About Digital U

Digital U is an online exhibition space for artists working in digital media, including film, animation, video and sound. It’s a platform that selected artists take control of to exhibit their work: either presenting single artworks or a series.

Angela Eames – Cycle

Cycle is a video series contemplating both the making and unmaking process, created by inter-disciplinary artist Angela Eames. Eames’s video series provides the user with visions into different spaces, each considering a different aspect of biological life’s fragility. Cycle is the first of 6 online Digital U exhibitions exploring environmental collisions.

Olivia Sullivan – Digital Liquid

Digital Liquid is the result of a continual experimentation process that involves combining analogue materials and textures with the digital medium. This new work is part of Olivia Sullivan’s ongoing 360 | fulldome video series, which aims to add organic elements to the overtly digital experience, creating a cinematic immersion.

Agorama – Server Co-op

Server Co-op aims to establish a p2p distributed platform for artist experimentation, using this network infrastructure to develop a grass roots autonomous model for digital communication.

Sarah Friend – Perverse Affordances

Sarah Friend explores the social relationship between popular global social media interfaces and the individual through the vision of a machine learning algorithm.

PILproject – The One – The Many

Post-Internet Landscapes (PILproject)  have embedded portals across our website highlighting the non-linear nature of cultural narratives.

Music for Hacked Geiger Counters by Ant Dickinson

In his Geiger Counter Series, (2017) Ant Dickinson hacks into the circuitry of Geiger counters to control and alter the pitch of the sounds emitted. It’s a physical sound sculpture, in which manipulated Geiger counters are played as electronic musical instruments.  

Augmented Reality by David Theobald

Technology and its impact on subjectivity lies at the heart of my practice. Consisting primarily of digital animation, my work and subject matter mirror the structure of the underlying technology used in its creation, perversely creating images of objects and experiences that we normally avoid experiencing.