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Opening June 24, 6-9pm

Closes August 27th


Named after Jeff Noon’s hallucinatory vision of the future, VURT, features the work of 8 contemporary artists who are engaging with various forms of virtual space, digital objects and the imaginary.


Theo Triantafyllidis
Katie Torn
Neil Mendoza
Gregory Kalliche
Mark Essen
Matthias Dörfelt
Sean Capone
Brandon Barr


Keywords: #Vurt #Jeff-Noon #UCLA #Post-Digital-Dilemma #Instability #The-Synthetic #Biomorphic Architecture #Virtual-Sculpture #Live-Simulation #The-Generative #Voice-Activation #The-Spontaneous #Computational-Gestures #Intentional-Fallacy #Pop-Dystopia #Avatars #Brueghel #Psychedelics #Monty Python #Dr Suess #Scribble #Game Cats


Theo Triantafyllidis

Still Life with Yumyums (2016)

Custom software, live simulation, artificial fruit, 60” HD TV, 16:9 aspect, stereo sound, dimensions variable, endless

Still life with Yumyums is a playful nod to the tradition of still life paintings. The ever-rotating tableau features a never-ending array of characters that have their own lifespans, powers, abilities and goals (as governed by the rules of evolving algorithms and artificial life). Each time a character is dropped onto the “island” it immediately sets out to find another of its own kind, and when it does, it attempts to reproduce. However an oppressive overlord continually monitors and attempts to control the situation by destroying characters in the process of reproducing. If and when it fails and the reproduction is successful, the newly born shares the DNA of both parents (Thus new forms are continually created and evolve.)

Mark Essen

Scratch Race

One Button Player Video Game (Velodrome racing for 1 – 6 players)

6-player game controller, PC, custom software, sound, dimensions variable

Included in Digitart @ the Centre Pompidou, Paris France

Matthias Dorfelt

Regurgitating (2014)

Custom software, PC, Pico projector, custom rock, dimensions fixed, sound, endless

Regurgitating tells the story of a flowers infinite reproductive cycle.

Weird Second-order Loops’ is a series of intimate computer-generated animation loops that never repeat. Each of the loops is centered around a playful and simple cyclical idea that is a procedural reinterpretation of a long existing animation cliché, potentiating it ad infinitum. Even though the loops transition seamlessly from one iteration to the next — as expected from the traditional animation loop — each of the iterations displays a unique instantiation of the underlying core-idea. It is computer generated in realtime, allowing for an experience that is close to life: Every iteration of the loop will be the last one. Not of its kind but of its individuality and circumstance.

Matthias Dorfelt

Grief in 377 Iterations (2015)

377 unique computer generated drawings. 8.5 x 8.5 in, Archival Pigment Print on Japanese Kozo Paper.

Most of Dorfelt's works are instruction-based in the sense that even though he sketches by hand he ends up translating the rules of how he made his drawings by hand to a computer code that usually generates the drawings.

Neil Mendoza

Hamster Powered Hamster Drawing Machine (2016)

Hamster, Wood, Electronics, Mechanics

In this work a hamster runs on a treadmill and, as it does, it triggers a mechanical arm that creates an image of a hamster


Katie Torn

Breathe Deep (2014)

Single channel HD video, 16:9 aspect, stereo sound, dimensions variable, 2’49 min loop


Breathe Deep is a film about a virtual sculpture that could only exist in the realm of the digital combining natural and synthetic, human and avatar, plant and machine. A dystopic female figure has become one with a pile of debris. She is a virtual architectural ecosystem made of gifs, 3d models, plastic and fake liquids. This is represented through a combination of live action video of performance with sculptures composited with 3D animation and special effects.


Brandon Barr

Currently Unemployed (Patrick Bateman from American Psycho) 2014

Adhesive vinyl on found wood

65"x5 1\2"

Every tear, crack, glitch and fracture is revealed and brought to the surface in Barr’s work creating a coalescence of content and material. It is this in-between state where physical actuality rips through digitized cultural imagery and creates a third space. In the Meltdown series, a still is pulled from various movie scenes where a character is at a peak emotional and psychological state. The only next step is a complete mental and physical meltdown. Often the only phase in a film that is nearest to reality and time itself…pure entropic release. All of this is simply rendered by digitally simulating a physical meltdown of the image through Photoshop, as if the sun itself is disintegrating an advertisement of a timeless film, and subverting the original impact of the image into post-cinematic goo.


Theo Triantafyllidis

How to Everything (2016)

Custom software, live simulation, custom computer, 16:9 aspect ratio, stereo sound, dimensions variable, endless

“How to everything” is a generative live simulation. Using a game engine and a high quality gaming  PC, a simulated environment performs continuously testing its limits. Here the computer randomly selects a series of actors/objects and drops them into a scene. Each  has its own path to pursue (the hand searches for something to point at or caress for example). But the scene changes instantly and radically, introducing new characters that have to react to the situation their in. A complex and unpredictable system, that constantly defies association, meanings and the notion of collage.

Gregory Kalliche

Find Something To Relate To (2015)

Single channel video, HD TV, Portrait position, stereo sound, dimensions variable, 2 min loop

Neil Mendoza

Foot and Horns (2016)

Custom software, custom PC, Projection Mapped Speech Recognition, Robot Foot and Horns, Aluminium, Acrylic, Electronics, Mechanics, dimensions variable.

Foot and Horns is an interactive work that requires the viewer to speak into a microphone. As or she he does the word/phrase/sentence appears on screen, floating through virtual space, occasionally kicked by a real robotic foot. When and if the word 'falls' into the horn on the other side, it gets vocalized by the computer.

Katie Torn

Forever Young, 2016  

Framed Archival Pigment Print on Metallic Paper 

16x20 inch 

Edition 1/3


Katie Torn

Snow Day, 2016

Framed Archival Pigment Print on Metallic Paper 

16x20 inch

Edition 1/3

Katie Torn

RealSelfCindy (2016) (Instragram Videos)

Single channel video, 4:3 aspect, stereo sound, dimensions variable, 1:30 min loop

Performing alone for a camera connected to a social network @RealSelfCindy examines her body in order to discover her real self. Through the lens of Instagram, human and avatar, subject and object are conflated to form a true identity where the mind can turn the body into anything that it imagines. @RealSelfCindy works have been commissioned by Daata Editions and can be previewed and acquired as digital downloads


Sean Capone

CODAS (Man Is A Bubble b/w Better Living Through Nanotechnology) 2015
Single channel HD video, 16:9 aspect (portrait position), stereo sound, dimensions variable, 4:45 min

From the video series 'TROLLS', a vehicle to explore forms of constructed identity and online personas through 3D motion-captured characters enacting various forms of 'avatar poetics.'
The science fiction romance of the '80s and '90s promised us an era of cyberpunk techno-mysticism, artificial intelligence, virtual reality, and omniscient, shamanistic avatars... a future brought to us courtesy of the mutated post-nationalist form of tech-driven hyper-capitalism that was then taking shape. Well, at least some of it has come true. These characters are summoned from the vapor of that era in an attempt to recuperate those lost promises.

Sean Capone

Palimpsest #4 (2015) 
Single channel HD video, 16:9 aspect, silent, dimensions variable, 2-min screen capture


A series of experimental animations which use procedural emissions to generate complexity and pseudo-expressionistic compositions from basic, underlying gestural strokes. These works investigate the displaced but persistent relationship between the 'hand drawn' and the 'digital' in animation, even as many processes nowadays are increasingly dynamic and automated.

Brandon Barr

Endless Search (Linda Partridge from Magnolia) 2015

Adhesive vinyl on found metal 14" x 14"

Brandon Barr

Getting Used to the Noise (Jordan Belfort from The Wolf of Wall Street) 2015

Adhesive vinyl on found metal 10" x 15 3/4"

Brandon Barr is a mixed media artist and currently lives in Los Angeles, CA. He received an MFA in Electronic Integrated Arts from Alfred University in Alfred, NY and BFA in Interdisciplinary Arts at the Kansas City Art Institute. He has exhibited his work internationally including China, Brazil and Portugal. Recently, his work was featured in exhibits at the Torrance Art Museum and the San Diego Art Institute.



Sean Capone is a NYC-based video director and visual artist working primarily in the mediums of digital animation, avatar performance, text, photography, and large-scale digital projection. He often uses evolving motifs to explore themes of reality and illusion, beauty and decay, and the passage of time. His work has been shown internationally in the context of public art, galleries, and museum spaces, including the MoMA, Brooklyn Museum, Museum of Biblical Art, and the Museum of Art & Design. He graduated from the School of the Art Institute of Chicago.


Matthias Dörfelt (1987, Hamburg, Germany) is a Los Angeles-based artist. He mainly works in software producing artifacts ranging from drawings, prints, animation, videos and interactive installations to robotics. In his works he often trades control in favor of surprise because he strongly believes in computation as an expressive, playful and humorous tool. Matthias will continue to explore these aspects by infusing technology with flaws, naivety and weirdness. He believes in a media arts practice that favors spontaneity over streamlining and hopes that his works contribute to shape our relationship to machines in a similar way. Matthias studied at the Muthesius Kunsthochschule in Kiel and holds a Masters of Fine Arts from the University of California in Los Angeles.


Mark Essen an independent game designer and artist with ties to both the games industry world at large, and the newly emerging world of art-games. Characterized by pixelated animations and graphics, Messhof games look like “retro” games from the 1980s, but play like the most advanced games out there. Mark teaches classes at USC’s Interactive Media and Games Department and holds a MFA from UCLA's Design and Media Arts program. He created many independent games under the label Messhof such as "Flywrench" and the IGF and IndieCade award winning "Nidhogg". His work has been exhibited at the Centre Pompidou in Paris, FILE in Sao Paulo, the New Museum in New York, MoCCA in Toronto, FACT, [DAM] Berlin, and Vice/Intel's international Creators Project.

Gregory Kalliche graduated from the Rhode Island School of Design in 2010 as well as the Honors Program at Muthesius Kunsthochshule in Kiel, Germany. His solo and two person shows include: New Day For You. MuseumofAmericabooks. Brooklyn, New York (2016); Damage Predictions. With Jesse Hlebo. Orgy Park. Brooklyn, New York (2015); Lines Like Legs. With Ted Gahl. FJORD. Philadelphia, Pennsylvania. (2014); GPOY. Museum of Art at University of Maine. Bangor, Maine (2013); ALPEIOS. Public Fiction. Los Angeles, California (2013)


Neil Mendoza is an artist and creative technologist exploring ways of breathing life into objects and spaces through the use of digital and mechanical technology. He is a founding member of the collective is this good?. He graduated from Oxford University with a masters in maths and computer science and has worked in many fields during his career, from game development to numerical analysis. His work has been exhibited by The AND Festival, The Barbican, BBC Big Screens, ISEA, Kinetica, The Museum of London, The Nottingham Playhouse, Oi Futuro, PICNIC Festival, The Science Museum, The V&A and Watermans, among others. He has also created installations and written software for a diverse range of clients including Accenture, Arcade Studios, Audi, Bentley, Brother, Burton Snowboards, Doritos, Ford, HTC, LCF, The Light Surgeons, Moving Brands, New Angle, Nokia, Nuit Sonores, Orange, Poke, Swatch, Universal Everything, Wieden & Kennedy and Wired Magazine.


Based in New York, Katie Torn works with special effects used in the advertisement, film, and video game industries to create hyperreal fairytale spaces that investigate American consumer culture and its impact on both the environment and the individual. Inspired by how Cubism and Futurism captured the essence of the industrial age, Torn uses new technologies to capture what life is like in the digital age where interacting in a virtual space is an everyday activity. Torn co-curated the “New Romantics” exhibition of digitally focused art at the Eyebeam Art+Technology Center in Chelsea, NY, and was a Visiting professor Pratt Institute (2013-14) and the Art Institute of Chicago (2013). She received her MFA from the Art Institute of Chicago in 2012 and was awarded a Fellowship at Eyebeam the following year. Exhibitions of her work include a solo exhibition at the Musée Minuscule, Art in General, New York, NY (2015); The End of Flutter Valley, UPFOR Gallery, Portland, 2014; Dream House at Eyebeam Storefront, New York and Roots and Culture Contemporary Art Centre, Chicago, both 2013; Post Pictures, Bitforms Gallery, New York, 2013; and Casting a Wide Net, Postmasters Gallery, New York, 2013. Torn has performed a live video piece at VIA Music and New Media Festival, Pittsburgh, 2012; and screened work at The Museum of Contemporary Art, Los Angeles, 2013.

Katie Torn lives and works in New York City.


Her RealSelfCindy videos were made for Daata Editions, which has commissioned a wide range of digital artists including Tracey Emin, Ed Fornieles, Rachel Maclean, Michael Manning, Takeshi Murata, Rashaad Newsome, Hannah Perry, Hannah Quinlan & Rosie Hastings, Jon Rafman, Jacolby Satterwhite, Katie Torn, Amalia Ulman, Artie Vierkant and Chloe Wise. Daata Editions artworks form part of many institutional and private contemporary art collections including the Hammer Contemporary Collection, KIASMA, the Julia Stoschek Collection and the Zabludowicz Collection.

Theo Triantafyllidis (b. 1988) is an artist and architect from Greece. He is currently a student of Design Media Arts at UCLA, exploring the fields of internet art and interaractive virtual environments. He got his Diploma of Architecture from the Technical Universiy of Athens in 2012, and did an Erasmus semester in TU Berlin, before migrating to China for 2 years. There he founded the art collective 'doubleluckiness' as an avatar for surfing the Chinese net. He has worked in various creative architecture offices and collaborated with international artists. His work has been exhibited in galleries in Beijing, Athens, Paris and Los Angeles, as well as in many internet galleries. His studies are funded by a scholarship by Onassis Foundation.

Theo Triantafyllidis (b. 1988) is an artist and architect from Greece. He recieved his MFA from UCLA, Design | Media Arts by presenting a guide called “how to everything” as his thesis, under scholarships by UCLA and the Onassis Foundation. Earlier, he got his diploma of architecture from the National Technical University of Athens. Humor, lush visuals and gaming tropes provide an entry point to his work. Computer simulations, improvisations and failures, awkward interactions and precarious physics are employed to produce visual gags. By manipulating emerging technologies, he is searching for their potential emotional impact and the designated limits of their use, often trying to break them. Webpages, virtual and augmented reality, games and interactive installations are his mediums of choice for this.

At the point of their climax, his pieces often become overwhelming, exaggerated or outrageous, trying to expose the audience to the underlying themes that inform his practice. These are strongly related to internet culture and include isolation, sexuality, violence, addiction and fear of missing out. Together with a general overflow of information and its nonsensical nature, this is the part of the internet that he considers the context for his work. He has shown work in museums, including the Hammer Museum, the Armory Arts Museum in LA and various galleries such as Young Projects, Husslehof, New Wigh and Intelligentsia Gallery in North America, Europe and Asia. He has also participated in multiple online shows including, and h0000ff. Theo Triantafyllidis is based in LA.

Works in the Exhibition


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