Tag Archives: Digital Art

New Art Exhibition Features Robot Influencer Alongside Works

Today 10 October, Vilnius’ leading contemporary MO Museum has opened How to Feel Real. Art, Technology and Us, exploring how technology is changing the way we experience reality. This opening also features an unusual guest: Poland’s viral humanoid robot influencer Edward Warchocki.

●       Humanoid robot Edward will move through the museum and interact with visitors, respond to artworks, and take part in the opening program.
 

●       The showcase is not a traveling exhibition, but developed through an intensive co-creative process in collaboration with Germany’s ZKM | Center for Art and Media Karlsruhe, one of Europe’s leading institutions for media art.
 

●       It brings together more than 40 artists, from media art pioneers to contemporary artists working with AI, algorithms, and immersive technologies.
 

●       Among them are Nam June Paik with his famous Internet Dream, Christa Sommerer, Laurent Mignonneau, and Anna Ridler.

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Humanoid Influencer Edward Warchocki Is Heading to New Vilnius Exhibition, Asking What Does it Mean to Feel Real

Humanoid robot influencer Edward Warchocki at the Exhibition How to Feel Real © Mo Museum

October 2026 – Vilnius, Lithuania. Housed in a contemporary building designed by world-renowned architect Daniel Libeskind, MO Museum has become a leading force in the country’s modern cultural scene.

The new exhibition features landmark works from ZKM’s collection, which has a long-standing focus on Eastern Europe, and marks yet another collaboration with the MO Museum. How to Feel Real explores questions that are becoming increasingly urgent in a world shaped by technology: how do we feel real, and what does it mean to be alive?

One of its first visitors to see the artwork at MO Museum will be a humanoid robot from Poland.

Edward Warchocki, Poland’s first viral humanoid robot influencer, will join the MO Museum exhibition opening.

Built on a Unitree G1 humanoid platform and developed by Warsaw-based MERA Robotics, Warchocki has been given his own public persona, voice, and social media presence. In 2026, he moved from being a robotics project to an internet personality. Edward became a viral sensation after footage of him chasing wild boars through the streets of Warsaw spread online. He has since appeared in Poland’s Parliament, met senior politicians, and become a familiar figure on Polish television.

“Quite a few of the works in How to Feel Real explore artificial intelligence, automation, and the ways machines are increasingly taking on roles we once considered distinctly human. Bringing Edward into the museum is a playful extension of this idea, as his deliberately human-like and slightly absurd persona makes the questions raised by the exhibition tangible – inviting us to wonder why we are so eager to find the human in a machine,” said Milda Ivanauskienė, Director of MO Museum.

During the event, Edward will move through different spaces of the museum, interact with visitors, comment on artworks, and take part in the opening program in Lithuanian, English, and Polish languages.

Exhibition How to Feel Real © Domas Rimeika

“People keep asking me if I’m real, so when I heard about an exhibition asking what ‘real’ actually means, I thought: finally, someone is asking the right question. I’m coming to the beautiful Vilnius to see what the artists have to say – and, of course, to check whether they think I’m real,” said Edward Warchocki.

The exhibition moves beyond the familiar divide between techno-optimism and techno-pessimism. Alongside critical works about technology and power, visitors will encounter playful experiments, immersive environments and new aesthetic forms.

Organised around some of today’s most pressing themes – connection, automation, intelligence, body, and agency – the exhibition brings together works created predominantly from the 1990s to the present day. Together, they trace a conversation between artists’ early encounters with computers and the internet and contemporary responses to AI, and the growing digital mediation of everyday life.

“Our aim was to explore the latest technologies – including AI, quantum computing, robotics, and biotechnology – through the artists’ works. Art goes beyond the technology itself; it’s about broader questions regarding how we interact with technology and, thus, with the world,” said Philipp Ziegler, Head of Curatorial Department, ZKM | Center for Art and Media Karlsruhe.

More than 40 of the exhibition’s artists explore the shifting boundary between humans and technology. A definite highlight is the work Internet Dream from 1994 by media-art pioneer Nam June Paik. This massive media installation with 54 old CRT-monitors offers a glimpse into the era of the emerging global connectivity via the internet.

Another participant is the UK’s digital art studio Universal Everything, whose Infinity creates an endless stream of digital figures. Generated in real time by an algorithm, each figure combines different colours, textures, and body shapes, so no two are quite the same. The work has appeared in Germany’s ZKM, Italy’s Museo Nazionale della Scienza e della Tecnologia Leonardo da Vinci, and 180 Studios in London.

Christa Sommerer and Laurent Mignonneau are pioneers of interactive art, and their A-Volve is one of the works that established their international reputation. Visitors create virtual organisms through their own movements, then watch them interact, reproduce, and compete within a simulated ecosystem. The work won the Golden Nica for Interactive Art at Ars Electronica in 1994.

Anna Ridler from the UK similarly explores how machines learn from human-made material. In The Shell Record, she trained a generative AI system on images of shells she collected along the River Thames, turning the collection into moving-image works. The project connects the human act of collecting with the history of shells as stores of value and one of the earliest forms of currency.

How to Feel Real. Art, Technology and Us runs at MO Museum from 10 October 2026 to 29 August 2027.

For the Silo, Jarrod Barker.

Moon Landing Included Lunaprise Museum First Beyond Earth

New York City – February, 2024 – In a historic moment that marks a significant milestone in the intersection of art, music, and space exploration, the Lunaprise Museum proudly announced the successful lunar landing of artworks as part of SpaceBlue’s’ curated and managed archive on the recent Lunar Lander as part of the historic space mission. Though not the first art project to involve the Moon (reported here by us July 2019), it is the first art project to remain on the Moon.

Among the historic pioneers is a pioneering trio: designer/artist Kelly Max, artist Samy Halim, and music producer/artist Brayden Pierce. This momentous event sees these creative visionaries become among the first artists in history to archive their works in the form of digital twins on the moon for over a billion years in a nano fiche disk, establishing a lasting legacy that transcends the boundaries of Earth.

A New Horizon for Art and Music

With the successful landing of the Lunar Lander on February 22, 2024 at 6:23PM EST the Lunar Landing has achieved a groundbreaking feat by hosting the first museum on the moon called Lunaprise. Among its prized collections are the collaborative efforts of Kelly Max and Samy Halim on the Modernist Art project, and Brayden Pierce’s musical compositions that have resonated with themes of space exploration and innovation.

The Modernist Art collection, highlighted by the “MoonRider” piece carrying 180 names pivotal to the artists’ journey, alongside a comprehensive collection of 420 Modernist Originals and 9,724 generative Modernist Genesis Artworks, represents a significant contribution to this lunar museum. Selected by Curator SpaceBlue and launched on February 15, 2024, these artworks not only celebrate the creative spirit but also symbolize human achievement and aspiration.

This nickel disc containing compressed files of the artwork is now curated on the Moon.

Kelly Max’s contributions to the Lunaprise Museum mission extend far beyond his collaboration with Samy Halim on the Modernist Art project. Together, Kelly and Samy designed the Lunaprise Mission Patch, a symbol of human creativity and resilience in the face of the vast unknown. Kelly’s visionary approach didn’t stop there; his role expanded as he became the lead designer for all key brand communications for the mission, showcasing his leadership and creative expertise in shaping the mission’s identity.

Brayden Pierce: Echoing Through Space

Introduced to the Lunaprise Museum mission by Kelly, Brayden Pierce’s artistic contributions have carved a unique niche in the halls of space history. As the first-ever EDM artist to have his music on the moon, Brayden Pierce’s “Capture The Moon” is immortalized on the moon in two versions: The Modernist Edition and the MOOON.PARTY Mix. This collaboration with Kelly underscores a synergy between the two creatives which exploded into the founding of MOOON.PARTY: a visionary venture that aims to blend art, music, space, and space content recording into a pioneering festival brand. This initiative, co-founded by Kelly and Brayden, is set to redefine immersive entertainment experiences, leveraging the backdrop of space to inspire and captivate audiences worldwide.

“Bringing art and music to the lunar surface goes beyond exploration; it signifies embedding humanity’s creative essence into the fabric of the cosmos. This endeavor isn’t merely a step forward for us as individual artists but represents a monumental leap for global art and culture. Collaborating with Samy, Brayden, and the Lunaprise Museum on this mission has unfolded as a profound journey of discovery, unity, and limitless creativity. Together, we’ve ignited a beacon of human expression on the moon, casting light across the cosmos to inspire future generations to dream beyond the confines of our known world. This project mirrors the moon’s impartial gaze upon Earth, reminding us that in its light, we are all seen equally. Our ultimate aim is to embody this universal perspective, fostering a tangible sense of unity on Earth, now enriched by the presence of art and music in the lunar realm.” adds Kelly Max.

Legacy Beyond the Stars

The Lunaprise Museum landing not only signifies the establishment of the first museum beyond Earth but also serves as a beacon of human creativity and ingenuity. Lunaprise is leading a historic disruption in space tech, leveraging patented technologies to archive and authenticate digital assets using blockchain, heralding the convergence of space exploration and digital technology. Collectors of music and art will delight in rare, verified assets that are one-of-a-kind, linked to identical twin digital files stored in the Lunaprise museum on the moon.  The artworks of Kelly Max, Samy Halim and Brayden Pierce, now permanently archived on the lunar surface, stand as a testament to the boundless potential of artistic expression. Their achievements herald a new era where art and music extend their reach into the cosmos, inspiring future generations to dream big and reach beyond the known limits.

For The Silo, Gabriela Gutiérrez.

Metaverse Trademark Applications Surging

Over 5,800 Metaverse Trademark Applications Filed Last Year = Surging 200% Year-Over-Year

In 2022, there was a significant surge in trademark applications related to the Metaverse and non-fungible tokens (NFTs), indicating the growing importance and potential profitability of these emerging industries.

According to data collected by Blockchain Centre, there were 5,850 new Metaverse trademark applications and 7,746 NFT trademark applications registered last year.

This represents a growth rate of 205.64% and 259.61%, respectively, from the previous year. The monthly trends for trademark registrations steadily increased throughout the year, with at least 300 new applications filed every month.

Increasing interest in the Metaverse

Many big companies, including Meta, Formula One, Mastercard, McDonald’s, Gatorade, and the US Space Force, have also filed applications with the USPTO in 2022, indicating their interest in virtual products and involvement with crypto and blockchain.

The rise in trademark applications related to the Metaverse and NFTs has prompted an investigation by the US Patent and Trademark Office and US Copyright Office to examine how NFTs impact intellectual property rights.

According to the research:

“Recently, several prominent brands have faced challenges when their intellectual property or products were infringed upon by NFT marketplaces or platforms.”

Despite the ongoing ‘crypto winter’, the rise in trademark applications and growing interest in metaverse products have served as a counterbalance to concerns that the market is being negatively impacted. For the Silo, Lina Alisauskaite.

Are Gaming Reviews Always Reliable? Keep These 4 Things In Mind

Much like movies, gaming as an industry has grown to be a robust machine churning out titles, both big and small, at an obliterative pace. Suffice it to say that it is impossible to try and play all games that release every year. Moreover, considering that the price of games has been on the rise for the past few years, partly due to increased production cost and partly due to inflation, it is impossible to purchase and play all games.

So, in order to not get blown away in the confusing hype created by reviewers, here’s what you should keep in mind about gaming reviews.

1. The problem of big titles:

The issue with game reviewers is that they mostly expend time and effort praising AAA titles that release every year instead of lesser known artistic or Indie games. Not everyone likes major titles with repetitive gameplay. You would rarely see any famous gamers play with Online casino, Karamba, an indie mobile game, or let’s say the games that aren’t don’t get into enough limelight. We’re talking about the games that are niche and aren’t very popular in the industry of gaming reviewers.

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2. Appeals vary widely:

The issue with gaming in general is that it is almost impossible to please everyone. In terms of narratives and themes, games tend to include only a limited number in their arsenal. However, with time, the expectation from games increases. It isn’t rare for reviewers to expect deeper political or social commentary from games, after the success of titles like Detroit Become Human.

However, it is impossible for games, like Assassin’s Creed that seek to be historically accurate to both portray the times while tending to demands of politically correctness. Two distinct possibilities arise here: Either the game sticks to its roots, and builds a good gaming but gets scathing reviews for not doing enough or for being problematic. Or, it can fit political pandering in its theme and make itself a terrible game, but get hearty praise from reviewers. An example for this is Assassins Creed: Odyssey, for which Ubisoft got rid of all its Assassins’ roots and made it a messy poor quality RPG, that looks like a poorly made copy of Witcher 3.

3. Mismatch between target audience and reviewers:

A big issue where the premise of reviews falls flat is that hardcore gamers usually do not fit the target audience of reviews. Gamers can be broadly classified into hardcore or serious gamers and causal gamers. And while most games are made with the former in mind, game reviews are made keeping the latter in mind. That’s because game reviews too, are a market that needs to pander to an audience to sell itself. While most reviewers are knowledgeable and competent enough to make detailed reviews, most of their audience wouldn’t consume such reviews.

Face-Off: Batman: Arkham Knight • Eurogamer.net
Batman: Arkham Knight

As sad as it is, most casual gamers just want to play a first person shooter for fun. They do not care about social commentary, or beautifully written characters or aptly composed music scores. When reviews are written keeping them in mind, blissfully average games like Call of Duty keep getting very high reviews. And while playing CoD is definitely fun, it fails to hold its own against impressive games like Witcher 3 or Batman: Arkham Knight.

4. The issue with influence:

A second issue with gaming reviews being a business is that these sites depend on developers for content for their channels. Reviewers that bring out reviews earlier obviously stand to gain since there is a flux of readers to their channels about the exciting new title, which earns them a lot of money. This in turn means review sites depend on developers to send them early and free copies of games for them to try out, and review. For every bad review they give, they turn off the developer from dealing with them in future, which in turn makes competing review channels benefit.

This creates a dangerous nexus between gaming review channels and developers. This in fact harms smaller developers more since they effectively make lesser games than bigger developers. Thus, an Electronics Arts, can utilize this nexus for their benefit much better than a CD: Projekt Red, although the latter is arguably a much better developer. And this means, very average EA games will get much better reviews than a fantastic game developed by CD:PR.

CD PROJEKT RED. : Gamingcirclejerk

In Conclusion

However, as we know, making video games are one of the most elevated forms of contemporary human art. And art, by virtue of interpretation, is extremely subjective.

Thus, in an effort to pick and choose games that are worth our time and money, we obviously tend to look at gaming reviews. Not only do they offer a valuable insight into what each title is about, but they also explain important details like the brilliance of narratives, character development, gameplay mechanics, multiplayer experience, presence of inhibitive micro transactions, and tend to give an overall suggestion on whether or not they recommend the game. 

Therefore, it is foolhardy to expect reviews to do a perfect job in terms of recommending games that you may like. For the Silo, Ritik Pandey.

Canadian Digital artist embraces wool in work

“Wool on Wool” by T.M. Glass

Renowned Canadian photographer and digital artist T.M. Glass is no stranger to the spotlight: her unique method of mixing floral photography with digital painting to produce mesmerizing physical prints has succeeded in capturing plenty of attention from the media and wider artistic community.


In collaboration with The Campaign for Wool in Canada – our country’s foremost voice on the benefits of wool as a renewable, biodegradable, and eminently versatile fibre – Glass has created this digital painting in conjunction with The Campaign for Wool to celebrate the incredible properties of wool with a packed slate of special events and collaborations with fashion designers, artists, producers, and retailers. 

“Wool on Wool” by T.M. Glass


This digital painting is a divergence from Glass’s usual subject matter with a distinctly meta twist: the work is a photograph of Canadian sheep, digitally painted in Glass’s trademark style, and printed on paper produced from wholly wool. 

Intent


“In approaching this piece, my intent was to communicate the beauty of the sheep and its wool both visually and tactiley” said Glass, when asked about her work. “The choice to print on wool paper was not made out of novelty; rather, I think it establishes the physical presence of the subject of the photograph, creating a sense that the sheep is within arm’s reach of the viewer.”  The print is now available for purchase- contact us for further details. For the Silo, Nicolo Blazier. Featured image: close up of wool and paper yarn via paperphine.com.

Photo Glitch Art Book Is Mysterious And Beautiful

“The growing flow of digital culture depends on the hidden protocols of its underlying systems. To explore how interfacing shapes spectatorship online, this pioneering study pinpoints experiences of flow through the friction of photo-based glitch art by Phillip Stearns, Rosa Menkman, and Evan Meaney.

Glitch photo

Homing in on the viewer, these three cross-disciplinary case studies present and analyze material that is new to the art-historical context. In particular, they focus on how glitched artworks in online environments make viewers aware of their own activity within the flow, causing a break from the increasingly naturalized integration of system and individual.

Glitch ArtbookMysterious and Beautiful

When a glitch invites the viewer to try out different positions in relation to the system, a tactical spectatorship unfolds.” That’s the introduction text of Vandela Grundell’s  book Flow And Friction: On The Tactical Potential Of Interfacing With Glitch Art. In simpler terms, our modern online life utilizes smartphones and digital cameras to not only represent who we are, but to present to others ‘how’ we are.

It’s a culture of ‘identity sharing’ that we live in and we are spending more and more time at online sites and hangouts where our digital selves mingle as shared photos, text and videos. However, sometimes things do not go as planned. Perhaps a faulty internet connection wreaks havoc with an upload…or maybe a dying battery in your i-Phone confuses the CPU and errors are introduced into the system creating a digital mutation.

glitch font

In the early days of computer, during the great Cold War and its technologically dependent Space Race this was known as a ‘glitch’.

Flow and Friction is a fascinating celebration of the mystery and the beauty that sometimes arises from glitched systems. 238 pages. Recommended.  For the Silo, Jarrod Barker.

Supplemental: Moire pattern, John Glenn’s “glitch” , the History of the word “bug” when used in Computing.