In the "real world," the act of sculpting involves applying transformations to objects, much like how a chiselled block of stone may be shaped into a sculpture. Inspired by this, I was curious to explore how transformations could be applied to digital entities, treating them as raw materials. "Transmogrification" is a collection of two-dimensional multimedia experiments reflecting on this concept. In contrast to the natural world, which is governed by physical and chemical laws, digital entities are subject to system-defined rules, such as the processor of a computer or the software hosting the entity.
I started by hand-drawing a series of two-dimensional raw materials, which I then converted into digital entities composed of vectors. I looked for actions that would transform these entities (digitally chisel them) into sculptural objects. Unlike 3D modelling, where control over the outcome depends on the operator's proficiency with the software, I wanted to "chisel" my entities using a series of simple operations over which I had little control. For this particular series, I used interpolation functions. The resulting sculpture is crafted from the sequence of steps required to transform one digital object into another.