When we share our ideas, layers of meaning form to become one product. In the synthesis we hide lots of things: our world perspective, our relationship to others, personal expectations, level of understanding. A shared thought can leave us open to vulnerability. We make the decision to expose ourselves to others, we invite interaction, we are open to be challenged or even rejected, in sharing our ideas we move from a position of strength where we appear knowledgeable, to a position of weakness where we can appear foolish and weird, why? Part of the answer lies in what we achieve. By communicating we do something incredible: we open the gate to what’s inside our head and we invite total strangers inside. through doing so it changes us. Without communication our identity remains unchallenged, our world view in doubt, the who we are and what we stand for untested. The pursuit of Communication through Art and Design, does not just enable us to become more conscientious world citizens, it frees us up to become far more creative and independent individuals.
Jaygo Bloom is an artist, designer, lecturer, early career researcher and performer. His works for galleries, public commissions and the creative design industries often address with irritating awareness the reality we live in, and make explicit the technologies that paradoxically predominate the human condition, examining the effects this has on our collective, personal and spiritual growth.Online Interview 01:
In conversation with Art Critic Mathias Jansson. As part of a series to illustrate the genesis and evolution of a phenomenon that changed the way game-based art is being created, experienced, and discussed today.Online Interview 02:
In conversation for NEoN 2012 Digital Arts Festival. Jaygo Bloom creator of ‘Bombaze’ an indie mobile app developed exclusively for the festival. In this interview we ask how it works, what it does, and what were his motives.Online Interview 03:
Interviewed by the V2 Institute for Unstable Media curator, Michelle Kasprzak. A disscussion for Vague Terrain, on the subjects of live cinema and realtime graphical performance.
Jaygo Bloom. Born Manchester 1972
Glasgow School Of Art. BA Hons. 1996 Leeds Metropolitan University. MFa. 2000 Duncan of Jordanstone College of Art. MSc. 2006
NEoN Digital Arts Festival. Dundee. 2012 Um Experimental Performance And Intermedia Festival. Dublin. 2011 Arcade. Dundee Contemporary Art Centre. Dundee. 2010 AKA Whack. SWG3 Galleries. Glasgow. 2009 Trunk AV. Oslo. Netherlands. 2008 Birthrites. Manchester Museum. 2008 New Directions In Scottish Digital Culture. CCA. Glasgow. 2008 Birthrites. Glasgow Science Centre. Glasgow. 2007 Rock Electronique. Intermedia Gallery. CCA. Glasgow. 2007 Futureverything. Manchester. UK. 2006 Urban Play. Trampoline. Nottingham. UK. 2006 Dotmov. Sendai MediaTheque. Sapporo. Japan. 2006 Pong Mythos. Computerspiele Museum. Berlin. Germany. 2006 Recontres International. Paris. 2005 The Shadow Cabinet. The Embassy Gallery. Edinburgh. 2005 Slope//. Switchspace. Sorcha Dallas. Glasgow. 2001
O:.O:.O:. The Dance House. Glasgow 2010 Major Havoc. Voicelab Orchestra. Southbank. London. 2010 Planetary Assault Systems. Mote Evolver Records. Worldwide. 2010/15 Franz Ferdinand. Domino Records. Worldwide. 2009/11 Pixelazo Festival. Bogota / Medellin. Colombia. 2007 Pixelache Festival. Kiasma Museum of Fine Art. Helsinki. Finland. 2005 Machinista Electronic Art Festival. Perm. Russia. 2003
Of Its Time And Of Its Place. M.Murphy. ISBN 978 1 907317 76 7. p 24. 2012 Game Art Contemporary Practitioners. Mathias Jansson. 2011 Vague Terrain. Rise Of The VJ. Michelle Kasprzak. 2009 Liberation. Paris. Marie Lechner. 2008 Audio Visual Art + VJ Culture. D-Fuse. ISBN: 1-85669-490-9. 2007 Shift Japan Vol 121. Japan. 2006 Soda Vol 28. Switzerland. 2005 Exploring The Visual Culture. N.Mullholland. 2005
In Progress. 05:15
Current studio developments, working with freestanding wooden structures, light, projected colour and incorporated shadow.
Avesbury Circle. 04:15
A few still images in development as a teaser. I'm in the process of isolating these magnificent stones of Avesbury Circle, recording them from all angles and data mapping them into 3D space.
Expect moving image sequences in perpetual rotation in orbit, very soon.
Hidden in Plain Sight. NUA Staff Show. 01:15
A digital revision of Kazimir Malevichs ‘Black Square’,1913
Video Projection. 695mm x 695mm square. Scale 1:1
A double negative. At first a void or nothingness, yet this nothingness is also plenum, as out of this nothingness the full panolpy of manifestation arises.
Paradoxically the void contains the seed of all, and gives rise to the formula 2.1.0.
Put simply, apparent diversity is symbolised as two, springing from and being equivalent to zero.
2.1.0 is a further refinement, showing the reduction of the two to the one, and then to zero.
Works in Progress. 01:15
Cadence in plainsong with ordinary folk.
Open Studios. 01:15
Open Studios and a new sound installation on show.
'Artificial Organics'. Stirling board. Artificial Fauna. 5 Channel Audio.
01 Channel. The huge wind turbines outside Goonhilly. Cornwall. The transformer generates a 60 cycle per second hum. The official sound of the National Grid. The sound of electricity, the soundtrack to our lives.
02 Channel. Late spring and the call of the nightingale recorded on the longest day of the year in Estonia.
03 Channel. A very hot summers night in Chaillac, France. The air otherwise filled with the sound of crickets and the clicking of the electric sheep fences.
04 Channel. Chelsea a couple of years ago. A sound at night, at first I thought it was a road sweeper operating a few streets away, it was annoying and mysterious. I was continually looking out of the window trying to see what it was.
05 Channel. A noisy dusty place situated at the port of Antwerp. While the silo is discharging the metal walls vibrate with a frequency that sounds throughout the vast grain chambers.
Inspiration for me always begins with a backward leap and reaches far into the future. When responding to an already existing work of art and recreating this within physical space or incorporating this into a different medium, we begin to design the future.
In the following work I was interested in exploring how works from the canon of fine art practice can translate into alternative media, drawn to experimenting with different disciplines and methodologies that attempt to blur the boundaries of analog and digital media, and which help me to deal more effectively with binaries outside of the binary.
Triple A (Ode to Stella)
Triple A (Ode to Stella)
Triple A (Ode to Stella)
Triple A (Ode to Stella)
Triple A is a four channel projection mapped structure whose title makes direct reference to the aesthetic sensibility of early american abstract artists (AAA). Triple A deals with the concepts of projective colour as an image modelled by colour and not by shadow and with the ability to inflate without shadow as it explores multiple illusions - depicting surface / recession / projection. These were all concerns of the artists of the time, and I think can be adequately adapted to fit the aesthetics and terms in relation to the projection of light and colour within a gallery environment today, where the spectacle of viewing is exhalted.
Victory over the Sun is in direct reference to a 1913 Cubo-Futurist opera of the same name, whose set was designed by the Russian painter Kasimir Malevich. In the original 'Victory Over the Sun', the sun, representative of a decadent past, is torn down from the sky, locked in a concrete box, and given a funeral by the Strong Men of the Future. 'Victory Over the Sun' declares a rejection over nature, over the natural. Of symbolically 'Killing the Sun'. In this new adaptation the plinth becomes the concrete coffin and the ball becomes the sun. the repetition and the act of continual motion within the video works calls to order the need to continually question and asses the aesthetics by which we are informed and with which we create art.
Victory over the sun
Victory over the sun
Victory over the sun
Victory over the sun
Luxnatura is the salvational radiance that can be found in the organic kingdom. This has slipped from the grid of modern being, except in exceptional cases where it is cultivated as a sensibility or pursed in the guise of an aspect of psychedelic experience.
As artists our point of view is actually gaining ground, 95 percent of this is most likely just intellectual noise and ethics that attempt to coin the perfect analogy, nevertheless there is the remaining 5 percent that is at the cutting edge of the driving image of this meta-culture. What this remaining 5 percent share is the importance they place on the role of nature. For some this results in the recognition of the presence of control mechanisms, using art as a way of coming to terms with the nature that we have resisted.
single channel looped HD Video
Art for me is never about a finished thing, but more a state of transition moving from something which was fairly formed into something which is now more unformed. This is time based art at its most accurate, Focaults pendulum, a puncture in time, a full stop, a continual cycle. Its name has been adopted from that of the serpent 'Ouroboros', that which forever entwines, devouring itself.
What I find interesting in repetition is that it can lead to a sense of self forgetting, to states of trance and at the same time, it is precisely repetition that serves as our primary learning tool. Loop usage is closely linked to our use of short time memory, our experience of the present lasts only about three to five seconds, by knowing what has passed and anticipating what is to come, working inside the loop transfers us into a state of continual NOW. (e.g. B.Nauman 'stomping around the studio' '68).
O:.O:.O:. comprises of a video triptych of choreographed scenes based on the composition of an original Alexander Calder painting, through which the static body strikes poses and holds forms referenced within the painting.
The artist Alexander Calder helped free sculpture from its static position sometime around the early 1930s. Taking inspiration from dance, he began creating suspended kinetic sculpture - dubbed 'mobiles' by Marcel Duchamp. With this video work I was interested in reversing the concept. Rather than using the dancers movements in motion, I chose to replace the structure back onto the movements of the dancers, imposed as in a modernist structure or grid.
‘Major Havoc’ was the result of a Paul Hamlyn commission for the City of London, supporting a period of research and development alongside the London Southbank VoiceLab Orchestra. The final work composed of a series of cinematic narratives, incorporating scores based on three classic arcade game instrumentals. Performances by members of the orchestra were recorded and presented for arcade console game play. The artwork is underpinned by an examination of the broken narrative, live cinema and digital transformation.
I believe the flow of time cannot be understood without interruption, or function without 'glitching'. Attempts to visualize this break of flow generates a void that forces the audience to become aware of new patterns, anti-patterns and new possibilities that exist in-between spaces and in-between moments of transition.
According to the artists diary, throughout the 1950s Josef Albers had created the works in his ‘Homage to the Square’ series in sizes of up to 40 x 40 inches but in 1962 that all changed. When asked by a leading critic on a visit to his Connecticut studio, ‘Professor Albers, in 1962 you suddenly began to work in the size of 48 x 48, and I wondered if this was your reaction as a European to the vaster scale of life in America or in fact to the American attempt to conquer space and reach larger dimensions?’ Albers looked at the critic stared intently, and said ‘young man, that was the year we got a bigger station wagon.’
I really liked the humour in this, how happenstance within the production of art can often be misread as something far more important than it actually is. I thought this would be a excellent entry point for a work of art in homage to Mr Albers.
In 2003 a few friends and I founded a collective, we rented out a dilapidated, old warehouse and appropriately named it ’The Chateau’. We used this as a studio space, and from it hosted art shows and events, drawing upon the artistic talents that came to the city via the art school. The top floor was rented out by an edgy, four piece art rock band, they played at our events, held parties and then literally, overnight became the phenomenon that is the ‘Franz Ferdinand’. So I started making their tour visuals, at first for the back rooms of pubs, and then as they got more well known, for bigger venues like the legendary ‘Heaven’ Nightclub in London and the Brixton Academy, it was 2009 when they asked me if I could develop and produce a series of super wide visuals to accompany their World Tour..
As a visualist, I honed in my skills at Glasgow’s seriously glitchy, dark and dirty electro club night — 'Death Disco’.
Each month we would invite remarkable individuals, spotted within the club to a private party in our studios, convincing them to perform fleetingly, suprisingly and often beautifully to our cameras. This we would craft into the publicity and the live club visuals. It was hugely successful, and we rolled this concept out for over two years bagging a top award for the best marketing strategy at the Scottish Award Events.
Aside from my creative industry activites and independent art and design practice, I also develop visual content and devise innovative approaches to event projection mapping and multi screen set up in the perfromance of realtime graphical processes for the seminal British Techno act, Planetary Assault Systems.
How to make digital encounters more familiar, more understandable, more approachable? How to lead an audience to investigate and bridge the digital and the public, the bio and the techno? Anything that humanises a digital experience in someway familiarises that experience as well and this is what I intended with the worldwidewegg.
The worldwidewegg was created for the show New Directions in Scottish Digital Culture. Connected via the internet a breakfast bar situated at the Centre for Contemporary Arts in Glasgow with the frenetic activities of two farmyard hens some 60 miles away. Two activities immediately familiar, but remote from one another.
An egg gets laid on the farm and returns to the gallery, free toast via the web enabled toaster. Each peck by the hens on a tin full of feed and sensors, pushes the peck controlled itunes playlist forward a track.
Not only that. The same egg online generated a random number, six numbers purchased an online lottery ticket, in effect repaying a proportion of the grant received, back to the Art Council and with any luck making me a millionaire... Did it happen?
Did it CLUCK
Familiar activities bring about extraordinary results. Marrakattak was created out of a set of hacked marracas. It was an latino based, percussive audiovisual instrument, created for the Pixelazo Electronic Arts festival in Medillin. Colombia. The people of Cummuna 13 were encouraged to play this as an instrument and at the same time remix Aztec, Zapotec and Mayan imagery alongside 8bit sounds and footage from my Colombian road trip.
Marrakattak was designed to create digital encounters for indigenous Colombian communities. Here was an instrument the community all knew so well, but with an entirely different outcome, one fused with a glitchy, Western sensibility.An unforgettable six weeks of workshops and performances alongside Pointless Creations in the lush rainforests, sharing skills and knowledge with the people of Colombia.
Why? because its good for you!
Involving your audience means bringing about a starting point for conversation with communities.
Theres a phrase that gets bounced around the periphery of the design world a lot, and thats DIWO or ‘do it with others’. DIWO reminds us to continually contribute and collaborate with one other. It also reminds us that through embracing social engagement within our practice, through involving others in the process, that our projects become more relevant to those it wants to address.
'Whack' solo show. SWG3 Galleries. Glasgow.
A disastrous cocktail of intrusive entertainments, locative media, AV participation systems and modified games consoles, for public participation and un/participation. Projects included 'WHACK' Karaoke, and the global grooves games console 'The Apocalypstick'.
Sam from Casual Sex
The creative output for the exhibition and national Arts collection ‘Birthrites’ resulted in the digital media artwork ‘Zapp You’re Pregnant’, a series of video-mapped, poetic narratives with an interactive element.
In residency alongside the Senior Vice President of the Royal College of Gynecology, Dr Jim Dornan. I observed obstetric procedures, prenatal screenings and caesarean sections, charting through creative work the practice and politics of childbirth. Research led to an interest in the digital and technological interventions evident within the Maternity Ward, examining the role and reliance of technology within contemporary birthing procedures. The artwork demonstrates an alternative view of the birthing process; one which paradoxically is driven by technology, but also exposes the lucid and rintensified emotional states of the expectant mothers I met.
Concern over the conceptual consequences of living in such close proximity to technology holds a significant enquiry with my practice, with initial enquiries firmly established in work developed in 2005 for the Manchester Futuresonic Festival and later revisited in the digital media artwork ‘Worldwidewegg’.
My research in this field is ongoing and I often combine a trans-disciplinary approach to creative practice, incorporating performance, creative technologies, tactile media and social space as tools that help bridge online and offline activity.
Research for the visual component of 'Zapp You're Pregnant' explored the entropic disorder associated with alchemical and scientific motif, drawing comparisons with ancient notions of rebirth and transformation.
Urban spaces will soon be saturated with both visible and hidden technologies that gather and transmit data. How we connect with, interpret and shape this data within our environment will be a significant challenge. This project seeks to explore where the online and offline world connects or disconnects by focussing on interactions with everyday communities and the small ideas that underpin the ‘big questions’ that all too often overwhelm researchers.
‘Bombaze’, is a 17th Century Scottish term for bamboozle. First coined by the Bard Allan Ramsay in his poem 'The Gentle Shepherd'.
‘Then, aft by night bombaze hare-hearled fools.
By tumbling down their cupboard, chairs and stools,
Whate'er's in spells, or if there witches be.
Such whimsies seem the most absurd to me’.
I took this whimsical 17th Century perception of bamboozled Scots life after night as the basis for the development of an event based playful encounter, accessible via a mobile app.
Commissioned for the NEoN Digital Arts Festival. This started off originally as an engaging way for festival goers to investigate and interact with a series of augmented artworks placed around the city of Dundee, bringing artwork out of the gallery and into the public, accessible to all.
For me, this became an enquiry into the relevance and virtues of Digital Media Art placement within unsuspecting communities. Raising more questions than answers:
An interview on the project development is available ONLINE HERE
In this interview NEoN 2012 Digital Arts Festival asks how it works, what it does and what were the motives?
The pursuit of finding the complete set of Bombaze digital artworks was supported by a printed event based map, handed out at the festival hub and downloadable from online. Clues were embed within the map and linked with the physical environment, creating a playful way for participants to uncover the past and look forward towards future Digital histories of Dundee.