart.

1

Wang Xiang

Virtual & Digital

Art

Tech

Curators' Choice