ATELIER-E is an interdisciplinary laboratory for new media founded by visual artist Daniel Dalfovo and sound artist Christian Losert. Both work and teach at the intersection of art, technology and science. In their artistic practice they create multimedia spaces, audio-visual narratives and collaborate with international artists and research institutions.
Image copyright © ATELIER-E
HOLON is proud to present Energy Drinks & Bisexual Lighting: A queered take on 90s LAN party culture by Berlin-based 3D artist Harriet Davey in collaboration with UK composer duo snake_case. This newly commissioned installation for HOLON is a playful unraveling of gendered systems and spaces, both in physical and digital life. Davey’s mythical non-binary avatars host the visitors through virtual dimensions untouched by structural norms. They exist between spatial sound, gaming stations, soft furnishings, and of course, bisexual lighting: a neon pink and blue lighting device used in cinema, to empower bisexuality which is largely underrepresented on-screen.
Davey evokes this scenographic phenomenon in their installation: to intervene the heteronormative aura of the gaming space. In doing so, they highlight the way in which RGB PC's in top gaming arenas accidentally lean into the blue and pink signifiers of bisexual lighting; more-so than the rest of the RGB spectrum. This is despite homophobic attitudes which often pervade the spaces.
In response, Energy Drinks & Bisexual Lighting is a portal into gamers’ delight. Through the re-appropriation of 90s LAN party culture and modern-day gaming aesthetics, the viewer is guided through a series of experiences. We invite you to step in and transcend the IRL space: to embody and explore the virtual characters, personas, and worlds of Harriet Davey. When dissolving into the glitched audio anomalies of snake_case, the immersive environment complicates the real and virtual, as well as the coded visual language that is inscribed onto bodies, and constructed in social forums. Spatialised sonic artifacts and imperfections co-conspire with the images to queer the immutable conventions of the gaming room into physical, sublime, kinetic objects.
Who could you become in a virtual world? Navigate these realms and confront what it means to wear a digital skin.
Harriet Davey (EN/DE) is a 3D Artist and Art Director based in Berlin. Through the exploration of gender non-conforming virtual avatars, Davey restores and reclaims the bodies extorted by a male dominated gaming industry. Obsessed with questioning what it means to be fluid and human in a digital world: their work examines and interrogates the ugly and the beautiful; the maximum and the minimum; the online and the offline.
snake_case (EN) consists of Imogen Davey and Callum Murray, two accomplished performers, improvisers, and composers. They create work which explores the boundaries of human-machine interaction, with far-reaching implications for ideas of authorship and perception. Together they investigate the convergence of art, sound, and technology. They strive to redefine the notion of creativity in the digital age.
PROGRAM
Fri 27/10 (Vernissage)
Sat 28/10
Fri 03/11
Sat 04/11 (Finissage)
18:30 — 21:30
HOLON is a non-profit and we'd love to keep our exhibitions free and accessible to all. Please consider supporting the artists as well as our work with a donation.
Maria Braune
(DE)
Maria Braune (1988, DE) is a visual artist originally hailing from Berlin, who has lived and worked between Munich and Chiemsee since 2008. She completed an apprenticeship in sculpture at the Berchtesgaden School of Sculpture between 2008-2011, studied Fine Art at the Academy of Fine Arts in Munich and received her diploma in 2017. She organizes the collective artist-run space LANGEVIN in Munich, has received nominations for various prizes and participated in numerous group exhibitions in Germany and internationally.
Over the course of a few years, she’s developed Migma: a substance composed of eight raw materials which is heated, poured, shaped and dried over multiple weeks. During this time, she adds further industrially manufactured materials to activate ruptures and changes which proliferate and claim their space. Her works provide insights into growth processes, especially those which are uncontrollable, and ask questions on transformation, symbiosis, and decay.
Text by Anabel Roque Rodríguez
Image copyright © Maria Braune
Maria Braune's work is kindly supported by NEUSTART Kultur.
11v151131_m06
(MX)
11v151131_m06(MX) is a visual and sound artist interested in speculative approaches to sound and visuals. Since 2012, his research has focused on Computer Generated Imagery and he has lived and worked with New Media Art and Technology Studios across Europe, America and Asia.
11v151131_M06 studied composition at Pompeu Fabra University in 2008 and has collaborated with artists such as Pauline Oliveros, John Zorn, Yoshida Tatsuya, William Winant. He is currently researching concepts around Ancient futurism & Occultism.
Hannelore Braisch
(RO / DE)
Hannelore Braisch (RO/DE) is a digital 3D artist with a focus on CGI and motion design. Having completed a bachelor’s degree in communication design, she now produces 3D generated artworks for contemporary visual content and mostly in cooperation with clients across the fields of art, music and fashion.
Braisch’s digital artworks are organic shapes and structures inspired by summers visiting the Carpathian Mountains and her deep connection to nature. Her intuitive art practice challenges visual design norms through experimental encounters with reality and the metaverse. She often finds that something entirely new emerges when combining futuristic, surreal shapes with the organic, physical world. It’s what has shaped her personal aesthetic expression that is both alien and tactile.
ATELIER-E
(DE)
ATELIER-E is an interdisciplinary laboratory for new media founded by visual artist Daniel Dalfovo and sound artist Christian Losert. Both work and teach at the intersection of art, technology and science. In their artistic practice they create multimedia spaces, audiovisual narratives and collaborate with international artists and research institutions.
Image copyright © ATELIER-E
Stina Baudin
(HT/CA)
Stina Baudin (she/her) is an emerging Haitian-Canadian interdisciplinary artist. She has studied both at Concordia University in Montreal and The Academy of Fine Arts in Brussels. Using her own idiosyncratic visual language of pattern and relationships, Baudin’s large-scale, hand-woven fiber works create a counter-patriarchal, anti-capitalist and anticolonial way of narrating meaning from data. By collapsing the division between anecdotal and statistical data, her work removes the hierarchical distinctions between the scientific and the personal. They then start to operate as an entangled web of cohabiting knowledge centers - the scientific data indivisible from other knowledge forms that are affective and embodied. It’s important to note that her weavings are not merely data visualization. Instead they are an interpretative recontextualisation of the datascape as a way to speak beyond binaries, a way to fashion a subversive lexicon that is haptic and relational rather than representational. She has participated in national and international art residencies and exhibitions including Banff Center for the Arts Creativity (CA), and Pocoapoco in Mexico. In 2022, she completed an arts fellowship at Wildseed Center for Art & Activism, a project birthed by Black Lives Matter activists who hope to build an enduring space that could cultivate the most transformative and radical ideas from Canada’s diverse Black communities and beyond.
Abigail Toll
(EN/DE)
Abigail Toll (she/her) is a British experimental music artist based in Berlin who makes ambient, psychoacoustic soundworlds. Her artistic research focuses on data aesthetics and harmonic chaos as a mode for critical thinking, often in collaboration with musicians, artists and writers.Matrices of Vision is the title of her debut record, released on Shelter Press in August 2023, which she composed during her Masters in Electroacoustic Composition at the KMH, Stockholm. It is based on a dataset which details the (in)accessibility to higher education in Sweden across seven decades and reveals the complexities around representation. In 2022, the piece premiered as an ensemble performance featuring Lucy Railton, Rebecca Lane and Evelyn Saylor, and took place at the Klosterruine in Berlin which was organized by KW Institute for Contemporary Art. Toll’s work and performances have also been shown at Kunsthalle Gent; Pawilon, Posnan; Volksbühne Berlin among others.
Harriet Davey
(EN/DE)
Harriet Davey is a 3D Artist and Art Director based in Berlin. Through the exploration of gender non-conforming virtual avatars, Davey restores and reclaims the bodies extorted by a male dominated gaming industry. Obsessed with questioning what it means to be fluid and human in a digital world: their work examines and interrogates the ugly and the beautiful; the maximum and the minimum; the online and the offline.
snake_case (EN)
snake_case consists of Imogen Davey and Callum Murray, two accomplished performers, improvisers, and composers. They create work which explores the boundaries of human-machine interaction, with far reaching implications for ideas of authorship and perception. Together they investigate the convergence of art, sound, and technology. They strive to redefine the notion of creativity in the digital age.
In this special site-specific installation between visual artist Maria Braune and multidisciplinary collaborators Hannelore Braisch and 11v151131_m06, the three artists dissolve, blossom and resemble each others works through HOLON’s physical and digital portal.
Flowing forms, tentacles outstretched, Braune’s physical sculpture crawls into the interfaces of Braisch and 11v151131_m06’s virtual worlds where it develops, modifies and reappears optically on the other side. Like the transition from air to water, the artists compensate for what each cannot replace in both spheres, blurring the barriers between what is tangible in both.
In this special site-specific installation between visual artist Maria Braune and multidisciplinary collaborators Hannelore Braisch and 11v151131_m06, the three artists dissolve, blossom and resemble each others works through HOLON’s physical and digital portal.
Flowing forms, tentacles outstretched, Braune’s physical sculpture crawls into the interfaces of Braisch and 11v151131_m06’s virtual worlds where it develops, modifies and reappears optically on the other side. Like the transition from air to water, the artists compensate for what each cannot replace in both spheres, blurring the barriers between what is tangible in both.
In this special site-specific installation between visual artist Maria Braune and multidisciplinary collaborators Hannelore Braisch and 11v151131_m06, the three artists dissolve, blossom and resemble each others works through HOLON’s physical and digital portal.
Flowing forms, tentacles outstretched, Braune’s physical sculpture crawls into the interfaces of Braisch and 11v151131_m06’s virtual worlds where it develops, modifies and reappears optically on the other side. Like the transition from air to water, the artists compensate for what each cannot replace in both spheres, blurring the barriers between what is tangible in both.
In this special site-specific installation between visual artist Maria Braune and multidisciplinary collaborators Hannelore Braisch and 11v151131_m06, the three artists dissolve, blossom and resemble each others works through HOLON’s physical and digital portal.
Flowing forms, tentacles outstretched, Braune’s physical sculpture crawls into the interfaces of Braisch and 11v151131_m06’s virtual worlds where it develops, modifies and reappears optically on the other side. Like the transition from air to water, the artists compensate for what each cannot replace in both spheres, blurring the barriers between what is tangible in both.
HOLON is a nonprofit interdisciplinary format for research and play. It uses creative technologies to support knowledge transfer, collaboration, and connect people within virtual and physical spheres.
that shed light on new technologies and their social impact
and gain new insights through collaboration
to blend physical and virtual spaces with spatial sound and responsive lighting
wider audiences and networks
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