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Contents © 2020 Golan Levin and Collaborators
Golan Levin and Collaborators
Interviews and Dialogues
- Peer-Reviewed Publications
- Essays and Statements
- Interviews and Dialogues
- Catalogues and Lists
- Project Reports
- Press Clippings
- Lectures
- Code
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- 09 2009. Interview for Dazed and Confused
- 09 2009. Interview by Louise Shannon
- 06 2009. Video interview by Lucrezia Cippitelli
- 06 2009. Video interviews for CMU Campaign
- 04 2009. Interview for Direct Digital, Modena
- 01 2008. Video Interview by M.B. Solano
- 03 2007. Interview for Afterimage
- 02 2007. Interview by Alexandra Nemerov
- 01 2007. Interview by Ulrike Reinhard
- 11 2006. Interview for Teknemedia
- 11 2006. Interview for Neural.IT
- 09 2006. Interview for La Repubblica
- 07 2006. Interview for Bios
- 07 2006. Tmema Interview for Pig Magazine
- 06 2006. Taiwan Museum of Art Survey
- 06 2006. Interview for Res Magazine
- 01 2006. Tmema Interview for Redazione Digicult
- 01 2006. Tmema, Realta' Ampliata e Gesti Interattivi
- 12 2005. Interview for Digimag
- 12 2005. Tmema Interview for Processing
- 11 2005. Interview for Sonic Acts XI
- 10 2005. Interview for Mobile Magazine
- 07 2005. Responses to Manovich's 5 Questions
- 03 2005. Interview for Contemporary Music Review
- 06 2004. Interview for XFUNS Magazine
- 06 2004.
[0.81 MB pdf]
Interview for XFUNS (Chinese)
- 06 2004. Interview for CIAC Magazine
- 06 2004. Entrevue pour CIAC Magazine
- 11 2003. Interview for Huddersfield Metro
- 09 2003. Dialogue with Paul D. Miller
- 09 2003. Dialogue about Messa di Voce
- 07 2003. Dialogue about Telesymphony
- 05 2003. Interview for CriticalArtWare
- 03 2003. Interview for MicheleThursz.com
- 12 2002. Interview for Digitall
- 08 2002. Dialogue about Axis
- 07 2002. Interview for Receiver Magazine
- 07 2002. Interview for Aculab Quarterly
- 06 2002. Interview for ZooWire
- 09 2001. Interview for DE:BUG (German)
- 09 2001. Interview for DE:BUG
- 05 2001. Interview for Artbyte
Interview by Casey Reas for Sonic Acts XI
For Anthology of Computer Art, published by Sonic Acts/Paradiso, Amsterdam.
Golan Levin, November 2005.
What is the precedent for your work? Do you associate yourself with any of the artists mentioned below or any other artists or artworks from the 1960s?
- Steven Beck, Harold Cohen, Charles Csuri, Kenneth Knowlton, Ben Laposky, Manfred Mohr, Frieder Nake, George Nees, A. Michael Noll, Manfred R. Schroeder, Lillian Schwartz, Stan Vanderbeek, John Whitney Sr.
- Yaacov Agam, Mel Bochner, Hans Haacke, On Kawara, Les Levine, Sol LeWitt, George Maciunas, Yoko Ono, Nam June Paik, Bridget Riley, Dieter Roth, Victor Vasarely, La Monte Young
I used to stare at Vasarely's work for hours when I was a kid. For the past decade, though, the most direct influences on my work have come from artists whose principal medium and subject matter is interactivity itself. I'm particularly indebted to artists who have researched algorithmically-augmented interactivities in the contexts of gestural input and audiovisual output — people like Myron Krueger, Toshio Iwai, Scott Snibbe and John Maeda.
Many of the artists you listed have focused on the use of the computer (or other rule-based systems) to produce mostly static visual forms. Although it's true that their work is a foundation for a great deal of today's digital art (and generative art in particular), I think it's important to recognize how the influences on digital art broadened as the computer became increasingly capable of rendering animated sequences (in the 1970s) and real-time graphics (in the 1980s). For me, the artistic potential of this time-based and responsive new medium could be best appreciated through prior achievements in absolute film (e.g. Fischinger, McLaren, Brakhage), kinetic art (e.g. Calder, Lye), and audiovisual instrument design (e.g. Thomas Wilfred and Harry Partch). Of the artists you mentioned, I have probably drawn the most inspiration from Yaacov Agam, who truly was creating interactive paintings, and John Whitney, for the breadth and courage of his attempts to relate sound and image through computation.