Novocene – A Possible Future

Interactive Mixed Reality Experience  |  9 minutes
Quest 3 MR headset  |  analog tree sculpture

Novocene unfolds an immersive narrative inviting us to join humankind‘s journey through the Anthropocene. A story of growth that leads into resource depletion and environmental destruction to culminate in a global climate crisis. The installation reflects on the role and development of technology, media and AI in this process and attempts to envision alternative futures.


Trailer and Video


Possible Futures for the Anthopocene

Novocene unfolds an interactive narrative that takes us on an immersive journey through the history of mankind in the Anthropocene. At first, we’re thrown back into the untouched wilderness of the holocene and travel on in rapid leaps of time through the era of the great acceleration to witness how periods of unregulated and unlimited growth are leading into resource depletion and culminating in a global climate crisis.

The plot evolves around the analogue sculpture of a tree stump that is virtually regrowing to a new life as soon as the viewer puts on the mixed reality headset lying on the stump. After a wild ride through various perspectives and states of denial, agency and hope, the physical exhibition space is submerged beneath a rising, 3D-rendered sea level, making the consequences of environmental transformation viscerally present. Novocene reflects on the role and development of technology, media and AI in this process of cultural evolution and attempts to envision alternative futures emerging from the contemporary polycrisis of humanity.



Decoding the limits of technology and imagination

This condensed odyssey through a human-shaped epoch also interrogates the promises and perils of technological progress and artificial intelligence in addressing the planet’s most pressing crisis. Novocene poses a critical and poetic question: Can human culture, philosophy and art at all grasp, let alone respond to, a phenomenon of such a vast and existential dimension?

Critical voices in neuroscience tend to question if humanity, in its subjective constitution, is capable of processing a problem that stretches over generations in terms of complexity and temporal dimension at all. A prominent thesis is based on the imprint of the evolutionary pressure to adapt. According to this theory, egoism steeled by competition thwarts global action or any objective imagination or collective understanding of what needs to be done.

Novocene addresses humanity’s impact on nature and the curious paradox of our collective inertia. It seeks a narrative that navigates the delicate balance between moralism and fatalism on one side, and naïve optimism and techno-solutionism on the other.



Documentation and Materials



The Slot Machine of Tech Utopanism

The installation Novocene pays homage to philosopher James Lovelock, who envisioned humanity’s existential dilemma being resolved in a future age of hyperintelligence — an idea he outlined in his 2019 popular science book Novacene. Optimistic visions of hyperintelligence have become particularly fashionable amid the current hype surrounding so-called artificial intelligence. While enthusiasts see it as a new dawn of progress, critics regard AI as the latest heir to a long line of technological salvation myths, following in the footsteps of blockchain and NFTs. Paradoxically, AI also contributes to genuine environmental problems — chiefly through its exorbitant energy demands and the resulting surge in emissions. This tension resonates with the production of Novocene, during which Jens Isensee increasingly turned to various AI tools for generating textures, objects, voices, characters, and even three-dimensional forms.

Whether this process gives rise to a distinctive visual identity or merely to a quickly dated, generic aesthetic remains an open question — one that mirrors a broader cultural AI dilemma and finds direct expression within Novocene itself. Devices such as radios, televisions, monitors, and a chatbot populate the virtual space like avatars of media evolution, propelling the narrative through fragmented announcements and broadcasts. In the end, these media devices are fused into a kind of slot machine — a hybrid apparatus that perpetually spits out tech solutions undermining their own logic, patterns, and clichés.

Last but not least Novocene also explores the immersive and activating potential of mixed reality hardware and interactive 3D game engines, which is often talked about as a new way of awakening empathy and agency for the state of the earth. As a philosophical reflection, the work aims to stimulate the idea of a global sense of responsibility and to emphasize the urgency of action.



Aesthetics of Machine-Made Reality

To create the visual environment, various AI solutions were used to generate image, video and sound material, as well as to create 3D models. They became increasingly important as the project progressed and the scope of the project grew. The significance of these new technical options for artistic work also reflected into the thematic dimension of the work, shaping the narrative and its final statement. The screens of the technical devices ultimately proclaim to the viewer a solution to environmental and climate problems, while paradoxically he is surrounded by nature that has been completely deforested and devastated and the felled tree has been replaced by a technical construction. The critical countering of technical development thus became the central motif of the immersive installation.

Some of the interaction objects, such as the tree stump and the watering can, were modeled and constructed in analog form and then photographed from all sides using the AI-supported smartphone app Kiri-Engine and automatically converted into 3D models that require hardly any post-processing. To create the chat bot model, the AI solution Hunyuan3D-2 from Tencent was used, which creates a complete 3D model from one or more images. The required image templates were first created using the image generators of Adobe’s Photoshop, Midjourney and ChatGPT’s Dall-E 3. Here, the artist first carried out an experimental style development and compared the different methods to generate figure designs, but also plants and textures. This visual material was also used in the videos, which can be seen on a number of screens and televisions in the plot and essentially drive the narrative forward. Faces and people were animated and lip-synched In Runway and various image-based videos were generated with it. In the case of the narrative characters, their texts were first converted into speech output using Elevenlabs.io.



Links and Literature

Jens Isensee creates his art not least in order to structure his thinking and develop new ideas in the process of their realization. He sees accompanying texts as part of the body of work. Already the title Novocene is an homage to the environmental philosopher James Lovelock, who as a scientist was also involved in the discovery of the hole in the ozone layer. He saw the aforementioned human dilemma being solved in a future age of hyperintelligence, which he outlined in his popular science book Novacene (2019). Many trains of thought and narrative threads in this work are interpretations and collages of excerpts and fragments from books read in context. For the realization of Novocene, he credits the anthology Interspecies Future (2014) by the LAS Art Foundation and its authors as a great inspiration. Men who burn the world, Männer, die die Welt verbrennen (2024), by Christian Stöcker sharpened the final certainty that we are sacrificing the future of our living world to the profits of a vanishingly small minority. From Thomas Metzinger’s Culture of Consciousness, Bewusstseinskultur (2023), he took the astute analysis of the world situation and that it is now nothing more than an act of intellectual dishonesty not to name the actual catastrophe as such. There was also a lot on how we could develop a new consciousness in New Radical Enlightenment: Philosophy for a Common World (2024) by Marina Garcés.


Novocene is a Collaboration with

 Aurora XR School for Artists | Hera Project | HTW Berlin

Novocene was selected by the XR Open Call jury of HTW Berlin’s AURORA XR School for Artists in April 2024. As a result, it is now being developed in close collaboration with HTW’s interdisciplinary project team, with co-funding from the European Regional Development Fund under the INP-III program and the kind support of the Senate Department for Culture and Community.


Novocene – Eine mögliche Zukunft


Interaktive Mixed Reality Installation
Quest 3 MR-Headset und analoge Baumskulptur | 5 x 5 m


Mögliche Zukünfte des Anthropozäns

Novocene entfaltet eine interaktive Erzählung, die uns auf eine immersive Reise durch die Geschichte der Menschheit im Anthropozän mitnimmt. Zu Beginn werden wir in die unberührte Wildnis des Holozäns zurückversetzt und durchlaufen in raschen Zeitsprüngen die Ära der sogenannten „Großen Beschleunigung“, um mitzuerleben, wie Phasen unregulierten und grenzenlosen Wachstums in Ressourcenerschöpfung münden und schließlich in einer globalen Klimakrise kulminieren.

Im Zentrum der Handlung steht die analoge Skulptur eines Baumstumpfs, der virtuell zu neuem Leben erwächst, sobald die Betrachterin oder der Betrachter das auf dem Stumpf liegende Mixed-Reality-Headset aufsetzt. Nach einer rasanten Fahrt durch unterschiedliche Perspektiven und Zustände von Verdrängung, Handlungsfähigkeit und Hoffnung versinkt der physische Ausstellungsraum unter einem ansteigenden, 3D-gerenderten Meeresspiegel – die Folgen ökologischer Transformation werden körperlich erfahrbar.

Novocene reflektiert die Rolle und Entwicklung von Technologie, Medien und künstlicher Intelligenz in diesem Prozess kultureller Evolution und versucht, alternative Zukünfte zu entwerfen, die aus der gegenwärtigen Polykrise der Menschheit hervorgehen könnten.

Swipe The Pain Away

Tobias Bilgeri and Jens Isensee, 2024 | Interactive Video Installation


This interactive installation runs synchronously on 9 smartphones. The devices are fixed in a grid on a pedestal and a harmonious, virtual delirium initially plays out on their screens. The player can drift off into various AI-generated worlds and truths. However, this harmony is soon shattered by suddenly popping up disaster scenarios. Cell phone videos of devastating floods, such as those that have become rampant in the wake of the climate catastrophe in recent years, flood the screens like Instagram stories. Initially sporadically and then increasingly frequently, the ideal digital world is confronted with a harsh and brutal reality. In a way, AI simulations and disaster videos have the same hypnotic attraction. No wonder, since the field of tension between environmental dystopianism and AI tech utopianism is a field that is cultivated and harvested by the attention extractivism industry.

Paradoxically, the only action left to the player in these events is to swipe the disaster stories off the screen, as is familiar from social media apps. The hermetic game loop intensifies until the events flood all channels like a torrent. Here, the installation concept addresses how human consciousness tends to repress itself when overwhelmed by the complexity of the global situation, instead of moving into action. The escapist nature of media production and a belief in technology and progress that is as tempting as it is fatal are critically juxtaposed in the form of these lucid AI dreams. The simulation comes full circle when the question of the inevitability of this end finally appears on the screen and a new beginning is offered via swipe.

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Limits of Growth | New photos

Interactive spacial video installation  |  Motion sensor, PC, short distance projector,
3D-software  |  2.7 × 1.8 × 4 m  |  2018

 

I just rediscovered photos from our group show Surviving the Fitness made made by Chris Becher. Thanks to him I got a bit of documentation from that exhibition in Kunstverein Wolfenbüttel. You’ll find more information about this interactive installation right here.

Kleinholz

Room installation | cardboard, paint, hot glue | 6 x 8 x 3 m

Objects for Subjects

Interactive video installation | 3D, head tracking
0,6 x 0,6 x 2 m  |  2015 


Objects for Subjects expands the traditional notion of the image by presenting viewers with a three-dimensional scene they can navigate and explore. At first, only a hill topped by a solitary tree is visible. As the viewer begins to move—approaching, circling, or shifting their gaze—they realize that their perspective always returns to the tree, the gravitational center of the scene. In this virtual environment, a process of formation begins: the viewer’s presence and movement generate evolving shapes that take form in relation to posture and sightline.

Real-time 3D software and a camera sensor translate physical gestures into virtual motion and perspective shifts. What initially appears to be a static tableau unexpectedly comes alive as soon as someone stands before it. Silhouettes of other human figures emerge—seemingly frozen in anticipation—mirroring the viewer’s stance and evoking awareness of one’s own act of observation.



When stepping closer, fine organic patterns on the | Read more…

Reality Glasses

Experimental Short Film and Video Installation | carton, acrylic, hardware
0,6 × 0,7 × 0,5 m | 6:59 minutes | HD | 2022

Reality Glasses is an essayistic short film about how humans created their own realities ever since. In the installation version it can be viewed only on a specially constructed headset made of cardboard and acrylic lacquer with hardware components.

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Virtual Materialism

Interactive spacial video installation  |  Motion sensor, PC,
short distance projector, 3D-software  |  2.7 × 1.8 × 4 m  |  2019

by Rico Possienka and Jens Isensee

In this interactive video installation up to 4 recipients are confronted with a virtual recreation of themselves out of objects and stuff. In a way they are becoming interactive ready-mades. The masks on the figures in the virtual mirror recite an acoustic collage of text fragments from the essay ’The Imaginary‘. It’s an early book by Jean-Paul Sartre which is a phenomenological study of human imagination. In it, Sartre distinguishes between perception and imagination which he identifies as humans ability for creating reality.

The work also has an immersive level. The viewers which are re-embodied out of objects and things, can move around and collect virtual coins that appear out of thin air in the virtual space. They even have to do it to sustain themselves, otherwise someone else wins and rest will disintegrate. This Win-Loose-Loop continues endlessly. The recipients could listen to the speakers, but the temptation to get lost in the spectacle is enormous. Also the exhibition environment is reconstructed in 3D to condense the experience of a reflection in this site-specific installation.

This project is a cooperation Jens Isensee and Rico Possienka. The installation is made with Kinect Sensor and Unity 3D and an ultra short distance projector connected to PC rendering hardware.

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Wheelwork

4-channel video installation  |  LCD-screens, mini-PC, fans, carton, acrylic
0,8 × 0,7 × 1,3 m  |  2016

The Wheelwork is a 4-channel video installation made of cardboard with integrated LCD-screens. Through four apertures in this sculpture its simulated inner workings can be seen, a mechanism made of wooden gears that was filmed in the historic mill ensemble of Heiligenrode.


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Limits of Growth

Interactive spacial video installation  |  Motion sensor, PC, short distance projector,
3D-software  |  2.7 × 1.8 × 4 m  |  2018


Limits of Growth is an interactive spatial video installation combining motion sensors, PC-based processing, and short-distance projection. The installation’s sensor detects the spectator’s position and viewing angle in front of the projection, dynamically generating and displaying a three-dimensional scene from their unique perspective.

Hand movements are captured and translated into the virtual space as luminous traces. These light spots drift across the scene, triggering the emergence of organic structures that sprout and expand across the projected surface.



Through continuous interaction, these structures grow exponentially until their complexity reaches the system’s rendering threshold. Subsequent gestures can then cause the formations to shrink, producing a living rhythm of proliferation and regression within a self-regulating digital ecosystem.

In this process, the spectator evolves from passive observer to active co-creator, shaping a transient virtual sculpture. Once the participant leaves the installation, the system resets, rendering each formation ephemeral and unique to its moment of creation. | Read more…

Deformation

Interactive sculpture  |  Disco ball motors, motion detectors, acrylic, wood, carton
0,7 × 0,9 × 1,3 m  |  2016

This Installation detects movements and its extremities begin to deform in opposing rotations. The spectator becomes part of the process. | Read more…

Off, Over and Out

Wood, art prints, light chains, hot glue  |  2.4 × 1.6 × 0.3 m  |  2015 | Read more…

Channels

Modified hardware, Raspberry Pi, Arduino  |  0.6 × 0.6 × 1.4 m  |  2014 | Read more…

Ascent

cardboard, wood, hotglue, acrylic clear lacquer  |  2.8 x 1.5 x 1.2 m  |  2014 | Read more…

Procedural Sculptures

Interactive Video Installation | asymetric cam projection | 3 images | 178 words | Read more…

Gegenwartsmühle

‘Mill of Presence’  |  Interactive video installation
Video game machine  |  0.6 × 0.6 × 2 m  |  2014 | Read more…

Ego Tunnel

Autonomous computer installation | PC hardware, cardboard | 1.2 × 1 × 0.8 m

The ego tunnel is an autonomous computer installation. An old PC system was dismantled and all components rebuilt into a new constellation. This newly configured system is only able to observe itself (through a webcam) and reproduce the image of itself in endless repetition. In this sense it is redundant and self-contained as though the system is similarly running a film of itself. This might vaguely be reminiscent of Thomas Metzinger, a philosopher involved in neuroscience who, in his book ‘The Ego Tunnel’ describes the human ‘Self’ as a self-illusion vigorously practised by human beings.


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Receivers


Printed cardboard, hardware, hot glue, paint  |  0.4 × 0.5 × 0.5 m  |  2012
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Sonar

Mini computer, microphone, headphones, cardboard  |  0.7 × 0.6 × 0.5 m  |  2013 | Read more…

Arsenal

Paper cuttings, historical world maps, acrylic glass panels |  2.4 × 1.2 m  |  2011 | Read more…

The Imaginary

Interactive film | Pc, screen, camera sensor | 2 × 2 x 1.5 m | 2011 | Read more…