Museums

Museum without Walls

Museum without Walls

Museum without Walls

David Hall, TV Interruptions: The Installation, 1971. Schematic showing 3D construction of Hantarex monitor in Maya software by Sang Hun Yu (© University of Dundee/Estate of David Hall).

DiMoDA 2.0 - RISD Museum, 2017. Works on display by Miyö Van Stenis (War Room), Rosa Menkman (DCT Syphoning The 64th Interval) and Theo Triantafyllidis (Self Portrait (Interior)) (© RISD Museum).

In indigenous time there is a notion of sequence, a before and an after, but this does not imply a fixed boundary between the past and the future, which, instead of being separated by the present, would be both contained within the now.

Houseplans, Phi Books (© Antonopoulou & Dare).

House demolition at Vila Autódromo (© Luiz Claudio Silva / Museum of Removals collection).

Donation of pieces from the Museum of Removals' collection to the National History Museum (© Museum of Removals collection).

Making of sculptures from the rubble of house demolitions at Vila Autódromo (© Luiz Claudio Silva / Museum of Removals collection).

David Hall, TV Interruptions: The Installation, 1971. Original installation plans (© Estate of David Hall/University of Dundee).

David Hall, TV Interruptions: The Installation, 1971. VR setup at Besides the Screen Conference, Kings College, London, 2018 (© Adam Lockhart).

Escadaria Maria Ortiz (Raphael Samú, screen printing on paper, 1981) - access in augmented reality

The Digital Museum of Digital Art is a museum dedicated to the promotion of virtual reality as an exhibition infrastructure and artistic medium. It was conceived in 2013 by artists Alfredo Salazar-Caro and William Robertson, egress from Chicago’s dirty new media scene.

As an institution native to that creative community, DiMoDA operates closely within its networks, seeking to involve its participants by means of new work commissions. At the same time, the Museum leverages its own character as an artistic endeavor in order to operate more fluidly and establish strategic partnerships.

Just like the works it shows, DiMoDA exists first and foremost as a computer simulation. Its fabulous building, partly inspired by the uses of the Unity 3D game engine for audiovisual performance, could hardly exist otherwise. It is the perfect example of a piece of architecture that makes full use of virtuality for spatial fabrication – architecture made not only to contain artifacts but also to provide sensorial extravagance.

Since its first show, organized in 2015 in partnership with the New York gallery Transfer, DiMoDA has been through four different versions. Each of them presents its own selection of works and takes place independently of the others, as a software application to be downloaded or shown in an installation format.

Even in its in real life configurations, DiMoDA does not deny its own technological condition, embracing the multicolored LED aesthetics characteristic of domestic PCs compatible with virtual reality systems, almost exclusively dedicated to the gamer audience.

DiMoDA

Ongoing