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  • between Impulse and Display

  • Clown

    Interactive sculpture, Catrine & Olaf Val,

    Kassel, Germany, 1997

    Computer

    Monitor,

    Speakers

    Headphone

    12 digital videos

    are added and inserted by a computer

    Programmed on Macromedia Director.

    The monitor shows an idle fruit machine

    named "Clown". A picture is

    monochrome light grey, as two buttons

    on the outline are flashing alternatively.

    In one presses one of those buttons,

    black and white squares appear on the

    screen. Repetitive pressing of the

    buttons causes a filling up of the screen

    due to a randomly determined order

    transforming the picture into a

    chessboard. If the visitor, becoming by

    now a co-player, stops the pressing of

    the "stop" button, which is placed in

    the middle or if he holds on a moment,

    video sequences appear covering the

    squares partially At the beginning of

    each video one of the square fields

    disappears. As soon as alle squares are

    used up by playing the game, the

    machine goes back to an idle mode.

    In accordance to the rules of the game,

    the visitor determines by the number

    of squares the number of videos shown.

    Due to the combination of the buttons

    set on the left and on the right sight,

    one can moreover influence the

    sequence of the video series. The fruit

    machine plays with the idea to reduce

    interaction to absurdity. The bare screen

    comes to live by a bilingual setting and

    by the simple assignments of right/left,

    female/male. Even if the questions of the

    actors express it frankly, the fruit

    machine manages to distract from the

    fact that its lacking any content.

  • Que dois-jefaire ?

    What should Ido ?

    Should I dowhat I wantto do ?

    Should I wantto do what Iwant to do ?

    Do I do what Ishout do,

    If i do what Iwant to do ?

    Should I dowhat I shoulddo ?

    Dois-je fairece que je veux ?

    Est-ce que jeveux faire ceque je veux ?

    Est-ce que jefais ce que jedois faire,

    si je fais ceque je veux ?

    Est-ce que jedevrais fairece que je doisfaire ?

  • Öffentliche Fläche Public Space

    Videoinstallation, Kassel, Germany, 1997

    Showcase of glass

    Image video projector

    Iron grid

    Two video tape recordings connected to

    a video mixer.

    The video installation Public Space

    contains essentially a showcase of

    glass. A video screen is inserted in the

    bottom. If the visitor of the installation

    looks inside the showcase, he/she sees

    a video image of 1,50 metre width.

    The images show impressions of a

    construction site of Friedrichsplatz,

    Kassel, Germany. Above the showcase a

    rope is tied to an iron grid. The visitor is

    invited to move the grid. Parallel to the

    movements of the iron grid a second

    video becomes visible on the video

    screen, projected through a grid shaped

    raster wipe transition. The second video

    shows passengers standing at the

    construction site fence, watching the

    construction of the underground parking

    lot.

    "Public Space" plays with the

    expectations of visitors, looking at

    displays which are presented in a

    showcase in, e.g. a city hall. The visitor

    is used to a public presentation of

    architectural drawings and models of the

    cities´ construction plans, but instead

    the visitor´s view is directed towards

    colors, forms and movements of the

    events of the city center. The video

    images become images of memories,

    should the memory still is vivid how the

    construction site looked, e.g. a year ago.

    The iron grid above the showcase with

    its uniform rectangularity points out the

    typical fundamental shape of

    construction sites. And precisely his

    framework can be brought into motion.

  • video 1, transition, video 2

  • Program

    Interactive sculpture,

    Kassel, Germany, 1998

    Monitor

    Marble path

    4 Miniature cameras (b/w)

    4 Electric contacts

    Electronic series connection

    A marble path is set on a pedestal and

    behind it a TV is placed. If a marble is

    rolled along the path a miniature camera

    records live. These sequences are shown

    on the TV screen. The electric contacts,

    which are connected to the switch unit

    inserted into the floor, switch to the

    corresponding camera. The typical model

    of a marble path, equipped with

    electrical power and a video socket:

    The marble, as ever, is still put in by

    hand. Immediately the video level mixes

    with reality. In the right and left axles

    and, respectively, back- and forward

    seems to be a crossing of the marble

    and its image.

  • Dull Day

    Interactive sculpture,

    Teamwork with Catrine Val,

    Kassel, Germany, 1998

    Monitor inserted into a slot machine

    (100 cm x 60 cm x 180 cm)

    Joystick,

    A video game is integrated

    and played back by a computer

    Programmed on Macromedia Director.

    In the shell of a video game device the

    visitor can play a video game related to

    the typical elements of classical video

    games like "Spaceinvaders",

    "Devender" , "Pacman", etc.. The

    complete new conversion integrates

    sensitive psycholocial moments.

  • Level 2

    The portait of a woman grows

    smaller by dismal images

    moving in from the outside.

    Those images can be pushed

    back by soap-bubbles.

    Level 1

    A woman needs to get steered

    over a freeway alive.

    Level 3

    A woman tries not to pass out

    by keeping the swaying image

    in balance.

  • Automatic Loop Unit

    Videoinstallation, Kassel, Germany, 1999

    Variable size

    Video image projector

    3 computers,

    Monitor,

    Computer mouse

    CD player

    Amplifier

    Speakers

    Headphone

    Pedestal

    Stool

    350 video loops and 20 graphics are

    added, integrated and played back,

    connected to a video mixer.

    In "Automatic Loop Unit” fragments of

    videos (durance: 1/2 a second to 3

    seconds) are meshing into each other,

    forming an endless loop video program.

    The readymade elements develop

    continuously new combinations. In the

    flow of image sequences the visitor can

    intervene by composing a new

    sequence, speed and rhythm of cuts by

    overlaying the images with inserted

    graphics.

    The logical idea of my concept of cutting

    was transformed into the computer

    program of "Automatic Loop Unit”. The

    reason for doing so, was to insure that

    the basic concept stays a unit, still

    allowing the visitor plenty of creative

    opportunities.

    A video fragment is played as a loop. A

    unique motion becomes a rhythm. In

    "Automatic Loop Unit” there are five

    rhythms overlaying each other. The first

    two rhythms result from the lengths of

    the two video loops, which are played at

    the same time, but, however, only one is

    visible. The third rhythm determines the

    moment when to switch back and

    forward between these two loops,

    becoming reciprocally visible. The fourth

    rhythm is created by the exchange of the

    two following video loops, exchanged

    within a group. The fifth rhythm releases

    an exchange of a new group of videos.

    In "Automatic Loop Unit" the principle

    of editing is to follow the idea of

    two different combined images, forming

    a new multi-layered image by the

    structure of overlaying rhythms.

  • Bubbles

    Videoinstallation, Kassel, Germany, 2000

    Video projectors (150 cm X 112,5 cm)

    Operating desk

    Metal shell

    Projection screen (50 cm x 80 cm)

    3 Computern

    2 Joysticks

    7 Computer keys

    Added and inserted are 550 Video loops

    and 30 graphics, connected to a video

    mixer.

    The title "Bubbles" emphasizes the

    transparent sphere as a universal way of

    consumption. It appears in many ads

    and also serves as a draft or as a

    decoration for wrappings.

    In this video installation the bubbles of

    the consumer industry are separated

    from their products and are at the

    disposal of the visitor as visual toys.

    With the use of the computer keys and

    joysticks a group of people can create

    a new video program together by using

    the collection of toys. This interactive

    process causes a short-circuit of the

    mechanisms between consumers and

    producers. The users of the installation

    become creators of the "Bubbles-

    Channel”, they actually create a video

    program. They choose from appealing

    moments of ads. Wrapping design and

    ads are designed by the industry to

    communicate with the consumers and to

    allure them to buy their products.

    The answer of the consumers by

    analyzing the form of the demand

    influences indirectly the design of

    advertising. The "Bubbles-Chanal” shows

    a mix of videos of consumers,

    uninfluenced by materialized items,

    production and money.

    The neutrally designed operating desk

    ensures that the "Bubbles" don´t

    influence the audience. The visitor may

    arrange due to his/her social code

    the appropriate images and therefore

    allures a like-minded group of people,

    in the moment when the specifically

    designed program appears on the

    monitor, making it easier to

    communicate at the object. However, all

    users run into errors, like breaks.

    Following the principle of "anything

    goes", the encompassing fascination

    comes only up by unconventional

    mixtures of lifestyle images, carefully

    sorted by advertisement strategist. The

    installation intents to produce a new

    audience, an audience willing to not just

    to go and consume media already

    produced for a specific audience, but to

    use media as a tool for a more

    individual expression. It´s about the

    changed perception of the contents of

    media and, moreover, the sensitization

    for interactive structures of organization

    of the most different medias.

    Quotations: Jean Baudrillard:

    "Laßt euch nicht verführen"

    Merve Verlag, Berlin

    "Until now, everything counted which

    follows the line of production...and

    what would be now, if everything would

    be subject to seduction?"

    "Same with all the big opposite pairs of

    words like "good/bad", "true/wrong",

    helping us to decipher the meaning of

    the world: the seduction unites the

    terms, which have been carefully

    separated into four pieces by using up

    of a lot of energy and uniting them

    again to a maximum of intensity

    and attraction."

  • ControlThe controller designs the speed of the

    video clips.

    rythm

    Coordinate the rhythm of cuts to the

    music!

    speed

    Choose to see the videos in slow

    motion, quick-motion or backwards.

    CutterThe cutter fits the short videos to a clip

    together again.

    new

    With the key "new" one can leaf

    through the video material.

    loop

    If the loop key is flashing, you may use

    the joystick to move the film loop

    on the monitor. The videos, which you

    are touching with the film loop are

    automatically joined together to a video

    clip to be seen on the screen.

    move

    If the "move" key gets activated, a hand

    appears which allows to change the

    sequence of the videos.

    GraphicThe graphic designer comments on the

    images by inserting graphics or fonts

    into the video.

    mode

    Switch to another function of the

    joystick:

    1. Choose graphics

    2. Place the upper edge of the graphic

    3 Place the lower edge of the graphic

    4 Place the magnet

    (The magnet influences the direction

    of the graphic).

    speed

    Increases or slows down the speed of

    the animation.

  • Doodle-Pad

    Internet Page

    www.olafval.de/doodlepad

    Shockwave required

    A special detail of „Automatic Loop

    Unit“, respectively of the installation

    „Bubbles“ forms the „Doodle-Pad“ on

    the internet, which invites the visitor

    to take part on visual designing.

    The address of „Doodle-Pad“ web page

    is published on the internet and on

    fliers before an event takes place.

    Graphics can be designed with this

    web page . The „Send“ icon transfers

    those graphics via e-mail, enabling to

  • Spielotop, Game-sphere

    Sculpture, Cologne, Germany, 2001

    Hamster Cage (Specific Company

    HABITRAIL)

    66 Light Bulbs

    Electronic: Micro controller (AMTEL)

    Inserted light fields into a pedestal

    (136 cm X 80 cm X 38 cm)

    The company Habitrail distributes

    transparent plastic modules, which can

    be set together to maze-like hamster

    cages. For this sculpture only parts of

    the old system were used, which were

    availale in 1999. From these modules

    anHabitrail example was set together, as

    you would find in the brochure: A

    Habitrail Park equipped with a mansion,

    „suite, spin around, sky-restaurant,

    solarium, big-wheel with hide-out, snack

    bar, flame tunnel“ as well as other

    diverse trails, „tee connector, U-tunnel

    and curves“. The habitrail is completely

    colourfull illuminated from below, the

    light coming from each of 66 12 V light

    bulbs. Following the principle of a

    wandering light, the point of light, which

    is shining becomes animated. It moves

    either as a ball, bouncing back from a

    wall, just like the first telegame (Pong),

    or simply coincidentally. The lights shine

    through 5 cm wholes, drilled through the

    pedestal, to above. The wholes in the

    pedestal are soften out to circles with a

    radius of 4 cm.

    Without doubt, this setting suits

    perfectly the natural habitat of a rodent

    and is absolutely appropriate to the

    needs of a hamster. The habitrail park

    fascinates due to its pure projection of

    human imaginations, imposed upon

    animal kingdom. It reminds of miniatures

    of a Disney World, going along with

    swimming pools, playgrounds, or

    technique centers in a futuristic design.

    But, in difference to the real-world

    architecture, this park is a cage. The hint

    in the title of this work, using the word

    biosphere, directs the view towards a

    sculpture, as a model of a closed-circuit

    system where the educational principle

    of recognition, thinking, acting, as well

    as romping about, fun and phantasy,

    follow the laws of playing in a self-

    sufficient circulation.

  • The works „Verstaerker“ and „Spielotop“

    take up the two most remarkable optical

    attraction moments, on which most

    computer games are built: symbolic

    describted, labirinthic structures and

    abstract, optical effects, like the blinking

    screen.

    The mouse cage of „Spielotop“ in

    connection with video games is regarded

    as a conversion of virtual architectures

    from the game world, this time in 3-D.

    There are here no direct refernces to

    existing games. Besides, there are no

    particullar game contents which are

    shown, apart from the fact, that a

    mouse, like a Tamagotcchi, has to be

    feeded.

    Wandering light: Pong

    Wandering light: Random

  • Verstärker Amplifier

    Interactive sculpture,

    Cologne, Germany, 2001

    Keybaord of PlayStation2

    Light Bulb (200 W)

    Electronics: Microcontroller (AMTEL)

    Pedestal (95 cm X 57 cm X 40 cm)

    In the works "Rückkoppler", "Automatic

    Loop Unit", and "Bubbles", I focused

    on the development of instruments,

    which are able to generate light games

    in the tradition of Clavilux, Farborgel and

    Chormatops by using video projectors.

    These concepts are now continued

    without using video technology. The

    interaction between light and the

    designed interaction is at the fore in

    "Amplifier". In this way the daily use of

    electric light is the main topic of the

    work.

    The light bulb was a symbol of belief of

    the advance of technology at the turn of

    the century (1900). Also, the light bulb is

    just simply a symbol for light, spirit, and

    idea. In the work "Amplifier" a light bulb

    is used as a feedback media. The usual

    displays, like monitors or colorful

    flashing displays are reduced to a bulb,

    which turns on and off at one pixel,

    becoming lighter and darker. This

    reduction is effected with regard to the

    input media. The keyboard of the

    PlayStation becomes the real attraction,

    because of its tangible and sculptural

    qualities.

    The flashing lights, known from the

    world of computer games are not just

    follows the purpose to allure people into

    gambling halls as eye catchers, but most

    of all to enhance dramatic moments in

    the game. The flashing light/dark light

    therefore intensifies the sensuousness of

    the video game.

    By playing this work it becomes clear

    how much quality this effect has, at

    the same time, computer games are

    critically examined of their empty light

    games.

  • swingUp Games

    Installation, Cologne, Germany 2001

    3 Games

    Plastic folio

    Shink-wrapped is:

    2 Stripes of acrylic glass

    33 Light bulbs

    Platinium chip and ATLEM

    Microcontroller

    Keyboard (Keys with light diode)

    Cable

    Three plastic films, which can variably be

    set up as transparent walls give

    shape to these three computer games.

    By using the keyboard, the player may

    move the only point of light from right

    to left. Based on the principle of a

    moving light, weak points of light move

    up and down in the same vibrations

    on the three shrink-wrapped vertically

    set light chains. The goal of the game is

    to head for the vibrating lights as

    skillfully as one is able to, so that the

    bright points of light are pushed to the

    top.

    „swingUp Games“ are designed to be

    easy to carry and easy to install. These

    qualities allow many improvised

    „exhibitions“ at the most different

    places, also in public space. The

    „swingUp Games“ are also designed to

    catch attention and therefore to enhance

    communication between most different

    people.

    The film as a membrane of perception, a

    platform for the „antenna“ of structure,

    also enhancing stimulation and

    enticement of the wrappings of

    consumer products, as a over-rated

    reality.

    Moving from church windows to celluloid

    films to the overhead folio and

    portfolios, in future to handy held

    ebooks and folio-displays, provided by

    solar folios. The light is absorbed

    electrically, digitally, logically processed

    and passed on as a sign of light.

  • In „SwingUp Games“ the foil itself, with

    its hand manufactured lips and welding

    seams, becomes a material object, at

    which dirt-pure sticks and drops from

    condensation are formed. Contents of

    the foil are minimized, so that the

    balance between „foil“ and „reality“

    remains.

    The work reminds of the first video

    games in the pocket format, which came

    out in the 80ies, and could stay on the

    market as cheap products until today

    besides Game Boy and games for cell

    phones. In these games structure and

    motive for playing are usually connected

    directly to each other, by the appearance

    of the illuminations as images. While in

    „SwingUp Games“ the playstructure is

    separated formally as abstract light play

    from the motive for playing. Now this

    motive is formed by the environment,

    as background for the transparent

    games.

  • paintOn Games

    Computer game, Cologne,

    Germany, 2002

    Plastic folio

    Shrink-wrapped is:

    Platine, with ATLEM Microcontroller

    30 Area-LEDs

    3 Number-Leds

    2 Buttons

    Speakers

    Battery 9 Volt

    The idea how to play PaintOn Games is

    based on the first computer game in

    pocket size version; the „AutoRace“ of

    the company Mattel. This game shows,

    quite simply, that very little is needed to

    playfully entertain humans. Only a tiny

    keyboard, light diodes, two or three

    sound, connected to a programmed

    structure is needed.

    In 1976, after a demonstration of the

    new LED technology, Michael Katz,

    marketing director of Mattel Toys, hit

    upon the idea to use it to create a

    calculator-size game. AutoRace was

    born. Players hat to steer a „car“,

    represented by a LED, avoiding collision

    with on-coming „traffic“. Like with Pong,

    the recipe of success was inspired

    simplicity. You only need ten seconds to

    learn the game, but hours to master it.

    (Electronicle Plastic, Editors:

    Die Gestalten, 2000, Page 8).

    The adaptivity of the original game, on a

    clearly structured platine, contains no

    indication of the first motive of game of

    car-races. Instead, the cube-shaped LEDs

    are associated to children´s building

    blocks. To every game handicraft

    materials are set with the purpose to

    suggest a further designing of paintOn

    Games. Using plastic folio, self-painted

    game-motives can be pushed over the

    fluorescent fields in a pocket. Using

    styrofoam new games can be designed,

    by setting the fluorescent blocks into

    another constellation. The paintOn

    Games are designed as a educational

    way of playing and are used in this

    manner. In the context of art, the whole

    project is introduced by supplementing

    documentation material of those actions.

    Weltkindertag, Potzdammer Platz, Berlin, 2003

  • Privat Pixel Private Pixel

    Photo Series, Cologne, Germany, 2002

    4 X Lamda Prints (100 cm X 100 cm)

    Beneath Ultraviolet Protection Sheet

    (High Glossy)

    Building blocks are geometrical principle

    elements, with what kids can construct

    their environment. They belong to the

    most important play tools and can be

    found in most of the children´s rooms.

    Also, they are offered on auctions of the

    internet, e.g., „ebay“. For search of

    suitable building blocks in a more and

    more digital world, I collected

    photographs of building blocks from the

    internet. The universal forms of the

    building blocks are in contrary to the

    private atmosphere of the photographs.

    The blocks are assembled from the start

    perpetually: As a castle, a tower, a box,

    in barrels, on a wood floor, on bed

    sheets, sorted by size, or on a heap.

    The insufficient quality of most of the

    amateur´s photographs draws the

    attention towards the depiction of the

    building blocks with the aid of pixels.

    The four prints containing 81 pictures

    examine the space between those

    universal subjects and the specific

    media. The collection researches on the

    identity of the pictures.

  • GameBlox

    www.olafval.de/gameblox

    internet page, Cologne 2002

    Shockwave required

    The "paintOn Games" are set up for

    immediate painting. Upon sheets of

    styrofoam new drafts of games are

    designed. However, those drafts can´t be

    played with immediately, because a

    platine with corresponding software

    would have to be developed firstly.

    The internet page GameBlox enables to

    design games easily and also to play

    them immediately. Following the idea of

    paintOn Games, the court is set together

    with cube shaped elements, the so

    called "GameBlox". Also the idea of the

    game is identical: The player controlling

    a circle-shaped figure avoids to get hit

    by falling down rings. Those symbols

    can be designed on a matrix of 6 X 6

    pixels by oneself. Is the game

    completely assembled, title and name

    can be given. It´s then published on the

    internet.

  • Mignon Game Kit

    Kitset, Cologne, Germany, 2004

    Contents:

    1 circuit board

    1 Dot-Matrix-LED-display

    1 Microcontroller

    6 push-buttons

    1 loudspeaker

    7 transistors

    1 voltage regulator

    2 diodes

    1 capacitor

    1 switch

    18 resistors

    1 SUB-D socket

    1 SUB-D cable

    1 battery mount

    Teflon strip

    PVC film

    The "Mignon Game Kit" can be ordered

    online at www.olafval.de/mignon.

    The "Mignon Game Kit" is a kitset which

    enables a minimalist "Gameboy" to be

    individually designed, programmed and

    constructed. Workshops and online

    instructions enable advanced learners to

    invent and programme their own games.

    In this way the do-it-yourself console of

    the "Mignon Game Kit" provides not

    only the opportunity for basic

    experiments with micro-electronics for

    first time users but can also be used as

    a platform for individual computer

    games. As opposed to conventional

    Gameboys the user develops a personal

    relationship to his device through the

    processes of self-production and

    individually determined programming.

  • Gameboy Workshop

    Workshop, Cologne 2003

    PaintOn Games

    GameBlox

    Mignon Game Kit

    Computer for presenting the software

    "GameBlox" and for programming the

    "Mignon Game Kits".

    Simple electronic games can be

    constructed at work benches and

    encourage users to develop a hands-on

    relationship to computer games as

    opposed to being passive consumers.

    While smaller children put together and

    paint their games following the Lego

    principle with "PaintOn Games" or

    "GameBlox", children ten years and

    above, young adults and adults are

    assisted to solder together and program

    the "Mignon Game Kit". It provides a

    good opportunity to experiment with

    inexpensive components such as light-

    emitting diodes.

    For workshop participants the "Mignon

    Game Kit" costs 20�. Experience has

    shown it to be a good idea for the

    workshop organizer to cover

    approximately half of this sum, so that

    participation remains affordable for

    everyone.

    As one workshop instructor is only able

    to supervise about four participants at

    one time it is recommended to book

    additional instructors for larger events.

    The Game Kit can be put together in one

    day. Workshops lasting several days

    provide the opportunity to explore the

    subject, in particular the field of

    programming, in greater depth.

  • Motel

    Computer Program, Cologne, 2003

    72 videos ranging from 20 seconds to 2

    minutes in length are played in the

    program TWML (Two-Way-Movie-Linker).

    Programmed with Macromedia Director.

    Using myself as the central figure I

    portray the working situation of an artist

    who is caught up in a continual

    feedback loop. Using a video camera

    and computer the artist produces an

    interactive object which deals with its

    own "making of", i.e. with the process

    of its own creation. I filmed myself

    carrying out everyday activities such as

    eating, sleeping and working (filming

    and saving, editing and "linking" the

    videos) in a motel room.

    To "link" the video material I developed

    the computer program "Two-Way-Movie-

    Linker", which is used as the software

    player in the video sculpture "Motel".

    Each scene was filmed twice: once

    wearing a motorbike suit and helmet,

    gloves etc. and once "normal". The

    video sequences were produced in a

    non-public performance resulting in two

    videos in which the characters do the

    same thing. The player software is

    programmed so that the videos are

    intercut: an editing technique whereby

    the resultant film sequence is created

    from the juxtaposition of two different

    actions. At the conclusion of each

    sequence a menu appears: the viewer

    can choose the next sequence from

    several stills which appear on the

    display. The montage style of editing

    brings the two characters into dialogue,

    they appear to inhabit the anonymous

    space collectively.

  • Over and above this the "Two-Way-

    Movie-Linker" software generates

    descriptive terms such as fitness,

    nutrition and hygiene. According to the

    particular needs of the protagonist

    determined by the software from an

    analysis of the recently selected

    sequences the player is offered a choice

    of appropriate following sequences. As a

    result of this process, a network

    structure is generated which shows

    interconnections between the various

    still images, and which appears as a

    transparent layer over the video images.

    Using the principle of film montage the

    player implemented in the work "Motel"

    puts together an infinite number of films

    from a finite pool of sequences. The

    course of the story line is determined by

    the interplay between a predetermined

    structure (the set of rules for "linking"),

    chance (independent motion of the

    clips), a memory (frequently viewed

    videos are pushed to the outside) and

    the viewer (with his/her decisions).

  • Display

    Wall installation, Cologne 2003

    Consists of:

    5 x 7 LED Dot Matrix

    (10,5 cm x 7,5 cm)

    circuit board with Atmel Microcontroller

    wiring (enamelled winding wire)

    The number of displays and therefore

    the size of the wall installation is

    variable.

    Behind each of the Dot Matrix

    components is a circuit board mounted

    with a microprocessor, which receives

    electricity via two enamelled winding

    wires. A further wire connects each of

    the individual displays. In contrast to

    most test set-ups, which explore the

    structures resulting from the definition of

    neighbourly relationships (cellular

    automata), modularity is not simulated

    in the wall installation "Display". Each

    display unit functions autonomously.

    Impulses are exchanged between

    neighbouring display units. Whereas dot

    matrix displays usually produce

    recognisable characters, as in elevators

    for example, these display units are

    individually programmed not to generate

    readable, symbolic representations. Only

    after observing the work for some time

    does the set of rules which govern the

    patterns become obvious.

    The project "Display" is made up of a

    "Display" hardware and a "Display"

    software. These can be considered as

    two separate works of art. The "Display"

    hardware was developed as a platform

    for Software Art. The "Display" software

    on the other hand is interchangeable

    and each program represents an

    independent work of art.

  • The relationship between hardware and

    software becomes confused as, contrary

    to the viewers expectations, the LED

    displays are not carriers of information.

    This kind of display is usually found in a

    functional context e.g. an elevator,

    where it provides us with particular

    information. The LED matrix

    implemented in the work "Display"

    however has no such frame of reference.

    Through the absence of any

    informational content the viewer's

    attention is directed to both the

    hardware and software of the display,

    the programmed structure, light

    impulses, the designed surface of the

    media and the Blackbox. As the open

    form of the wall installation deals with

    the representation of its functionality

    both the hardware and software are of

    equal importance. The viewers attention

    is directed from the information to the

    material and technology which displays

    it.

    Oktagon, Dresden

  • Combinations Scanner

    Drops

    Drops

    Display-Software, Cologne 2003

    Like drops of condensation the program

    "Drops" randomly generates individual

    pixels of light. After a short time these

    pixels of light move outwards and can

    "touch" other pixels thereby setting

    them in motion. On larger displays this

    trigger effect quickly escalates into

    avalanche-like animations. "Drops" is

    the visualisation of familiar phenomena

    which occur when for example E-Mails

    are distributed according to the

    "snowball" principle. These motifs from

    the field of digital communication are

    reduced in "Drops" to simple electronic

    "raindrops", which when viewed

    develop a meditative and flowing effect.

    Combinations Scanner

    Display Software, Cologne 2003

    Each display module consists of 35

    image pixels, which is enough to

    represent all common characters. One

    module can show 34 359 738 368

    combinations. The software

    "Combinations Scanner" is programmed

    so that an individual module

    systematically processes each of these

    combinations.

  • Eleven Conditions

    Display Software, Cologne 2003

    "Eleven Conditions" consists of eleven

    simple algorithms which set the pixels

    into motion. For example the program

    line "x = x + 1" moves a pixel to the

    right. By adding "if x > 5 then x = 1" the

    pixel will jump back into the first

    position. Which of these small programs

    is activated is dictated by a random

    generator.

    The display units "negotiate" between

    themselves how many pixels each of

    them "owns". Arrows function to

    indicate the communication processes

    through which an exchange of pixels

    take place.

    The title "Eleven Conditions" refers on

    the one hand to the eleven algorithms

    implemented in the work and on the

    other hand to the values for the number

    of pixels from zero to ten.

    Eleven Conditions

    x = x + 1

    if x > 5 then

    x = 1

    y = y + 1

    end if

  • Impulsbild Friseur Impulse Image Hairdresser

    Video sculpture, Cologne 2003

    Glass casing (45 cm x 38 cm x 70 cm)

    Mirror

    Acrylic paint

    Push-button

    Video projector

    Electronic switch

    (Atmel Microcontroller)

    Four videos are played on a DVD-player

    Visiting a hairdresser is an everyday

    activity with the aim of varying and

    forming your individual appearance.

    Cutting hair is a cultural activity. In the

    work "Impulse Image Hairdresser" it was

    the ritualised process of washing,

    cutting, blow-drying, styling etc. which

    determined the structure of the video

    takes which show me in the process of

    having my hair cut.

    The video footage was compiled in four

    video sequences, three of which show

    the preparation and waiting. These

    sequences are played in a loop in the

    video sculpture, the order varied by a

    random generator.

    A push-button in the middle of the video

    image invites the viewer to approach the

    sculpture and activate it. If the button is

    activated the fourth video sequence of

    my hair being cut is played. It is only

    through the interaction of the audience

    that they can see how my appearance is

    changed.

    Whereas initially the player "performs"

    the work it is the viewer who determines

    the continuation of the activity and

    therefore the narration. The viewer

    provides the "impulse" for a

    performative reception. The work poses

    the question: "When do I feel the

    impulse to press the button?

    At what point in time do I want to

    interrupt the endless loop, provoke a

    change?"

    In the sculpture "Impulse Image

    Hairdresser" the genre of the self-

    portrait is investigated, in that a new

    form is found for it using electronic

    media. The footage is not recorded in a

    photographic or film studio but rather in

    a hairdressing salon. In this way a

    process, which is usually a preparatory

    step for a portrait - the cultivation of the

    outer appearance - becomes the actual

    portrait.

    This activity is coupled with the

    interaction of the viewer. The invitation

    to interact with the work disrupts the

    viewing of the video images, as the

    push-button which activates the fourth

    sequence is mounted in the middle of

    the screen. The large flashing button is

    an important part of the video sculpture

    not only because of its function but also

    because of its physical presence.

    The self-portrait is not produced by

    finding certain images (photos, videos)

    rather through a connection between its

    process of creation and a simple

    interactive functionality. This connection

    between the process of creation and the

    disruptive user interface questions the

    correlation between the self-portrait and

    the desire for feedback.

  • Olaf Val

    Bodinusstr. 2

    50735 Cologne

    Fon +49-221-7608088

    Studio +49-221-7608037

    Fax +49-221-7608039

    Call Phone +49-176-24059082

    [email protected]

    www.olafval.de

    Born. 1968 in Hanau.

    Studies:1995 - 2000 Art Academy, Kassel

    2000 - 2003 Academy of Media Arts,

    Cologne

    Scholarship:1997-2003 “Cusanuswerkes”, Bonn

    2003 - 2005 “Meistermann”, Bonn

    Projectes:2002

    „Get High“, exhibitions and events,

    Galerie Projektraum, Cologne

    2003

    „Gameboy-Werkstatt“, Workshop,

    Hartware, Dortmund

    Performances:1999 „Crisp-Club“, ARM, Kassel

    2000 „B-Day“, Stammheim, Kassel

    2002 „Late-Lounge“, d-base, Kassel

    Awards:1997 „Kassler Kunstpreis“,

    Dr. Wolfgang Zippel-Donation

    2003 "Media-Art-Praise", Nordrein-

    Westfalen, Düsseldorf

    Exhibitions in public space:2000

    „Phänomenta“, Kurfürsten Galerie,

    shopping center, Kassel

    2001 „Floramedialis“, Flora, Cologne

    2003

    “World Children's Day”, Computergame

    Museum, Berlin

    Single Exhibitions:1997

    „Öffentliche Fläche“,

    Galerie Stellwerk, Kassel

    2002

    „Foliencollection“,

    Galerie Projektraum, Köln

    2004

    „Living in A Box“, Kunstverein Bochum

    Group Exhibitions:1995

    „Dem Herkules zu Füßen“, Museum

    Fridericianum, Kassel

    1996

    „13. Kasseler Dokumentarfilm-und

    Videofest“, Filmladen

    1998

    „Das Verschwinden der Kunst wird aus

    gesellschaftlichen Gründen auf

    unbestimmte Zeit verschoben“, Kasseler

    Kunstverein

    „VideoBaustelle“, Hessischer Rundfunk,

    Frankfurt a. M.

    „COMTECart“, Comtec, Dresden

    1999

    „Chronos und Kairos“,

    Museum Fridericianum, Kassel

    2002

    „Unplugged“, Ars Electronica, Linz

    2003

    „Genie GS-3246“, Oktagon, Dresden

    „Games“, Hartwarte-Projekte, Dortmund

    „Bingo“, Art Cologne, Köln

    „Games Conference“, Level Up, Untrich

    2004

    "DETOX" Crossover Jam Culture, Skmu

    Kunstmuseum , Kristiansand

    „Transmitter“, European Art Festival,

    Osnabrück

    "University of the Street" c/o-pop,

    Cologne