Benjamin Freedman
Jake
digital video, one channel, color, sound, 6’ 46”, 2023, Canada
Jake is an experimental film that explores simulated environments and the inherent artificiality and fallibility of memory. Composed of footage captured in Everybody’s Gone to the Rapture, a videogame set in a post-apocalyptic small town, the film presents semi photorealistic views that alternate between natural and domestic environments. Despite an effort towards realism, the footage remains uncanny as a disembodied voiceover of a young man plays overtop. Expressed in first person, the young man reminisces on his childhood memories that involve his family, the town itself and in particular, his first love named Jake. Written using OpenAI’s ChatGPT technology and recounted by a human actor, the narration eventually acknowledges that in spite of the town being simulated, like the nature of his memories of Jake, there is truth to the liminal space that divides reality and fiction.
Benjamin Freedman’s artistic practice spans multiple mediums, encompassing sculpture, video, photography and computer generated imagery with a marked interest in complex histories and the restorative potential of photographic research. Through his lens-based work, Freedman artfully reinterprets and disrupts the past, navigating the relative truths and deceptions inherent in the medium. Of particular note is his embrace of science fiction and horror visual vocabularies to expand his documentary projects, compellingly challenging the boundaries of the genre. Notably, Freedman self-published his first photography book in 2015, and has since exhibited extensively throughout the Greater Toronto area, including at Pumice Raft Gallery, Stephen Bulger Gallery, Ryerson Image Centre, 8eleven Gallery, Art Gallery of Mississauga, and Division Gallery, as well as internationally at the prestigious Aperture Foundation in New York City. Beyond his individual artistic pursuits, Freedman has also made significant contributions to the Toronto arts community, serving on steering committees for the Toronto Art Book Fair and SNAP! Live Auction, and as an artist advisory committee member for The Patch Project. He is currently pursuing a Master of Design, Photography at the École cantonal d’art Lausanne (ECAL) in Lausanne, Switzerland.
COLOSSAL CAVE ADVENTURE – THE MOVIE
Digital video (1024 x 1024), sound, color, 55’ 33” 2022, Germany
Created by Thomas Hawranke and Lasse Scherffig
January 6 - 19 2023
Introduced by Matteo Bittanti
vral.org
An adaptation sui generis of an early text-based adventure games, Colossal Cave Adventure - The Movie remediates the program developed by Will Crowther in 1976 based on the architecture of the Mammoth Cave complex in Kentucky. The original game used text to describe the environment whereas the animated film uses AI-generated visuals. Every eight seconds, the AI system receives a new textual description, taken from Colossal Cave Adventure’s source code, comprising 379 inputs ranging from narrative descriptions of nature to jargon from the vocabulary of speleologists to single words meaning an object, a compass direction, or an exclamation. The camera constantly moves downwards, digging through geological layers and exposing new cave spaces again and again.
Born in 1977 in Bergisch Gladbach, Germany, Thomas Hawranke is a media artist and researcher whose practice investigates the influence of technology on society and the impact of computational logic onto human-animal-machine relationships. In his eclectic interventions, Hawranke operates at the intersection of performance and video art: a central concern of his is bringing to the surface the ideologies that inform everyday life. Hawranke graduated in Media Art at the Academy of Media Arts Cologne and received a PhD from the Bauhaus-University in Weimar, Germany, with a dissertation on the modification of video games, also known as modding, as a method for artistic research. Since 2005, he has been a member of susigames, an independent art label founded in 2003 that investigates alternative gaming’s approaches, and he is the co-founder of the Paidia Institute in Cologne. His works have been presented at several exhibitions and festivals, including the zkm_gameplay in Karlsruhe and the RENCONTRES INTERNATIONALES PARIS/BERLIN. Hawranke lives and works in Cologne, Germany.
Lasse Scherffig is an artist and scientist with a background in cognitive science/machine learning and computer science. Scherffig is interested in the relationship of humans, machines, and society; cybernetics and the technological infrastructures of communication and control; and the cultures and aesthetics of computation and interaction. His work oscillates between computer science and experimental artistic practices, engineering and amateur/DIY methods, science and humanities. A professor of Interaction Design at Köln International School of Design, he previously served as the Department Chair of Art and Technology at San Francisco Art Institute, where he taught as assistant professor. Scherffig co-founded the artist group Paidia Institute and off topic, magazine for media art. His art projects have been shown at numerous exhibitions. Lasse holds a doctoral degree in Experimental Computer Science from KHM, Academy of Media Arts Cologne.
VALLEY
digital video/machinima (1280 x 720), color, sound, 7’ 06”, Hungary/Canada
Created by Gina Hara
Inspired by the rise of artificial intelligence (AI) software in mental health contexts, Gina Hara uses the world of Minecraft as a backdrop for a series of exchanges with an AI-powered chatbot, called Robin, developed specifically for the project. Both the process and the resulting narrative are documented in this short machinima.
Gina Hara is a Hungarian-Canadian filmmaker and artist. She holds an MA in Intermedia, an MFA in Film Production and worked with film, video, new media, gaming, and design. Waning (2011), her first fiction film, was nominated for a Best Canadian Short award at the Toronto International Film Festival. Your Place or Minecraft (2016), a machinima web series focusing on game studies, is currently available on YouTube. Hara’s full length documentary Geek Girls (2017) explores the notion of subculture from women’s perspective and was screened internationally, including IULM University in 2018 during the Gender Play conference. Her artworks have been exhibited by several institutions including the New Museum in New York, the Budapest Kunsthalle and the City of Montreal. Hara lives in Montreal, where she works as Creative Director of the Technoculture, Art and Games Research Centre.
My paws are soft, my bones are heavy
digital video (1920 x 1080), color, sound (stereo), 4’ 57”, Germany, 2021
Created by Felix Klee, 2021
Can an artificial intelligence dream? Apparently, yes. In this oneiric short, it imagines itself as a virtual mountain lion wandering through digital landscapes. After jumping off a cliff, the animal dives into the ocean, looking for some tranquility. Written by an artificial intelligence, narrated by a text-to-speech converter and shot within a modified video game, My paws are soft, my bones are heavy is blatantly post-human.
Felix Klee is studying documentary filmmaking at the University of Television and Film in Munich, Germany. A graduate of the Academy of Fine Arts Munich — where he studied time-based media under Julian Rosefeldt and painting under Pia Fries — Klee previously studied painting under Thomas Hartmann at the Academy of Fine Arts Nuremberg and was a guest student at Universidad de las Artes Aguascalientes México. He co-founded the ReKollektiv, a collective of media artists and directors working towards the democratization of footage and a collectivist approach to film editing. From 2020-2022 he served as an advisory board member at Locarno Film Festival. Klee lives and works in Munich, Germany.
Li Zhu
All Beings Are Suffering
June 11 - June 24 2021
Introduced by Matteo Bittanti
vral.org
All Beings Are Suffering is part of Human Dust, an ongoing project that comprises self-generating scenes of human-like intelligence created by Li Zhu with Unity 3D. These simulated creatures reproduce themselves endlessly, floating in the air and multiplying at a frantic pace. As the artist says, “We don’t know whether such a human-like AI would have consciousness, but their presence will definitely confuse real humans’ consciousness. At least, because I heavily rely on computers to create my artwork, my own consciousness seems to be constantly washed away by algorithms. In a data flood, ‘real’ meanings that may exist in my art quickly decompose. Reality disappears; only a torrent of tumbling image data remains.”
Li Zhu is a Chinese-Canadian artist and scholar who uses new technologies such as video games, virtual reality, artificial intelligence, and social media to create new ways of understanding reality. All Beings Are Suffering is part of an ongoing series titled Human Dust. Li Zhu has an MFA from the School of the Art Institute of Chicago. She received a B.A. in Visual And Intermedia Arts from the University of Quebec in Montreal, Canada. She studied at the École nationale supérieure des beaux-arts de Paris and McGill University. Her work has been exhibited in China, France, Canada, and the United States. Recent exhibitions include I Think (solo, 2017) in Guangzhou, China, ON AURA (group, 2021) in Montreal, and Backyard Stories (group, 2020) in Chicago. She is currently working and living in Chicago.