Draft:Keiken

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About[edit]

Keiken is an artist collective made up of Tanya Cruz, Hana Omori and Isabel Ramos. Formed in 2015, they are based between London and Berlin.[1]

They have a mixed diasporic background, with Cruz being of British-Mexican origin, Omori of British-Japanese, and Ramos is British with Spanish and Jewish ancestry.[2]

Keiken are known for exploring speculative futures through filmmaking, gaming, installation, Extended Reality (XR), blockchain and performance.[3]

Early Life and Education[edit]

Tanya Cruz was born in Mexico City, Mexico and grew up in Cornwall, UK.[4] Hana Omori was born in London, England and grew up in Cornwall, UK.[5] Isabel Ramos was born in Oxford, England and grew up in Oxfordshire, UK.[6]

The collective was founded by Cruz, Omori and Ramos after they met whilst studying Fine Art at Falmouth University in Cornwall, England.[7]

Practice[edit]

Keiken is the Japanese word for experience, which underpins their practice. They create immersive works that explore the nature of consciousness and its potential future.[8][9]

Working in a game engine, they create elaborate stories and worlds. They simulate new structures and ways of existing to test drive possible futures and to provide people with the space needed to think about what they want for their future.[10]

When the tech isn’t there to realise their ideas, Keiken invent it. As Hana puts it, “We have been innovating a lot of technologies, because the technology doesn't serve us.” They have developed bone-conduction headphones, enabling the wearer to hear two channels of sound. The player literally steps into the thoughts of the avatar they are playing as. “We have the internal dialogue with the character whilst also being able to play the game. You have the outside cinematic experience, but you also feel like you are having the internal dialogue of the character. It's quite emotional,” Hana explains.[11]

They are also pioneering developments in gameplay experience. “We have created our own dynamic camera system where you just seamlessly flow between gameplay and cutscenes. But you don't get any motion sickness. So a huge audience could watch it as if it's a film, whilst also playing it as a game,” Keiken have stated.[12]

Collaboration[edit]

Keiken have a worldbuilding collaborative practice. Worldbuilding is the foundation of how they work collectively. They think of collaboration as a world and that world needs multiple voices and ways of existing both collectively and autonomously to sustain itself.[13]

They have worked with musicians and artists including wavesovspace, Mati Bratkowski, Dave Norton (Limbo Tech), 00 Zhang, George Jasper Stone, Sakeema Crook, Suzannah Pettigrew, Gabriel Massan, Clifford Sage, Sophie Mars and AGF Hydra.[14]

Notable Works[edit]

Feel My Metaverse (2019)

Built-in a gaming engine, Feel My Metaverse (2019) is a CGI film built in a gaming engine. It is set in a future where the climate crisis has rendered the earth uninhabitable. The corporation, Alipay, disseminates life units where humans now live in a Metaverse of virtual worlds. These worlds feel as real as the earth. To survive in these virtual worlds, humans must earn points to keep their base bodies alive.[15]

Analysing contemporary belief systems, the work plays on our understanding of reality and the idea that we can create our own future through the stories we collectively believe in. It contemplates how individuals can be required to trust, suffer and live in realities that they intuitively disagree with. The work critiques the disconnection of monopolising desires of corporate and futurist visions in relation to inequality and the climate crisis. It also explores technology as an emancipatory tool, deconstructing physical limitations through sensory understanding and elevating unheard voices.[16]

Feel My Metaverse was made in collaboration with CGI artist George Jasper, and was Keiken’s first venture in creating a cinematic film.[17]

Feel My Metaverse has been exhibited at Jerwood Arts, London (2019); ICA London, (2019); Transmediale, HKW, Berlin (2020); Frankfurter Kunstverein (2020).[18][19]

Wisdoms for Love 3.0 (2021)

Wisdoms for Love 3.0 (2021) is a decision-making game where the player must decide their own fate. The game explores the bubbled-up feelings, collective consciousness and beliefs of the contemporary moment, where the desire for change and a more equal, decentralised future is being challenged. In the game, wisdom is seen as a tool of personal growth, but it also functions as a form of currency that could be applied to the blockchain and integrated into future Web 3.0 technologies.[20]

The game was presented at the 2nd Thailand Biennale, curated by Yuko Hasagawa, as an interactive multimedia, site-specific installation that included a fibreglass sculpture (2021).[21]

Player of Cosmic Realms (2022)

The interactive installation Player of Cosmic Realms (2022) contemplates the future of gaming environments and human relationships through CGI, film and hands-on experiences. Player of Cosmic Realms features two immersive works Bet(a) Bodies, a wearable haptic womb with sound and The Life Game, an interactive CGI film series.[22]

Player of Cosmic Realms (2022) contemplates the future of gaming environments and human relationships through CGI, film and interactive experiences. The installation features two immersive works Bet(a) Bodies, a wearable haptic womb with sound and The Life Game, an interactive CGI film series.[23]

The installation was first presented at Aspex in Portsmouth.[24]

According to Omori, the installation is an attempt to push physical boundaries in gaming. “One of the biggest questions when we’re creating immersive technology [is]: how does our physical body exist when we are playing a game?"[25]

Player of Cosmic Realms was also exhibited at the exhibition Among the Machines at the Zabludowicz Collection (2022) and at WORLDBUILDING: GAMING AND ART IN THE DIGITAL AGE at The Julia Stoschek Collection (2022), curated by Hans Ulrich Obrist.[26]

Morphogenic Angels (2023-ongoing)

Morphogenic Angels, Keiken’s current ongoing worldbuilding project, is an ever-evolving universe set 1000 years from now, unfolding in a radically different time and space that transcends our current political, societal, financial and subjective reality. It is an RPG, a film and a multimedia installation with various iterations that explores a future where people have gained post-human capabilities through the organic reengineering of their cells, therefore tapping into non-human consciousness. In this future world, post-human entities are now considered “Angels,” and they value and draw from all kinds of consciousness; ancestral, bodily, extraterrestrial, as well as animal, nature, cellular, and the cosmos.[27][28]

The prototype of the game was commissioned and supported by CO Digital in Berlin, the film of the demo of the game commissioned by Somerset House and released on Channel, and Chapter 1 was commissioned and produced by HAU Hebbel Am Ufer and premiered in 2023. Most recently, Morphogenic Angels was presented and translated into Japanese for the group show DXP (Digital Transformation Planet): Towards the Next Interface at the 21st Century Museum of Contemporary Art in Kanazawa, Japan.[29]

Awards and Residencies[edit]

Keiken are a winner of the inaugural Chanel Next Prize (2022).[30]

In 2022, they received an Honorary Mention at the Prix Ars Electronica 2022 for Computer Animation.[31]

They are Artists in Residence at Somerset House Studios (2022-ongoing).[32]

Selected Exhibitions[edit]

DXP (Digital Transformation Planet): Towards the Next Interface, 2023-24, 21st Century Museum of Contemporary Art, Kanazawa (JP)

Connecting, 2023, KANAL - Centre Pompidou, Brussels (BE)

Helsinki Biennial, Ángel Yōkai Atā, 2023, Helsinki (FI)

Morphogenic Angels, Film Commission, 2023, Somerset House, London (UK)

Morphogenic Angels, 2023, HAU Hebbel am Ufer, Berlin (DE)

Art & Tech Festival: The Fable of Net in Earth, 2022, ARKO, Seoul (KR)

WORLDBUILDING: Gaming and Art in the Digital Age curated by Hans Ulrich Obrist, 2022, Julia Stoschek Collection, Dusseldorf (DE)

Plásmata: Bodies, Dreams, and Data, 2022, Onassis Foundation, Athens (GR)

Omoiyari, 2022, Photographers Gallery, London (UK)

Thailand Biennale, 2021, Korat (TH)

Radical Gaming, 2021, House of Electronic Arts HEK, Basel (CH)

Proof of Art, 2021, Francisco Carolinum, Linz (AU)

How will we live together?, 2021, 17th Venice Architecture Biennale, Venice (IT)

Yebisu International Festival for Art & Alternative Visions, 2021, Photographic Art Museum, Tokyo (JP)

Augmented Empathy, 2021 FACT, Liverpool (UK) Vessels, 2021, HAU Hebbel am Ufer, Berlin (DE)

How to Make a Paradise, 2020, Frankfurter Kunstverein, Frankfurt (DE)

Transmediale, 2020, Haus der Kulturen der Welt HKW, Berlin (DE)

Image Behaviour, 2019, Institute of Contemporary Arts ICA, London (UK)

Jerwood Collaborate! 2019, Jerwood Arts, London (UK)[33]

References[edit]

  1. ^ Website, Keiken. "Website". Keiken's website. Keiken. Retrieved 14 December 2023.
  2. ^ Ibrahim, Alif. "In Feel My Metaverse, Keiken wants us to unlearn our reality to form new kinship". It's Nice That. Retrieved 14 December 2023.
  3. ^ Helsinki, Biennial. "Helsinki Biennial". Helsinki Biennial Website. Helsinki Biennial. Retrieved 14 December 2023.
  4. ^ Naval, Jose. "Plugging in with Keiken". Cartellino Website. Cartellino. Retrieved 14 December 2023.
  5. ^ LAI Times (30 March 2022). "They construct a world in the metaverse with a transparent womb for all, interviewing the artist group Keiken". LAI Times Website. LAI Times. Retrieved 14 December 2023.
  6. ^ Somos Arts. "Introducing New Artist in Residence". Somos Arts Website. Somos Arts. Retrieved 14 December 2023.
  7. ^ Falmouth, School of Art. "Artist collective Keiken, made up of three Fine Art graduates, has been awarded the Chanel Next Prize, and €100,000". Falmouth School of Art Website. Falmouth School of Art. Retrieved 14 December 2023.
  8. ^ Daata, Art. "Keiken". Daata Art. Retrieved 14 December 2023.
  9. ^ Forbs. "6 NFT Artists And Experimental Studios To Watch In 2023". Forbes Website. Forbs. Retrieved 14 December 2023.
  10. ^ Target, 3D (17 June 2020). "Keiken: A fictional future using mocap & game engines". Target 3D Website. Target 3D. Retrieved 14 December 2023.{{cite web}}: CS1 maint: numeric names: authors list (link)
  11. ^ Somerset House. "How Do You Understand Beyond the Human?". Somerset House Website. Somerset House. Retrieved 14 December 2023.
  12. ^ Somerset House. "How Do You Understand Beyond the Human?". Somerset House Website. Somerset House. Retrieved 14 December 2023.
  13. ^ Coeval Magazine (2018). "Keiken". Coeval Magazine. Coeval Magazine. Retrieved 14 December 2023.
  14. ^ Keiken. "Morphogenic Angels Chapter 1". Keiken's website. Keiken. Retrieved 14 December 2023.
  15. ^ Present Futures. "FEEL MY METAVERSE & VIRAL ENERGY". Present Futures. Retrieved 14 December 2023.
  16. ^ Warren, Jamin (2 October 2020). "Consciousness as experience". Killscreen Website. Killscreen. Retrieved 14 December 2023.
  17. ^ Frankfurter Kunstverein. "Keiken + George Jasper Stone – Feel My Metaverse". Frankfurter Kunstverein Website. Frankfurter Kunstverein. Retrieved 14 December 2023.
  18. ^ Jerwood Arts. "Feel My Metaverse: mind, body and screen". Jerwood Arts Website. Jerwood Arts. Retrieved 14 December 2023.
  19. ^ Transmediale. "Feel My Metaverse Keiken George Jasper Stone". Transmediale Website. Transmediale. Retrieved 14 December 2023.
  20. ^ Nxt Museum. "Wisdoms for Love 3.0". Nxt Museum Website. Nxt Museum. Retrieved 14 December 2023.
  21. ^ Prix Ars Electronica. "Wisdoms for Love 3.0 Keiken w/ Obso1337, Ryan Vautier and Sakeema Crook (GB)". Prix Ars Electronica Website. Prix Ars Electronica. Retrieved 14 December 2023.
  22. ^ O'Brien, Lou (2022-01-26). "Player of Cosmic Realms". Southsea Folk. Retrieved 14 December 2023.
  23. ^ Zabludowicz Collection. "Among the Machines" (PDF). Zabludowicz Collection Website. Zabludowicz Collection. Retrieved 14 December 2023.
  24. ^ Aspex Portsmouth. "Player of Cosmic ༄ؘ ° Realms, Keiken". Aspex Portsmouth Website. Aspex Portsmouth. Retrieved 14 December 2023.
  25. ^ Salfiti, Jad (3 June 2022). "The limitless artistic possibilities of video games, from refugee journeys to wearable wombs, showcased in German exhibition". The Art Newspaper. The Art Newspaper. Retrieved 14 December 2023.
  26. ^ Lempesis, Dimitris. "PRESENTATION: Worldbuilding-Gaming and Art in the Digital Age, Part II". Dream, Idea, Machine Website. Dream, Idea, Machine. Retrieved 14 December 2023.
  27. ^ Hebbel Am Ufer. "Keiken Morphogenic Angels". Hebbel Am Ufer Website. Hebbel Am Ufer. Retrieved 14 December 2023.
  28. ^ KANAL Centre Pompidou (10 February 2023). "Connecting". KANAL Centre Pompidou Website. KANAL Centre Pompidou. Retrieved 14 December 2023.
  29. ^ e-Flux. "DXP (Digital Transformation Planet)". e-Flux. Retrieved 14 December 2023.
  30. ^ Chanel. "Keiken". Chanel Website. Chanel. Retrieved 14 December 2023.
  31. ^ Ars Electronica (August 2022). "The Ars Electronica Animation Festival 2022". Ars Electronica Website. Ars Electronica. Retrieved 14 December 2023.
  32. ^ Somerset House. "Keiken". Somerset House Website. Somerset House. Retrieved 14 December 2023.
  33. ^ Keiken. "Keiken Bio and CV". Keiken's website. Keiken. Retrieved 14 December 2023.