Marco Donnarumma

Last updated
Marco Donnarumma
Marco-donnarumma CC-BY-SA-4-0.jpg
Born
Education Venice Academy of Fine Arts
Edinburgh College of Art
Goldsmiths, University of London
Known for
Notable workHypo Chrysos (2012)
Corpus Nil (2016)
Eingeweide (2016)
Amygdala (2015-18)
Movement Avant-garde
Website marcodonnarumma.com

Marco Donnarumma (born 1984 in Naples) is an Italian performance artist, new media artist and scholar based in Berlin. His work addresses the relationship between body, politics and technology. He is widely known for his performances fusing sound, computation and biotechnology. [1] [2] [3] Ritual, shock and entrainment are key elements to his aesthetics. Donnarumma is often associated with cyborg [4] and posthuman [5] artists and is acknowledged for his contribution to human-machine interfacing through the unconventional use of muscle sound and biofeedback. [6] From 2016 to 2018 he was a Research Fellow at Berlin University of the Arts in collaboration with the Neurorobotics Research Lab at Beuth University of Applied Sciences Berlin. [7] In 2019, together with bioartist Margherita Pevere and media artist Andrea Familari, he co-founded the artists group for hybrid live art Fronte Vacuo. [8]

Contents

Life and education

Donnarumma was born in Naples, Italy. Between 2003 and 2004, he studied painting at the Brera Academy of Fine Arts in Milan [9] before moving to the Venice Academy of Fine Arts, Italy, and completing his BA in New Technologies for the Performing Arts in 2007. [10]

He obtained a Master in sound design from the Edinburgh College of Art in 2012, [11] and a PhD in performing arts, computing and body theory from Goldsmiths, University of London in 2016. [12] His supervisors were performer Atau Tanaka and media theorist Matthew Fuller. [13]

Career

2004–2010

Originally a musician and sound designer, [14] Donnarumma's early artworks include sound and video compositions for fixed media, [15] web-based sound installations [16] [17] and participative concerts. In 2007, a collaboration with a butoh project by Latvian dance company I-Dejas [18] created the foundations for his shift to body performance. Between 2007 and 2010, he explored hybrid forms of performance with computers and new musical instruments, playing multimedia performances with an augmented electric bass guitar, interactive software and live visuals in various configurations. [19]

XTH Sense

In 2010, feeling increasingly constrained by the conventional ways of interacting with computers on stage, such as digital interfaces and hand-held instruments, Donnarumma began exploring wearable body technologies. [20] In 2011, for his Master in sound design at the Edinburgh College of Art, he created the XTH Sense as a new instrument for music and body performance. [21] The XTH Sense is a wearable electronic musical instrument that amplifies and manipulate muscle sounds (known as mechanomyogram), blood flow and bone crackles from within the human body to make music and sound effects. As a performer moves, the sounds from within the body are captured by a chip microphone worn on arm or legs. Those sounds are then live sampled using a dedicated software program and a library of modular audio effects driven by physical gestures; the performer controls the live sampling parameters by weighing force, speed and articulation of the movement. [22]

In 2012, the Georgia Tech Center for Music Technology named the XTH Sense the "world's most innovative new musical instrument" and awarded Donnarumma with the first prize in the Margaret Guthman Musical Instrument Competition. [23] He later released the schematic and the software of the XTH Sense to the public under open source licenses (GPL and CC similar to the ones used by the Arduino project) sparking widespread interest in the international media and the artistic scene. [24] [25] [26] Since then, several artists and researchers have been adopting the XTH Sense as a creative and learning tool in different field of practice, such as dance, music, theatre and engineering. [27] [28] [29] [30]

2011–2015: The Body Series

Donnarumma gained international recognition with a series of works entitled The Body Series, which focuses on the interaction between human body, sound and technology, [31] [32] and includes Music for Flesh II (2011), Hypo Chrysos (2012), Ominous (2012), Nigredo (2013) and 0-Infinity (2015). Key to the series is the new kind of human-computer interaction afforded by the XTH Sense and the other technologies developed by the artist himself, such as interactive algorithms, artificial intelligence software and psychoacoustic systems. [33] These custom technologies allow the artist to use the human body as an instrument by amplifying human bodily sounds and capturing physiological and corporeal activity. [34]

Aesthetically, Donnarumma's body series integrates performance art, computer music, light and sound design into surreal, intense and confrontational performances. [35] Conceptually, they are influenced by a critical approach to technology, which emphasises the relations of machines to ritualism and body politics. [36] These works are based on a combination of choreographed and improvised movements exploring physical tension and bodily constraint. The series marked a new step in performance and new media art, paving the way for a new, transdisciplinary form of live art known as biophysical music, [37] [38] and contributed to the field of human-computer interaction, by creating unconventional computing techniques to physically interface human and machine. [39]

In Hypo Chrysos (2012), a work inspired by Dante's Inferno, [40] Donnarumma pulls two heavy concrete blocks in a circle for twenty minutes. His blood flow, muscle sound bursts and bone crackles produced during the action are amplifyed as surround sound through an eight-channel sound system and visualized as abstract organic forms through a panoramic video projection. The extreme strain of the body is thus diffused in the space and forces the audience to participate in the performer's vexation. "This process encourages tuning in to the inner state of the other and finding resonating states in one's own body." [41]

The interactive installation Nigredo (2012–2013) offers a private experience in a black booth. The visitor's body is fastened to a chair and wired to biosensors; the acoustic signals from her own heart, muscles and veins are captured and feed back to her body in the form of new sounds, vibrations and light patterns. Light and sound dynamics vary according to the unique properties of the visitor's body, thus providing an individual experience of the work. The feedback creates an acoustic phenomena known as standing waves inside the visitor's body thus altering self-perception, body & mind awareness and experience of the self. [42]

2015–2019: 7 Configurations

In Corpus Nil (2016), the performer's tattooed body slowly mutates from an amorphous shape to an animal-like form by contracting and quivering as if struggling against powerful constraints. The body is wired to an artificial intelligence software which autonomously generates light and sound patterns in response to the performer's body signals. As a result, white pulsing lights illuminate the scene while synchronised computer-processed sound fill the theatre space. "The performance evokes a sense of a psychedelic and alien reality, at the border between physical and virtual." [43]

Works

Solo performances

Stage productions

Installations

Live art with Fronte Vacuo

Collaborations

Web-based and participative installations

Early video and performance works

Collaborations

Donnarumma collaborated with a range of artists across disciplines including performance art, cyberart, spatial sound, and live cinema. In 2012, together with cyberfeminist artists Francesca da Rimini (of VNS Matrix collective) and Linda Dement, Donnarumma performed in the 12-hour saga The Moving Forest, conceived by new media artists Shu Lea Cheang and Martin Howse. The work expanded the last 12 minute of Kurosawa's adaptation of Shakespeare's Macbeth, Throne of Blood (1957), into a sonic performance saga. [44] In 2014, he collaborated with computer science researcher Baptiste Caramiaux to create a new work, Septic, commissioned by transmediale festival's Art Hack Day. [45] In 2015, the spatial sound collective 4DSOUND commissioned him a new monumental work, 0-Infinity, which premiered at TodaysArt Festival in The Hague within the program Circadian. [46] In 2016, he collaborated with experimental filmmaker Vincent Moon in a series of live shows during the Michelberger Music event in Berlin. [47]

Main exhibitions

Donnarumma's work has appeared in numerous exhibitions and festival worldwide including, among the others, Venice Biennale (Venice), Steirischer Herbst (Graz), ZKM Center for Art and Media (Karlsruhe), Sónar+D Advanced Music Festival (Barcelona), ISCM World Music Days (Antwerp), ISEA International Symposium on Electronic Art (Albuquerque), Electronic Language International Festival (São Paulo), RPM: Ten Years of Sound Art in China (Shanghai), Laboratorio Arte Alameda (Mexico City), La Gaîté Lyrique (Paris), Némo International Biennal of Digital Arts (Paris), transmediale Festival for Art and Digital Culture (Berlin), CTM Festival for Adventurous Music and Art (Berlin).

Awards and distinctions

Selected awards include:

See also

Notes

  1. Debatty, Regine (2013-07-16). "#A.I.L – artists in laboratories, episode 38: Marco Donnarumma". We Make Money Not Art. Retrieved 27 October 2016.
  2. Bertolotti, Silvia (14 June 2012). "The Sonic Body: Interview with Marco Donnarumma". Digicult. Retrieved 27 October 2016.
  3. Hustić, Deborah. "Cynetart Award: Jury Statements". Cynetart. Retrieved 26 October 2016.
  4. Schultz, Elena (17 February 2016). "Cyborgism, relationship with tech under microscope". Vassar College Newspaper. Vassar College. Retrieved 23 October 2016.
  5. Boggia, Laura. "Posthuman Body and Interactivity: an international project in the time of Brexit". Juliet Contemporary Art Magazine. Retrieved 23 October 2016.
  6. Morsi, Ahmed (December 18, 2015). "Entrepreneurs Corner: Marco Donnarumma". No. November/December 2015. IEEE. IEEE Pulse. Retrieved 24 October 2016.
  7. "UdK Graduate School". Berlin University of the Arts . Retrieved 11 December 2016.
  8. "Kuenstliche Intelligenz im Volkstheater". Prospect News. OeThG. 22 February 2022. Retrieved 5 January 2023.
  9. "Anteprima: Giovani Artisti da Conoscere". Il Quotidiano. Retrieved 26 October 2016.
  10. Hallam, Patricia (16 October 2014). "Artist Interview: Marco Donnarumma". DINA Magazine. Retrieved 24 October 2016.
  11. "Archive for Marco Donnarumma". Sound Lab Edinburgh. Retrieved 26 October 2016.
  12. "Configuring Corporeality: Performing bodies, vibrations and new musical instruments". Leonardo Abstracts Service. Leonardo . Retrieved 20 December 2016.
  13. "Transmediale Archive". Transmediale. Retrieved 20 December 2016.
  14. Monteverdi, Anna Maria. "Dal video mapping alla performance (e ritorno)". Ateatro. Retrieved 21 December 2016.
  15. "La Costruzione del Suono 2005 II Live!iXem.05 - giorno 1". Citta di Venezia, Cultura e Spettacolo. Retrieved 26 October 2016.
  16. Solon, Olivia (25 November 2010). "Golden Shield Music Turns Web Censorship Into Art". Wired . Retrieved 26 October 2016.
  17. Gaboury, Jacob (21 June 2010). "Golden Shield Music (2009) - Marco Donnarumma". Rhizome.org. Retrieved 26 October 2016.
  18. "Multimedial mystery "Eyes Fluttering in the Kneecaps"". I-Dejas Māja. 2008-12-31. Retrieved 26 October 2016.
  19. Udvardyova, Lucia (17 July 2015). "Marco Donnarumma. A performative techno-body for the SHAPE platform". Digicult. Retrieved 24 October 2015.
  20. Udvardyova, 2015
  21. Kirn, Peter (2012-03-13). "From Your Body to Music: Interview with Biophysical Xth Sense Interface Creator". CDM. Retrieved 20 December 2016.
  22. Brent, William. "Perceived Control and Mimesis in Digital Musical Instrument Performance". EContact!. 14 (2).
  23. Georgia Tech News Center. "Marco Donnarumma's Xth Sense Named World's Most Innovative New Musical Instrument", 5 February 2012.
  24. "4Tech". BBC Arabic. 7 November 2012. Retrieved 20 December 2016.
  25. Kirn, Peter (2012-07-11). "Bio-interfacing Meets Music: Journal, Berlin Opening, and Get Started with Open Hardware Right Now". CDM. Retrieved 26 October 2016.
  26. "Las 2 Noticias". Minute: 27'35". RTVE . Retrieved 20 December 2016.
  27. Van Nort, Doug (2015). [radical] signals from life: from muscle sensing to embodied machine listening/learning within a large-scale performance piece. pp. 124–127. doi:10.1145/2790994.2791015. ISBN   9781450334570.{{cite book}}: |journal= ignored (help)
  28. Whalley, J. Harry (2014). "Clasp Together: Composing for Mind and Machine". Empirical Musicology Review . 9 (3–4). Retrieved 20 December 2016.
  29. "Poslušajte unutarnje organe glumaca". Tportal. Hrvatski Telekom. 28 December 2012. Retrieved 20 December 2016.
  30. Freni, Pierluigi (2014). "Concept Layout". Innovative Hand Exoskeleton Design for Extravehicular Activities in Space. SpringerBriefs in Applied Sciences and Technology. Springer. p. Chapter 5. doi:10.1007/978-3-319-03958-9_5. ISBN   978-3-319-03957-2.
  31. Debatty
  32. Bortolotti
  33. "16 Artists Using Machine Learning to Transform Digital Art". Kadenze . 2016-09-09. Retrieved 21 December 2016.
  34. Cottrell, Chris (19 July 2012). "Experimental musicians use body as instrument". Reuters . Retrieved 20 December 2016.
  35. Ludovico, Alessandro (2015). "Marco Donnarumma: Interview". Neural (50): 18–20.
  36. Udvardyova, 2015
  37. Donnarumma, Marco (ed.). "Biophysical Music Sound and Video Anthology". Computer Music Journal . 39 (4): 132–138. doi: 10.1162/COMJ_a_00333 .
  38. Brent
  39. Morsi, Ahmed (December 18, 2015). "Entrepreneurs Corner: Marco Donnarumma". No. November/December 2015. IEEE Pulse. Retrieved 24 October 2016.
  40. Saiber, Arielle. "Sound Bytes: Experimental Electronic Music and Sound Art in Italy". California Italian Studies. 4 (1).
  41. Fedorova, Ksenia (2013-11-07). "Mechanisms of Augmentation in Proprioceptive Media Art". M/C Journal. 16 (6). doi: 10.5204/mcj.744 .
  42. Bieber, Alain. "CYNETART Award - Jury Statement". CYNETART Festival 2014. Retrieved 18 December 2016.
  43. Boggia, 2016
  44. Castletone, A. "Moving Forest moves in on Chelsea". University of the Arts, London. Retrieved 27 October 2016.
  45. "Art Hack Day Transmediale Afterglow". Art Hack Day. Retrieved 27 October 2016.
  46. Santarcangelo, Vincenzo (28 December 2015). "Techno in Space". Il Messaggero . Artribune. Retrieved 27 October 2016.
  47. Sedita, Gabrielle Grace (2016-11-30). "Vincent Moon, Filmmaker and Explorer of the Invisible". Gabrielle Grace Sedita. Retrieved 19 December 2016.
  48. Adami. "10e édition des Bains Numériques : Marco Donnarumma remporte le prix Arts Vivants Adami" (PDF). Retrieved 5 January 2023.
  49. "Gewinner des Kunstwettbewerbes steht fest". Wissenschaftsjahr 2018. Retrieved 5 January 2023.
  50. Prix Ars Electronica. "Winners 2017". Ars Electronica. Archived from the original on 19 July 2017. Retrieved 31 August 2017.
  51. "LATEST CYNETART Award winners". Trans-Media-Akademie Hellerau. Retrieved 26 October 2016.
  52. "TransitioMX Concurso". TransitioMX #5. Retrieved 27 October 2016.
  53. Georgia Tech News Center
  54. "Creativity + Technology = Enterprise Residency". Harvestworks. 11 October 2014. Retrieved 26 October 2016.
  55. "Alt-W Cycle 8 New Media Scotland". New Media Scotland. Retrieved 27 October 2016.
  56. Callanan, Martin John (25 June 2011). "Finalist in Screengrab 2010 award for New Media Arts". Martin John Callanan, notes and news. Retrieved 27 October 2016.

Related Research Articles

Video art is an art form which relies on using video technology as a visual and audio medium. Video art emerged during the late 1960s as new consumer video technology such as video tape recorders became available outside corporate broadcasting. Video art can take many forms: recordings that are broadcast; installations viewed in galleries or museums; works either streamed online, or distributed as video tapes, or on DVDs; and performances which may incorporate one or more television sets, video monitors, and projections, displaying live or recorded images and sounds.

Software art is a work of art where the creation of software, or concepts from software, play an important role; for example software applications which were created by artists and which were intended as artworks. As an artistic discipline software art has attained growing attention since the late 1990s. It is closely related to Internet art since it often relies on the Internet, most notably the World Wide Web, for dissemination and critical discussion of the works. Art festivals such as FILE Electronic Language International Festival, Transmediale (Berlin), Prix Ars Electronica (Linz) and readme have devoted considerable attention to the medium and through this have helped to bring software art to a wider audience of theorists and academics.

<span class="mw-page-title-main">Electronic art</span> Art that uses or refers to electronic media

Electronic art is a form of art that makes use of electronic media. More broadly, it refers to technology and/or electronic media. It is related to information art, new media art, video art, digital art, interactive art, internet art, and electronic music. It is considered an outgrowth of conceptual art and systems art.

Nicolas Collins is a composer of mostly electronic music, a sound artist and writer. He received his BA and MA from Wesleyan University, and his PhD from the University of East Anglia. Upon graduating from Wesleyan, he was a Watson Fellow.

transmediale Annual media culture festival held in Berlin, Germany

Transmediale, stylised as transmediale, is an annual festival for art and digital culture in Berlin, usually held over three to five days at the end of January and the beginning of February. transmediale takes the form of a conference, an exhibition, and a film and video programme that often contain or support performances and workshops. Throughout the year, transmediale is also involved in a number of long- and short-term cooperative projects. From its initial focus on video culture, it came to cultivate an artistic and critical dialogue with television and multimedia, emerging as the leading international platform for media art.

<span class="mw-page-title-main">Thomas Köner</span>

Thomas Köner is a multimedia artist whose main interest lies in combining visual and auditory experiences. The BBC, in a review of Köner's work in 1997, calls him a "media artist," one who works between installation, sound art, ambient music and as one half of Porter Ricks dub techno. A noted characteristics of Köner's dark ambient style are low drones and static soundscapes evocative of desolate, Arctic places.

<span class="mw-page-title-main">Trimpin</span>

Trimpin is a German born kinetic sculptor, sound artist, and musician currently living in Seattle and Tieton, Washington.

Alexei Blinov was a London-based electronic engineer and new media artist working out of Raylab in Hackney. As founder of experimental new media organisation "Raylab" he has collaborated with a number of creative artists including Jamie Reid.

<span class="mw-page-title-main">Biosignal</span> Any signal in living beings that can be continually measured and monitored

A biosignal is any signal in living beings that can be continually measured and monitored. The term biosignal is often used to refer to bioelectrical signals, but it may refer to both electrical and non-electrical signals. The usual understanding is to refer only to time-varying signals, although spatial parameter variations are sometimes subsumed as well.

Aleksander Kolkowski is a British musician and composer whose work combines instruments and machines from the pioneering era of sound recording and reproduction to make live mechanical-acoustic music. He lives and works in London, England.

<span class="mw-page-title-main">Scott Kildall</span> American artist

Scott Kildall is an American conceptual artist working with new technologies in a variety of media including video art, prints, sculpture and performance art. Kildall works broadly with virtual worlds and in the net.art movement. His work centers on repurposing technology and repackaging information from the public realm into art.

Antoine Schmitt is a French visual artist and programming engineer who revolves in the fields of digital art and digital design, especially in the field of the connected objects.

<span class="mw-page-title-main">Free Art and Technology Lab</span> Digital art collective

The Free Art and Technology Lab a.k.a. F.A.T. Lab was a collective of artists, engineers, scientists, lawyers, and musicians, dedicated to the merging of popular culture with open source technology. F.A.T. Lab was known for producing artwork critical of traditional Intellectual Property Law in the realm of new media art and technology. F.A.T. Lab has historically created work intended for the public domain, but has also released work under various open licenses. Their commitment is to support "open values and the public domain through the use of emerging open licenses, support for open entrepreneurship and the admonishment of secrecy, copyright monopolies and patents. F.A.T. Lab's mission has been approached through various methods of placing open ideals into the mainstream popular culture, including work with the New York Times, MTV, the front page of YouTube and in the Museum of Modern Art permanent collection."

<span class="mw-page-title-main">Laetitia Sonami</span> Musical artist

Laetitia Sonami, is a sound artist, performer, and composer of interactive electronic music who has been based in the San Francisco Bay area since 1978. She is known for her electronic compositions and performances with the ‘’Lady’s Glove’’, an instrument she developed for triggering and manipulating sound in live performance. Many of her compositions include live or sampled text. Sonami also creates sound installation work incorporating household objects embedded with mechanical and electronic components. Although some recordings of her works exist, Sonami generally eschews releasing recorded work.

<span class="mw-page-title-main">Holly Herndon</span> American composer and musician

Holly Herndon is an American artist and composer based in Berlin, Germany. After studying composition at Stanford University and completing her Ph.D. at Stanford University's Center for Computer Research in Music and Acoustics, she pursued a music career internationally. Herndon's music often includes human singing voices, is primarily computer-based, and regularly uses the visual programming language Max/MSP to create custom instruments and vocal processes. She has released music on the labels RVNG Intl. and 4AD. Her third full-length album, Proto, was released on May 10, 2019.

<span class="mw-page-title-main">MTF Labs</span>

MTF Labs is a series of festivals and events encouraging innovation through creative work, particularly music.

<span class="mw-page-title-main">Suguru Goto</span> Japanese composer and new media artist

Suguru Goto is a Japanese composer and new media artist who lives in Paris. He performances using new technology such as projection mapping, Kinect, motion capture and robotics and programming which he invented himself. He integrates dances, sounds and images into the performance, highlighting boundaries between human and machine, reality and virtual. He was also a researcher and invited composer at IRCAM. He is currently assistant professor at Tokyo University of the Arts.

Thom Kubli is a Swiss-German composer and artist known for installation art and sculptures that often deploy sound as a significant element, using digital technologies and material configurations that increase the viewers' spatial perception.

Jocelyn Robert is a Canadian post-modern interdisciplinary artist from Quebec City, Quebec. In 1993, he co-founded the collective Avatar in Quebec City, which became the province's flagship in sound and electronic art. He was its first President and from 2004 to 2009 its artistic director. He also participated in the founding of the Méduse cooperative.