The Xenoform Labs Residency is an invitation-only art residency program for new media artists from outside of the Bay Area. It provides free housing and a studio space for 1 month for one artist/couple. The studio includes digital media, virtual reality hardware, media production and light fabrication. During this residency period, we will host events for the artists to connect with local thinkers, artists and curators in the Bay Area. We plan to support 2-3 artists per year with flexible timing
About the Studio Space
The studio space is in an apartment with two studio rooms, a kitchen and a small balcony facing the backyard. You will stay downstairs in a separate bedroom. My home is the apartment on the top floor. Xenoform Labs is located in the center of the Mission.
The Xenoform Labs studio supports prototyping, digital media, virtual reality hardware, media production and light fabrication.
Past Residents October 2018 Ruth Gibson and Bruno Martelli Bio
British electronic arts duo Gibson / Martelli make live simulations using performance capture, computer generated models and an array of technologies including Virtual Reality. Artworks of infinite duration are built within game engines where surround sound heightens the sense of immersion. Playfully addressing the position of the self, the artists examine ideas of player, performer and visitor – intertwining familiar tropes of videogames and art traditions of figure & landscape.
Residency Project Research
Extending the physical into the virtual, we will work to develop novel body-based interfaces for virtual reality. One of the drivers for our research has been thinking about how we can interface performance with virtual reality. In earlier works, performers were motion-captured and avatars visualized in a kind of ‘inside-out’ performance-in-the-round. Taking this a step further we see live performance being ‘beamed’ into a virtual space using electronics hardware. The idea for this residency is about extending Ruth’s somatic practice into virtual space – so that the user experiences it more as a visceral sensation, rather that as a primarily visual experience. This will be enabled perhaps, by creating physical interfaces that subtly encourage this.