Overview of Experience and Concept

A circular art gallery with brightly colored digital artworks displayed on illuminated panels. The central area has a glowing inscription that reads

Cat Bluemke, Jonathan Carroll, and Adrienne Matheuszik, exhibition lobby for THERE IS NO CENTRE, 2023, curated by Katie Micak for the MacKenzie Art Gallery. Image courtesy of the artist.

The first pilot project launched as part of the DETAIL development process was THERE IS NO CENTRE curated by Katie Micak, which ran from February 23 until May 24, 2023.

In this exhibition the visual language of gaming is adapted to explore how the presentation of an artwork in a digital environment shifts the viewer’s role as a player and challenges traditional exhibition-making norms. The title came from the concept of the “Magic Circle,” or the idea that games exist within a separate reality with their own rules and dynamics. Applying this logic to an art exhibition, THERE IS NO CENTRE created a non-linear, gamified digital exhibition experience1.

The exhibition ran in internet browsers and was a single-user, first-person 3D world with WASD navigation. It had eight levels, including an entry “lobby” upon initial loading of the exhibit. This hub-and-spoke layout had its access between levels facilitated by a unifying elevator. The elevator was shared across each level and enabled audiences to explore each artwork level in a non-hierarchical order, accessed by a rotary dial display. The exhibition had seven participating artists and each artist received a dedicated level that we custom built in collaboration with the artists and curator.

Participating Artists and Artworks

The artwork featured in the exhibition was a range of digital files, including virtual reality, 2D images, and interactive games. Each artwork required unique strategies for fitting it into the overall cohesive experience of the exhibition.

A large pile of colorful candy, each wrapped in vibrant and varied patterns including polka dots, animal prints, stripes, and geometric shapes, is spread out across a white background. The wrappers create a lively, visually stimulating mosaic of colors and designs.

Thoreau Bakker, VR Cat, 2018–2022, as installed in THERE IS NO CENTRE, 2023, curated by Katie Micak for the MacKenzie Art Gallery. Image courtesy of the artist.

Thoreau Bakker’s VR Cat (2018–2022) was a 3D model with a set of variable textures. The artist and curator requested a custom interaction to be designed for the presentation of the 3D models; the audience needed to click a 3D box and a copy of the model would pop out, with a randomized texture assigned each time. This was straightforward enough for our technical capabilities, but design considerations still had to be made to communicate how audiences would interact with the box, and if audiences would crash the exhibit by loading too many 3D models in their instance.

Interior of a bus facing towards the front, with red seats, yellow handrails, and windows on both sides showing an orange and red sunset outside. The bus appears empty with a few passengers visible towards the front.

Milumbe Haimbe, Eshu Elegbara—God of Crossroads, 2018, as installed in THERE IS NO CENTRE, 2023, curated by Katie Micak for the MacKenzie Art Gallery. Image courtesy of the artist.

Milumbe Haimbe’s Eshu ElegbaraGod of Crossroads (2018) is an interactive, narrative video game created with TyranoBuilder. Eshu Elegbara was a browser-based experience itself and presented a challenge when trying to integrate it into another browser-based experience (the exhibition) cohesively. Our solution was to create a unique 3D environment based on the first few moments of the game—the interior of a Toronto Transit Commission bus—and make it so that audiences must travel through the bus to click to launch the full game in another browser tab.

A futuristic hallway with sleek metallic walls. A large screen on the left displays an image of a space scene and the words

Adrienne Matheuszik, Interstellar Illusions, 2022, as installed in THERE IS NO CENTRE, 2023, curated by Katie Micak for the MacKenzie Art Gallery. Image courtesy of the artist.

Adrienne Matheuszik’s Interstellar Illusions (2022) is a series of interconnected 3D environments built in Blender that included audio, images, and custom shaders. It was a very large digital file and required us to optimize it to run in the browser. The scenes had to be connected in Unity, and required a more intensive collaboration between the artist and developers to ensure the scenes were loading in the correct order. The artwork also included a custom character controller and post-processing effects. To ensure that the artwork was experienced as accurately as possible in the browser-based exhibition while also ensuring a cohesive overall exhibition experience, we made it so that Matheuszik’s custom character controller and post-processing effects were the consistent character controller and camera effects for most of the exhibition.

An image of two men sitting and talking on rotary phones is projected on a dark wall in an art gallery. Shelves with books and small objects are seen behind them in the projected image. The room has dim lighting, focusing attention on the projection.

Tom Sherman, Exclusive Memory (excerpt #9), 1987, as installed in THERE IS NO CENTRE, 2023, curated by Katie Micak for the MacKenzie Art Gallery. Image courtesy of the artist.

Tom Sherman’s Exclusive Memory (excerpt #9) (1987) is a single-channel video work that was presented in a skeuomorphic gallery environment. The 3D gallery was built according to the curator’s vision, using assets from the Unity Asset Store, and the video itself was rendered as a texture on a 3D plane, appearing like a floating projection screen.

An indoor art gallery features large canvases displayed among trees and grass. The central artwork depicts a crumpled paper bag with the text

Fallon Simard’s Bodies That Monetize (2018) is an image series of memes presented at monumental scale in a custom 3D environment. Assets for the environment were sourced from the Unity Asset Store and assembled by the technicians, with the images presented as textures on 2D planes.

A virtual landscape with green grass and a river. A large screen displays a game trailer featuring an animated character in historical attire. Text on the screen reads

Elizabeth LaPensée and Weshoyot Alvitre, et al., When Rivers Were Trails, 2019, as installed in THERE IS NO CENTRE, 2023, curated by Katie Micak for the MacKenzie Art Gallery. Image courtesy of the artist.

When Rivers Were Trails (2019) is a 2D adventure video game built in Unity by collaborators Elizabeth LaPensée and Weshoyot Alvitre, et al. In discussion with the artists, it made the most sense to link to the game’s download link rather than try to integrate the game’s files into the larger exhibition. The game’s video trailer and description were instead displayed in a 3D environment that referenced the world presented in When Rivers Were Trails, including a naturalist terrain, with trees and a river.

A futuristic, wireframe-style digital rendering of a relaxing outdoor setting. The scene features rows of lounge chairs on a deck, geometric structures resembling umbrellas, and various abstract shapes in the background, all illuminated in white against a dark backdrop.

Xuan Ye, Belly of the Whale, 2018–ongoing, as installed in THERE IS NO CENTRE, 2023, curated by Katie Micak for the MacKenzie Art Gallery. Image courtesy of the artist.

Xuan Ye’s Belly of the Whale (2018–ongoing) is an interactive experience for web and virtual reality headsets. Audience engagement was collected as data over time (over a firebase server), resulting in a varied experience for each new user; previous visitors had their avatar movements in the 3D environment recorded and replayed for new visitors. The artwork had a custom character controller, shader, and post-processing effects, which were designed for VR and had to be replaced with ones for browser-based experience.

Back-End Structure

THERE IS NO CENTRE was a browser-based exhibition and needed a relatively small file size in order to run well as an experience.

Web browsers are limited in the amount of memory they can hold at any moment. The key to keeping the size of the container exhibition to a minimum was the use of cloud servers. Each artwork was stored on a cloud server—for this exhibition we used Amazon Web Services—with some artwork being stored as divided files to be loaded as needed. The artwork was loaded into the browser once a user had entered the elevator and selected the next artwork to experience, an action that would, in turn, unload the current artwork. In the case of Adrienne Matheuszik’s artwork, the environments were saved as various scenes and loaded via the player entering the different doors within the environments. Within Unity, the saving and loading of external assets was managed via the Addressables system.

Our Approach to Challenges

Limitations of browser software and computer hardware

During early meetings with the curator, we determined that a browser-based exhibition met the desired accessibility needs for the project (see 2.2 Access and Planning). A big limitation with browsers is that any project with significant file size would have to be loaded from an external server and unloaded after it was no longer needed. This enabled the exhibition to run in the browser, but some lower-performing and older computers still experienced challenges while loading the exhibition due to the intensiveness of running 3D environments and post-processing shaders in the browser. However, surprises also existed with newer hardware: the custom shaders in Xuan Ye’s project did not render on MacBooks running with M1 processors when using the Google Chrome browser. This was not an issue with older MacBooks, nor the M2 variants. As the work was still accessible (albeit in this altered form) for this segment of the audience, we made a note in the instructions for M1 users to use an alternate browser.

Consistent character controller

All the natively interactive works in the exhibition (Haimbe, LePensée et. Al, Matheuszik, and Ye) had been created to exist as standalone experiences across different platforms, each with a unique way of moving through the experience. In the case of Matheuszik’s and Ye’s projects, both were 3D worlds with different character controllers, meaning that audiences would use different methods to move through them. We implemented Matheuszik’s custom character controller and post-processing effects throughout the exhibit experience. In the case of the two interactive works with 2D navigation, we included them as links out from the main exhibition experience. For ease of use, all user interface (UI) design was consistent across all levels of the exhibition.

Written instructions

Written instructions were very important to us as developers, as the entirely digital exhibition would not have the benefits of a live docent guiding audiences through the experience. While it used the simple WASD keyboard controls commonly used in 3D videogames, some experiences requested more. Inside the exhibition, audiences could prompt a pop-up onscreen that gave information about the artwork as well as brief instructions for suggested use. On the MacKenzie Art Gallery webpage, where the exhibition was hosted, detailed text instructions accompanied by images were arranged for each artist.

Invited Response

by Sarah Friend

When I first spawn into the lobby of the digital exhibition THERE IS NO CENTRE, curated by Katie Micak and hosted by the MacKenzie Art Gallery, I am in a grey-tiled room, bright and institutional. The exhibition’s title refers to the “magic circle” in video games, a special enclosed reality that players enter in order to play the game. The instructions are simple: “Rotate your view using your mouse or trackpad. Press the “L” key to return to the lobby.”

The exhibition title is lit in neon on the wall ahead, though I am, ironically, in the centre of a circle of monoliths. Each bears an image of one of the included artworks. The lobby space reminds me of Portal, or some other video game from an ambiguously evil corporation, and I spend some time inspecting the edges of the room. Although I know I am interacting with an art exhibition and likely do not need to solve a puzzle or defeat an enemy to move on, the instinct sticks. At the other side of the room, across from the exhibition title, is an elevator. I have been avoiding it because it seems too obvious but having found nothing else, I walk over. It contains a circular dial with glowing glyphs, one for each artwork. I pick at random and begin to explore.

The exhibition is structured as seven levels, though they are not numbered and have no hierarchy, and each work takes over its level without the constraints of euclidean space or shared aesthetics. Some of the works can be browsed directly, like Tom Sherman’s, which contains an excerpt from a historical video work at one end of a long white room, or Fallon Simard’s, which presents memes at massive scale, lining an overgrown industrial atrium. Thoreau Bakker’s digital sculpture is lightly interactive: a clickable loot-box that spits out cat sculptures with a cheerful pop. Other works are a game-within-a-game, like Milumbe Haimbe’s Eshu Elegbara – God of Crossroads, where the elevator deposits the player in an empty school bus to play out a 2D puzzle game, or When Rivers Were Trails by Elizabeth LaPensée and Weshoyot Alvitre (et. al), where the installation is a sunny grassland that links to the broader URL world, github.io in fact, where the full work can be downloaded. Adrienne Matheuszik’s Interstellar Illusions departs the most from the format of a “room.” It contains a labyrinthine spaceship interior with several floors that open onto an alien planet’s surface. As the player wanders in this frozen, depopulated world—the aftermath of a failed extraterrestrial luxury resort—they must construct their own answers about who came here and what went wrong.

Xuan Ye’s Belly of the Whale is set on a commercial cruise ship rendered with a high contrast black and white shader. In the exhibition text, it says that the paths of previous visitors will be visible as ghostly trails, but on my visit, I can’t see them. This is, I suspect, because of the precariousness of the digital exhibition context. The show closed on May 24, 2023, but I am encountering it in late July 2024. What does it mean for a digital exhibition to “close”? Copies of the .jpgs, .mp4s, and .js files that make up the digital exhibition are not scarce. There is no need to ship the works back to the artist’s studio because, in a sense, they never left. But the art world has norms, contracts, and budgets. And in Canada specifically, under CARFAC-RAAV recommendations, the runtime of an exhibition is one of the factors that influences the amount of the artist’s fee. If the exhibition were never to close, under this model, the fee owed by the exhibition space to the artist would become enormous as days accrue (though perhaps also never be paid, since invoices are also usually processed only after close). I suspect some invisible infrastructure that would allow the ghosts of other visitors to be displayed is no longer running because the exhibition is, technically, closed. The work leaves me with questions, and I wonder if having it in full fidelity would elucidate them. I press “L” to return to the lobby.

The digital exhibition is always adjacent to the glitch, not only because software created for and by artists is routinely underfunded, with tiny technical teams making up for the lack of organizational literacy with hard work and gumption, but indeed in the breakdown of art’s “magic circle” engendered by the digital context. When I enter a physical gallery, the door shuts behind me. The gallery walls are a literal boundary, within which objects are subject to a specific quality of attention and mode of reading. Within the gallery, the gesture of misidentifying the art object—for example, Danny Devito on It’s Always Sunny in Philadelphia soliloquizing about the beauty of the gallery’s air conditioner—is clearly identifiable as satire. The gallery space provides the attendee with a robust art-detection toolkit, including institutional critique. The digital exhibition is encountered differently.

When I first spawn into the lobby of THERE IS NO CENTRE, I am lying on my couch. My laptop is perched on my knees and I have 20 other tabs open, along with two file explorer windows, a terminal, and telegram chat. There is a takeout container on the coffee table beside me and a stack of books in various states of digestion. Ostensibly, none of these things are artworks. Yes, they speak to my context—digital freelancing, urban alienation—but this tableau is the product of expediency not artist intention. I could perform a satirical misrecognition here in my own apartment, but what’s the point for an audience of one? Without the gallery walls, it’s just another neoliberal intrusion of work into the personal. I am lying on the couch, clicking back and forth between Protonmail and the digital exhibition, both on the same 12.5-inch screen. Many of the interactions and visuals in the digital exhibition could be encountered only as glitches if they turned up in any of my other open tabs. The slippage between polished product and querulous artwork is generative.

One of my favourite moments is in Adrienne Matheuszik’s Interstellar Illusions, when, after turning a corner in the lower decks, I see a door marked “Access Corridor.” I enter, and promptly … fall out of the world. In the distance there’s a horizon that I immediately recognize as the default sky of Unity, the game engine that enabled the creation of THERE IS NO CENTRE. Above me, the geometric exterior of the digital exhibition shrinks smaller and smaller as my viewport sinks ever downwards. I am falling into nothingness. I have passed outside of game physics and I see the bare engine itself. The vista is cloudless as I fall.

Genuinely, I have no idea if this is an intentional interaction, but the curatorial statement for it is ready on my tongue. The mazelike levels of the artwork’s abandoned interstellar resort are haunted by the absent maintenance worker. How better to remind the viewer that the digital exhibition also has unseen workers? Much like a physical gallery has technicians who patch the walls and maintenance staff who sweep the floors, the digital exhibition has programmers who write toolkits. Of course, in the Access Corridor (infrastructure used by maintenance staff) on the Lower Decks (as in lower status) lies the easter egg, where we trip out of the narrative and into the world of these digital exhibition maintainers. Or it’s just a glitch. I don’t know. I can only fall in silence. Eventually, I press “L” to return to the lobby.

Additional Programming

Live events

Virtual exhibition opening

On the day of the digital exhibition’s launch, there was a virtual opening event with curator, developers, and artists in attendance. The developers used Open Broadcasting Software (OBS) to create several scenes with the visual assets from the Unity file. The curator, developers, and artists converged over Zoom while the livestream was simultaneously broadcast over Twitch, Facebook, and YouTube. The curator gave a live audio tour while the developers streamed their navigation of the exhibition. The embedded frame of the livestream was hosted on the exhibition’s webpage, with the URL replaced afterwards with the live exhibition.

Virtual artists’ panel

A panel hosted by the curator featuring several artists was arranged using the same technology several weeks into the exhibition.

Other Pilot Projects

A serene landscape featuring rolling green hills beneath a clear sky at either dawn or dusk. Centered over the scenery is a glowing, elegant text reading

Echoes from the Future: Speculative Creatures & Post-Human Botanicals

The virtual exhibition was a first-person, multi-platform, multi-user experience supporting voice and audio for virtual reality headsets and desktop.

Learn More
Screenshot of Wake Windows: The Witching Hour digital exhibition.

Wake Windows: The Witching Hour

Rather than using the standard video game-style keyboard controls, WASD, to navigate 2D or 3D space, the exhibition introduced a text-based navigation system that increased accessibility for audiences without gaming experience.

Learn More

Resources

Essential guides, downloads, and links for utilizing various digital exhibition tools.

Collaborator Biographies

The artists, designers, and technologists who contributed to DETAIL’s digital art exhibitions.

Acknowledgements

The individuals, organizations, and partners who supported and contributed to the DETAIL digital art exhibitions.