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Artista             VELAZQUEZ BONETTO AKA LAZSLO OERDOEGH

Velazquez Bonetto created with Josina Burgess, in Second Life, a place, Diabolus Art Space and a project, Cybernetic Art Research Project - CARP, which involved many artists and groups, in collaborations in many artistic projects.
The Museum of the Metaverse has always had a close relationship with Velazquez and Josina and involved them often in their own projects, as Arena Call for Artists and Ars in Ara.
The work of Velazquez Bonetto in parallel worlds has been remarkable and is fully documented in his blog.

 

The Art Space Diabolus was founded in SL on the 24th june 2007 by Caravaggio Bonetto (Naomi devil), Velazquez Bonetto (Lรกszlรณ ร–rdรถgh diabolus), and Josina Burgess (Josina den Burger) for Experimental Cybernetic Art.
Locations: Benvolio, Malvolio & Jourdain simulators in  Second Life, CARP-1, CARP-2, Yoshiwara and Rotwangs_Labor simulators in Metropolis Metaversum.

About CARP (Cybernetic Art Research Project)
The miracle that we are experiencing today: the Cyberspace, the dematerialized virtual time-space, the worldwide webbed society. where we surf around with lightspeed. An artist that is NOT using this virtual universe as a challenge and a goal doesnt deserve the name Avantgarde.
Art space Diabolus CARP Team stand since its founding for Experimental Art on the most modern medium for Art. Our goal is: to produce technicaly and contentualy attempting and innovating ART with the possibilities of the worldwide web virtual media.  In one word we call this:  HyperArt (HAtr). The artistic creations  we represent we name: Hyperfunktionalism. CARP Creators have created since then many innovations like: Virtual Architecture, Audio Art, Interactive Kinetic Art, complex Cybernetic Art, Worldwide collaborative Audiovisual Improvisation, Presentation Technics, Virtual Theatre, Video, Collaborastive Creations and Art-scripting. The  CARP Team has published all their work, creations and developments in the  CARP e-book Series .

 

 

Below is an interview of Roxelo Babenco to Velazquez, on the occasion of the exhibition "Ars in Ara".

 

 

Diabolus Art Space Ara Pacis Interview

 

Roxelo Babenco: Che cosโ€™รฉ Diabolus Art Space, oltre ad essere una comunitร  di artisti?


Velazquez Bonetto: Forse il nome Art Space Diabolus puรณ essere un poโ€™ frainteso, perchรฉ suggerisce che noi ci occupiamo esclusivamente di arte. Il nome Cybernetic Art Research Projekt (CARP) esprime meglio il nostro modo di pensare. Nel metaverso, molte delle astrazioni o dei concetti umani perdono il significato. Non esistono frontiere nazionali, differenze etniche o religiose. Anche i sistemi politici perdono senso. I piรน importanti aspetti della vita nel metaverso sono lโ€™arte, la scienza e la tecnica. Il metaverso รฉ un meraviglioso punto dโ€™incontro per la comunicazione e la collaborazione, dove questi aspetti si ispirano reciprocamente. Ci interessa lโ€™esperienza in un mondo libero da tanti concetti inutili che nel mondo reale sono soltanto causa di conflitti ed equivoci. La scienza e lโ€™arte sono entrambe orientate verso il futuro. Lโ€™interessamento per il futuro e la voglia di renderlo piรน bello possono essere considerati come il comune denominatore del nostro gruppo. Questo รฉ il punto di partenza del nostro lavoro.


Roxelo Babenco: Come spieghi il grande successo di The Wall, The RINGS e Metropolis?


Velazquez Bonetto: La causa piรน importante del successo รฉ il fatto che artisti eccellenti e validi tecnici professionisti hanno accettato lโ€™invito per una collaborazione internazionale senza puntare ad ottenere un profitto materiale o finanziario. Le piรน splendide opere della storia dellโ€™arte nascono sempre da uno sforzo irrazionale. Il nostro รฉ un comune sforzo intellettuale, che da soddisfazione. E lโ€™unica spinta propellente del gruppo รฉ proprio raggiungere questa soddisfazione. Mi sento onorato di aver incontrato nel metaverso persone cosรฌ eccellenti e di avere la possibilitร  di lavorare con loro. Si puรฒ probabilmente spiegare il successo anche con il fatto che tutte e tre le produzioni trasmettono un messaggio importante per il futuro. Questi messaggi vengono dal passato, ma non hanno perso la loro attualitร . La mente umana ha una forte tendenza a scrutare il futuro e a paragonalo con il passato. Si deve ancora aggiungere che tutte e tre le produzioni presentano numerose sorprendenti innovazioni tecniche. Lโ€™uso dei mezzi espressivi di questi nuovi media รฉ veramente esemplare.


Roxelo Babenco: Che cosa significa essere un artista nel mondo virtuale?


Velazquez Bonetto: Lโ€™arte รฉ in un certo senso eterna. La sua essenza non cambia da millenni e tratta questioni umane fondamentali. Ma nel metaverso, i mezzi espressivi sono arricchiti. Questo nuovo media artistico si avvale di tutti i mezzi espressivi precedenti, ma aggiunge lโ€™opportunitร  di una collaborazione e comunicazione internazionale, il che crea una qualitร  nuova.  Questa esperienza regala la soddisfazione e la gioia dellโ€™esplorazione alla gente creativa. Che cosa vogliamo di piรน?


Roxelo Babenco: So che stai lavorando molto in Opensim, anche in collaborazione con il Museo del Metaverso. Questo รจ previsto nel futuro programma di Diabolus o cโ€™รจ di piรน?


Velazquez Bonetto: Questa รจ una domanda interessante. La grid Second Life di Lindenlab รฉ un โ€œconcetto chiusoโ€, dove le โ€œrisorseโ€ sono limitate. Questo fatto vincola lโ€™immaginazione artistica ed annienta parte del vigore creativo. Opensim รฉ fondamentalmente un โ€œconcetto apertoโ€, e di conseguenza, nonostante i problemi tecnici attuali, sarร  senza dubbio il modello del futuro.

 

 

German language

 

D: What Diabolus Art Space, in addition to being a community of artists?

Was Diabolus Art Space, zusรคtzlich zu einer Gemeinschaft von Kรผnstlern?


Az art space diabolus egy kicsit megtรฉvesztรถ nรฉv, azt sugalja hogy mi csak mรผvรฉszettel foglakozunk. A Cybernetic Art Research Project (CARP) jobban kifejezi a gondolkodรกsmรณdunk lรฉnyegรฉt: a metaversumban egy sor hagyomรกnyos emberi absztrakciรณ sรบlytalannรก vรกlt. Nemzeti hatรกrok, etnikai รฉs vallรกsi kรผlรถnbsรฉgek, politikai rendszerek itt รฉrtelmรผket vesztik. A mรผvรฉszet, a tudomรกny รฉs a technika az emberi gondolkodรกs kรผlรถnbรถzรถ aspektusai. A metaversum csodรกlatos kommunikรกciรณs รฉs kollaborรกciรณs platformot kinรกl arra, hogy ezek az aspektusok ujra inspirativ mรณdon hassanak egymรกsra. A mรผvรฉszet is รฉs a tudomรกny is a jรถvรถrรถl szรณl. Ezt a kรถzรถs nevezรถt tekintjรผk a munkรกnk alapjรกul.


D: how to explain the great success of The Wall, The RINGS and Metropolis? Wie ist zu erklรคren, der groรŸe Erfolg โ€œthe Wallโ€, โ€œThe Ringsโ€ und โ€œMetropolisโ€?


A produkciรณk sikerรฉnek elsรถ รฉs legfontosabb oka, hogy kivรกlรณ professzionรกlis mรผvรฉszek technikai szakemerek vรกlaltรกk a nemzetkรถzi egyรผttmรผkรถdรฉst akiket nem a materiรกlis haszon motivรกl hanem az irracionรกlis szellemi erรถfeszitรฉs gyรถnyรถre. Szรกmomra oriรกsi megiszteltetรฉs hogy ilyen kivรกlรณ emberekel hozott รถssze a metaversum. A mรกsodik ok talรกn hogy a CARP trilรณgia mindhรกrom produkciรณjรกnak van egy-egy nagyon fontos jรถvรถre vonatkozรณ รผzenete: Mindhรกrom รผzenet a multbรณl jรถn de a jรถvรถre vonatkozรณ aktualitรกsukat nem veszitette el รฉs az embereket mindig รฉrdekelte a jรถvรถ. A harmadik ok hogy mindhรกrom produkciรณ egy sor meglepรถen uj technikai innovรกciรณt tartalmaz amelyek pรฉldรกt adnak az uj mรฉdia hasznรกlatรกnak a lehetรถsรฉgeire.

 

D: What it means to be artists in a virtual world? Was es bedeutet, Kรผnstler sein in einer virtuellen Welt?


Tartalmilag: 35.000 รฉve semmi nem vรกltozott. A tรถrtรฉnetek tovรกbbra is az emberrรถl szรณlnak. Formailag: a metaversum egy uj mรฉdia amely kรฉpes integrรกlni az ember รกltal eddig kitalรกlt kifejezรฉsi formรกkat amely pรกrosul a vilรกgmรฉretรผ kollaborรกciรณ รฉs kommunikรกciรณ lehetรถsรฉgรฉvel. Ez a hatรกrtalan felfedezรฉs รถrรถmรฉvel ajรกndรฉkozza meg a kreativ alkotรณt. Mit kivรกnhatok mรฉg?

 

D: I know that youโ€™re working a lot in Opensim in collaboration with the Museum of Metaverse also. This is the future of Diabolus or is there more?

Ich weiรŸ, dass Sie arbeiten viel in Opensim in Zusammenarbeit mit dem Museum der Metaverse auch. Das ist die Zukunft der Diabolus oder gibt es noch mehr?


Itt lรฉnyegesen tรถbbrรถl van szรณ. A diabolus is รฉs az MdM is az opensim kapcsรกn egy paradigma vรกltรกs rรฉszese. A Lindenlab SL egy zรกrt koncepciรณ, a korlรกtozott erรถforrรกsok vilรกga. Ez megkรถti a fantรกziรกt รฉs rengeteg alkotรณi potenciรกlt semmisit meg. Az opensim egy alapvetรถen nyitott koncepciรณ amely a jelenlegi technikai problรฉmรกi ellenรฉre is egyรฉrtelmรผen a jรถvรถ modellje.

 

 

https://velazquezbonetto.wordpress.com/

Exhibition: DIAGRAM ART ("Aliquid stat pro aliquo" Aristoteles)

A diagram is a two-dimensional geometric (can be three-dimensional also) symbolic, iconic, indexic representation of information according to some visualization technique. Diagram art is the visualisation the internal or mental representation of concepts, knowledge or know-how.

A mental representation (or cognitive representation), in cognitive science, is a hypothetical internal cognitive symbol that represents external reality, or else a mental process that makes use of such a symbol. A mental representation is a formal system for making explicit certain entities or types of information, together with a specification of how the system does this. Mental representation is the mental imagery of things that are not currently seen or sensed by the sense organs. In our minds we often have images of objects, events and settings. A mental representation is one of the prevailing ways of explaining and describing the nature of ideas and concepts. (Wikipedia)


Mental models and reasoning

One view of human reasoning is that it depends on mental models. In this view, mental models can be constructed from perception, imagination, or the comprehension of discourse (Johnson-Laird, 1983). Such mental models are akin to architects' models or to physicists' diagrams in that their structure is analogous to the structure of the situation that they represent, unlike, say, the structure of logical forms used in formal rule theories of reasoning. In this respect, they are a little like pictures in the picture theory of language described by philosopher Ludwig Wittgenstein in 1922. Philip Johnson-Laird and Ruth M.J. Byrne developed a theory of mental models which makes the assumption that reasoning depends, not on logical form, but on mental models (Johnson-Laird and Byrne, 1991).

Principles of mental models

Mental models are based on a small set of fundamental assumptions (axioms), which distinguish them from other proposed representations in the psychology of reasoning (Byrne and Johnson-Laird, 2009). Each mental model represents a possibility. A mental model represents one possibility, capturing what is common to all the different ways in which the possibility may occur (Johnson-Laird and Byrne, 2002). Mental models are iconic, i.e., each part of a model corresponds to each part of what it represents (Johnson-Laird, 2006). Mental models are based on a principle of truth: they typically represent only those situations that are possible, and each model of a possibility represents only what is true in that possibility according to the proposition. However, mental models can represent what is false, temporarily assumed to be true, for example, in the case of counterfactual conditionals and counterfactual thinking (Byrne, 2005).

 

 

 

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