<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>miguel soares &#187; texts</title>
	<atom:link href="http://migso.net/blog/?cat=59&#038;feed=rss2" rel="self" type="application/rss+xml" />
	<link>http://migso.net/blog</link>
	<description></description>
	<lastBuildDate>Sun, 03 Jun 2018 23:17:35 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.5</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>After the Future, Franco Bifo Berardi</title>
		<link>http://migso.net/blog/?p=2559</link>
		<comments>http://migso.net/blog/?p=2559#comments</comments>
		<pubDate>Tue, 20 Sep 2011 15:55:25 +0000</pubDate>
		<dc:creator>m</dc:creator>
				<category><![CDATA[texts]]></category>
		<category><![CDATA[2011]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[Place in Time]]></category>
		<category><![CDATA[works by others]]></category>

		<guid isPermaLink="false">http://migso.net/blog/?p=2559</guid>
		<description><![CDATA[Reference to Place in Time animation.
on After the Future, Franco Bifo Berardi, 2011, Gary Genosko Editor.

]]></description>
			<content:encoded><![CDATA[<p>Reference to <a href="http://migso.net/blog/?p=170">Place in Time</a> animation.<br />
on After the Future, Franco Bifo Berardi, 2011, Gary Genosko Editor.</p>
<p><img class="alignnone size-full wp-image-2560" title="after the future" src="http://migso.net/blog/wp-content/uploads/2018/02/after-the-future.jpg" alt="after the future" width="640" height="425" /></p>
]]></content:encoded>
			<wfw:commentRss>http://migso.net/blog/?feed=rss2&amp;p=2559</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Velocidad de Luz Variable, Biblioteca Histórica de la Universidad Complutense, Madrid</title>
		<link>http://migso.net/blog/?p=1134</link>
		<comments>http://migso.net/blog/?p=1134#comments</comments>
		<pubDate>Sat, 23 May 2009 17:08:02 +0000</pubDate>
		<dc:creator>m</dc:creator>
				<category><![CDATA[group]]></category>
		<category><![CDATA[migso]]></category>
		<category><![CDATA[texts]]></category>
		<category><![CDATA[2009]]></category>
		<category><![CDATA[Madrid]]></category>
		<category><![CDATA[Spain]]></category>

		<guid isPermaLink="false">http://migso.net/blog/?p=1134</guid>
		<description><![CDATA[Velocidad de Luz Variable, Madrid
Visual 09 &#8211; Festival Audiovisual de Majadahonda
curated by Alexandre Estrela
May 23 &#62; 29, 2009
Biblioteca Histórica de la Universidad Complutense de Madrid
Madrid, Spain
exhibited works:
vlanta
wabane
bogless
lakeloop
mp rlan
related links:  Velocidad de Luz Variable at visual-ma.com
.
(&#8230;) O último autor deste alinhamento, Miguel Soares, é um artista que desde sempre acompanho e com o qual divido atelier/ [...]]]></description>
			<content:encoded><![CDATA[<p>Velocidad de Luz Variable, Madrid<br />
Visual 09 &#8211; Festival Audiovisual de Majadahonda<br />
curated by Alexandre Estrela</p>
<p>May 23 &gt; 29, 2009<br />
Biblioteca Histórica de la Universidad Complutense de Madrid<br />
Madrid, Spain</p>
<p>exhibited works:<br />
<a href="http://migso.net/blog/?p=74">vlanta</a><br />
<a href="http://migso.net/blog/?p=67">wabane</a><br />
<a href="http://migso.net/blog/?p=71">bogless</a><br />
<a href="http://migso.net/blog/?p=33">lakeloop</a><br />
<a href="http://migso.net/blog/?p=1119">mp rlan</a></p>
<p>related links:  Velocidad de Luz Variable at <a href="http://visual-ma.com/index.php?option=com_content&amp;view=article&amp;id=59&amp;Itemid=97">visual-ma.com</a></p>
<p>.</p>
<p>(&#8230;) O último autor deste alinhamento, Miguel Soares, é um artista que desde sempre acompanho e com o qual divido atelier/ Oporto. Para além destes dados pessoais que tornam a minha escolha claramente facciosa, Miguel Soares é um pioneiro na criação meticulosa de universos digitais.<br />
Este demiurgo digital, cria mundos utópicos distintos (dependentes do programa que usa) controlando desde as leis gerais aos mais ínfimos pormenores. Tudo gravita em torno de narrativas insólitas e performances cujo o absurdo revela um profundo sentido existencial e poético.<br />
Cada um dos trabalhos concebidos por estes artistas é, parafraseando Melo e Castro, um ponto luminoso, criado com precisão laboratorial para mundos suspensos auto‑suficientes.<br />
Juntá‑los transversalmente neste novo contexto, apesar de um acto profano, ajudou‑me a formar uma constelação subjectiva do que poderá ser uma sensibilidade e uma prática experimental em Portugal.<br />
Alexandre Estrela— Lisboa 2009. from the catalogue (excerpt)</p>
<p><img class="alignnone size-full wp-image-1665" title="velocidade-luz-v" src="http://migso.net/blog/wp-content/uploads/2009/05/velocidade-luz-v.jpg" alt="velocidade-luz-v" width="320" height="320" /></p>
]]></content:encoded>
			<wfw:commentRss>http://migso.net/blog/?feed=rss2&amp;p=1134</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Geolux, Centro de Artes Visuais, Coimbra</title>
		<link>http://migso.net/blog/?p=184</link>
		<comments>http://migso.net/blog/?p=184#comments</comments>
		<pubDate>Sat, 18 Apr 2009 21:00:45 +0000</pubDate>
		<dc:creator>m</dc:creator>
				<category><![CDATA[solo]]></category>
		<category><![CDATA[texts]]></category>
		<category><![CDATA[2009]]></category>
		<category><![CDATA[Coimbra]]></category>
		<category><![CDATA[Geolux]]></category>
		<category><![CDATA[Gould]]></category>
		<category><![CDATA[Portugal]]></category>

		<guid isPermaLink="false">http://migso.net/blog/?p=184</guid>
		<description><![CDATA[ solo show
curated by:  Albano da Silva Pereira
April &#62; June 2009
Centro de Artes Visuais
Coimbra, portugal
list of works:
video

Jumping Nauman
untitled (playing with Gould playing Bach)
 Liine HD
vlanta (migso)
wabane (migso)

prints

 Planets (8 images)
 retarC 2007 (4 images)
 Liine 2008 (7 images)
Fig.1- Attack ships on fire off the shoulder of Orion.
 Imperial Class Star Destroyer
 A big bang
 Boeing, [...]]]></description>
			<content:encoded><![CDATA[<p><em> </em>solo show<br />
curated by:  Albano da Silva Pereira</p>
<p>April &gt; June 2009<br />
Centro de Artes Visuais<br />
Coimbra, portugal</p>
<p>list of works:</p>
<p>video</p>
<ul>
<li><a href="http://migso.net/blog/?p=134">Jumping Nauman</a></li>
<li><a href="http://migso.net/blog/?p=125">untitled (playing with Gould playing Bach)</a></li>
<li> <a href="http://migso.net/blog/?p=481">Liine HD</a></li>
<li><a href="http://migso.net/blog/?p=74">vlanta</a> (migso)</li>
<li><a href="http://migso.net/blog/?p=67">wabane</a> (migso)</li>
</ul>
<p>prints</p>
<ul>
<li> <a href="http://migso.net/blog/?p=857">Planets</a> (8 images)</li>
<li> retarC 2007 (4 images)</li>
<li> <a href="http://migso.net/blog/?p=889">Liine 2008</a> (7 images)</li>
<li><a href="http://migso.net/blog/?p=166">Fig.1- Attack ships on fire off the shoulder of Orion.</a></li>
<li> Imperial Class Star Destroyer</li>
<li> A big bang</li>
<li> <a href="http://migso.net/blog/?p=1124">Boeing, Shuttle, Boeing, Shuttle, Boeing, Shuttle</a></li>
</ul>
<p>other</p>
<ul>
<li><a href="http://migso.net/blog/?p=90">leon night</a></li>
<li><a href="http://migso.net/blog/?p=140">A to B in c</a></li>
</ul>
<p>.</p>
<p>A exposição ”Geolux” de Miguel Soares surge no contexto do programa que o Centro de Artes Visuais &#8211; Encontros de Coimbra tem fomentado de divulgação da obra de artistas portugueses a meio de carreira com projectos pensados especificamente para esta instituição.</p>
<p>Com um percurso iniciado no princípio dos anos 90, Miguel Soares (Lisboa, 1970)  tem vindo a desenvolver um trabalho que se centra em preocupações relacionadas com a tecnologia e a criação humana (onde a ficção científica tem particular relevo), a relação entre arquitectura e design, assim como a ecologia e a geografia. Existe paralelamente uma constante pesquisa em torno das questões de percepção e dos processos de criação de uma imagem.</p>
<p>Utilizando uma miríade de referências que vão da arte conceptual à música erudita, da ficção científica à tecnologia mais avançada, na presente exposição Miguel Soares apresenta um universo visual que gira em torno da Geografia, da Geologia e da Luz. ”Geolux” reúne obras com diferentes preocupações e temáticas datadas entre 2006 e o presente e apresentará dois vídeos inéditos que propõem, com base em composições musicais criadas pelo artista, uma animação 3D que foca a reacção de objectos abstractos ao som.</p>
<p>Se aparentemente as suas obras propõem sistemas paralelos, quer sejam artificiais quer sejam fictícios, na verdade, a sua intenção é a de propor uma nova forma de conceber a realidade e de alterar a percepção desta. Neste sentido, as suas obras sugerem um novo modo de pensar e de ver o mundo.</p>
<p>A obra de Miguel Soares tem um lugar singular na criação contemporânea portuguesa. Diversa e profundamente criativa, é capaz de simultaneamente apresentar situações de uma enorme simplicidade, como aquela em que mostra os locais onde o artista conceptual Bruce Nauman expôs no ano de 2007 (Jumping Nauman, 2007), ou lâmpadas de jardim transformadas em planetas através do simples manipular da abertura do diafragma (Planets, 2008) até à morosa e complexa desconstrução do Concerto de Brandeburgo e a criação de uma nova música que comprova o autismo do seu interprete mais famoso Glen Gould (untitled (Playing with Gould playing Bach), 2007).</p>
<p>Miguel Soares foi o vencedor do Prémio BesPhoto 2007 e o seu trabalho de vídeo foi alvo de uma exposição antológica na Culturgest nesse mesmo ano.</p>
<p>Albano Silva Pereira</p>
<p>.</p>
<p><img class="alignnone size-full wp-image-185" title="IMG_4995" src="http://migso.net/blog/wp-content/uploads/2009/11/IMG_4995.jpg" alt="IMG_4995" width="640" height="358" /></p>
<p><img class="alignnone size-full wp-image-186" title="IMG_5041" src="http://migso.net/blog/wp-content/uploads/2009/11/IMG_5041.jpg" alt="IMG_5041" width="640" height="359" /></p>
<p><img class="alignnone size-full wp-image-187" title="IMG_5045" src="http://migso.net/blog/wp-content/uploads/2009/11/IMG_5045.jpg" alt="IMG_5045" width="640" height="359" /></p>
<p><img class="alignnone size-full wp-image-188" title="IMG_5001" src="http://migso.net/blog/wp-content/uploads/2009/11/IMG_5001.jpg" alt="IMG_5001" width="640" height="359" /><br />
<img class="alignnone size-full wp-image-197" title="IMG_4772" src="http://migso.net/blog/wp-content/uploads/2009/04/IMG_4772.jpg" alt="IMG_4772" width="640" height="359" /></p>
<p><img class="alignnone size-full wp-image-196" title="IMG_5022" src="http://migso.net/blog/wp-content/uploads/2009/04/IMG_5022.jpg" alt="IMG_5022" width="640" height="359" /></p>
]]></content:encoded>
			<wfw:commentRss>http://migso.net/blog/?feed=rss2&amp;p=184</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Cosmografia do Deslumbramento e do Lixo, Rocha de Sousa</title>
		<link>http://migso.net/blog/?p=2066</link>
		<comments>http://migso.net/blog/?p=2066#comments</comments>
		<pubDate>Mon, 10 Nov 2008 20:30:16 +0000</pubDate>
		<dc:creator>m</dc:creator>
				<category><![CDATA[texts]]></category>
		<category><![CDATA[2008]]></category>
		<category><![CDATA[SpaceJunk]]></category>

		<guid isPermaLink="false">http://migso.net/blog/?p=2066</guid>
		<description><![CDATA[link to original post: http://rochasousa.blogspot.com/2008/11/cosmografia-do-deslumbramento-e-do-lixo.html

Cosmografia do Deslumbramento e do Lixo
Há cerca de cinquenta ou sessenta anos a revista «Colliers» já publicava, pelo imaginário de van Braun, largos conjuntos de projectos dedicados às viagens no espaço cósmico, ou pelo menos entre os planetas mais próximos do Sistema Solar. Alguns desses projectos inspiraram, por fraccionamento, as verdadeiras [...]]]></description>
			<content:encoded><![CDATA[<p>link to original post: <a href="http://rochasousa.blogspot.com/2008/11/cosmografia-do-deslumbramento-e-do-lixo.html" target="_blank">http://rochasousa.blogspot.com/2008/11/cosmografia-do-deslumbramento-e-do-lixo.html</a></p>
<p><img class="alignnone size-full wp-image-2067" title="IMG_7324" src="http://migso.net/blog/wp-content/uploads/2009/12/IMG_7324.JPG" alt="IMG_7324" width="320" height="265" /></p>
<p><strong>Cosmografia do Deslumbramento e do Lixo</strong></p>
<p>Há cerca de cinquenta ou sessenta anos a revista «Colliers» já publicava, pelo imaginário de van Braun, largos conjuntos de projectos dedicados às viagens no espaço cósmico, ou pelo menos entre os planetas mais próximos do Sistema Solar. Alguns desses projectos inspiraram, por fraccionamento, as verdadeiras pistas das primeiras cápsulas tripuladas (com vantagem para os soviéticos, nessa altura) e as possíveis viagens entre planetas. A prudência tecnológica, e as próprias limitações orçamentais, conduziram ao estudo de sucessivos rastreios comandados à distância, usando satélites artificiais capazes de orbitarem a Lua, Venus ou Marte, fase em que se acedeu a importantes conhecimentos sobre esses astros, tendo em conta cartografias decisivas e detecção dos componentes da armosfera, do solo, de uma grande variedade, aliás, de acções robóticas relativas a espectros químicos, por exemplo, cujos resultados eram enviados para a Terra. Pelo uso posterior, ou a par destes métodos, de sondas com meios de aterragem, movimentação e pesquisa, hoje já se pode defender que conhecemos praticamente todo o planeta Marte, além de estarmos cada vez mais informados sobre Vénus, Mercúrio, Júpiter ou Saturno, com exploração paralela dos vários satélies desses astros. De resto, ao lado desta programação que acabou por se estender até ao limite do Sistema Solar, além de sondas atiradas para o infinito, através da nossa Galáxia, o homem foi cumprindo um trabalho de avanço até à Lua, acabando por fazê-lo por intermédio do Projecto Apolo e de sucessivas viagens com astronautas que não só alunaram como trabalharam na superfície do nosso satélite.</p>
<p>Todo este conjunto de acções no espaço exterior à atmosfera terrestre, incluindo uma possível viagem até à superfície de Marte, precisa cada vez mais, no território do nsso planeta e em estações orbitais de carácter experimental e logístico, com astronautas permamentes, trocados em tempo próprio, o que se preparou, agora numa colaboração entre os mais avançados países ligados à exploração do espaço, com instalações entretanto já caducadas. Passou-se para a junção modular de nova concepção, habitáculos com gente a bordo, em rotação, sobretudo pela criação das recentes naves mediadoras, «Vai-vem». Essas naves de ida e vinda transportam vários astronautas, possindo um grande porão, apropriado, para carregamento de partes diversas, muito material de construção ou de sobrevivência, em ordem a cumpir as fases estruturantes da Estação em órbita, à qual atracam os cargueiros/mensageiros, cujos tripulantes convivem com os «residentes», fazendo, por intermédio de um grande braço móvel das naves mediadoras, o transbordo das mercadorias desse ponto para lugares estratégicos, na proximidade do ponto de montagem. Ao longo de todo este tempo, várias décadas, os estrategas de diferentes especialidades, passaram a controlar uma imensa rede de satélites robóticos que giram em torno da Terra, segundo diversas rotas, permitindo alertas de defesa, redes de comunicação e vigilância, a par de outras vias que são mais votados a experiências de retorno.</p>
<p>A imagem aqui publicada, de grande realismo, «imita» certas fotografias tiradas no espaço e em circunstâncias semelhantes. Este género de estações eram as «anunciadas» na «Colliers», nos anos cinquentam, e cujo modelo Kubrick usou no seu filme «2001, odisseia no espaço». Quase tudo, nesse filme, fazia parte de uma invenção decalcada em projectos «possíveis». Mas as chamadas Plataformas de Anel foram por enquanto abandonadas. Tarkoski realizou o seu filme «Solaris» num cenário a condizer com esse tipo de instalação cósmica, embora procurando, entre ruínas e lixo abandonado, desenvolver profundas reflexões sobre o homem, sua existência e situação no Universo. A figuração plástica que nos propõe Miguel Soares reveste-se, para além da sua singularidade enquanto espectáculo, a um tempo histórico do futuro no qual Plaraformas com esta confiuguração anelar, meio construídas ou meios desconstruídas teriam uso. Pode tratar-se de um desastre futuro, lixo em volta da constrção arruinada, assim destinada a vogar no silêncio até qualquer possível aproximação e queda na Terra. Mas as fases de construção chegam a parecer espectáculos assim. Os astronautas engenheiros não pousam as suas «caixas de ferramentas» numa mesa a seu lado, mas apenas no vazio e perto de si. Daqui e dali se recolhem peças, ferramentas, cabos, ligando o que há para ligar, encaixes, desperdícios de facto, consolidação dia a dia, semana a semana, ano após ano. E o que é mais inquitetante é o facto de uma rota orbital diversificada estar hoje carregada de satélites artificiais, restos de naves e de peças, caixas provisórias, tudo na mesma linha de comportamento que foi enchendo o nosso habitat dos mais diversos lixos, vulgares ou cada vez mais perigosos. Os mesmos erros além do horizonte. E talvez um dia, num local longínquo, colonizado pelo homem, espécie superior mas de difícil adaptação a uma profunda mudança de sentido e medida, dado a esta à sua mania de crescimentos apocalípticos.</p>
<p>Rocha de Sousa<br />
10Nov2008</p>
]]></content:encoded>
			<wfw:commentRss>http://migso.net/blog/?feed=rss2&amp;p=2066</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>A estreia nacional das alegorias electrónicas de Miguel Soares, Nuno Crespo</title>
		<link>http://migso.net/blog/?p=2081</link>
		<comments>http://migso.net/blog/?p=2081#comments</comments>
		<pubDate>Mon, 03 Nov 2008 07:00:17 +0000</pubDate>
		<dc:creator>m</dc:creator>
				<category><![CDATA[texts]]></category>
		<category><![CDATA[2008]]></category>
		<category><![CDATA[Culturgest 2008]]></category>

		<guid isPermaLink="false">http://migso.net/blog/?p=2081</guid>
		<description><![CDATA[link to original article: http://dn.sapo.pt/inicio/interior.aspx?content_id=1134155
Primeira exposição individual do artista num museu português
Nuno Crespo
Diário de Notícias
03Nov2008
O trabalho de Miguel Soares faz parte da geração dos anos 90, não porque começa a expor activamente nessa década mas porque os princípios a partir dos quais constrói o seu trabalho se integram numa procura de novos referentes culturais e [...]]]></description>
			<content:encoded><![CDATA[<p>link to original article: <a href="http://dn.sapo.pt/inicio/interior.aspx?content_id=1134155" target="_blank">http://dn.sapo.pt/inicio/interior.aspx?content_id=1134155</a></p>
<p>Primeira exposição individual do artista num museu português<br />
Nuno Crespo<br />
Diário de Notícias<br />
03Nov2008</p>
<p>O trabalho de Miguel Soares faz parte da geração dos anos 90, não porque começa a expor activamente nessa década mas porque os princípios a partir dos quais constrói o seu trabalho se integram numa procura de novos referentes culturais e processuais nas artes visuais que são comuns a essa década.</p>
<p>Esta exposição, como escreve o comissário Miguel Wandschneider, &#8220;corresponde a um acto de reconhecimento de um dos artistas mais idiossincráticos e com um universo obsessional mais singular no contexto artístico português das duas últimas décadas.&#8221; A obsessão do artista prende-se com a possibilidade de construir um universo baseado unicamente na possibilidade ficcional e artística dos dispositivos electrónicos e virtuais.</p>
<p>O mundo que constrói tem referências na cultura juvenil e no imaginário da ficção científica. Referências estas provenientes não da típica banda desenhada impressa mas da ficção tal como presente no jogos de computador e na realidade virtual. O mundo que se vê surgir nas animações 3D de Miguel Soares é uma tradução do mundo da vida, dos gestos quotidianos e das suas tensões políticas e sociais.</p>
<p>O mundo artificial ficcionado pelo artista já não pertence à herança moderna e inscreve-se num terreno que se situa depois do mundo contemporâneo, o que acontece nestas alegorias electrónicas afasta todas as possibilidades de reconhecimento entre o que aí se passa e os acontecimentos mundanos. O homem que se vê surgir a três dimensões nos ecrãs de Miguel Soares perdeu o contacto não só com a natureza mas com a própria ideia de humanidade dentro e fora de si. O traço mais humano destes trabalhos é a utilização que o artista faz da música e que cria uma camada sentimental e poética em torno destas imagens que doutro modo seriam frias e distantes. A experimentação da imagem a que se assiste nos seus vídeos e animações são sempre acompanhadas da apropriação de músicas e sua manipulação (Tim Buckley, James Whale ou os Sack &amp; Blum têm presença neste universo 3D).</p>
<p>O dispositivo digital é não o que permite a construção das obras do artista, como é instrumento de crítica política. Temas como o lixo espacial que se acumula no universo e cujas consequência ninguém sabe bem determinar (SpaceJunk de 2001), a guerra fria entre os EUA e União Soviética abundante em discursos de poder (Time Zones de 2003) ou a grande alegoria da origem do homem e do planeta (Place in Time de 2005) são pilares que suportam a actividade de Miguel Soares e que a resgatam de ser gestos meramente lúdicos e estéreis de um ponto conceptual e/ou social.</p>
<p>É uma exposição difícil porque obriga o espectador à aprendizagem de uma linguagem nova, com regras diferentes e com resultados nada habituais nos discursos correntes da cultura visual contemporânea.</p>
]]></content:encoded>
			<wfw:commentRss>http://migso.net/blog/?feed=rss2&amp;p=2081</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Imagens, sons e música, José Marmeleira</title>
		<link>http://migso.net/blog/?p=2077</link>
		<comments>http://migso.net/blog/?p=2077#comments</comments>
		<pubDate>Sun, 02 Nov 2008 20:45:05 +0000</pubDate>
		<dc:creator>m</dc:creator>
				<category><![CDATA[texts]]></category>
		<category><![CDATA[2008]]></category>
		<category><![CDATA[Culturgest 2008]]></category>

		<guid isPermaLink="false">http://migso.net/blog/?p=2077</guid>
		<description><![CDATA[link to original page: http://ipsilon.publico.pt/artes/critica.aspx?id=213015


Animações 3D e vídeos de Miguel Soares exploram as relações entre imagens e sons.
José Marmeleira
Nov2008
Quando descemos até as galerias da Culturgest, onde repousam as animações 3D e os vídeos de Miguel Soares (Braga, 1970) escondidas pelas paredes, a primeira sensação é a de que chegámos a um lugar habitado por sons [...]]]></description>
			<content:encoded><![CDATA[<p>link to original page: <a href="http://ipsilon.publico.pt/artes/critica.aspx?id=213015" target="_blank">http://ipsilon.publico.pt/artes/critica.aspx?id=213015</a><br />
<strong><br />
<img class="alignnone size-full wp-image-2078" title="302346" src="http://migso.net/blog/wp-content/uploads/2009/12/302346.jpg" alt="302346" width="165" height="105" /></p>
<p>Animações 3D e vídeos de Miguel Soares exploram as relações entre imagens e sons.</strong><br />
José Marmeleira<br />
Nov2008</p>
<p>Quando descemos até as galerias da Culturgest, onde repousam as animações 3D e os vídeos de Miguel Soares (Braga, 1970) escondidas pelas paredes, a primeira sensação é a de que chegámos a um lugar habitado por sons associáveis ao cinema, à música ou ao jogos de computador.</p>
<p>Situações semelhantes são evocadas nas obras expostas, mas assim que o confronto com estas se materializa, diminui a possibilidade de reconhecimento e diversão: as imagens de Miguel Soares não são muito acolhedoras e estão longe de ser previsíveis.</p>
<p>Comissariada por Miguel Wandschenieder, a exposição centra-se numa retrospectiva de animações 3D desenvolvidas pelo artista, entre 1999 e 2005, e inclui também três vídeos. A especificidade da selecção (Miguel Soares trabalha igualmente com outros meios, como a fotografia e instalação) oferece a este núcleo de obras o seu contexto expositivo &#8220;original&#8221; e familiariza o público com uma realidade incontornável: a presença da cultura popular, na sua acepção mais contemporânea, na prática dos artistas nacionais.</p>
<p>Algumas animações remetem para situações próximas do imaginário da ficção científica (&#8221;Place in Time&#8221;, 2005), outras desenham um olhar poético e perscrutador sobre diferentes realidades (o espaço em &#8220;SpaceJunk&#8221;, de 2001, a história política, em &#8220;Time Zones&#8221;, de 2003). A figura humana está quase sempre ausente ou surge como uma abstracção, uma memória visual numa profusão de arquitecturas e paisagens. Talvez por isso, mais do que narrarem histórias, algumas obras de Miguel Soares documentam contextos ou situações hipotéticas, como a vida de um planeta (outra vez &#8220;Place in Time&#8221;) ou os avanços tecnológicos em &#8220;Archibunk3r Associates&#8221; (2000), autêntico portfólio audiovisual de projectos de tecnologia de ponta.</p>
<p>Ora o que torna singular esta apropriação de diferentes registos audiovisuais (documentário, apresentação publicitária, jogo de computador) é o modo como nela surgem integradas diversas técnicas cinematográficas (movimentos de travelling ou planos-sequência): o resultado é uma interrogação à nossa experiência das imagens. A este facto não é alheio o conhecimento da linguagem do 3D, cuja aprendizagem o artista iniciou nos finais dos anos 1990, bem como a familiaridade com o cinema. Algumas animações, porém, parecem toscas, quase anacrónicas, traindo uma abordagem amadora e intuitiva (ligada à ética Do-It- Yourself ). Não se deve, portanto, falar de um virtuosismo, mas antes de um labor quase artesanal, de amadorista (no sentido de alguém que cultiva uma arte), pleno de invenção e exemplificado nas manipulações de &#8220;Your Mission is a Failure (MechWarrior 2)&#8221;, de 1996, ou nas relações entre imagens e sons de &#8220;Time Zones&#8221;.</p>
<p>E aqui chegamos a um dos aspectos marcantes deste núcleo do trabalho de Miguel Soares: o som. Em algumas animações são as imagens que dão origem a uma banda sonora (&#8221;SpaceJunk&#8221;), noutras foi a música que esteve primeiro, como acontece em &#8220;GT&#8221;, de 2001, uma das melhores obras em exposição. Os repertórios usados cobrem diversos géneros e ferramentas musicais (colagens, samples) e revelam uma correspondência subtil com aquilo que os ecrãs mostram.</p>
<p>Outro aspecto sobressai: a consciência da energia significante da música, por exemplo, no vídeo &#8220;Untitled&#8221; (two), de 1999, onde temas do primeiro disco de Tim Buckley servem de &#8220;banda sonora&#8221; a uma situação registada pelo artista no seu apartamento: uma discussão na rua seguida de agressões físicas. E assim &#8211; num percurso possível pela exposição &#8211; acabamos confrontados com uma irrupção do real. Que se encontra com os mundos virtuais das animações.</p>
]]></content:encoded>
			<wfw:commentRss>http://migso.net/blog/?feed=rss2&amp;p=2077</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Miguel Soares, 3D Animations and Video Works 1999-2005, Culturgest, Lisbon</title>
		<link>http://migso.net/blog/?p=404</link>
		<comments>http://migso.net/blog/?p=404#comments</comments>
		<pubDate>Fri, 17 Oct 2008 21:00:26 +0000</pubDate>
		<dc:creator>m</dc:creator>
				<category><![CDATA[solo]]></category>
		<category><![CDATA[texts]]></category>
		<category><![CDATA[2008]]></category>
		<category><![CDATA[catalogue]]></category>
		<category><![CDATA[Culturgest 2008]]></category>
		<category><![CDATA[Lisbon]]></category>
		<category><![CDATA[Place in Time]]></category>
		<category><![CDATA[Portugal]]></category>
		<category><![CDATA[SpaceJunk]]></category>
		<category><![CDATA[Time Zones]]></category>

		<guid isPermaLink="false">http://migso.net/blog/?p=404</guid>
		<description><![CDATA[Miguel Soares
3D Animations and Video Works
1999-2005
Curated by: Miguel Wandschneider
opening October 17th, 2008, 10PM
11.30PM: Tra$h Converters DJ set
October 18, 2008 &#62; January 4, 2009
Culturgest, Lisbon
list of works:

Y2K (1999)
Archibunk3r Associates (2000)
SpaceJunk beta 1.0 (2001)
GT (2001)
Time Zones (2003)
Place in Time (2005)
untitled (two) (1999)
Expecting to Fly (1999-2001)
Your mission is a failure &#8211; mechwarrior II (1996)

Miguel Soares (Lisbon, 1970) has [...]]]></description>
			<content:encoded><![CDATA[<p>Miguel Soares<br />
3D Animations and Video Works<br />
1999-2005<br />
Curated by: Miguel Wandschneider</p>
<p>opening October 17th, 2008, 10PM<br />
11.30PM: Tra$h Converters DJ set<br />
October 18, 2008 &gt; January 4, 2009<br />
Culturgest, Lisbon</p>
<p>list of works:</p>
<ul>
<li><a href="http://migso.net/blog/?p=1112">Y2K</a> (1999)</li>
<li><a href="http://migso.net/blog/?p=583">Archibunk3r Associates</a> (2000)</li>
<li><a href="http://migso.net/blog/?p=62">SpaceJunk beta 1.0</a> (2001)</li>
<li><a href="http://migso.net/blog/?p=566">GT</a> (2001)</li>
<li><a href="http://migso.net/blog/?p=53">Time Zones</a> (2003)</li>
<li><a href="http://migso.net/blog/?p=170">Place in Time</a> (2005)</li>
<li><a href="http://migso.net/blog/?p=743">untitled (two)</a> (1999)</li>
<li><a href="http://migso.net/blog/?p=728">Expecting to Fly</a> (1999-2001)</li>
<li><a href="http://migso.net/blog/?p=728">Your mission is a failure &#8211; mechwarrior II</a> (1996)</li>
</ul>
<p>Miguel Soares (Lisbon, 1970) has been producing work since the early 1990s that reveals a fascination with futuristic utopias, technological innovations and the iconographic universe of science fiction. Initially, this fascination took the form of appropriating and manipulating pre-existing photographic images, as well as using references and conventions from the field of equipment design, firstly taken as a referent at the level of the photographic image and then transposed to the formal conception of the works. In the second half of that same decade, much of the artist&#8217;s activity resulted in the production of highly interactive sculptures and installations, which represented characters, environments, situations and objects belonging to hypothetical science fiction worlds. It was during this phase that the artist began to use video as a medium for projecting animated images, working at first with pictures drawn from computer games and then with other images created in 3D from graphic elements available on the Internet. In the first few years of his career, his work met a positive critical reception, but it was with his 3D animations that it reached full maturity. It is precisely this facet of his work that this exhibition now seeks to illuminate.<br />
Miguel Wandschneider</p>
<p><img class="alignnone size-full wp-image-448" title="n638353741_932154_4737" src="http://migso.net/blog/wp-content/uploads/2008/10/n638353741_932154_4737.jpg" alt="n638353741_932154_4737" width="320" height="240" /></p>
<p><img class="alignnone size-full wp-image-449" title="n638353741_932157_7573" src="http://migso.net/blog/wp-content/uploads/2008/10/n638353741_932157_7573.jpg" alt="n638353741_932157_7573" width="320" height="240" /><br />
images above: courtesy of <a href="http://xanab.no.sapo.pt/xanapag/index.html" target="_blank">xana</a>.</p>
<p>images below: courtesy of <a href="http://missdove.blogspot.com/2008/10/miguel-soares-at-culturgest.html" target="_blank">miss dove</a>.<br />
<img class="alignnone size-full wp-image-414" title="cgd MiguelSoares09" src="http://migso.net/blog/wp-content/uploads/2008/10/cgd-MiguelSoares09.jpg" alt="cgd MiguelSoares09" width="320" height="241" /></p>
<p><img class="alignnone size-full wp-image-408" title="cgd MiguelSoares08" src="http://migso.net/blog/wp-content/uploads/2009/11/cgd-MiguelSoares08.jpg" alt="cgd MiguelSoares08" width="320" height="241" /></p>
<p><img class="alignnone size-full wp-image-410" title="cgd MiguelSoares10" src="http://migso.net/blog/wp-content/uploads/2009/11/cgd-MiguelSoares10.jpg" alt="cgd MiguelSoares10" width="320" height="241" /></p>
<p><img class="alignnone size-full wp-image-415" title="cgd MiguelSoares04" src="http://migso.net/blog/wp-content/uploads/2008/10/cgd-MiguelSoares04.jpg" alt="cgd MiguelSoares04" width="320" height="241" /><br />
.</p>
<p>Exhibition catalogue by <a href="http://www.carvalho-bernau.com/graphicdesign/miguel-soares-film-and-animation/" target="_blank">Atelier Carvalho Bernau</a></p>
<p><img class="alignnone size-full wp-image-451" title="17_miguel-700px-15" src="http://migso.net/blog/wp-content/uploads/2008/10/17_miguel-700px-15.jpg" alt="17_miguel-700px-15" width="320" height="257" /></p>
<p><img class="alignnone size-full wp-image-452" title="17_miguel-700px-03" src="http://migso.net/blog/wp-content/uploads/2008/10/17_miguel-700px-03.jpg" alt="17_miguel-700px-03" width="320" height="258" /></p>
<p><img class="alignnone size-full wp-image-453" title="17_miguel-700px-05" src="http://migso.net/blog/wp-content/uploads/2008/10/17_miguel-700px-05.jpg" alt="17_miguel-700px-05" width="320" height="258" /></p>
<p><img class="alignnone size-full wp-image-454" title="17_miguel-700px-10" src="http://migso.net/blog/wp-content/uploads/2008/10/17_miguel-700px-10.jpg" alt="17_miguel-700px-10" width="320" height="258" /></p>
<p>.</p>
<h2>Some Remarks on the Work of Miguel Soares</h2>
<p>Miguel Wandschneider</p>
<p>Both Miguel Soares’ work and his artistic career, since he first burst onto the artistic scene at the beginning of the 1990s, can be contextualised in generational terms and, more specifically, he can be seen as part of a constellation of artists from the same generation who mostly studied at the Lisbon School of Fine Art. As frequently happens with each generation, in those first crucial years when people’s aesthetic and ideological stances are defined, and at a time when their careers have not yet become individualised, these artists shared a series of values, attitudes and concerns that established a territory of affinities and provided them with concerted strategies of action. Deeply imprinted on the practices of this constellation of artists, and clearly evident in Miguel Soares’ work, were the rejection of the traditional disciplines (and painting in particular), a fondness for references originating from a globalised contemporary cultural landscape, namely both the mass culture and the youth cultures with which they identified, and, with varying degrees of political intentionality, an interest in questions and themes related with the contemporary world. At stake was not only their openly declared reaction to their experience (traumatic for many of them) as students at a stiff and somewhat stuffy art school, where they were closed off from artistic contemporaneity<a href="#_ftn1">[1]</a>, but also their total lack of identification and their clear demarcation from the modes of production that had shaped the artistic scenes in the course of the 1980s. It is perfectly obvious today that, in keeping with the dynamics to be noted in the international context, the generation that emerged in the first half of the 1990s played a fundamental role in accelerating and consolidating an artistic paradigm shift that had been in progress since the 1960s and which we can briefly classify on the basis of two factors: on the one hand, the loss of hegemony (which does not mean a loss of relevance or legitimacy) of the traditional disciplines as a framework that can be used to integrate artistic practices; on the other hand, the opening up and externalisation of artistic practices in relation to the most diverse systems of cultural and symbolic production and fields of reality, definitively surpassing the modernist canons and their conception of art as an autonomous activity with its own reference system.</p>
<p>Miguel Soares’ oeuvre, built up over the last twelve years, identifies him as one of the most idiosyncratic Portuguese artists, with one of the most singular and obsessive universes of the last two decades. From a very early date, his work began to reflect his fascination not only with the imagery and iconography of science fiction, but also with the artificial atmospheres in which life unfolds in the technologically advanced societies and with the vertiginous pace of modern-day technological development, which plays such a decisive role in mediating and transforming our experience of reality. Such fascination has inevitably laid down the limits of what, at least so far, may be identified as the thematic hard core of his work, albeit with very diverse variations and without this being allowed, as has so frequently and rather hastily been supposed, to exhaust the questions and subjects explored by the artist. In 1992, when Miguel Soares held his second solo exhibition, this fascination of his was already perfectly recognisable. One might, for example, remember the series of eight photographic diptychs presented at that exhibition, juxtaposing reproductions of sepia images, dating from the 1950s and 1960s, of vehicles (car, propeller, plane, flying saucer), with colour images of domestic interiors in the 1960s, equipped and furnished according to the aesthetic patterns that have since endured as a memory of the interior design of that time. In this way, the artist drew our attention to the fact that the growing enhancement and generalisation, throughout the 20th century, of the house as the <em>locus</em> of social and, in particular, family life was accompanied by the euphoric desire for, and increasing possibilities of, mobility within the territory and the conquest of space. One could also refer, in passing, to the set of furniture-sculptures that he presented at his next solo exhibition, two years later: each of these pieces (bookshelves, sideboards, filing cabinet, bed, television stand and screen) incorporated a light box with a manipulated photograph of a terrestrial landscape over which UFOs can be seen flying. Appearing simultaneously as both furniture and sculpture, both utilitarian objects and works of art (vaguely evoking the tradition of minimalist sculpture and, in particular, certain sculptures by Donald Judd), these pieces reflected, in an ironic and undramatic fashion, the already mentioned loss of autonomy of the art that the modernist paradigm had advocated, as well as the closely related phenomenon of the aestheticisation of everyday life, which is omnipresent in contemporary societies.</p>
<p>In those years, Miguel Soares’ work was still heavily marked by the circumstances of his artistic education – between 1989 and 1991, he studied photography and attended, at that same time, a course in equipment design, chosen less as a vocation than as an escape from the teaching of painting or sculpture, which he saw as a dead end. From 1995 onwards, the use of photography as a medium lost its central importance, although it did not disappear from his work, even reaching the point of its recently earning him the distinction of winning the BES Photo Prize. Design also lost importance as a field of references for him, even if his earlier questioning of its status and of works of art that simultaneously exist as functional objects reappears, with renewed effectiveness, in <em>Celulight</em> (1999), a set of lamps made from the recycling of the brightly-coloured plastic packages produced at that time by the Portuguese mobile phone companies and thrown away each day in large numbers.</p>
<p>What is more interesting for the purposes of this text than simply noting that, in his early years, photography represented the principal medium of his work, is to emphasise the fact that the use that he made of it was systematically linked to the re-use and manipulation (digital after 1994) of pre-existing images. In fact, Miguel Soares was one of several artists from his generation who adopted different strategies of appropriation in the creative process with absolute naturalness. It was not long before his own acts of appropriation began to include mass-produced consumer objects, images and sounds from computer games, graphic features and images taken from the internet and musical themes (used on the soundtrack of many of his videos and 3D animations). Like so many artists of his generation, Miguel Soares was aware of the legal impediments to re-using, for artistic purposes, materials that had been produced and distributed within the field of the cultural industries, a question that became an urgent one in the 1990s with the dissemination of the video as an artistic medium and the consequent proliferation of works that took film and music as their sources for appropriation. It was precisely this question that, in 1994, he touched on in his first video, <em>Copyright Law</em>. Consisting of a cascade of hundreds of images spliced together from television and video cassettes, and having as its soundtrack (and exempted from copyright) the work <em>Crosley Bendix discusses the Copyright Act</em> (1992), by Negativland, the video was conceived as a visual illustration of that passionate manifesto issued in defence of the free access for artistic purposes to images and sounds that are circulated through the mass media, subject to severe restrictions imposed by the cultural industries under the protection of purely economic interests. The images were edited using two VHS recorders, employing cut and paste procedures that were analogous to the composition technique recurrently used by the group – the sticking together of fragments of magnetic tape that had been cut with a razor blade.</p>
<p>In the second half of that decade, Miguel Soares’ activity was to increasingly take place outside the clearly demarcated and stable disciplinary parameters. A significant part of his work, in that period, took the form of sculptures and installations, made with mass produced materials and simple technological devices, which represented characters, objects, atmospheres and situations belonging to hypothetical worlds from science fiction. For example, in <em>Vr Trooper</em> (1996), we come across what we suppose to be a futuristic station used for observation or surveillance: a robot with a military appearance, seen through a surface of red plexiglas and under strobe lighting, makes rotating movements inside a metal cylindrical capsule, itself standing on turf. Immediately afterwards, in <em>Heaven’s Gate</em> (1997), the artist sought to recreate the collective suicide of the members of a religious sect (whose name was given to the title of the piece) at a ranch in San Diego, in California, when a comet passed through the sky in March 1997. The installation simulates several bodies, either asleep or dead, that can be found lying on shelves, covered by purple satin sheets and wearing trainers of the same brand. The sheets gained greater volume under the effect of the air blown into them by electric fans connected to movement detectors, after which they returned to their former state of rest. In this way, the moment was suggested when the members of the sect, in accordance with the belief that led them to commit suicide, were teletransported by a space ship to another planet. In turn, <em>Beep</em> (1998) constructs the image of a flying saucer emitting a red light in a circular movement, as if it were reconnoitring the surrounding space – the sculpture reacts with light effects both to the sounds that it picks up and to the sound that it produces, static noise interrupted every minute by a beep. This piece attained its greatest expressive force in the space of a former water tank in Madrid, where it was presented for the first and only time.</p>
<p>During this period, Miguel Soares used a rudimentary video card (the <em>Creative TV Coder</em> of Windows 95) to record sequences of images and sounds created from the manipulation of computer games. The two works of this nature that he produced, <em>Your Mission is a Failure</em> (1996-97) and <em>Barney Online</em> (1996-98), different versions of which were presented in those years, open up the imagery of science fiction, already perfectly recognisable at that time, to the iconographic universe and aesthetic codes of computer games and futuristic cartoons, foreshadowing the 3D animations to which he so intensely devoted himself from the end of that decade onwards. <em>Your Mission is a Failure</em> records a series of performances by the artist in the virtual environment of some computer war games (including <em>MechWarrior 2</em>, <em>Dark Forces</em>, <em>Doom</em>, <em>Descent 2</em> and <em>Duke Nukem 3D</em>). Recorded in real time, these performances relate various specific actions dissociated from the logic of these games, such as, for example, continuously dying (hence the title of the work, which corresponds to the message of the computer game <em>Command and Conquer</em> when the player fails in his mission), becoming immortal, exploring and going beyond the frontiers of the scenic space of the games, or making music with the respective sounds. The fragmentation and pasting together of images and sounds that have been decontextualised from the narrative plot inherent in the games, as well as the playful exploration of the possibilities and limits of the games outside the protocol and objectives that they propose, arouse in the spectator a feeling of strangeness that is exacerbated by moving from the virtual environment of the computer to the wall of the exhibition space, where the videos are projected in large formats. In a second and shorter version of this video, the crucial importance of the sound in creating this feeling of strangeness was reinforced by positioning in the centre of the projection a psychedelic light box (reused from a solo exhibition in 1996), which reacted to the sound through a sensor.</p>
<p>In the videos made from computer games, Miguel Soares found a way to bring to his work what at that time was one of his favourite recreational activities, having reached the point of spending several hours a day playing and interacting in front of the computer. Even more flagrantly than in the previous video, <em>Barney Online</em> provides an eloquent testimony to the crossover between artistic practice and a certain playful activity that is accompanied by an aesthetic investment. In the case of this latter video, that activity also involved participation in a reference group with repercussions on the construction of the artist’s personal and social identity, in the context of a youth subculture with specific codes, values and rules. This video subjects the spectator to a cascade of violent images and sounds that we recognise as having been taken from one of these computer games in which, in order to survive, the character/player has to annihilate the enemies that keep appearing in his path as he moves along a labyrinthine bunker. The video joins together excerpts from the virtual performances of a character (Barney), embodied by the artist, over roughly two years in the Internet game Quake TeamFortress, as a member of the largest and oldest clan (he got to be one of its leaders) who in Portugal, as in many other countries around the world (most of them numbering between 10 and 40 members), dedicated themselves daily to playing this game, establishing their own rules for the admission of members, as well as for the organisation and functioning of the clan. The brief messages that run along the upper strip of the images provide additional clues about the nature of the events and situations that are documented, but these remain obscure for most people, who are not familiar with the codes that are only accessible to those who have been initiated into the game. The decontextualisation of the images and sounds is, in this case, also largely dependent on the fact that the performances took place, not during the playing of the actual game, but in situations of convivial interaction with members of his own and/or other clans. What is imposed on the spectator is the hypnotic flow of a display of colossal violence. This video confronts the spectator with a cascade of violent images and sounds that we recognise as having been taken from one of these computer games in which, in order to survive, the character/player has to annihilate the enemies that keep appearing in his path as he moves along a labyrinthine bunker. The video joins together excerpts from the virtual performances of a character (Barney), embodied by the artist, over roughly two years in the Internet game Quake TeamFortress, as a member of the largest and oldest clan (he got to be one of its leaders), who in Portugal, as in many other countries around the world (most of them numbering between 10 and 40 members), dedicated themselves daily to playing this game, establishing their own rules for the admission of members, as well as for the organisation and functioning of the clan. The brief messages that run along the upper strip of the images provide additional clues about the nature of the events and situations that are documented, but these remain obscure for most people, who are not familiar with the codes that are only accessible to those who have been initiated into the game. The decontextualisation of the images and sounds is, in this case, also largely dependent on the fact that the performances took place, not during the playing of the actual game, but in situations of convivial interaction with members of his own and/or other clans. What is imposed on the spectator is the hypnotic flow of a display of colossal violence.</p>
<p>From the mid-1990s onwards, and with even greater emphasis towards the end of the decade, when a completely new generation began to emerge, a growing number of young Portuguese artists adopted video as a medium. In fact, video offered an extremely attractive alternative to the traditional media, proving itself to be particularly effective for artists who were interested in broaching and commenting upon aspects of contemporary reality, constructing fictional narratives, exploring performative situations, examining the influence of time as a mediating factor of perception, or incorporating references from an expanded cultural landscape, with particular emphasis being given to film and music. In an initial phase, videos were made using cameras that filmed in the Video 8 or Hi8 format and two VHS or S-VHS reproducers , this being the equipment that was available at that time and which very soon became obsolete as a consequence of the breakneck speed with which technological changes were being introduced, accompanied by their immediate democratisation. The introduction onto the market of increasingly sophisticated digital cameras and computers at accessible prices, as well as software that was easy to use for the editing and post-production of images and sounds, created extremely favourable conditions for the use of video in artistic production, exponentially increasing the creative possibilities and the quality parameters that were now within reach of artists, without the need for them to rent equipment or to seek the help of professionals.</p>
<p>Considering the great fondness that he felt, from the very outset, for technological devices that were characteristic of the period and accessible to non-professionals, it is not surprising that Miguel Soares was one of the first Portuguese artists of his generation to work with video. However, while many of his peers centred their artistic practice on that medium, he made a quite different and atypical choice, preferring to use 3D animations as the quintessential arena for his work from the end of the 1990s onwards.<a href="#_ftn2">[2]</a> The genesis of these works dates back to a project that he developed between 1996 and 1998, in parallel with the videos and installations I mentioned earlier: using what today is an obsolete computer (the Pentium 166mmx) and a very basic 3D modelling programme based on the use of simple geometrical forms (Corel Dream 3D), the artist built and made small animations of a virtual city (<em>X-City</em>) whose size and complexity he intended to progressively expand as he transferred the file with the model of the city onto increasingly faster personal computers that would greatly speed up the whole process. As it did not take him long to realise, the tools that he had chosen to perform these first experiments with animation were manifestly not up to the task – the animation had to be done manually, frame by frame, before passing through an extremely slow process of rendering (converting the 3D model into final images). In 1999, before he definitively abandoned the project, and at a time when the rendering of each frame was taking him as long as 13 hours, Miguel Soares recovered the model of the city in order to make <em>Y2K</em>, his first work of 3D animation to be presented publicly.</p>
<p>Remaining faithful to his persistent do-it-yourself attitude, Miguel Soares began to use not only computers with an ever greater processing capacity, but also non-professional 3D modelling and animation software, which, despite its being very basic, offered him much greater possibilities for figurative composition. More precisely, he was able to make progressively more complex versions, with new functions and greater quality, of a programme designed for the construction of landscapes and environments (Bryce) – with which it was also possible to incorporate models of objects imported from the Internet – and of another programme that enabled him to model and animate human figures (Poser). In this way, the artist found himself engaged in an extremely laborious and painstaking process – he spent between six months and a year working intensely on making each of the animations that came after <em>Y2K</em>. All of this required him to undertake a programme of constant learning and self-teaching, experimenting constantly with the creative possibilities of these tools.</p>
<p>The 3D animations to which Miguel Soares so stubbornly devoted himself from 1999 to 2005 comprise an undeniably singular oeuvre displaying a remarkable range of formal solutions. Condensed within these fictional narratives is a painstaking work of figurative composition and the careful film-based construction of points of view, camera movements and sequences, calling for a remarkable control of cinematic time. No less crucial in determining the involvement of the spectator is the organic relationship that is established between image and sound. Making the most of his very particular musical erudition, his profound knowledge of the sounds of his generation and his familiarity with a very eclectic repertoire of references in this field, Miguel Soares constructed the soundtrack of his animations from music played  in many different styles (Tuxedomoon, Combustible Edison, Funki Porcini, Sack &amp; Blumm, Roberto Musci &amp; Giovanni Venosta, Negativland), but also, from 2002 onwards, from themes that he himself composed, based on his manipulation and sequencing of samples taken from the Internet, television, films or music (in this period, firstly in 2002, and then later in 2006, he published two CDs of his own music).</p>
<p>In many of these works, Miguel Soares pursues his interest in themes from the contemporary world, whether or not these are filtered through an imaginary projection into a more or less distant, but entirely plausible, future: the spectre of militarisation and totalitarianism (<em>Time for Space</em>, 2000), the anonymity and atomisation of life in the large cities, as well as the loss of our direct relationship with nature (<em>Archibunk3r Associates</em>, 2000), the increasing pollution of the skies and seas (<em>SpaceJunk</em>, 2001, and <em>H2O</em>, 2004, respectively), the cold war between the United States and the Soviet Union (<em>TimeZones</em>, 2003), or the survival of the human species and its capacity for adaptation, dating from remote times and continuing into a distant post-apocalyptic future, faced with natural catastrophes or the mass destruction caused by large-scale wars (<em>Place in Time</em>, 2005). Running through all these works is both a sombre perspective and a feeling of melancholy that, nonetheless, manage to avoid creating a denunciatory rhetoric with moralistic overtones.</p>
<p>With these 3D animations, Miguel Soares’ work reached full maturity and established for him a prominent position in the Portuguese art world. The exhibition at Culturgest with which this publication is associated has, as its central core, a retrospective look at this facet of his work. As we makes our way through the exhibition, this central core, composed of six works, is preceded by the presentation of two videos [<em>Untitled (Two)</em>, 1999, and <em>Expecting to Fly</em>, 1999-2001] in which the artist films in a “voyeuristic” fashion, and  poetically transforms, real violent situations that were to dramatically interrupt the nights that he spent in front of the computer. Besides this “realistic” counterpoint to his 3D animations, the exhibition also includes a kind of flashback at the end, with excerpts from the first video that he made based on computer games, <em>Your Mission is a Failure</em>. Since this is Miguel Soares’ first solo exhibition on the institutional circuit, it corresponds to the recognition of the singularity and relevance of his work, but also to a gesture of encouragement to an artist who has persevered under difficult conditions and of whom we believe that we can safely say that his best work is yet to come.</p>
<hr size="1" /><a href="#_ftnref1">[1]</a> In this respect, it is interesting to quote the artist himself: “During my years at the Lisbon School of Fine Art, the teaching methods were completely cut off from the contemporary reality that was taking place outside the school. It was as if I and my friends – Pedro Cabral Santo and Alexandre Estrela, amongst many others – were forced to lead double lives, working at the school during the day and, the rest of the time, making plans for exhibitions and discussing art, sometimes well into the night.” This is how the artist begins a commentary on his work <em>Night</em><em> </em><em>Art</em><em> </em><em>School</em>, from 1995, conceived as a model of an art school engaged in constant, uninterrupted activity. Made from yellow formica and red plexiglas, and placed on a grass-covered base, the sculpture had 24 white lights inside, connected to psychedelic sensors that reacted to the sound of people moving around inside the exhibition space. The light patterns thus formed alternated with excerpts of electronic music (especially Kraftwerk and Negativland). According to the artist, this piece “reminded [him] of Dr. Frankenstein’s laboratory. As if it were a scale model of a new experimental art school.” Significantly, the piece was produced for the <em>Wallmate</em> exhibition, organised by Miguel Soares and Alexandre Estrela, which took place in 1995 in the Cistern of the Lisbon School of Fine Art, and brought together a group of artists from their circle of friends and acquaintances, who, like them, were final-year students. According to the artist, the exhibition was conceived “as a reaction to the academic concepts that prevailed inside the school”. All these statements have been taken from the artist’s website at (http://migso.net/artwork/1995/miguel_soares_night_art_school.htm).</p>
<p><a href="#_ftnref2">[2]</a> In 2002, when he was asked the reason for his interest in 3D animations, Miguel Soares replied: “[I’m interested in] working with the technologies that are available to ordinary people and which give them the opportunity to do what previously could only be done with the use of specialised equipment and lots of money. I’m also interested in the fact that, today, a person with a computer that costs about a thousand euros can make music, edit videos and make 3D films, something that [previously] was only possible using computers the size of a truck, which cost thousands of euros per minute in electricity just to run them. Or, in other words, over the last two or three years, in doing my work I have been exploring what an average person can do with an average computer.” cf. “Criar coisas que não existem”, an interview with Sandra Vieira Jürgens, in <em>Arq./A – Revista de Arquitectura e Arte</em>, No. 12, March-April 2002, p. 82.</p>
]]></content:encoded>
			<wfw:commentRss>http://migso.net/blog/?feed=rss2&amp;p=404</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>No atelier virtual de Miguel Soares, José Marmeleira</title>
		<link>http://migso.net/blog/?p=2072</link>
		<comments>http://migso.net/blog/?p=2072#comments</comments>
		<pubDate>Fri, 17 Oct 2008 20:30:57 +0000</pubDate>
		<dc:creator>m</dc:creator>
				<category><![CDATA[texts]]></category>
		<category><![CDATA[2008]]></category>
		<category><![CDATA[Culturgest 2008]]></category>

		<guid isPermaLink="false">http://migso.net/blog/?p=2072</guid>
		<description><![CDATA[link to original page: http://ipsilon.publico.pt/artes/entrevista.aspx?id=217987

No atelier virtual de Miguel Soares
17.10.2008
Por: José Marmeleira
Fazer arte com animação 3D não é habitual no contexto português, mas Miguel Soares é uma excepção e singularíssima. Na Culturgest, em Lisboa, está um núcleo dedicado a esses trabalhos que pede uma redescoberta. Sem receios académicos nem pudores.
Miguel Soares (n.1970) é um dos [...]]]></description>
			<content:encoded><![CDATA[<p>link to original page: <a href="http://ipsilon.publico.pt/artes/entrevista.aspx?id=217987" target="_blank">http://ipsilon.publico.pt/artes/entrevista.aspx?id=217987</a></p>
<p><img class="alignnone size-full wp-image-2073" title="300092" src="http://migso.net/blog/wp-content/uploads/2009/12/300092.jpg" alt="300092" width="321" height="214" /></p>
<p><strong>No atelier virtual de Miguel Soares</strong><br />
17.10.2008<br />
Por: José Marmeleira</p>
<p>Fazer arte com animação 3D não é habitual no contexto português, mas Miguel Soares é uma excepção e singularíssima. Na Culturgest, em Lisboa, está um núcleo dedicado a esses trabalhos que pede uma redescoberta. Sem receios académicos nem pudores.</p>
<p>Miguel Soares (n.1970) é um dos casos mais atípicos do panorama da arte contemporânea portuguesa. A sua prática artística não é determinada por suportes tradicionais nem privilegia o vídeo ou a instalação.</p>
<p>Na verdade, e sem que isso signifique a exclusão de outras linguagens (afinal venceu a edição de 2007 do Prémio BES photo), podemos dizer que boa parte da sua obra consiste em animações 3D. Ora, esse é o núcleo de trabalhos (produzidos entre 1999 e 2005) que está, a partir de hoje, ao lado de alguns em vídeo, na Culturgest, em Lisboa, numa exposição comissariada por Miguel Wandschneider. A maioria conta ficções e narrativas animadas que, escreve o comissário, &#8220;condensam um aturado trabalho de composição figurativa e uma cuidada construção fílmica de pontos de vista, movimentos de câmara e sequências, com um assinalável controlo do tempo cinematográfico&#8221;.</p>
<p>Mas o cinema não é o único elemento identificável na animação 3D de Miguel Soares. O legado visual da ficção científica e dos jogos de computador assomam até de forma mais visível e também a música marca presença como forma de criar ambientes, potenciar a imersão do espectador, criar realismo ou alterar o ritmo e ordem de um vídeo. Música que tanto pode ser uma canção de Tim Buckley ou uma faixa dos Negativland. Ou do próprio artista, também ele um compositor de temas e bandas sonoras feitas com samples da Internet, televisão, filmes ou outras músicas.</p>
<p>Composta por três núcleos, esta exposição vem revelar (de novo) um artista cuja obra exemplifica não só o uso do computador, da Internet e da animação digital como ferramentas legítimas da criação artística, mas um momento em que a arte portuguesa se viu forçada a abrir as portas à corrente confusa e indisciplinada da cultura pop e audiovisual.</p>
<p><strong>No pátio das Belas Artes</strong></p>
<p>O percurso de Miguel Soares enquanto estudante e jovem artista não foi dos mais lineares. Estudou fotografia durante um ano no Ar.Co., experimentou o desenho num atelier da Galeria Monumental e só depois ingressou (em 1989) na Faculdade de Belas- Artes de Lisboa. Aqui, porém, em vez de seguir pintura ou escultura, optou por Design de Equipamento, com o objectivo de trabalhar com materiais como o plástico, o vidro, os metais e a madeira. Tudo menos ficar preso a meios e técnicas tradicionais.</p>
<p>Quase 20 anos depois, Miguel Soares tenta explicar as razões para o frustrante encontro: &#8220;A minha mãe era guia no Museu Gulbenkian e levava-me para lá aos fins-de-semana. Dos dois aos 10 anos, posso dizer que uma parte da minha vida foi passada entre aquelas pinturas. Por isso, se calhar, quando cheguei às Belas-Artes e descobri nos professores uma versão decadente desse mundo, senti desde logo necessidade de procurar outras referências, não só fora do contexto artístico local, mas também noutros campos que não o da arte.&#8221;</p>
<p>E não era o único. No pátio da faculdade &#8211; uma espécie de microcosmo cultural &#8211; junta-se a outros estudantes (e a alguns futuros artistas) para conversar sobre arte, cinema, música, ficção científica e política: &#8220;Foi aí que conheci e comecei a conviver com o Alexandre Estrela, o Pedro Cabral Santos, o Tiago Batista e o Heitor Fonseca. Conversávamos sobre o que se passava lá fora, trocávamos ideias sobre os textos que apareciam na &#8216;Flash Art&#8217; e na &#8216;Artforum e líamos sobre artistas como Jeff Koons, Ashley Bickerton ou Wim Delvoye.&#8221; Os universos exteriores ao mundo da arte também eram explorados. &#8220;A música, ou certos acontecimentos políticos como a Invasão do Golfo e, sobretudo, o cinema, com o Kubrick no meu caso, à cabeça. Viemos, aliás, descobrir que antes da faculdade tínhamos partilhado, sem sabermos, as salas da Cinemateca e as sessões especiais do Quarteto.&#8221; Quanto à arte portuguesa, os afectos ficavam-se por nomes da geração anterior: &#8220;Admirávamos gente como o Fernando Brito e o Pedro Portugal, que tinham feito o curso anos antes. Eram artistas multifacetados, um pouco como o Eduardo Batarda, de que também gostávamos.&#8221;</p>
<p>Motivados por interesses comuns e vontade em experimentar organizam no princípio de 1990 exposições na galeria da escola. O entusiasmo embateu na indiferença do meio (só em 1995, com &#8220;Wallmate&#8221;, as coisas se alteraram, ainda que ligeiramente). Miguel Soares teve mais sorte. Em 1991 começou a expor na Galeria Monumental, iniciando uma relação de 11 anos que lhe garantiria a atenção relativa da imprensa.</p>
<p>Sem estar submetido a cânones ou à vigilância das hierarquias das belasartes, continuou avesso à pintura (que tinha exposto nos finais dos anos 80) trabalhando em escultura e instalação antes de se deixar fascinar pelas possibilidades dos jogos de computador: &#8220;Quando sugiram no mercado já permitiam criar espaços virtuais, mas eram ainda muito delimitados em termos de resolução e qualidade. Acontece que através dos códigos, que apareciam nas revistas da especialidade, descobri que podia alterar a sua natureza, e isso agradava-me.&#8221;</p>
<p><strong>A descoberta da animação 3D</strong></p>
<p>A possibilidade de intervir no espaço virtual, controlando todas as suas variáveis para no fim o recriar, está de algum modo no vídeo &#8220;Your Mission is a Failure (MechWarrior 2)&#8221;, que prenuncia já o trabalho com a animação em 3D, como se esta fosse uma paleta audiovisual: &#8220;Veio permitir-me criar uma simulação, em que controlo tudo, desde a iluminação ao filme, passando pelas câmaras e lugar das personagens.&#8221; Um pouco como o pintor solitário no seu atelier? &#8220;Nesse sentido sim, mas arrisco dizer que o 3D, pela sua natureza fractal, acaba por ser mais natural que a própria pintura. Afinal funciona sob leis básicas e universais da física e de matemática. Não preciso de misturar tintas para fazer a luz do sol ou uma sombra.&#8221;</p>
<p>O processo foi, porém, lento e assente na velha ética DIY (Do It Yourself ). Sem formação na área, dedicouse a uma aprendizagem solitária de programas não profissionais de software, experimentando com os meios que tinha à disposição e beneficiando das oportunidades trazidas pela Internet. A sua abordagem revelar-se-ia em Portugal um caso único (e ainda hoje, por vezes, mal compreendido) da relação entre arte e novas tecnologias.</p>
<p>Assim, e passada a euforia (seguida da inevitável ressaca) em torno da cyber-art que dominou a segunda metade dos anos 90, como explicar a distância que resiste entre as duas áreas? &#8220;Talvez tenha a ver com pouca abertura dos meios académicos&#8221;, sugere Miguel Soares. &#8220;Sabemos que lá fora há experiências interessantes, como a do Matt Mullicam com o Massachusetts Institute of Technology (MIT), mas de uma maneira o geral os dois campos não se tocam. É raro vermos alguém do design ou das artes interessar-se pela programação ou vice-versa, o que é pena. Gostaria de ter tido a colaboração de programadores. Por outro lado, as galerias e as revistas não se interessam muito por artistas digitais. Limitam-se a ir buscar um ou dois, como o Cory Arcangel e o Miltos Manetas.&#8221;</p>
<p>Apesar de trabalhar com computadores e imagens virtuais, Miguel Soares não se revê numa posição optimista sobre a tecnologia. Nas narrativas que constituem as suas animações encontramos efabulações inquietantes sobre o futuro da humanidade (&#8221;Place in Time&#8221;, 2005), alusões à acção do homem sobre a natureza (&#8221;Space Junk&#8221;, 2001) ou ao fantasma da guerra (&#8221;Time Zones&#8221;, 2003). A música que as acompanha é outra vertente do trabalho de Miguel Soares, afirmando-o como uma espécie de demiurgo pluridisciplinar interessado em pensar a ilusão das imagens. &#8220;É isso que aproxima estes trabalhos da série de fotografias que apresentei no BES Photo: a maleabilidade plástica e manipulação das imagens. O 3D é uma linguagem vectorial que até ser processada e transformada em imagem real, torna as coisas infinitamente escalonáveis. E é essa plasticidade que me interessa para criar objectos, figuras, situações&#8221;. Como se estivesse num atelier virtual aberto para o mundo.</p>
]]></content:encoded>
			<wfw:commentRss>http://migso.net/blog/?feed=rss2&amp;p=2072</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>BES Photo</title>
		<link>http://migso.net/blog/?p=200</link>
		<comments>http://migso.net/blog/?p=200#comments</comments>
		<pubDate>Mon, 10 Mar 2008 22:55:33 +0000</pubDate>
		<dc:creator>m</dc:creator>
				<category><![CDATA[group]]></category>
		<category><![CDATA[texts]]></category>
		<category><![CDATA[2008]]></category>
		<category><![CDATA[BES Photo 2007]]></category>
		<category><![CDATA[CCB]]></category>
		<category><![CDATA[Lisbon]]></category>
		<category><![CDATA[Portugal]]></category>

		<guid isPermaLink="false">http://migso.net/blog/?p=200</guid>
		<description><![CDATA[BES Photo 2007 prize exhibition (winner)
March&#62;June 2008
Museu Colecção Berardo, Centro Cultural de Belém, Lisbon, Portugal
exhibited works:

 Liine, 7 Durst Lambda prints on aluminium,100&#215;100cm each, 2008.
 Liine HD video, 5&#8242;00&#8221;, no audio. on plasma screen. 2008
 retarC, 4 Durst Lambda prints on aluminium,100&#215;132cm each, 2008
Planets, 8 Durst Lambda prints on aluminium, 100&#215;133cm each, crop projectors. 2008.

.

Liine

retarC

Planets

Interview [...]]]></description>
			<content:encoded><![CDATA[<p>BES Photo 2007 prize exhibition (winner)<br />
March&gt;June 2008<br />
Museu Colecção Berardo, Centro Cultural de Belém, Lisbon, Portugal</p>
<p>exhibited works:</p>
<ul>
<li> <a href="http://migso.net/blog/?p=889">Liine</a>, 7 Durst Lambda prints on aluminium,100&#215;100cm each, 2008.</li>
<li> <a href="http://migso.net/blog/?p=481">Liine HD video</a>, 5&#8242;00&#8221;, no audio. on plasma screen. 2008</li>
<li> retarC, 4 Durst Lambda prints on aluminium,100&#215;132cm each, 2008</li>
<li><a href="http://migso.net/blog/?p=857">Planets</a>, 8 Durst Lambda prints on aluminium, 100&#215;133cm each, crop projectors. 2008.</li>
</ul>
<p>.</p>
<p><img class="alignnone size-full wp-image-201" title="Liine_HD2" src="http://migso.net/blog/wp-content/uploads/2009/11/Liine_HD2.jpg" alt="Liine_HD2" width="320" height="179" /><br />
Liine</p>
<p><img class="alignnone size-full wp-image-202" title="miguel_soares_retarC204" src="http://migso.net/blog/wp-content/uploads/2009/11/miguel_soares_retarC204.jpg" alt="miguel_soares_retarC204" width="320" height="243" /><br />
retarC</p>
<p><img class="alignnone size-full wp-image-203" title="miguel_soares_Planets04" src="http://migso.net/blog/wp-content/uploads/2009/11/miguel_soares_Planets04.jpg" alt="miguel_soares_Planets04" width="320" height="239" /><br />
Planets</p>
<p><strong><br />
Interview from the exhibition catalogue.</strong><br />
(scroll down for portuguese version)</p>
<h2>A Suspension of Disbelief</h2>
<p>A dialogue about the boundaries between representation, fiction, reality and originality.<br />
Miguel Soares and Filipa Ramos</p>
<p><span style="color: #40c738;"><strong>Filipa Ramos: I would like to know more about your training…</strong></span><br />
Miguel Soares: My contact with photography begins around 1985 at the Photography Club of the D. Pedro V high school in Lisbon. The club was oriented by professor Emilio Felício, who also taught chemistry, and it focused on the laboratory part in black-and-white, in other words, on the chemical side of photography.<br />
In 1988 I enrolled in the Course of Photographic Studies at the Ar.Co.. During the first year I had Lúcia Vasconcelos as a teacher, which gave me a lot of enthusiasm, and the following year I had José Soudo, a great reference for all those who had him as a teacher. During that same year, which was an interim before entering the school of Fine Arts, I enrolled in a workshop of free drawing at the Monumental Gallery with the painter Manuel San Payo. At that time it was one of the most interesting and active galleries in Lisbon. It was when the photographer Álvaro Rosendo invited me to do an individual show. I was twenty years old and it was the beginning of an eleven-year relationship with that gallery.<br />
In 1989 I entered the University of Fine Arts in Lisbon, were I got a degree in Equipment Design, on one hand to learn about different materials, and on the other because I didn&#8217;t want to spend five years painting and drawing, for I have been doing that since I was very young. What was important during this period was the creation of a group of friends, or it would have been an arduous experience. Among the members of that group were Miguel Mendonça (no longer with us), Tiago Batista, Alexandre Estrela, Nuno Silva, Pedro Cabral Santo, Rui Serra, Rui Toscano and Paulo Mendes. We soon began organizing collective shows in and outside the University. Exhibits like 1990, Faltam nove para 2000 or Wallmate (1995) in the University, Independent Worm Saloon at the Sociedade Nacional de Belas Artes (1994), or O Império Contra-Ataca at the ZDB (1998); and Jamba (1997), Biovid (1998) and Espaço 1999, at the Sala do Veado, among others.</p>
<p><span style="color: #40c738;"><strong>FR: Are there any coordinates that modelled your present work? I could identify certain elements, like a reflection on what is real, a link between music and images, and an analysis of the mechanisms that regulate and determine perception, but I would like to hear it from you …</strong></span><br />
MS: There are interests which are constant from the beginning, because I am almost always centred on investigation and experimentation, but I think my concerns have varied quite a lot over time. The sort of things I did in 1992 were already very different from what I&#8217;ve done the previous year, and I believe that it has always been a bit like that. Howevere, sometimes I like to recapitulate and to tackle questions that I can rethink or improve, either for technological reasons, due to time, or to other motives. It is extremely difficult for me to identify the connecting threads that have prevailed during all this time. As an example I do know that music only starts appearing directly in my work around 1994. In terms of photography, between 1990 and 1994, I was a lot more interested in iconology and symbolism than I am nowadays. I think that my interest in design and architecture, as man-made creations, together with science, have been the most constant elements in my work over the years.</p>
<p><span style="color: #40c738;"><strong>FR: In fact, it is easy to recognize an interest for design and architecture, especially in the second half of the 1990&#8217;s, when you created objects like Racing (1994) or Beep (1998). In the same way, science seems to be a constant. I remember once Pedro Cabrita Reis said that he imagined you as one of those kids that were always playing with robots and carrying out chemistry experiments!<br />
Sometimes your work seems to be made in order to underline its basic and curious elements. This can be seen thorough the repetition of certain aspects (like in Untitled (Playing with Gould Playing Bach), 2007). It also happens when you another element, like in Expecting to Fly (1999-2001), in which the music of Buffalo Springfield gives a certain poetic/ironic touch to the situation, absurd and surreal in itself, of an automobile accident on a road with no movement. In what way are you interested in revealing tiny details in daily practices, using a photographic frame?</strong></span><br />
MS: I&#8217;m not sure I worry about that, except in the sense of the punctum that Roland Barthes mentions, the discovery of some element in an image that makes it special.<br />
But we can analyse that individually. The repetition of Glenn Gould&#8217;s video deals with the fact that I have read about him being autistic. I had already used some Gould piano samples in my music, and I started thinking that if I had an image to accompany it, his autism &#8211; which wasn&#8217;t at all clear to me &#8211; would become obvious, and that&#8217;s what I tried to do in this video. I decided to compose four themes of about two or three minutes each, based only on segments of six to ten seconds of the Brandenburg Concert No. 5, filmed in 1962. In total, I used more or less half a minute to produce ten minutes. I mounted the sound by doing hundreds of tiny little cuts, without paying attention to the image, that came by association, just as if I was mounting music using the &#8220;cut and paste&#8221; method in an audio programme.<br />
Expecting to Fly was quite a different process. That scene was filmed in 1999 and I spent two years trying to figure out what to do with it. I knew I had to find the right music to follow up the other video that I had filmed on my balcony (Untitled (two), 1999), but I only made up my mind in 2001.</p>
<p><span style="color: #40c738;"><strong>FR: Still talking about the use of apparently banal and daily elements, from which one can make new interpretations of what surround us, I would like to know a bit more about your new series Planets, (2008). In this case you used conventional photography to create a series of illusions that are unveiled as we pass through the images …</strong></span><br />
MS: My uncle illuminates his backyard with a series of round lights made in something that resembles Plexiglass. The lamp posts are about a meter high and the spheres are approximately twenty five centimetres. They are very old and you can notice it: some have moss, others have holes and cigarette burns, others have mud stains or insect debris, and some have yellowed. The type of light bulb used also varies, some are white or bluish and others are more yellow. What I did was to considerably close the diaphragm of the camera and photograph all the spheres from above, so that one couldn&#8217;t see the posts. They look like planets. Only at the end do I open slightly the diaphragm to reveal the mystery of a solar system that lies sleeping in my uncle&#8217;s yard.</p>
<p><span style="color: #40c738;"><strong>FR: The craters and palindromes portray an almost puerile curiosity to test the reality of things, their possibility of existing in slightly altered conditions. Where is this interest or desire to investigate a subtly distorted reality coming from?</strong></span><br />
MS: I am quite interested in it. It is almost like a scientific process: the hypothesis is formulated and then a series of tests are carried out to prove it. That is what happens in the series with the limousines (Liine, 2007). Or, for example, in the series retarC (2007), in which I thought that if I turned a crater upside-down it would look like a plateau. This idea came to me when I saw pictures of underground explosions that created slight elevations on the surface. I experimented, and it worked with some of the craters. I realized that the light was crucial for creating this effect, and sometimes I inverted the image so that the light would come always from the left, making the illusion bigger.</p>
<p><span style="color: #40c738;"><strong>FR: Sometimes you seem to take hold of the original images and alter them, recovering, let&#8217;s say, a certain primeval state of the elements represented. This is visible both in some of your earlier pieces, and recently in the series where you &#8220;remove&#8221; a part which had actually been an addition, giving back a more conventional look to the automobile (Liine). How do you characterize this interest in manipulating reality through photography?</strong></span><br />
MS: The case of the limousines had been in my head for over ten years because they look like normal cars that have been artificially stretched in a Photoshop, (the first ones I saw where on television and in magazines). I did this series mainly to satisfy my curiosity &#8211; how would the backgrounds look? Would the car seem like a normal car? Of course, there are second meanings: a shortening of distances, an appeal to slow down, environmental issues, an anti nouveau riche feeling, the effect of teleportation created by the transition of before and after the cut (visible in the Liine video, 2007). But all these interpretations depend on who is seeing it.</p>
<p><span style="color: #40c738;"><strong>FR: I find a similar attitude in Untitled (playing with Gould playing Bach) in which the chosen frames gained a certain suspension, between a movement and a static side, which characterizes all the representations of passed, and unrepeatable, elements. You appear to take photographs through the annulation the image&#8217;s movement in time. In what way can a picture result from video?</strong></span><br />
MS: As I explained previously, I fragemented small portions of the concert into hundreds of slices, sometimes in one, two or three frames, and with them I tried to compose music. The fact that each second of film consisted of twenty four photographs (photograms), or twenty five in the case of television or PAL video, enabled each photograph to be accompanied by a moment of sound with a certain duration &#8211; in cinema, 41,66 thousandths of a second of sound. This amount of time is more than enough to work with and, even eventually to stretch it in audio editing programes. If the sound is at 48KHz, it can still be divided into two thousand smaller slices. This arouses my curiosity about the sound of a specific photograms that were filmed.</p>
<p><span style="color: #40c738;"><strong>FR: In this same video there is a characteristic, which is very present in your work &#8211; the relation between image and music. How do you articulate these two elements and how do they coexist?</strong></span><br />
MS: The combination of sound and image is, normally, one of those cases in which the whole is more than the sum of its parts. I think I have used it in a very different way in each work.<br />
Sometimes the audio is used to increase the power of immersion of a given video, even to increase the realism. It can carry a more important message than the image, or it can simply be used to create an atmosphere. It can also be used to change the meaning of the image. There is also music that I edit on CD and for which I create series of images or videos. There were cases in which I felt the necessity to illustrate a certain music, either mine or someone else&#8217;s, with images.<br />
I think I use music and audio in different ways and with different functions.</p>
<p><span style="color: #40c738;"><strong>FR: Many of your pieces use elements that touch on the copyright issue and raise questions about the crisis of the current concept of intellectual property. What is your feeling about these problems?</strong></span><br />
MS: It is a very complex issue of our times, in which we are surrounded by images, sounds, and words that belong to companies, while art continues needing the world around itself as raw material. Originally copyright served to stimulate literary creativity, and had a short period of duration, after which the creation entered public domain and became much more affordable. Up to the middle of the last century, classical music, blues, and a lot of other music only existed thanks to the recycling of musical heritage. A lot of modern music would never exist if it were necessary to ask all the authors for authorization for samples (sometimes hundreds of them).<br />
I believe that each case need to be individually analyzed. I think that the question should be raised only when profits that belong to the original author are being misappropriated. Not when we use a small part to comment, critique or pay homage, as a form of art. That is, when Richard Prince used the images of the Marlboro Man in the 1970&#8217;s, he was in no way competing with Marlboro to sell cigarettes! By the same token, if I use a phrase of Michael Jackson for a musical composition, I&#8217;m not selling it as if it was his creation. Therefore, no one will stop buying his records because of mine.</p>
<p><span style="color: #40c738;"><strong>FR: You often use digitally constructed images, such as the series of inverted craters, RetarC, or the two videos Place in Time (2005), Sparky (2002) or H2O (2004). In what way are you interested in photography as a means to construct possible inexistent realities?</strong></span><br />
MS: For me, photojournalism is an example of how photography can construct reality. The pictures that appear in the newspapers and illustrate our recent history, are, to a greater or lesser degree, premeditated. Even if I find this aspect interesting, I believe that in most cases I belong to the opposite field, using images to construct fiction.</p>
<p><span style="color: #40c738;"><strong>FR: More than using 3D to explore a new media, (and such was the case of digital format when you started using it in the 1990&#8217;s), you seem to use it to create photographic situations that you don&#8217;t have access to. By this train of thought, these images become digital photographs, also dependent on the photographer&#8217;s choice of an exact, unique moment, in which they are captured and crystallised. Do you see your images as photographs or are they closer to traditional pictorial representation, like painting or drawing?</strong></span><br />
MS: Quite true. I undoubtedly see digital images as photography. In the case of 3D animation, which is closer to the concept of cinematic photography, all the concerns that we must have with these, (and many more), are the same ones we have in 3D: the choice of a lens, the angle, the lighting, etc.. If the scene is static, the moment is no longer crucial and we find ourselves in a photograph in which the moment is everywhere. In 3D, a universe (or theatre) is created for each scene, and that would be impossible in the real world. And I depend on absolutely no one to do it, which is a relief. I can have an enormous city on top of a slice of pizza, and go in through a window of one of the buildings, go to the kitchen and find another slice of pizza on top of the table with another city on top.<br />
I am also interested in this fractional side because it is very close to the tools provided by nature, which makes 3D for me, something that is natural and not artificial. I would dare to say that it seems less artificial than painting on a canvas.<br />
<span style="color: #40c738;"><strong>FR: A phrase of Roland Barthes in Câmara Lucida, in which he refers that cinema is never a hallucination but just an illusion; his vision is oneiric and not ecmenesic, made me think of your work. Do you share this point of view in regard to your relationship between what you create and the elements you use as a starting point?</strong></span><br />
MS: I think that in cinema ecmenesia occurs when we see a film and establish our keyframes. The remains are not the sequence but certain scenes and key points that vary from person to person. But our will to accept illusion, even in unlikely and technically imperfect cases, like the cinema of Ed Wood, the so called Suspension of Disbelief theory, interests me very much. There are things that when we watched twenty years ago seemed highly credible and realistic and that nowadays are simply obsolete. In other cases this doesn&#8217;t occur. The theory of the Suspension of Disbelief lead us to both immerse in a film of Ed Wood as it allow us to believe in the exemption of the documentaries of Frederick Wiseman. It is an elastic force, which is also transformed according to our prejudices about what we see. If we want to believe, we do.<br />
-</p>
<h1>Portuguese version</h1>
<h2>A Suspension of Disbelief</h2>
<p>Um diálogo sobre as fronteiras entre representação, ficção, realidade e originalidade.<br />
Miguel Soares e Filipa Ramos</p>
<p><span style="color: #40c738;"><strong>Filipa Ramos: Eu gostava de saber mais sobre a tua formação.</strong></span><br />
Miguel Soares: A minha ligação à fotografia começa por volta de 1985 no Núcleo de Fotografia do Liceu D. Pedro V em Lisboa. O núcleo era coordenado pelo professor Emílio Felício, também professor de química e era centrado na parte de laboratório a preto e branco, ou seja, na parte química da fotografia.<br />
Em 1988 inscrevi-me no Plano de Estudos de Fotografia do Ar.Co. No primeiro ano tive como professora a Lúcia Vasconcelos, que me deu bastante entusiasmo, e no segundo ano tive o José Soudo, uma referência para todos os que por ele passaram. Durante esse mesmo ano, que foi um compasso de espera para entrar nas Belas Artes, inscrevi-me também num Atelier Livre de Desenho na Galeria Monumental com o pintor Manuel San Payo. Nessa altura, era uma das galerias mais interessantes e activas de Lisboa. Foi quando o fotógrafo Álvaro Rosendo me convidou para fazer uma exposição individual. Eu tinha vinte anos e foi o início de uma relação de onze anos com a Monumental.<br />
Em 1989 entrei para a Faculdade de Belas Artes de Lisboa, onde fiz a licenciatura em Design de Equipamento. Por um lado para aprender sobre os materiais e, por outro, porque não estava com vontade de passar cinco anos a pintar e a desenhar, coisa que já fazia desde pequeno. Aífoi importantíssimo ter-se criado um grupo de amigos, de outro modo teria sido uma experiência penosa. Desse grupo faziam parte o Miguel Mendonça (já desaparecido), Tiago Batista, Alexandre Estrela, Nuno Silva, Pedro Cabral Santo, Rui Serra, Rui Toscano e Paulo Mendes. Rapidamente começámos a organizar exposições colectivas dentro e fora da faculdade. Exposições como 1990, Faltam nove para 2000 ou Wallmate (1995) dentro da Faculdade, Independent Worm Saloon na Sociedade Nacional de Belas Artes (1994), ou O Império Contra-Ataca na ZDB (1998); e Jamba (1997), Biovoid (1998) e Espaço 1999, na Sala do Veado, entre outras.</p>
<p><span style="color: #40c738;"><strong>FR: Existem coordenadas que foram dando forma ao que é o teu trabalho actual? Poderia identificar certos elementos, como uma reflexão sobre o real, uma ligação estreita entre a música e as imagens e uma análise dos mecanismos que regulam e determinam a percepção, mas gostava de saber por ti&#8230;</strong></span><br />
MS: Existem pesquisas constantes desde o início, porque o meu interesse está quase sempre centrado nos actos de pesquisar e experimentar, mas julgo que as minhas preocupações foram variando bastante ao longo dos tempos. O tipo de coisas que fazia em 1992 já era muito diferente do que tinha feito no ano anterior e julgo que tem sido sempre um pouco assim, embora às vezes goste de voltar atrás e voltar a pegar em questões que posso repensar ou melhorar, seja por questões tecnológicas, por questões de tempo ou por outros motivos.<br />
É para mim extremamente difícil identificar fios condutores que se tenham mantido ao longo do tempo. Sei, por exemplo, que a música só começa a aparecer directamente no meu trabalho por volta de 1994. No que diz respeito à fotografia, entre 1990 e 1994 estava bastante mais interessado em iconologia e simbolismo do que hoje em dia. Penso que o meu interesse pelo design e pela arquitectura, como criações do homem, juntamente com a ciência, tenham sido as principais constantes no meu trabalho ao longo destes anos.</p>
<p><span style="color: #40c738;"><strong>FR: De facto é fácil de identificar um interesse pelo design e pela arquitectura, sobretudo na segunda metade dos anos 90, quando realizaste objectos como Racing (1994) ou Beep (1998). Do mesmo modo, a ciência parece ser uma constante. Lembro-me de uma vez o Pedro Cabrita Reis ter dito que te imaginava como uma daquelas crianças que estavam sempre a brincar com robôs e a fazer experiências de química!<br />
Por vezes as tuas obras parecem ser criadas de modo a pôr em evidência os seus elementos mais básicos ou curiosos, seja através da repetição exaustiva de certos aspectos (como em Untitled (Playing with Gould Playing Bach), 2007); seja através da adição de outro elemento, como em Expecting to Fly (1999-2001), em que a música dos Buffalo Springfield confere um certo toque poético/irónico à situação, já por si absurda e surreal, de um despiste de um automóvel numa estrada sem movimento. De que modo é que te interessa revelar o particular dentro do corriqueiro, usando um suporte fotográfico?</strong></span><br />
MS: Não sei se sinto isso como preocupação a não ser no sentido do punctum que Roland Barthes refere, ou seja descobrir algo na imagem que a torna especial.<br />
Mas podemos ver caso a caso. A repetição do vídeo do Glenn Gould, tem a ver com eu ter lido sobre ele ser autista. Já tinha usado samples de piano do Gould nas minhas músicas, e fiquei a pensar que se tivesse a imagem a acompanhar, o seu autismo &#8211; que para mim não era nada evidente &#8211; se tornaria óbvio, e foi isso que tentei fazer neste vídeo. Resolvi compor quatro temas de cerca de dois, três minutos cada, apenas com base em segmentos de seis a dez segundos do Concerto de Brandenburgo n.º 5, filmado em 1962. No total usei cerca de meio minuto para fazer dez minutos. Através de centenas cortes minúsculos, montei o som sem prestar atenção à parte da imagem que vinha por arrasto, tal qual estivesse a montar música pelo método de &#8220;corta e cola&#8221; num programa de áudio.<br />
Em relação ao Expecting to Fly foi bem diferente. A cena foi filmada em 1999 e andei dois anos a tentar descobrir o que fazer com ela. Sabia que devia procurar a musica certa para vir no seguimento de outro vídeo que tinha filmado da minha varanda (Untitled (two), 1999), mas só em 2001 é que me decidi.</p>
<p><span style="color: #40c738;"><strong>FR: Ainda dentro desde uso de elementos aparentemente banais e quotidianos, para a partir deles gerar novas leituras daquilo que nos rodeia, gostaria de saber um pouco mais sobre a tua nova série Planets, (2008). Neste caso recorreste à fotografia convencional para gerar uma série de ilusões que vão sendo desvendadas à medida que vamos percorrendo as imagens&#8230;</strong></span><br />
MS: Um tio meu tem a iluminar o quintal das traseiras da sua casa uma série de candeeiros esféricos num material tipo Plexiglas. Os pés têm cerca de um metro de altura e as esferas terão um diâmetro de cerca de 25 cm. São já muito velhos e as esferas têm uma variedade de marcas do tempo: umas têm musgo, outras estão furadas ou queimadas por cigarros, outras têm manchas de lama ou dejectos de insectos, algumas estão amarelecidas. O tipo de lâmpada usada também varia, apresentando-se umas mais brancas ou azuladas e outras mais amareladas. O que fiz foi fechar bastante o diafragma da câmara e fotografar todas as esferas de cima para baixo para que não se visse o pé. Parecem planetas. Só no final abro um pouco o diafragma para revelar o mistério de um sistema solar que repousava adormecido no quintal do meu tio.</p>
<p><span style="color: #40c738;"><strong>FR: Nas crateras e nos palindromos emerge uma curiosidade quase pueril de testar a realidade das coisas, a sua possibilidade de existência em condições ligeiramente alteradas. Em que reside este interesse ou esta pesquisa por esta realidade subtilmente distorcida?</strong></span><br />
MS: Interessa-me bastante. Quase como método científico: há a formulação de uma hipótese e depois o efectuar de uma série de testes para a comprovar. Assim se passa na série das limusinas (Liine, 2007). Ou, por exemplo, na série retarC (2007), em que pensei que se virasse a imagem de uma cratera ao contrário ela iria parecer um planalto. Esta ideia surgiu-me ao ver imagens de explosões subterrâneas, que criavam pequenos altos à superfície. Fiz a experiência e resultou com algumas das crateras. Vi que a luz era determinante para a criação deste efeito e, por vezes, inverti a imagem para a luz vir sempre da esquerda e a ilusão ser maior.</p>
<p><span style="color: #40c738;"><strong>FR: Por vezes pareces pegar nas imagens originais para depois as alterares, recuperando, digamos, um certo estado primordial da condição dos elementos representados. Isto é não só visível em algumas obras mais antigas, como também, recentemente, na série em que lhes &#8220;retiras&#8221; um pedaço, que já por si era um acrescento, voltando a dar ao automóvel o seu aspecto mais convencional (Liine). Como caracterizas este interesse pela manipulação da realidade através da fotografia?</strong></span><br />
MS: O caso das limusinas andava na minha cabeça há mais de dez anos, pelo facto de parecerem carros normais que foram artificialmente esticados no Photoshop (isto porque as primeiras limusinas que vi foi na TV ou em revistas). Fiz a série sobretudo para satisfazer a minha curiosidade &#8211; Como ficariam os fundos? O carro iria parecer um carro normal? Claro que há segundas leituras: o encurtar as distâncias, um apelo ao abrandamento, questões ecológicas, anti novo-riquismo, o efeito de teletransporte criado pela transição entre o antes e o depois do corte (visível no vídeo Liine, 2007). Mas estas leituras já dependem de quem vê.</p>
<p><span style="color: #40c738;"><strong>FR: Encontro uma atitude semelhante em Untitled (playing with Gould playing Bach) em que fizeste com que os frames escolhidos ganhassem uma certa suspensão entre um movimento e um lado estático, que caracteriza todas as representações de elementos passados e, logo, irrepetíveis. Pareces fotografar através da anulação do tempo da imagem em movimento. De que modo é que a fotografia pode decorrer do vídeo?</strong></span><br />
MS: Como expliquei anteriormente, pequenas porções do concerto foram fragmentadas em centenas de fatias por vezes de um, dois ou três frames, e com eles tentei compor música. O facto de cada segundo de filme ser composto por vinte e quatro fotografias (fotogramas), ou vinte e cinco no caso da televisão e do vídeo PAL, faz com que cada fotografia seja acompanhada de um momento de som com uma duração certa, em cinema são 41,66 milésimos de segundo de som. É tempo mais que suficiente para trabalhar e, eventualmente, esticar em programas de edição de áudio. Se o som estiver a 48KHz ele ainda poderá ser dividido em duas mil fatias mais finas. Isto desperta a minha curiosidade pelo som de fotogramas específicos de momentos filmados.</p>
<p><span style="color: #40c738;"><strong>FR: Neste mesmo vídeo está presente uma característica muito presente no teu trabalho, a relação entre a imagem e a música. De que modo é que estes dois elementos se articulam e convivem?</strong></span><br />
MS: O conjunto som e imagem é, normalmente, um daqueles casos em que o todo é mais do que a soma das partes. Julgo que o tenho usado de formas muito diversas de trabalho para trabalho.<br />
Por vezes o áudio é usado para aumentar o poder de imersão de determinado vídeo, até mesmo para aumentar o realismo. Pode conter uma mensagem mais importante do que a imagem, ou pode apenas servir para criar um ambiente. Pode também ser usado para mudar o significado da imagem. Depois há as músicas que edito em CD e para as quais faço séries de imagens ou vídeos. Houve casos em que senti a necessidade de ilustrar determinada música, seja minha ou de outros, com imagens.<br />
Portanto julgo que uso a música e o áudio de diversas formas e com diversas funções.</p>
<p><span style="color: #40c738;"><strong>FR: Muitas das tuas obras utilizam elementos que tocam a questão do copyright e que abordam questões que realçam a crise do modelo actual da propriedade intelectual. Qual é a tua relação com estes problemas?</strong></span><br />
MS: É uma questão muito complexa decorrente de hoje em dia estarmos rodeados de imagens, sons e palavras que pertencem a empresas e da necessidade da arte continuar a precisar do mundo à sua volta como matéria prima. O copyright na sua origem servia para estimular a criação literária e tinha um período de duração curto, a partir do qual as criações entravam em domínio público e tornavam-se muito mais baratas. A música clássica, os Blues e muita da música até meados do século passado só existiu graças à reutilização de heranças musicais. Muitas das músicas feitas actualmente nunca existiriam se se tivesse de pedir autorização a todos os autores pelos samples (por vezes centenas).<br />
Julgo que é preciso analisar caso a caso. Penso que só se deveria levantar a questão quando se estão mesmo a desviar lucros que pertencem ao autor original. Não quando se usa uma pequena porção para comentar, criticar ou homenagear, sob a forma de arte. Ou seja, quando nos anos 70 o Richard Prince utilizou as imagens do Marlboro Man, não estava de modo nenhum a concorrer com a Marlboro na venda de cigarros! Da mesma forma que se usar uma frase do Michael Jackson numa música, não estou a vender a musica como se fosse da autoria dele, logo ninguém vai deixar de lhe comprar os discos por causa do meu.</p>
<p><span style="color: #40c738;"><strong>FR: Recorres frequentemente ao uso de imagens construídas digitalmente, como é o caso da série das crateras invertidas, RetarC, ou dos vídeos Place in Time (2005), Sparky ou H2O (2004). De que modo é que a fotografia te interessa como um mecanismo de construção de possíveis realidades inexistentes?</strong></span><br />
MS: Para mim, um exemplo de fotografia como construção da realidade é o fotojornalismo. Ou seja, as imagens que aparecem nos jornais e que acabam por ilustrar a nossa história recente de uma forma, umas vezes mais, outras vezes menos, premeditada. Embora também isso me interesse muito, julgo que na maioria dos casos me encontro no campo oposto, usando a imagem para construir ficções.</p>
<p><span style="color: #40c738;"><strong>FR: Mais do que utilizar o 3D para explorar um suporte novo, como era o formato digital quando começaste a usá-lo nos anos 90, parece que o usas para criares fotograficamente situações que não tens à tua disposição. Estas imagens tornam-se dentro desta lógica, fotografias digitais também elas dependentes da escolha do fotógrafo de um momento exacto, único, em que foram capturadas e cristalizadas. Vês as tuas imagens como fotografias ou mais próximas da representação pictórica tradicional, como a pintura e o desenho?</strong></span><br />
MS: É bem verdade. Vejo as imagens digitais como fotografia sem dúvida. E, no caso das animações 3D, mais próximas do conceito de fotografia de cinema, pois todas as preocupações desta (e muitas mais) estão presentes no 3D: a escolha da lente, a tomada de um ponto de vista, a iluminação, etc. Se a cena for estática o momento deixa de ser crucial, e passamos a estar dentro de uma fotografia, em que o momento está por todo o lado. No 3D para cada cena cria-se um universo (ou um teatro) que seria impossível no mundo real. E não estou dependente de absolutamente ninguém para o fazer. Isso deixa-me descansado.<br />
Posso ter uma cidade enorme em cima de uma fatia de pizza e entrar numa janela de um dos prédios, ir à cozinha e encontrar outra fatia de pizza em cima da mesa com outra cidade em cima. Há este lado fractal que também me interessa porque está muito próximo das ferramentas que a natureza tem à disposição, o que faz com que para mim o 3D não me pareça uma coisa de todo artificial, mas sim natural. Quase diria que me parece menos artificial do que pintar numa tela.<br />
<strong><br />
<span style="color: #40c738;">FR: Uma frase de Roland Barthes, no Câmara Clara, em que ele refere que o cinema nunca é uma alucinação, mas apenas uma ilusão; a sua visão é onirica e não ecmenésica, fez-me pensar no teu trabalho. Partilhas deste ponto de vista no que respeita à tua relação entre o que crias e os elementos que tomas como ponto de partida?</span></strong><br />
MS: No cinema julgo que a ecmenésia se dá quando vemos o filme e estabelecemos os nossos keyframes. O que fica não é a sequência, mas sim algumas cenas e pontos-chave que variam de pessoa para pessoa. Mas a nossa vontade de aceitar a ilusão, mesmo em casos inverosímeis e tecnicamente imperfeitos como no cinema de Ed Wood, a chamada teoria da Suspension of Disbelief interessa-me imenso. Há coisas que víamos há vinte anos atrás e pareciam altamente verosímeis e realistas e que hoje em dia parecem muito mal feitas. Noutros casos, isso não acontece. A teoria da Suspension of Disbelief tanto nos leva a imergir num filme do Ed Wood, como a acreditar na isenção dos documentários de Frederick Wiseman. É uma força elástica que também se transforma de acordo com os nossos preconceitos sobre aquilo que vemos. Se queremos acreditar, acreditamos.</p>
<div id="_mcePaste" style="overflow: hidden; position: absolute; left: -10000px; top: 894px; width: 1px; height: 1px;">
<p><span style="font-family: Arial,Helvetica,sans-serif; color: #ffffff; font-size: xx-small;">Filipa          Ramos: I would like to know more about your training…</span><span style="font-family: Arial,Helvetica,sans-serif; font-size: xx-small;"><br />
Miguel Soares: My contact with photography begins around 1985 at the Photography          Club of the D. Pedro V high school in Lisbon. The club was oriented by          professor Emilio Felício, who also taught chemistry, and it focused          on the laboratory part in black-and-white, in other words, on the chemical          side of photography.<br />
In 1988 I enrolled in the Course of Photographic Studies at the Ar.Co..          During the first year I had Lúcia Vasconcelos as a teacher, which          gave me a lot of enthusiasm, and the following year I had José          Soudo, a great reference for all those who had him as a teacher. During          that same year, which was an interim before entering the school of Fine          Arts, I enrolled in a workshop of free drawing at the Monumental Gallery          with the painter Manuel San Payo. At that time it was one of the most          interesting and active galleries in Lisbon. It was when the photographer          Álvaro Rosendo invited me to do an individual show. I was twenty          years old and it was the beginning of an eleven-year relationship with          that gallery.<br />
In 1989 I entered the University of Fine Arts in Lisbon, were I got a          degree in Equipment Design, on one hand to learn about different materials,          and on the other because I didn&#8217;t want to spend five years painting and          drawing, for I have been doing that since I was very young. What was important          during this period was the creation of a group of friends, or it would          have been an arduous experience. Among the members of that group were          Miguel Mendonça (no longer with us), Tiago Batista, Alexandre Estrela,          Nuno Silva, Pedro Cabral Santo, Rui Serra, Rui Toscano and Paulo Mendes.          We soon began organizing collective shows in and outside the University.          Exhibits like 1990, Faltam nove para 2000 or Wallmate (1995) in the University,          Independent Worm Saloon at the Sociedade Nacional de Belas Artes (1994),          or O Império Contra-Ataca at the ZDB (1998); and Jamba (1997),          Biovid (1998) and Espaço 1999, at the Sala do Veado, among others.<br />
<span style="color: #ffffff;">FR: Are there any coordinates that modelled your          present work? I could identify certain elements, like a reflection on          what is real, a link between music and images, and an analysis of the          mechanisms that regulate and determine perception, but I would like to          hear it from you …</span><br />
MS: There are interests which are constant from the beginning, because          I am almost always centred on investigation and experimentation, but I          think my concerns have varied quite a lot over time. The sort of things          I did in 1992 were already very different from what I&#8217;ve done the previous          year, and I believe that it has always been a bit like that. Howevere,          sometimes I like to recapitulate and to tackle questions that I can rethink          or improve, either for technological reasons, due to time, or to other          motives. It is extremely difficult for me to identify the connecting threads          that have prevailed during all this time. As an example I do know that          music only starts appearing directly in my work around 1994. In terms          of photography, between 1990 and 1994, I was a lot more interested in          iconology and symbolism than I am nowadays. I think that my interest in          design and architecture, as man-made creations, together with science,          have been the most constant elements in my work over the years.<br />
<span style="color: #ffffff;">FR: In fact, it is easy to recognize an interest          for design and architecture, especially in the second half of the 1990&#8217;s,          when you created objects like Racing (1994) or Beep (1998). In the same          way, science seems to be a constant. I remember once Pedro Cabrita Reis          said that he imagined you as one of those kids that were always playing          with robots and carrying out chemistry experiments!</span><br />
<span style="color: #ffffff;">Sometimes your work seems to be made in order to          underline its basic and curious elements. This can be seen thorough the          repetition of certain aspects (like in Untitled (Playing with Gould Playing          Bach), 2007). It also happens when you another element, like in Expecting          to Fly (1999-2001), in which the music of Buffalo Springfield gives a          certain poetic/ironic touch to the situation, absurd and surreal in itself,          of an automobile accident on a road with no movement. In what way are          you interested in revealing tiny details in daily practices, using a photographic          frame?</span><br />
MS: I&#8217;m not sure I worry about that, except in the sense of the punctum          that Roland Barthes mentions, the discovery of some element in an image          that makes it special.<br />
But we can analyse that individually. The repetition of Glenn Gould&#8217;s          video deals with the fact that I have read about him being autistic. I          had already used some Gould piano samples in my music, and I started thinking          that if I had an image to accompany it, his autism &#8211; which wasn&#8217;t at all          clear to me &#8211; would become obvious, and that&#8217;s what I tried to do in this          video. I decided to compose four themes of about two or three minutes          each, based only on segments of six to ten seconds of the Brandenburg          Concert No. 5, filmed in 1962. In total, I used more or less half a minute          to produce ten minutes. I mounted the sound by doing hundreds of tiny          little cuts, without paying attention to the image, that came by association,          just as if I was mounting music using the &#8220;cut and paste&#8221; method          in an audio programme.<br />
Expecting to Fly was quite a different process. That scene was filmed          in 1999 and I spent two years trying to figure out what to do with it.          I knew I had to find the right music to follow up the other video that          I had filmed on my balcony (Untitled (two), 1999), but I only made up          my mind in 2001.<br />
<span style="color: #ffffff;">FR: Still talking about the use of apparently banal          and daily elements, from which one can make new interpretations of what          surround us, I would like to know a bit more about your new series Planets,          (2008). In this case you used conventional photography to create a series          of illusions that are unveiled as we pass through the images …</span><br />
MS: My uncle illuminates his backyard with a series of round lights made          in something that resembles Plexiglass. The lamp posts are about a meter          high and the spheres are approximately twenty five centimetres. They are          very old and you can notice it: some have moss, others have holes and          cigarette burns, others have mud stains or insect debris, and some have          yellowed. The type of light bulb used also varies, some are white or bluish          and others are more yellow. What I did was to considerably close the diaphragm          of the camera and photograph all the spheres from above, so that one couldn&#8217;t          see the posts. They look like planets. Only at the end do I open slightly          the diaphragm to reveal the mystery of a solar system that lies sleeping          in my uncle&#8217;s yard.<br />
<span style="color: #ffffff;">FR: The craters and palindromes portray an almost          puerile curiosity to test the reality of things, their possibility of          existing in slightly altered conditions. Where is this interest or desire          to investigate a subtly distorted reality coming from?</span><br />
MS: I am quite interested in it. It is almost like a scientific process:          the hypothesis is formulated and then a series of tests are carried out          to prove it. That is what happens in the series with the limousines (Liine,          2007). Or, for example, in the series retarC (2007), in which I thought          that if I turned a crater upside-down it would look like a plateau. This          idea came to me when I saw pictures of underground explosions that created          slight elevations on the surface. I experimented, and it worked with some          of the craters. I realized that the light was crucial for creating this          effect, and sometimes I inverted the image so that the light would come          always from the left, making the illusion bigger.<br />
<span style="color: #ffffff;">FR: Sometimes you seem to take hold of the original          images and alter them, recovering, let&#8217;s say, a certain primeval state          of the elements represented. This is visible both in some of your earlier          pieces, and recently in the series where you &#8220;remove&#8221; a part          which had actually been an addition, giving back a more conventional look          to the automobile (Liine). How do you characterize this interest in manipulating          reality through photography?</span><br />
MS: The case of the limousines had been in my head for over ten years          because they look like normal cars that have been artificially stretched          in a Photoshop, (the first ones I saw where on television and in magazines).          I did this series mainly to satisfy my curiosity &#8211; how would the backgrounds          look? Would the car seem like a normal car? Of course, there are second          meanings: a shortening of distances, an appeal to slow down, environmental          issues, an anti nouveau riche feeling, the effect of teleportation created          by the transition of before and after the cut (visible in the Liine video,          2007). But all these interpretations depend on who is seeing it.<br />
<span style="color: #ffffff;">FR: I find a similar attitude in Untitled (playing          with Gould playing Bach) in which the chosen frames gained a certain suspension,          between a movement and a static side, which characterizes all the representations          of passed, and unrepeatable, elements. You appear to take photographs          through the annulation the image&#8217;s movement in time. In what way can a          picture result from video?</span><br />
MS: As I explained previously, I fragemented small portions of the concert          into hundreds of slices, sometimes in one, two or three frames, and with          them I tried to compose music. The fact that each second of film consisted          of twenty four photographs (photograms), or twenty five in the case of          television or PAL video, enabled each photograph to be accompanied by          a moment of sound with a certain duration &#8211; in cinema, 41,66 thousandths          of a second of sound. This amount of time is more than enough to work          with and, even eventually to stretch it in audio editing programes. If          the sound is at 48KHz, it can still be divided into two thousand smaller          slices. This arouses my curiosity about the sound of a specific photograms          that were filmed.<br />
<span style="color: #ffffff;">FR: In this same video there is a characteristic,          which is very present in your work &#8211; the relation between image and music.          How do you articulate these two elements and how do they coexist? </span><br />
MS: The combination of sound and image is, normally, one of those cases          in which the whole is more than the sum of its parts. I think I have used          it in a very different way in each work.<br />
Sometimes the audio is used to increase the power of immersion of a given          video, even to increase the realism. It can carry a more important message          than the image, or it can simply be used to create an atmosphere. It can          also be used to change the meaning of the image. There is also music that          I edit on CD and for which I create series of images or videos. There          were cases in which I felt the necessity to illustrate a certain music,          either mine or someone else&#8217;s, with images.<br />
I think I use music and audio in different ways and with different functions.<br />
<span style="color: #ffffff;">FR: Many of your pieces use elements that touch          on the copyright issue and raise questions about the crisis of the current          concept of intellectual property. What is your feeling about these problems?</span><br />
MS: It is a very complex issue of our times, in which we are surrounded          by images, sounds, and words that belong to companies, while art continues          needing the world around itself as raw material. Originally copyright          served to stimulate literary creativity, and had a short period of duration,          after which the creation entered public domain and became much more affordable.          Up to the middle of the last century, classical music, blues, and a lot          of other music only existed thanks to the recycling of musical heritage.          A lot of modern music would never exist if it were necessary to ask all          the authors for authorization for samples (sometimes hundreds of them).<br />
I believe that each case need to be individually analyzed. I think that          the question should be raised only when profits that belong to the original          author are being misappropriated. Not when we use a small part to comment,          critique or pay homage, as a form of art. That is, when Richard Prince          used the images of the Marlboro Man in the 1970&#8217;s, he was in no way competing          with Marlboro to sell cigarettes! By the same token, if I use a phrase          of Michael Jackson for a musical composition, I&#8217;m not selling it as if          it was his creation. Therefore, no one will stop buying his records because          of mine.<br />
</span><span style="font-family: Arial,Helvetica,sans-serif; color: #ffffff; font-size: xx-small;">FR:          You often use digitally constructed images, such as the series of inverted          craters, RetarC, or the two videos Place in Time (2005), Sparky (2002)          or H2O (2004). In what way are you interested in photography as a means          to construct possible inexistent realities?</span><span style="font-family: Arial,Helvetica,sans-serif; font-size: xx-small;"><br />
MS: For me, photojournalism is an example of how photography can construct          reality. The pictures that appear in the newspapers and illustrate our          recent history, are, to a greater or lesser degree, premeditated. Even          if I find this aspect interesting, I believe that in most cases I belong          to the opposite field, using images to construct fiction.<br />
<span style="color: #ffffff;">FR: More than using 3D to explore a new media, (and          such was the case of digital format when you started using it in the 1990&#8217;s),          you seem to use it to create photographic situations that you don&#8217;t have          access to. By this train of thought, these images become digital photographs,          also dependent on the photographer&#8217;s choice of an exact, unique moment,          in which they are captured and crystallised. Do you see your images as          photographs or are they closer to traditional pictorial representation,          like painting or drawing?</span><br />
MS: Quite true. I undoubtedly see digital images as photography. In the          case of 3D animation, which is closer to the concept of cinematic photography,          all the concerns that we must have with these, (and many more), are the          same ones we have in 3D: the choice of a lens, the angle, the lighting,          etc.. If the scene is static, the moment is no longer crucial and we find          ourselves in a photograph in which the moment is everywhere. In 3D, a          universe (or theatre) is created for each scene, and that would be impossible          in the real world. And I depend on absolutely no one to do it, which is          a relief. I can have an enormous city on top of a slice of pizza, and          go in through a window of one of the buildings, go to the kitchen and          find another slice of pizza on top of the table with another city on top.<br />
I am also interested in this fractional side because it is very close          to the tools provided by nature, which makes 3D for me, something that          is natural and not artificial. I would dare to say that it seems less          artificial than painting on a canvas.<br />
<span style="color: #ffffff;">FR: A phrase of Roland Barthes in Câmara Lucida,          in which he refers that cinema is never a hallucination but just an illusion;          his vision is oneiric and not ecmenesic, made me think of your work. Do          you share this point of view in regard to your relationship between what          you create and the elements you use as a starting point?</span><br />
MS: I think that in cinema ecmenesia occurs when we see a film and establish          our keyframes. The remains are not the sequence but certain scenes and          key points that vary from person to person. But our will to accept illusion,          even in unlikely and technically imperfect cases, like the cinema of Ed          Wood, the so called Suspension of Disbelief theory, interests me very          much. There are things that when we watched twenty years ago seemed highly          credible and realistic and that nowadays are simply obsolete. In other          cases this doesn&#8217;t occur. The theory of the Suspension of Disbelief lead          us to both immerse in a film of Ed Wood as it allow us to believe in the          exemption of the documentaries of Frederick Wiseman. It is an elastic          force, which<br />
is also transformed according to our prejudices about what we see. If          we want to believe, we do.</span></div>
]]></content:encoded>
			<wfw:commentRss>http://migso.net/blog/?feed=rss2&amp;p=200</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>&#8220;Miguel Soares: Present States of Siege&#8221; article at Rhizome.org by Miguel Amado</title>
		<link>http://migso.net/blog/?p=1144</link>
		<comments>http://migso.net/blog/?p=1144#comments</comments>
		<pubDate>Wed, 05 Dec 2007 07:28:34 +0000</pubDate>
		<dc:creator>m</dc:creator>
				<category><![CDATA[texts]]></category>
		<category><![CDATA[2007]]></category>

		<guid isPermaLink="false">http://migso.net/blog/?p=1144</guid>
		<description><![CDATA[Miguel Soares: Present States of Siege
link to original article at Rhizome.org
Lisbon-based artist Miguel Soares&#8217; signature 3D animations render virtual realms in which landscapes, characters and objects provoke myriad futuristic fantasies. In &#8216;Time Zones&#8217; (2003), sequences of collaged images that evoke the Cold War accompany experimental band Negativland&#8217;s track by the same title. An engaging allusion [...]]]></description>
			<content:encoded><![CDATA[<p>Miguel Soares: Present States of Siege<br />
link to original article at <a href="http://rhizome.org/editorial/1781" target="_blank">Rhizome.org</a></p>
<p>Lisbon-based artist Miguel Soares&#8217; signature 3D animations render virtual realms in which landscapes, characters and objects provoke myriad futuristic fantasies. In &#8216;Time Zones&#8217; (2003), sequences of collaged images that evoke the Cold War accompany experimental band Negativland&#8217;s track by the same title. An engaging allusion to the post-war world order, this work connects what was seen as a permanent state of siege with our current time. Recently, Soares has utilized different technologies to develop his practice, making it less politically charged and more metaphorical. On view until the end of last week at Lisbon&#8217;s Museum of Electricity was the installation &#8216;Do Robots Dream of Electric Art?&#8217; (2007), that consisted of three robots, all equipped with moving heads, tracing red laser beams on the gallery wall in the rough outlines of human bodies. Bringing together Philip K. Dick&#8217;s science fiction best-seller &#8216;Do Androids Dream of Electric Sheep?,&#8217; in which the main character is an android, with the imagery of cave painting, Soares combines representations of the past and the future into an allegory for present society. Another notable work is &#8216;Jumping Nauman&#8217; (2006), that is currently featured in the group show &#8216;Stream,&#8217; presented by New York&#8217;s White Box. Using the Google Earth software, this video compiles the exhibition spaces in which Bruce Nauman work was shown in 2006&#8211; from New York&#8217;s Andrea Rosen Gallery to the Berlin Biennale&#8211;thus illustrating the global economy of today&#8217;s art scene. A sort of digital appropriation artist &#8216;fascinated by things that do not exist&#8217;&#8211;as he once put it&#8211;Soares&#8217; output is one of the most significant in the contemporary expanded field of new media, in which concept is taking the place of the once prevailing high-tech fetishism.<br />
- Miguel Amado</p>
]]></content:encoded>
			<wfw:commentRss>http://migso.net/blog/?feed=rss2&amp;p=1144</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
