June 2023

TRANSFER

Transfer: Almost In Real Time (film stills), 2023, Three-Act Documentary Short

“There was something so special about what the artists were doing to push against the trend of platform commercialization and truly thinking about the Internet as a vast open space for exploring ideas in the commons in a public way.”

—Kelani Nichole

TRANSFER has been at the forefront of art and technology for a decade. On the occasion of the gallery’s ten-year anniversary, Saul Applebaum speaks with Founder Kelani Nichole and Director Wade Wallerstein about the past, present, and future.

TRANSFER is an experimental gallery that explores simulation and expanded practice. The gallery was founded in Brooklyn in 2013 to support artists making computer-based artworks, by installing solo ‘white cube’ exhibitions of experimental media art. In 2019 the gallery opened in Los Angeles, with a salon-style program. For 10 years TRANSFER has produced international exhibitions of digital art in brick-and-mortar spaces, in collaboration with partner galleries, art fairs, institutions, and online.

Kelani Nichole is an exhibition designer and curator with a background in the tech industry, currently based in Miami. Her speciality in experience design and software development led to recursive ways of working in the gallery. Through many iterations, a new kind of cultural infrastructure for contemporary art has emerged from TRANSFER.

Wade Wallerstein is a digital anthropologist and curator based in San Francisco. His research in the realm of visual culture examines the phenomenology of virtual worlds and online experiences. Wade joined TRANSFER in Los Angeles and has curated the gallery’s programming since 2019. The two met on the internet when Wade reached out to share his passion for the artists and ideas the gallery had been developing.

ACT 1: Setting the Stage: Looking back to 2013 at the state of the Internet, the art market, and the changes coming.

Saul Appelbaum: Kelani, will you compare and contrast how the art world and TRANSFER engaged with art and technology when you started the gallery?

Kelani Nichole: When the gallery opened in 2013, the art world was still treating digital art, media-based art, and even time-based media as a different kind of discipline, a sort of outsider art, if you will. And one thing that we experienced early on, maybe even in the first year of TRANSFER’s history, was how these hype cycles would hit the art world. This industry had not changed much since Web 1.0. With Web 2.0, we started to see some transformation where artists could develop their personas, market their work, and reach a new audience through various Web 2.0 platforms. But the art world wasn't changing. There was nothing shifting in the structure or the mechanics of the way the market worked or even the way that criticism, audience, and these cycles of meaning happened.

When VR first emerged around 2015, there was so much hype, which quickly turned to AR, and then there was blockchain, AI, crypto, and now of course AI (again). TRANSFER remained consistent in our approach to working with technology and artists, specifically artists trying to think about and question the fundamental assumptions of technology. We would ride these hype cycles, but we were thinking about it in a different, more holistic way. We were doing things the art world wasn't used to. We were bringing in ways of working that technology companies used to develop software iteratively. Test, learn, fail quickly, and often. We were thinking about these kinds of practices in the space of the white cube.

When TRANSFER first started up, there was this amazing community online making art on the Internet. It was an experimental and open public space on the Web. There was something so special about what the artists were doing to push against the trend of platform commercialization and truly thinking about the Internet as this vast open space for exploring ideas in the commons in a public way. This was always something in the gallery's programming, we were pushing against, and dancing between the space of proprietary technology and open technology, what it means for virtual artworks to be more visible, from concept to an experiential perspective.

SA: I love how you talk about testing or an open exploration of technologies and have rolled that out into the entire lifecycle of projects. Similarly, I've always been impressed by larger movements in technology, like openly sharing information almost in real-time as it's being produced and co-work in a network, with the caveat that an open environment may be exploited for free labor by market powers.

KN: Yes, that ethos of openness is something that we were exploring at TRANSFER and, again, why the public space of the Internet was always the primary means of presenting work. A lot of our shows were installed for social media. One of our installation techniques was to take a phone camera and go around the gallery to look at the angles. As we were installing things, we had this technique using blue tape to outline everything in the gallery, trying to get the shot and check out how it would present and represent.

Many of our earliest shows were online first, like Rick Silva's En Plein Air, originally its first instantiation was on Tumblr. The serial presentation format of the Internet is something that became conceptually part of the work. It was vital to the work that it was presented in a scrolling serial way where you see many iterations in this large series of work.

And so, our process at TRANSFER was to try to translate that experience of serial openness, repeating page loads, refreshing browsers, and ask what it means in the space of the white cube. For En Plein Air, it became this huge stack of posters, and every time someone would take off a poster and roll it up, it was akin to a page load, someone had physically refreshed a page. The work traveled away from the gallery, and was appreciated in a distributed way. We were playing with how we could bring the affordances from the Internet into the physical space and have that become a part of the work, installation, experience, and development in the 'real world' conceptually.

SA: Wade, before this interview, we talked about your undergraduate studies in digital anthropology and growing up immersed in digital technologies. Looking back at TRANSFER in 2013, what do you think about the lore of digital transformation or the transformation from analog to digital technologies?

Wade Wallerstein: I was born in 1995. I grew up young enough to experience it, but I didn’t really understand the turn of the century, the new millennium. My family got a computer in 2000 when I was five years old. I remember a time before it, but not really. I also was a member of the guinea pig generation for social media. Facebook came out when I was in the 7th grade, and by the end of 8th grade, all of my social organization, communication, and chats with friends happened there. We had AIM and different kinds of messaging before it, but I grew up using the type of social media similar to what we have today.

I have had a Game Boy in my hand since I was four years old. I have played video games my entire life. This has defined how I understand media, how I understand communication with other people, and how I understand problem-solving. Around 2013 that was right at the cusp of next-gen gaming when companies like Nvidia announced they were working on streaming computer rendering services. The idea was that you didn't have to have the hardware, but you could stream into a very robust 3D environment or video game. It was also a time of 'techlash,' 2014 being the crest of Amazon and some of the big five tech companies. That was the beginning of a scholarly effort to understand online harms. That was the year in high school when they started talking to us about the effects of what could happen online.

My entry point to the digital art world was limited then. There weren't a lot of centralized or good resources for a young person to enter and access digital artwork. Museums and institutions that I would go to weren't showing this kind of work. Regardless of whether experimental or private gallery shows were happening, it wasn't in the public consciousness.

SA: Growing up in this digital environment, was it shocking that a digital and analog divide existed in the art world?

WW: It had been frustrating that this work wasn't being canonized and shown until now. But also shocking, given the rich and emotionally effective experiences created at the time. Around 2019, the art world was starting to understand the impact of net art, or more specifically, internet art. More writing was put out about it because people were beginning to realize (which I thought was obvious) that you can have a rich, phenomenological experience with a piece of media art on your computer.

As someone who grew up seeking out those experiences, trolling through forums and Reddit pages for cool digital content, exploring random chat rooms, games, and different worlds that I grew up playing, this was exciting to see happening. Growing up in an Internet culture that was heavily predicated or filled with video game meme jokes from gamer language and gamer speak, all these sorts of things, it just didn't compute to me now how you might look at a painting and see it as more valuable than a digital video.

KN: This conversation brings to mind something I don't know if I've processed before now. What contemporary art does for us as humans is it helps us understand our place in this moment of history, right? It helps us parse all the complexity and messy, confusing things about contemporary existence. Because media art was pushed to the outside for so long, we didn't have that mode of processing all of these digital phenomenologies, to use Wade's term here. And I think that set us back so much, and after the post-pandemic transformation we've all experienced, culture at large is now virtual in a way it wasn't before.

We could have been so much farther ahead if we had embraced some of these artists, ideas and ways of working within the contemporary art world, especially as a place for idea generation, R&D, experimentation, and thinking differently about these technologies. So part of the mess we're in right now with, for instance, the widespread adoption of LLMs (large language models) and the AI-fueled crisis of culture, is a result somehow of the tension of the scarcity and openness that this digital transformation of our lives presented to a legacy industry like the contemporary art world.

WW: The original Web 2.0 companies treated users as data points but not as experiencing, sensing beings that have agency and participate in the network meaningfully. These companies and others are now adopting a model based on giving people meaningful moments. This is one of the reasons why Kelani's work with TRANSFER is so critical because it reminds people every step of the way that you can have a meaningful phenomenological experience with a screen.

We need to treat these spaces with care, we need to treat them with reverence, and we should be developing them holistically, meaningfully, and connected to our offline values.

SA: Kelani, given the way digital art builds meaningful human edifice, what's one of the most brute objections you've heard to the value of digital art?

KN: One of the things that we encountered a lot at TRANSFER, especially as we went into a more traditional market context with these kinds of work, was this sentiment: why would I want to buy something that everyone can get for free on the Internet? What does it mean for me to invest in something that everyone can “have”? To me, from a position in the tech industry, this seemed so apparent as this place of value, the commons, the shared space of the Internet. But it didn't resonate with collectors at art fairs who were in more of a scarcity mindset from a market perspective. It's one of the things that we heard over and over again. And these values have massively arrived with the transformation we've seen post-pandemic related to crypto, specifically NFTs. These values are now leading and driving a whole new market. It's been fascinating to see how out of that tension, it wasn't as if the old market changed how they think about these things, but instead, an entirely new market emerged.

WW: One way we've discussed this in the past is a shift from exhibition value to circulation value. In this paradigm, value isn't determined by how beautiful something is. Value is determined by how expensive it is. Value is determined by how many people see it and how many people encounter it. And that's a significant shift that Kelani has addressed since the beginning.

One of the first shows I worked on at TRANSFER was Cassie McQuarter's Black Room. It's a fantastic video game piece that is freely available on the Internet and available. It's low bandwidth, so it's easy for folks to play, no matter how great their connection. Instead of selling the game as a whole, we sold video editions from within the game and levels of the game. We were experimenting with this idea of what it means to value circulation potential and play potential. We wanted not to entice but to teach collectors that by purchasing a level of the game and having their name written into the source code (which was the offer that we presented) that they could be part of the increased circulation value of the piece, but still have this exciting and meaningful ownership and relationship to that work.

SA: I love the idea of a company philosophy that's the core beliefs, whereas the mission stays true to the philosophy but also changes through time due to real-world contingencies. What was TRANSFER's early philosophy and mission?

KN: The core philosophy of TRANSFER has always been about giving priority to the virtual and understanding how this shift affects us as humans, how it transforms our experience, and the ways it enters our lives, our bodies, our identities, our landscapes, and our lived environments.

The mission of TRANSFER was always to stay focused on the studio and its needs and how to communicate the essential concepts and ideas in the work. Nowhere is what will sell, what looks good over the sofa, or what is easy to place in a traditional context.

There was a real spirit and ethos of experimentation at every TRANSFER show. We treated the gallery less as a white cube and more like a holodeck. It would change almost as a set. We would have these environments you would enter, and it was about creating an embodied entryway into the concepts of virtuality that these artists were exploring in their work.

As humans, we need to enter a physical space, encounter physical objects, and dialogue with others to create a space of meaning. That's shifting in our lives as popular culture has gone online. But it was that translation and experimentation between the virtual and the physical reality, specifically early in 2013, that was the focus of the gallery. We talked a lot about descreening the artwork. That was a core mission of TRANSFER. How could you not always be looking at TVs or projections? How could you experience work in a more holistic, embodied way?

SA: Kelani, returning to your inspiration from agile development in tech or 'Test, learn, fail quickly, and often,' what were some of the mission failures?

KN: If we did it right, every show had some failure. And that was the point. Also, we were constantly pushing our abilities and ideas about exhibition design and installation. One of the most significant constraints in technology-based artistic practice is the necessary toolkit and resources—everything from compute power to display resolution, lumens, brightness, etc. The gallery danced between what we had available at hand, where the industry was, and what we could achieve. Points of failure were a constraint that helped us push those ideas even further.

Early on, we did a show that attempted to be what we're seeing now with organizations like Superblue or the ArtTechHouse, where it's an entire floor-to-ceiling projection, a completely immersive space with complex virtual mapping. We were hacking that completely together with in-house display technology and render upon render that mapped to the actual physical space of the gallery. Of course, the software has progressed so much now that you can do advanced virtual mapping in a few clicks. But at that time, we were inventing those ways of thinking and seeing. Great art is a source of R&D and experimentation.

That was always the point of failure, pushing against where the industry's capabilities were and the tools we had to work with in the gallery.

ACT 2: Character Development: A journey through 10 years of exhibitions and prescient ideas from the artists, with reflections on the past and visions of the future in real time.

SA: I'd like to play a twisted endurance game. Kelani and Wade, rapid-fire, out of breath, tongue-tied, and parched by the end, will you sprint through ten years of your work with the TRANSFER artists?

KN: LaTurbo Avedon. From the beginning, LaTurbo takes us into a virtual space and the proposition that TRANSFER can exist not just in the physical space but also as a representation of itself in the virtual space. The interplay between those two spaces being the liminal space of meaning. In the avatar artist’s first exhibition with the gallery in 2013 New Sculpt, LaTurbo predicted both ‘crypto’ and ‘metaverse’ hype of this moment. As a speculative virtual artist, it made sense to sell the work in a speculative virtual currency – so we had a Mt. Gox button on the website and all the work was priced in Bitcoin. The exhibition existed across Second Life and the physical space of the gallery.

WW: Lorna Mills represents a bridge between net art at its outset and how digital art markets and creative production practices have changed is canonical. Her project, Ways of Something, to this day, is probably one of the most important works that TRANSFER has helped to produce.

KN: Ways of Something is all about remix culture. It takes this classic film from the 1970s (which everyone in art school grew up with, Ways of Seeing by John Berger), and what Lorna Mills does is a complete remastering, remixing, exquisite corpse style. She rips the audio off the Internet. She spits it out in one-minute segments to all of the artists. They take the minute and interpret it and reinterpret it. The only consistency is that there's audio and subtitles throughout the narrative, completely folded in on itself, retold in this hyper connected way.

The other thing about Lorna Mills that I want to highlight is her collage practice. It is this obsessive daily practice of retrieving and collecting from all corners of the Internet, the darkest, porniest, deep reddit threads of the Internet, pulling all those gyrating forms, completely stripping them of their context, recombining them, representing them. Within her works, the artifacts appear and reappear. And there are references from popular culture that you can't quite locate, and they're next to something from art history or your mom’s phone.

WW: The way that Faith Holland took a playful and sexy, almost juvenile silly approach has been indicative of TRANSFER's sense of play and willingness over the years to show things that wouldn't be displayed in other places. Throughout Faith Holland's exhibitions and special projects, there's been lube all over the gallery. Porn, you name it, Faith has brought it into the TRANSFER space. Her work has continually reminded us to be playful and not take for granted the gimmicks that the Internet provides. It reminds us that all of these gimmicks serve a purpose. They do something to us internally; we should pay attention to those moments.

KN: Faith Holland explores sexuality, the body and intimacy with technology. Her work is both playful and soft, and that special quality of physical touch is something that was so important to bring into the space of the gallery. At Faith’s shows you would be fetishizing textures and gestures, be asked to take off your underwear, encounter gyrating forms, and in her later pandemic work, contemplate death, decay of our bodies and devices. Maybe it’s due to the intimate nature of her work, but I always keep Faith Holland in the bedroom – an Ookie Canvas hung over the bed and a Soft Computing iMac plushie in the bed.

KN: Alfredo Salazar-Caro is one of these visionary studio artists who sees the potential of new technology and makes it his duty to be generous to others and bring that technology into their studios. What possibilities open up when technology is suddenly immersed in a world that an artist has been developing as a 3D environment but has never been inside? What do we think about physics? How do we think about coding differently? And Alfredo invented a virtual museum a good six years before we saw this explosion of the concept of a virtual container for culture. Prescient in its approach, the DiMoDA is still producing new curatorial releases today, the most recent from Christiane Paul.

WW: Rosa Menkman is an artist whose academic and dogged research into modes of seeing and perception has changed our relationship to the screen and screen hardware. Her resolution studies are canonical research materials used by scientists, academics, and researchers of all kinds to understand our relationship to screen aesthetics. The impact is innumerable. Menkman demonstrated this through multiple, rich, and experiential exhibitions involving new technologies, from printing methods to projection mapping, to virtual reality, to augmented reality, and beyond.

KN: Rosa Menkman is sensitive and thinks hard about how digital technologies reframe and refocus our world. She's someone who deeply understands the computational perspective, the algorithms behind it, and an engineering way of thinking. She is such a beautiful soul and sees so much about emotion and embodied experience that she can create these layered narratives that reveal to us when we enter into her world what we're not seeing in the transformations happening all around us.

WW: Earlier, we were talking about the tension between the traditional art world and the digital art world. Claudia Hart exemplifies that transition and evolution from one into the other. She is an artist whose formal understanding of art history, painting, and composition is very traditional. Yet, she's applying that to digital art in ways that showcase how it's not so different, radically new, or less meaningful.

KN: When Claudia Hart enters the TRANSFER program, it's one of these moments where history folds in on itself uniquely. She is an artist with decades of experience in simulation technologies and grew up with these developments. Not only that, but she's an educator at the School of the Art Institute of Chicago, defining these movements with young artists. So many artists in the TRANSFER program went through Claudia Hart's courses. And that intergenerational dialogue around the tools developed and where we are now has led to so much innovation and exciting ideas coming to the forefront.

WW: Huntrezz Janos is a fascinating artist and one of our roster's newer artists. Huntress is exciting because she represents a younger generation that, like me, is digitally native and wants to make virtual space as meaningful and positive as possible. She creates some of the most dynamic and complex augmented reality works available on the Internet today.

KN: Janos is an interdimensional being. Her vision of technology and time has opened my eyes to so much in the short three years we've worked together. She's one of the youngest artists in the gallery's program and is someone who truly lives in harmony with it and entirely in connection with the machine. She is an embodied simulation. How she presents herself in the world is often more comfortable in the virtual than the physical space. Someone thinking with these perspectives helps push our understanding of what it means to be an entity, an identity, and a human in this moment.

WW: Daniel Temkin is an artist who, like Rosa, helps us understand what's happening right now, except his focus on the screen is on a micro level. While Rosa looks at the macro, Daniel looks at how the machine operates on individual pixels.

KN: Daniel Temkin is one of the classic generative artists in the TRANSFER program. The thing that Daniel showed me so early on is what it means to truly collaborate with an algorithm, to give over some sense of control entirely to the code, and what it means to then look at that output, change that output, tweak that output without taking back control, but with giving it over further and further until the gesture of authorship changes to be one of embracing the algorithm and what it might show us.

WW: Rick Silva is an artist whose work navigates the natural and technological worlds and the human impact on the ecological world. His work is philosophical. It's metaphorical, and he can capture a digital aesthetic that is enticing and stands in contrast to some of the sticky relationships that his work deals with.

KN: Rick is the expert in subverting uses of technology. In En Plein Air, he would take his laptop out into nature and render an environment in the exact weather condition while modeling it and then set the computer to render, throw it in his backpack, and hike down a mountain. The lovely glitches and artifacts of that physical computing process are part of that record. In more recent work, he's using simulation technologies meant for extracting natural resources from the earth, and he's leveraging them to create sinister and beautiful aesthetics. Rick makes us question how we think about simulation, extraction, and use.

WW: Eva Papamargariti was my introduction to the gallery. She's someone that I've admired for a long time, and her work utilizes simulation to talk about philosophical problems of speculative fiction, future ecologies, systems thinking, and human-machine interaction. Those simulations have continued to be some of the most poignant, profound, and clear, but also abstract. I'm constantly fascinated by how she can do everything at once. Eva brought a level of immersive and screen-referential installation to the space I hadn't seen before and has continued to help us push our boundaries of what an incredible installation can look like.

KN: Eva Papamargariti came into the space came into the space for her first exhibition Precarious Inhabitants and created an entire ecosystem. It was one of her first shows in physical space. We accomplished a lot with not only floor-to-ceiling projection, creating a surrounding space in the gallery but also considering the inhabitants of this ecosystem. There were different audio tracks. There were human and non-human voices. The way that sounds played in the space was essential to experiencing this work. It was the first time you walked into the gallery and felt transported into a different world, a different natural environment.

WW: Carla Gannis is an artist who thinks about world-building and storytelling in one of the most explosive and uncontainable ways. She is a force of nature who produces at a rate that is sometimes incomprehensible, but at the same time always uses technologies that are pushing the boundaries of what's possible in the space. She's a pioneer of VR and thinking conceptually about relationships to AIS and avatar identities.

KN: Gannis is another significant artist in the TRANSFER program who is training younger generations and working through their ideas. Her performance of self through technology changed how I understood myself as a human in these ecosystems. The fact that she's replicated, duplicated, extended, and remixed herself in so many different ways opens one's eyes to all of the possibilities we have at our disposal to be who we want to be in this world.

ACT 3: Resolution: Post-Pandemic we look forward with optimism, announcing a new chapter for TRANSFER.

SA: Kelani and Wade, will you tell me about your new initiative, the TRANSFER Archive?

KN: The TRANSFER Archive is a new way to think about the legacy of what we've done together at the gallery. In a decade of highly experimental practice, we have produced so much in many different, precarious, and often proprietary formats. And the nature of the contemporary art world is such that it is very extractive and takes power away from artists. Since art and technology emerged in the 1960s, there's been a struggle between industry, ideas, and extraction. The TRANSFER Archive is about reversing some of those power dynamics. It's about putting power back into the studio. It's about giving sovereignty over data and value to the artists themselves, having them be the caretakers of that value, empowering them to enforce their rights, to secure the longevity and health of their work, to be able to perform, present, update, and maintain the innovative work that they have done over the past decade. It is a labor of love.

WW: One thing that I wanted to add is that the TRANSFER Archive creates a place and defines the role of galleries for the future. Not only is this a labor of love and effort, but it's also in service to the artist. It's a model for galleries to follow by which they can be meaningful actors in the space and be profitable by enriching their artists profoundly.

KN: And this is not just a model for galleries but a prototype for a new kind of cultural infrastructure. A cultural infrastructure that, redistributes the responsibility from centralized institutions to a decentralized network of care. How might we apply the emergent tooling and efficiencies we are seeing in decentralized economies to prototype a new kind of cultural infrastructure that puts the power back into the hands of artists while thinking about distributed audiences in a different way? What would it mean for a cultural institution to decentralize a collection? How can art evolve from within the hallowed walls of the museum or the archive and instead be supported by decentralized rhizomatic networks of care, and dwell safely in the homes of more caregivers and in the studios of the artists.


Transfer: Almost in Real Time
Coming Winter 2023

Film Director, Writer, Editor, and Interviewer: Saul Appelbaum, Executive Producer, Writer, Narrator, and Interviewee: Kelani Nichole, Cinematographer: Theo Schear, Interviewee: Wade Wallerstein, Livestream Director and Music Composer / Performer: Todd Reynolds, Camera Operator: David Cleeland, Drone Operator: Alfredo Salazar-Caro, NYU IDM Professor and Staff Support: Carla Gannis, Todd Bryant, and R. Luke DuBois, Livestream Assistants: Yoojin Hong, Yi-chen Chang, and Aman Chopra, NYU Student Production Assistants: Yesha Shah, Harsh Palan, Pamela Buscema, Xinran Shi, Josh Chen, and Ericka Njeumi, Catering: Jenn de la Vega / Randwiches