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Gray Area Incubator Artist Salon 2023.1

Butterfly Dream by Xinye Lin, 2022.2 Gray Area Incubator Member as part of of the 2023.1 Gray Area Showcase

Gray Area Incubator projects explore the intersection of art, technology and social critique.

6:00pm: Doors open
6:30 - 8:00 pm: 10 Minute Talks

Open to the public sliding scale entry $0-$30
Free for Gray Area Members

All Ages, 21+ Bar

Proof of vaccination is required for all attendees over 12 years of age. Learn more

View our FAQ page for more info, or contact us at [email protected] with any accommodation requests.

Select members of the Gray Area 2023.1 Incubator cohort will share their projects in development and we invite you to contribute your feedback. Incubator artists will present their work in a TED-style talk with a question and answer period from the audience. Gray Area will be streaming the Artist Salon live, so you can join whichever way you prefer. All ticket purchases include in-person and online access.

Presenting Gray Area Incubator Artists

Ari Kalinowski
David Aughenbaugh
Fariba Shafiee
Huiwen Zhu
Nat Schager
Quinn Keck
Veronica Graham

and Open Metaverse Intensive Artist Mandy Canales who will present a virtual performance.



Learn more about our Incubator members here.

Current Incubator Members

Ari Kalinowski

Delta_Ark (Ari Kalinowski)

Delta_Ark’s current work is a sequence of interactive virtual environments and audio-visual experiences that represent and embody different relationships between human-like entities, artificial intelligences (of various powers) and natural systems (or chimeras) in different science fiction contexts, often involving precipitous technological evolution, climate change or the far future. Many of these works explore future power-relations between AGIs, ASIs and cyberized forms of collective and individual human intelligence in order to sketch out some visions of a post-biological (and/or synthetic-biological) future. Motifs from Jewish mythology, Japanese popular media and contemporary philosophy often form the contextual backdrop of these explorations.

David Aughenbaugh

Artist, photographer, musician, some coding. 30-year career in visual effects for film and television including work on the Oscar-nominated short film "Pearl" in 2016, and feature film "First Man" which won the Oscar for Visual Effects in 2019. I am now using my knowledge of technology to create artwork of my own.

Fariba Shafiee

Fariba Shafiee is a Los Angeles-based Iranian storyteller and 3D artist. Her work spans from Middle Eastern folklore to narrative design related to cities, technology, infrastructure, eerie and futuristic settings. She has 4 plus years of professional experience in 3D design, and production, she worked on blockbuster projects in a range of roles: an environment artist for Lost in Space, a designer for Star Trek: Picard, a 3D modeler on Westworld. She obtained her postgraduate degree Fiction & Entertainment program at Southern California Institute of Architecture (SCI-Arc), after graduating in Architecture & Urban Design from Städelschule Architecture Class (SAC) in Frankfurt.

Huiwen Zhu

Huiwen Zhu is a designer based in San Francisco. With a bachelor’s degree in landscape architecture from the Ohio State University and a master’s degree in architecture and urban design from Columbia University, NYC. Huiwen’s passion and skill set aims to provide resilient, innovative design solutions in various development scale and context through different media platforms like VR, art installation, data mining. Her Current practice focus on how to engage emerging tech to address urban design issues. She worked for several internal design practice from San Francisco Bay Area, New York (US), Seoul (South Korea) to Shanghai (China). Proficiency in JAVA, JavaScript, TouchDesigner, Arch GIS, AutoCAD, Rhino, and Adobe Suite. Adobe Create Suite (Illustrator / InDesign /Photoshop / After Effects)

Nat Schager

Nat is an artist and programmer currently living in the Bay Area. They grew up in California's Mojave Desert before leaving to study Computer Science at Stanford University. They have worked as a creative technologist in XR for several companies, most recently TikTok. Currently, they are taking time off to cultivate their art practice before deciding what to do next. Their work uses simulation, computer graphics, and mixed media to speculate about language, ecology, and identity. They live with a bunch of plants and isopods, and one big mystery snail.

Quinn Keck

Quinn Keck [they/them] is a multidisciplinary artist working across traditional printmaking, painting, and digital mediums to create dialogues on the human experience. Instead of portraying the physical form of people, places, and themselves, Quinn abstracts layers to discuss identity and perception. They explore the absurdity of making patterns in a chaotic world in their work. They are currently a data scientist by day and use these skills in their artistic practice through creative coding and participatory projects.

Sophi Kravitz

Born in Poughkeepsie, NY to a family of proper British science geeks, Sophi Kravitz is an American artist. Early in her career she studied classical sculpture and bronze casting at SUNY Purchase and New Paltz while building props and FX for movies and television. Later, she called on her science side to pursue an education, and then a later career as an electrical engineer. Her artistic practice uses a wide range of mediums, advanced manufacturing processes, and media technologies. She is turned on by concept, culture, and the build: materials problem solving. Her very first public art installation was a 12’ diameter faux birthday cake for Gay Men’s Health Crisis (GMHC) in the late 90s. The cake was installed on a tall pedestal via a helicopter on Fire Island to the joy of thousands. With that, her intention to bring large crowds together over art was cemented. She has exhibited widely at over 50 festivals, exhibits, and conferences such as Burning Man, Maker Faire, FITC, and the O+ Festival. She’s received honorariums from Burning Man, the Frey Foundation, Disorient, and Guerilla Science. She lives and works about 2 hours north of New York City, in the Hudson Valley.

Stephanie Chui

I’m Stephanie, a recent WashU (Washington University in St. Louis) graduate from the Bay Area. I have always had this urge to create, design, and question the world in ways that put people first. Whether it be through dance, digital media, makeup, or math, creating art has been my way of processing my surroundings and solving problems in a nontraditional way. I find that the most beautiful discoveries stem from the intersection of multiple fields such as computer science and linguistics, dance and computer science, or art and math. I was always told that my interests in computer science, math, and biology should be kept discrete from my interests in design, art, dance, and makeup. It was only until college where I sought out the cross over between these previously distinct parts of myself. My journey of blurring this line has opened my eyes to so many opportunities and “fields” I didn’t even know existed until recently.

Yasmin Mawaz-Khan

Yasmin Mawaz-Khan

Yasmin currently lives in San Francisco and works as an interactive producer and multimedia artist. She has worked with clients such as Genentech, AstraZeneca, Link TV, Apple Computers, Bay Area News Group, and SF Film Society. In addition, she has shown at the Yerba Buena Center for the Arts, built large sculptural installations with the Flaming Lotus Girls, and led collaborations in Taiwan and Holland. If that's not enough to keep a girl busy, she is also producing a documentary called Ace in the Hole, about a local SF junkyard and the artists that frequented it. She is inspired by the process of creation, collaborating with people and seeing a project from start to finish. Her influences include her community, her passion for exploring new concepts, and good food.

Veronica Graham

Veronica Graham is a visual artist working with digital media and print publishing. She practices poetic world building, creating artifacts and interactive experiences that call attention to the fictions we internalize in order to make sense of the world around us. In 2010 she founded Most Ancient, a design studio focused on experimental comics and exploration games. Her books have been collected by MoMA, The New York Public Library, and SFMOMA. Graham is currently building “Diatribes”, a VR narrative experience that explores fears about climate change. Her virtual worlds have been funded by Meta and presented at Kala Art Institute, Women’s Studio Workshop, Printed Matter (NYC), and Gray Area (SF). In addition to her own practice, Graham is an arts educator who has taught at San Francisco Art Institute, California College of the Arts and now teaches Virtual Reality at Stanford University.

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