XRW (Implicature)
(2025)
Zoe Panagiota (aka Betty) Nigianni
50 A3 drawings black and coloured markers, including:
3 A3 collages on paper with newspaper cutouts and printed photos.
12 A4 drawings on paper with coloured markers, glued on A3 paper + 1 A3 with black ballpoint pen and markers, glued on A3 paper.
13 A3 drawings on paper with black marker, and red, pale blue, gold, pink and orange markers +1 A3 two-sided.
17 A3 drawings on paper with coloured markers.
1 drawing on sketchbook cover with red nail polish.
1 text drawing on sketchbook cover inside.
1 drawing on sketchbook cover back inside with black, orange and gold markers.
22 A4 drawings with ballpoint pen.
59 pocket sketchbook black marker and ballpoint pen drawings.
Some of the above is preparatory work for 4 large prints and 13 paintings. The 12 A4 glued on A3 are preparatory work for a collage on panel.
I made the art between 2023-2024, from the perspective of the observer. Most of the research material came out of crime and fraud reports. I started writing the blog afterwards, since the summer of 2024.
I adopted the visual vocabulary of the graphic novel, which I partly studied and read a lot about, looking at different graphic artists' work, when I was attending classes at the University of Malmo, Sweden, in 2012, to familiarise myself with elements of game design. Much of this work is, amongst other, about children. I wanted to emphasise that, by intentionally applying stylistic elements from children's drawings, in a naive and loose architectural composition, using heavily the black marker and stick figures. Adopting this visual approach, I also wanted to evoke a comically sharp twist, as satirical comment, in the British tradition of political satire, to the otherwise dark subject matter. Finally, the artistic style refers to the populist character of actors, mainly far right of the XRW, but also others.
The text is written like a trip-hop song. I use heavily popular culture signifiers, names of fictional characters from film, television, music and painting, as reference to actual individuals. Parts of the analysis is inspired by Saul Kripke's interpretation of Wittgenstein's example of mathematical calculation. I used plenty of popular and less popular literary and philosophical references, for the visual art and in the writing.
Saul Aaron Kripke was the inventor of the possible worlds philosophical hypothesis, which was seminal for philosophers working in the area of contemporary analytic metaphysics, including the theory of counterparts and the theory of names. He died in 2022. Lauren Berlant was a cultural theorist and gender studies scholar. She died in 2021. The exposition is underpinned by an underlying Marxist interpretation that, in my view, is relevant not just to economists and political philosophers, but also to people working in different sectors of our modern economies of advanced capitalism, such as banking and cybersecurity.
In the style of art, I was inspired by Jean-Michel Basquiat's drawings and paintings, which are laden with input from popular media sources, like jazz music and television, recorded in an automatic and naive drawing manner, turned into abstracted paintings.
For Nikos ('Rama', 'Mr X'), Filip ('Philip'), and Brandon - August, September, and October 2024. For "Daddy G", 'Eric' ("Her Man"), 'Prudence' ("Mole's Beau", or "Her Man's alter-ego") and 'Musa'- December 2024, January 2025, May 2025. Who are not politicians, but are doing something political, so they must take care of what they do.
See also exposition "The Loot", under 'Art and Activism Exposed as Research Blog'.
コスプレ ko su pu re — Ti dedico corpo e animæ
(2025)
Gloria Furlan
The paper aims to explore the phenomenon of Cosplay as experienced by Cosplayers themselves through a subjective lens.
A project that stems from specific personal attitudes and inclinations to the practice of Cosplay — コスプレ kosupure — in relation to japanese entertainment media. The focus of the analysis resides in individuals influenced to the point of bordering on obsession, surrounded by characters from works of Japanese animation, illustration and graphics — Anime, Manga and RPG — culminating in the practice of donating one’s body through the practice of interpretation, assimilation and appropriation.
Consistencies and idiosyncrasies between assumptions and experience are addressed starting from Japanese imagery, cultivated by years of tactile and vivid experience of this practice as carried out in Italy.
The impact and perceived impact of the journey facilitated a firsthand, lived experience through my month-long stay in Toshima, one of Tokyo’s twenty three special districts. The reiteration of this practice in the country accredited for the birth and export of Cosplay, put to test the skills and preconceptions developed over years of experience and virtual exploration. Analyzed the ideological presuppositions set forth by Luca Vanzella in Cosplay culture: fenomenologia dei costume players italiani, found within my personal experience in Italy, the same were used as a key to reading and interpreting the experience in Japan, analyzing points of contact and divergence. Through this paper I wish to document the vivid aspects of a research at a still embryonic state, without rushing to judgment.
A vision that is not intended to be faithful to reality as a focused image, but rather as the perception of light imprinted in the first impact with the retina. It represents, in its essence, an investigation that reports testimonies and subjective experiences, exploring with individuals the value placed on their choice of character, the reasons for choosing to lend one’s body to such practice. The unambiguous presence of the self, versus, the assumptions of loss of identity and desire for escape in the link between Cosplayer, performance act and self-perception. Analyzing the relational dynamics between Cosplayers and those shared personas, with a focus on the figure of the otaku and the way it relates to this practice.
This printed object consists of 2 main parts; the first visual and graphic and the second textual and theoretical. Bound together by the “japanese stab binding” technique, that has been appropriated in correlation to the practice of Cosplay. Becoming not only a physical link, but also a key conceptual and graphic element. Giving body and matter to the characters that make up the term Cosplay.
"What the Probes Report": An Exercise in Operative Fiction
(2025)
Elena Peytchinska, Thomas Ballhausen
With Operative Fiction, we introduce a practice of spatial storytelling driven by the dynamics of prepositions rather than verb-centric narratives. Here, the textual body becomes embedded in the medial spatiality of a printed book, digital interface, or performance space. The physical or virtual site of the text thus becomes integral to the storytelling process. Spatial production methods merge into the texture of the text itself; simultaneously, the text reshapes the unfolding of space, place, and site. The material and procedural qualities of the text actively engage and activate the digital interface as a site of narrative unfolding, intertwining textual and spatial experiences.
We begin our first exercise in Operative Fiction with Thomas Ballhausen’s What the Probes Report, transposing the text from the printed page (FLORA, 2020) into the digital interface of a Research Catalogue exposition. The non-human protagonist – emerging through and evolving within the text – disrupts subject-centred narration. It becomes entangled in the linguistic and scenic fabric of its own development, thus, through its procedural logic and function, becoming an active agent in its own staging. A line, speculatively re-enacting the machine's operations, simultaneously traces the topographic texture of the digital landscape.
Using a drawing technique typically applied in performance design drafts, we explore the friction between staging and spacing by deploying minimally visible images and textual cues of direction. The operational plasticity of these technical images enables dramaturgical intensities to gather (staging), while also allowing the story to disperse through the digital architecture of the exposition into hyperlinked virtual spaces (spacing).
Alongside a linear reading mode, which follows the story’s original chronology, we propose a contingent reading mode activated via time codes. These time codes function both as compositional elements within the drawing and as hypertextual links. They suggest the duration and shape of a staged terrain, occasionally layering multiple time zones within a single topographic entity. In this way, the timelines act as more-than-texts, generating a multiplicity of positions and proximities, and intertwining temporal aspects of space with the speculative grammar of the story.