Between 0/1

Fleischmann & Strauss
© fleischmann-strauss.de ; Fleischmann & Strauss

(collective) Monika Fleischmann | Wolfgang Strauss

Between 0/1 ,
Co-workers & Funding
HP Workstation, directed by Wolgang Strauss, Monika Fleichmann.
Documents
  • Cube
    image/jpeg
    567 × 419
  • Between 0/1 Mix
    image/png
    1390 × 583
  • ex6
    image/jpeg
    2592 × 3352
  • ex5
    image/jpeg
    2620 × 3428
  • ex4
    image/jpeg
    2656 × 3380
  • ex3Fleischmann & Strauss
    image/jpeg
    2640 × 3328
  • ex2
    image/jpeg
    2628 × 3340
  • ex1
    image/jpeg
    2696 × 3456
  • HP-Explosion
    video/mp4
    352 × 288
  • zero
    image/jpeg
    3484 × 2736
  • Ex1
    image/jpeg
    3548 × 2704
  • Serie Blue
    image/jpeg
    875 × 333
Description
Between 0 and 1 - a generative Transformation of the Virtual Space

Beyond binary boundaries, "Between 0 and 1" explores the transformative potential of virtual space. The narrative unfolds through the lens of a humble cube, a geometric archetype imbued with mathematical precision.

The cube is a solid defined by six sides, eight corners and twelve edges. Three sides and three edges meet at each corner. The cube is a cuboid, a prism, a polyhedron and a Platonic solid, but it is neither a pyramid nor a plane. The cube is defined by its numerical points in a three-dimensional coordinate system. When we imagine a cube, we have a specific image of a Platonic solid in mind. Small variations in the numerical inputs result in an infinite variety of shapes, lines, and surfaces. They go beyond the limits of traditional Euclidean geometry and change the appearance of the cube in ways we cannot even imagine.

Unlike our imagination, the computer can calculate any constellation of numbers. There is no longer a cube, but an infinite number of variations of point, line, and surface. What looks like a miscalculation is a hyperreality emanating from the machine. Instead of the rectilinear Euclidean geometry of the cube, the screen shows dynamically changing viewing angles through constant floating-point operations between zero and one, alluding to the mathematization of space and time. Each iteration reveals previously unseen pictorial spaces. We are asked to decipher their enigmatic appeal.

The computer becomes a catalyst, staging generative, random transformations that challenge our perceptions of form, proportion, and scale. The computer is so busy that it stops responding to input devices and interacts with itself. At some point, the memory is full and what remains is a frozen image. Then it's time to pull the plug. The only way to capture what is happening on the screen is to take screenshots with a camera.

These screenshots are among the exhibits in our first exhibition "Hidden Lines" at the Werkbund Gallery in Berlin. For example, the "Between 0 and 1" series is about interpreting a simple cube into a variety of elements and forms. As art historian Alexander Dorner said: "Every movement of the point of view radically changes the view of space."

The essence of the digital metamorphosis "Between 0 and 1" is to challenge fixed positions and invite the viewer into a fluid state of interaction with the virtual world. Much like a modern Camera Obscura, the transformed images are snapshots taken from the inside of a living digital world into the real world. They reveal an aesthetic of unpredictable data space.
Keywords
  • aesthetics
    • distorted
    • experimental
    • generative
  • genres
    • glitch art
  • subjects
    • Magic and Phantastic
  • technology
    • displays
      • electronic displays
        • computer monitors
Technology & Material
Installation Requirements / Space
Hardware: Hewlett Packard Workstation. Software: Star UX, CAD Software.
Exhibitions & Events
Bibliography