LB/Online Video Festival
Every week, starting on April 28th, Luciana Brito Galeria published a new video, a new experience, which will be available on our website indefinitely. So you can watch as many times you wish, whenever you like. The idea was to propose a reflection on a significant set of works both by artists who are represented by us, and by others that we consider relevant to the proposal. This week we published below the video “Photokinetic" (2020), by Héctor Zamora (Mexico). Don’t miss!
Curator: Analivia Cordeiro
Curatorial text: read here
Sunstone, 1979
Circulating Video Library Catalog (1983), curated by Barbara J. London, Assistant Curator, Video, Department
of Film, The Museum of Modern Art, New York City, NY: MOMA, 27: “Sunstone (1979) U.S.A. By Ed Emshwiller.
Computer animation by Alvy Ray Smith, Lance Williams, and Garland Stern at the New York Institute of Technology.”
"Hi Cork
I composed this in my head while flying back from Atlanta yesterday:
Hello Folks
You’re about to watch one of the very first computer animations, Sunstone, and you’re about to hear Cork and team’s musical interpretation of it. That’s a first too. Whoa! you might be saying. Cork’s done it before, right here at the Acorn about a year ago. Well, yes and no. He played then to a deteriorated copy of the piece, a youTube version. What you’re about to see is the fully reconstructed Sunstone, from its original master tape, very close to its original glory. Therein lies a story connecting me to Cork to you.
I’m Alvy Ray Smith, by the way. I made Sunstone 30-something years ago with my great friend and mentor, Ed Emshwiller—“Emsh” we called him. That’s how he signed his cover art for 1950s-era pulp science-fiction magazines—such as Galaxy Science Fiction. Emsh was a space cadet all right, and master of many other art forms: abstract oils, 16-millimeter film, video, and finally computer animation. He’s noted in all those fields—in museums all over the world for one art form or another—and was first, a pioneer, in nearly all of them. Sunstone was one of the earliest pieces of computer animation, and it’s in the collection of MOMA (the Museum of Modern Art) in New York. Emsh ended his career as beloved Provost of Cal Arts (the California Institute of the Arts) in southern California, advisor to a generation of artists. His memorial there was the finest I’ve ever seen—hours and hours of heartfelt love expressed spontaneously by dozens of us who had had our lives changed by this wonderful man. If Emsh could’ve seen it, he would have laughed with his trademark deep and infectious Santa-Claus, “Ho ho ho.”
I’m extremely proud of Sunstone. I went from Long Island, where Emsh and I made it, to northern California where I cofounded Pixar, the computer animation company. Although I kinda like Pixar’s movies—proud papa, you know—I’m prouder of Sunstone than of any of Pixar’s movies. When I first heard of Corky Siegel, all I had left of Sunstone was also a youTube degenerate copy— or so I thought.
I was alerted by Google last year that “my” Sunstone had been shown at the Acorn accompanied by some Chicago bluesmen, or so I understood. I spoke to a reporter who put me in touch with Cork. Besides being thrilled that someone else “out there” liked Sunstone, enough to perform to it (and so honor it in my opinion), I thought maybe he had a better copy of it than I. But no! He only had a youTube version too. Ouch! He was showing that decrepit version on a big screen. I resolved to approach MOMA to see if they had a better version both Cork and I could use. But
that effort deadended, I don’t know why. My curator friend there never wrote back. Perhaps she is no longer there.
Well, I’ve been carrying around with me—as probably most of you have too—my life in boxes, moved house to house, state to state for decades. I don’t remember what’s in most of those boxes. But while rummaging around in them, for a completely different reason, I stumbled on the master tape for Sunstone! This was a large old videotape format, called a “2-inch quad” because it was made in the late 1970s on an Ampex Quad 2-inch tape machine, the kind used by television broadcasters in that bygone era for high-quality recordings.
I was excited by this discovery, but also dismayed. Videotape that old might not play any longer. Videotape gets old. The magnetically charged surface of the tape becomes dust as the tape ages. Not only that, but there aren’t any Ampex Quad 2-inch tape players anymore. Or so I thought until I googled “ampex quad” and found a fellow in Oregon who had lovingly restored one of the old beasts! Wouldn’t you know! I spoke with him about Sunstone, Emsh, Corky, me, etc. and he volunteered to read my old master tape and convert it to a modern digital format, a DVD—because it was an historically important piece. That gentleman deserves a big credit. He is Park Seward, and he did a great job of restoration, as you’ll see. It looks very close to the original Sunstone. And is night and day different from the youTube version. Thanks, Park!
Before we let Corky and the Chamber Blues loose I just want to say something about how Sunstone was made. It’s improvisational jazz, in a way.
The group of people now known as Pixar got its start on Long Island in the 1970s. One day Emsh showed up in our lab, saying he had a Guggenheim Fellowship and six months and he wanted to make a 3-hour movie using our computer technology. We burst out laughing! Emsh, quite taken aback, his dignity insulted, asked what he’d said that was so funny. We had to explain that these were the early days of computer animation. He’d be lucky in six months to get 3 minutes of movie. In fact, Sunstone is just a tiny bit longer than 3 minutes. To put our laughter in perspective, you need to know that computers 30 years ago were one million times slower than they are now! Or there was one million times less memory. Or they cost one million times more. Any way you look at it, the computer world of 1979 was a million times worse than it is now. That’s why it took us 20 years from our first idea of making a digital movie in 1975 on Long Island to finally producing it, Toy Story, in 1995 as Pixar in California.
But after the laughter subsided and Emsh had come to terms with the restrictions, there began the most profound artistic partnership of my career. Emsh became sort of like a father to me (we both had long hair, his white, mine dark, straight out of late 1960s in California.) Emsh was enough a lover of technology to bend when he had to bend to meet the excrutiatingly painful limits of computation in those early days. I was enough of an artist (I painted in oils and acrylics for several
years before discovering painting on computers) that I could bend with Emsh’s artistic whims. A typical session with him would go like this: He’d say, for example, “I want to push a human through a concrete wall.” I’d chuckle and say, “Emsh, we’ll be able to do that in the future, but not yet. It would take me months to write the code and months to wait for the machine to execute it. But if you changed the concept to this, we might actually get it done [and I would make an artistic suggestion that I knew I could actually make happen in some reasonable time].” He would then say, “Well, in that case, could you change it so that [and he would make an artistic modification of what I’d offered]?” And we would rock back and forth like that several times until finally we converged on a solution, both artistic and technologically feasible. I would implement it, then we’d do it again for the next scene. That’s why I call it visual improv—at least the process was. You just have to imagine the clock turned down REAL SLOW. He would riff, then I’d respond with a riff, then he’d work with that, etc, etc. This was not real-time improv of course, and maybe you find the metaphor completely off mark. What I’m trying to say is that the process was loads of fun, surprising, and bonding—and pulled out the best of each of us, and produced a result we’re both proud of.
Enough of my gabbing. Thanks for listening. Let’s see what Cork’s going to do with the new improved Sunstone, shall we?"
Alvy Ray Smith
Alvy Ray Smith
Dr Alvy Ray Smith: Cofounded two successful startups: Pixar - see Pixar founding documents - (sold to Disney) and Altamira (sold to Microsoft). First director of computer graphics at Lucasfilm. Original member of the Computer Graphics Lab of the New York Institute of Technology. First Graphics Fellow at Microsoft. At Xerox PARC for the birth of the personal computer, the internet, and the first color pixels. Received two technical Academy Awards, for the alpha channel and digital paint systems. Invented the first full-color paint program, the HSV (or HSB) color transform, and the alpha channel. Directed the Genesis Demo in Star Trek II: The Wrath of Khan. Hired John Lasseter and directed him in The Adventures of André & Wally B. Proposed and negotiated the Academy-Award winning Disney computer animation production system, CAPS. Instrumental, as a Regent, in initiating the Visible Human Project of the National Library of Medicine. Star witness in a trial that successfully invalidated five patents that threatened Adobe Photoshop. Active in the development of the HDTV standard, arguing for progressive scan. Holds Ph.D. from Stanford University and honorary doctorate from New Mexico State University. Member of the National Academy of Engineering. Fellow of the American Association for the Advancement of Science, and Fellow of the American Society of Genealogists. Published widely in theoretical computer science, computer graphics, and scholarly genealogy. Creator of many pieces of computer art, including Sunstone in the collection of the Museum of Modern Art in New York. Holds four patents. Now writing a book, A Biography of the Pixel. An advisor to Baobab Studios, an award-winning VR startup in Silicon Valley. For more details see <alvyray.com>.
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Héctor Zamora, Photokinetic, 2020
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Re-Construtivo, 2020
Analivia Cordeiro
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Forest Warrior – Xondaro Ka’aguy Reguá, 2020
ANGRY duo (Bruno Silvia e Gabe Maruyama)
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Ouragualamalma, 2020
Éder Santos
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Encruzidança, 2018
Kelly Santos e Naná Prudêncio
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Vidbits, 1974
Alvy Ray Smith
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Do Peito ao Prumo, 2020
Tothi dos Santos
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The Trip, 1976
José Roberto Aguilar
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Sunstone, 1979
Alvy Ray Smith
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Tudo Está Dito, 1974
Augusto de Campos
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Hommage a Mondrian, 1972
Jean Otth
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Flesh I and Flesh II, 2004
Analivia Cordeiro
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Limiar, 2015
Regina Silveira
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Homenagem a George Segal, 1985
Lenora de Barros
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Bronze Revirado, 2011
Pablo Lobato
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Landscape for White Squares, 1972
Anhtony McCall
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VT Preparado AC/JC, 1985
Walter Silveira e Pedro Vieira
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Places of Power, Waterfall, 2013
Marina Abramovic
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Una Milla de Cruces Sobre el Pavimento, 1979
Lotty Rosenfeld
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Alvos, 2017
Lenora de Barros
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Ituporanga, 2010
Caio Reisewitz
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Nas Coxas, 2018
Héctor Zamora
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Non Plus Ultra, 1985
Tadeu Jungle
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Há Casas, 2018
Rochelle Costi
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0=45, 1974
Analivia Cordeiro
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Dormindo Acordada, 2011
Fabiana de Barros & Michel Favre
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Earthwork, 1972
Anhtony McCall
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O Pulsar, 1975
Augusto de Campos
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Actualidades / Breaking News, 2016
Liliana Porter
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Campo, 1976
Regina Silveira
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Tumitinhas, 1998
Eder Santos
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Corda, 2014
Pablo Lobato
Here you will see historical videos. While some are being shown practically for the first time, others are well-known in the history of art. In its more than 50 years of existence, video art has been a media characterized by its enormous flexibility. The formats of these videos have gone through more than ten variations: since the beginning, with the boxy U-Matic or Betacam cassettes, up to the small, modern-day pen drives with their mammoth capacities. It is interesting to learn about the transformations these artworks have undergone, as the current accessibility to technology, coupled with the possibility of knowing the original sources, allows us to understand that it was precisely these tools that led to the current format of our world and our perception. This exhibition is aimed providing the spectator with knowledge about these now outmoded devices and formats, while pointing out how this awareness can help us to better understand the artistic results.
The means of showing these works has also varied a lot: today there are countless platforms ranging from cell phones, with their small dimensions, up to 4K Ultra HD projectors, of great size and exceptional quality. In this moment of social isolation, the video camera has become the main medium of visual communication, the only channel between us and the people with whom we want to communicate. With this in mind, we can evaluate the meaning of expressing oneself through a camera.
The use of the camera is now so generalized that we no longer perceive how much it modifies and conditions what we want to say. Now that it has substituted real physical contact, we can evaluate the meaning of how a person expresses him- or herself through a camera. We can understand, like never before, the way that artists have chosen to use the resources of video in these historical works, which, as pointed out above, are resignified today. In their own time, these were cutting-edge resources in the hands of only a few people, while today video technology is part of our everyday life.
Video imposes many rules on us. The main one is that everything we wish to express needs to be inside of a rectangle, present on all the video display devices, ranging from cell phone devices to large-format video projectors. Even so, besides the basic challenge of conveying a message, the filmmaker should somehow spur the spectator to imagine what is taking place outside the rectangle. It is a game within a dictatorship: the dictatorship of the rectangle. When we are forced to frame the world within a bidimensional rectangular space we condition our brain to think in this way and our perception is altered according to these standards. We see reality as something to be adapted to our main current instrument of expression: video.
The consequences of this rule go beyond the formal aspect: video art restored the frame to the artwork, which had formerly existed in painting, but since the early 20th century was being gradually eliminated by contemporary trends – for example, by art installations and conceptual art. The historical video art used the rules of classical art and had the same framed format as painting. In what sense was it innovative? This is a question for you to answer while watching the videos.
Video consists of visual content plus sound, while the real world offers us a wider range of sensory stimuli: smells, sensations on the skin, types of touching, and more. The big challenge for the artists, therefore, is to convey the richness and complexity of reality with the more constrained resources of this technology. It is intriguing to observe how the genius and talent of a given artist can arouse sensations in us that range outside the restrictive technical solutions and even human experience. Through this rectangle and these audiovisual resources, each artist creates a poetics and can compose a unique artwork. In each video featured in the show it is possible to catch sight of underlying historical and artistic aspects that reveal the prevailing mindset of each era in regard to the perception of art and the values that went into its making. For this reason, each of these artworks can be watched more than once, and at each opportunity a new perception will arise, just as it does in the case of paintings. While a painting presents a still image on canvas (a sort of screen), video presents the image in movement: the basic principle of video art.
Showing video art online is a legitimate medium for its exhibition, transmitting the work in its full artistic significance, since it was originally conceived to be shown in video format. Watching online can therefore provide a genuine and authentic exhibition experience, filling us with ideas and thoughts while wholly conveying the work’s high-quality poetics.
While watching the videos, you can allow yourself to be transported to the period in question: the 1970s, ’80s, ’90s or the 2000’s, while simultaneously observing their universal and timeless qualities.
Analivia Cordeiro, March 2020
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Analivia Cordeiro, PhD, Dancer, Choreographer, Video Artist, Architect and Body Language Researcher. Considered to be the first Brazilian Videoartist (1973), as well as a Computer-dance pioneer, she is also responsible for the creation of many multimedia works, the human movement notation software Nota-Anna and a system for literacy in Portuguese language. www.analivia.com.br
Soon you can follow the full program of the exhibition in this page