sound art, media art, performance, experimental music · 2021. 3. 17. · 1 maurice blanchot....
TRANSCRIPT
Ar tu ro Mo y a V i l l é nSound Art, Media Art, Performance, Experimental music
http://arturomoyavillen.com/
Violence in Saying II (Framework) p. 3
Monster Game p. 7
Speaking is not seeing p. 10
Just Talk o Talk Alone p. 13
Coming to Blows p. 16
Violence in Saying I p. 19
CUT p. 23
Wait p. 27
Deny the Given Voice p. 30
Specio p. 34
Shut-Your-Mouth Machine p. 39
Bio p. 42
Index
Note:
Violence in Saying II constitutes an artistic framework where the following projects are contained:
- Monster Game
- Speaking is not seeing (Hablar no es ver)
- Just Talk or Talk Alone (Solo habla)
- Coming to Blows (Llegar a las manos)
The project was supported ub 2019 by Comunidad de Madrid Visual Arts Grants
Violence in Saying IIFramework
...everybody to some extent try to acquire and resist
a reason, defend themselves and accuse..
Aristóteles. Rhetoric. Chapter 4, Book I
I regard this activity not so much as a demonstration
of a physical fact, but more as a way to smooth out
any irregularities my speech might have.
Alvin Lucier. Extract from
I’m sitting on a room
structures speech, understood as a shift in the
use of language that takes us out of our lone
secure selves and towards meeting the other;
an inscrutable and infinitely strange other with
whom we are nevertheless placed in a familiar
and contiguous context.
Speech as a basic act of communication whe-
re points of view are cast or shared in a public
space —that which is rhetorical— or a private
one —that which is dialectal—, an act where ar-
guments are used to support one’s own ideas
and wear away those of others.
Hence, it is a voiced, an embodied, an ethical
form of saying, face to face in the presence of
an “other”, as proposed by Levinas3. But also a
distant, an amoral and anonymous form of sa-
ying characteristic of the media; bodiless voices
inviting the normalisation and exacerbation
3 Emmanuel Levinas “De otro modo que ser o más alla de la esencia” Sígueme, 2003
“All speech is violence, a violence all the more
formidable for being secret”.1 These words, from
Blanchot’s The Infinite Conversation, quite ac-
curately convey the proposition underlying the
project hereby presented.
Speech is not where violence is invoked, as
traditionally positted by philosophy, but a place
where violence hides in order to silently assem-
ble the blows and kicks of dialog.
Similarly to how substitute violence in ritual sacri-
fice operates2, spoken words embody a different
kind of violence that is other and prior, which is
impossible to dispel and thus becomes redirected
towards the safety of language, where whoever
speaks avoids suffering unacceptable damage.
The project is conceived as a space to think
about the ways in which violence inhabits and
1 Maurice Blanchot. “The infinite Conversa-tion”. Arena libros, 20082 Concept by por René Girard en “La violen-cia y lo sagrado” Anagrama, 1983
Violence in Saying IIFramework
understanding, another layer of communication;
a genuine glitch of expression that finds its origin
in the body and being-in-the-world, as in being-
towards-the-other. This project proposes the
meaning and utility of an aesthetic-philosophical
vision in dealing with matters pertaining to the
field of medicine.
With contributions from professional artists, en-
gineers, linguists, philosophers, speech thera-
pists, psychologists, and nonverbal communi-
cation analysis specialists, this project reaches
beyond the limits of traditional exhibitions and
poses itself as a multidisciplinary observation
point with an aesthetic epicentre, enabling the
detection, demonstration, and reading of the
violent breeding ground that supports speech;
a space to ponder over how violence enables
what are seemingly its opposites: discourse and
dialog.
of violence. This project also faces aesthetics’
own ways of saying, accepting the specific di-
fficulties of its relationship with a manifold and
anonymous receiver, and highlighting its model
of deferred suppression.
As with Violencias del decir I1, a considerable part
of the current project concerns various speech
impairments and voice disorders, such as dys-
phemia (i.e. stuttering). From our perspective,
dysphemia is the point where violence reaches a
speaker’s voice and is shaped into sound. This
disorder could be explained, philosophically, as
originating from our awareness of a war taking
place in the background between the self and
the other. Aesthetically, stuttering should there-
fore not be considered a disorder, but an unfol-
ding of discourse which enables hearing, without
1 A site-specific sound installation that propo-sed the recorded voice of people with dysphemia who spoke about their voice. The voices were only intelligible by sticking the ear to the surfaces of the building intervened.
Violence in Saying IIFramework
Such a space is not meant for judgement; that
task concerns other initiatives and institutions,
and is to be applied to other unbearable vio-
lence. Instead, it simply intends to unmute and
bring closer to our senses certain invisible, and
thus formidable, instances of violence in speech.
We do not intend to eliminate the violence in
speech, for we are unsure whether in doing so
we would be shaking the very foundations of
communication.
The project is articulated through various initiati-
ves and proposals, including interactive installa-
tions, sound installations or anti-performances.
In a later stage a publication will be edited with
the essays and results of the artistic research
carried out. Violencias del decir is a milestone
within a framework for aesthetic investigation
developed over several years, dealing with the
inherent violence in listening, speaking, and
Violence in Saying IIFramework
other agents that enable what we think of as
communication. Communication understood as
a transdisciplinary happening, in which aesthe-
tics is accepted as a convergence and crossing
space amongst various lines of research.
Monster Game
Interactive Sound Installation(Comunidad de Madrid Visual Arts Grants)
Some concerns with stuttering as a form of violence
on speech itself were explored on the author’s pre-
vious project, Violencias del decir I. The current pro-
ject again deals with stuttering, but this time violence
takes on the form of a voice – that of the author of
the experiments –, attempting to induce stuttering in
other voices, just to prove a hypothesis. We believe
these experiments show some unbearable forms of
oppression which quietly inhabit our culture; the the-
sis is made possible by an underlying reasoning that
endorses and allows such research but disregards
the harm endured by its subjects. Tudor’s thesis re-
presents a model of thought which reflects Levinas’
diagnosis: “essence is the extreme synchronism of
war”, or in other words, recurrent themes in philoso-
phy – the being, essence, time, etc– disregard the
‘other’, and such disregard can only breed war. The
study accurately exemplifies this model of thought
where the ‘other’ is simply something to be con-
trolled. Levinas’ ethical spin on essence towards
Twenty-two balls are scattered around the room.
Each ball houses a loudspeaker inside, connected
to an electronic device able to detect movement.
Kicking them triggers an audio recording, diffused
around the space like the moving ball itself. When
the ball stops, the audio stops.
The audio files consist of recorded readings of
fragments of Mary Tudor’s 1939 thesis An Experi-
mental Study of the Effect of Evaluative Labelling of
Speech Fluency. This thesis became known later
as ‘Monster Study’, for its lack of ethical conside-
ration when inducing, in some cases lifelong, stu-
ttering in fluent-speaking children. The subjects of
her study were orphans from the Orphan Soldiers
and Sailors Home in Davenport, Iowa. The parts of
the thesis used in this piece correspond to trans-
criptions of interviews that Tudor herself had with
the 22 girls and boys subjected to the experiment.
22 balls, one per child.
the ‘other’ would have prevented Mary Tudor’s re-
search. The installation presents a playful, but sti-
ll critical, approach to these questions. The reified
one-to-one relationship between children and balls
– which are one of the World’s most wide-spread
playing objects – suggests a characteristic kind of
violence in art: substitution and the use of metaphor.
Visitors become accomplices of the violence in every
word awakened by the balls’ movement around the
exhibition space through their cooperation, as vo-
luntary as it is necessary for a revision of the violence
exerted during the experiments. The piece receives
an extra layer of violence through the kicking action,
establishing a violent relationship between artwork
and visitor, since the artwork can only exist when
the balls are kicked.
Because the balls used look like traditional football
balls, kicks also link the piece to mainstream sports,
particularly football (or soccer), clearly recipients of
deflected violence.
On the other hand, the playful character of the piece
is ambivalent: whilst it offers a straightforward and fun
approach to the realization of the piece, it also opens up
a not so comforting dimension. The original study was
conducted by ‘playing’ with children’s lives, similar to
how visitors will play with the balls. Playfulness is used
then as a mechanism to decrease severity, to lessen the
weight. Except here, what is thinned out is the other’s
significance, it is the other’s presence that is blurred.
Speaking is not seeing Interactive Sound Sculpture(Comunidad de Madrid Visual Arts Grants)
A series of flexible silver polystyrene mirrors, with
a size of 200 x 50 cm, hang from a wall, equally
spaced, like a gallery of distorting mirrors found in
some fairgrounds. A solenoid is attached at the
back of each mirror and makes it vibrate. A micro-
phone on the top part of each mirror picks up the
voice of whoever stands in front. The sound of the
voice is sent to a Pure Data patch to process it and
send it to its corresponding solenoid, which trans-
forms the signal into various mechanical vibrations
that finally move the mirror’s surface.
Mirrors allow the deeply strange experience of
being able to see ourselves from outside our bo-
dies, a situation in which we can briefly glimpse the
other’s gaze, paradoxically, in our very own.
Thus mirrors are the first ‘other’. We talk to them,
with that ‘other’, trying to persuade; we unfold be-
fore them, trying to ascertain how authentic others
find our discourse. However, mirrors do not return
any sound, but a voiceless ventriloquy to which we
assign sound. But obviously, it is the space around
us that reflects our voice as multiple delayed wa-
vefronts, and it is our perceptual inclination to auto-
matically match the source of this reflected sound
to the mouth in the mirror, attempting the recons-
truction of an impossible fiction: unity between
image and sound. That is what we do when wat-
ching a film, transferring the origin of the sounds
we hear from the loudspeakers in the room to the
images moving on screen.
This piece, then, materializes the interference of
voice with image, and brings the violence in speech
onto mirrors’ surfaces, endangering its own pro-
cess of creation: speech makes the mirrors vibrate
and takes away our image in doing so. It attacks
its own fictional condition and, in its current state
of medial devaluation, echoes the breakup of its
compactness.
Just Talk /Talk AlonePerformance/dialog and data analysis(Comunidad de Madrid Visual Arts Grants)
other person’s face. After a silence, the process
restarts and the participants are able to see each
other again.
The appearance, disappearance, and replacement
of faces is achieved through changes to the ligh-
ting. Lightbulbs at each side of the booth receive
data from the microphones on either side. Audio is
transcribed and analysed by a custom multi-sof-
tware application, and its output drives dimmers to
change the lightbulbs’ intensities, in turn physically
manipulating the images on the perspex.
The resulting output also steers the movement of
the robotic arms in Llegar a las manos (Coming
to blows).
Solo Habla is a space established for a speech that
is just speech, speaking inevitably by itself, solilo-
quy; it is the emptying or opposite of a plural kind
of speaking, a shared weight in the sense propo-
sed by Blanchot, but also Levinas’ ethical form of
A booth, big enough for two people to sit, takes
up a prominent place in the exhibition space. The
booth situates the couple face-to-face through
separate entrances, separated by a transparent
perspex sheet. Each side of the booth has a mi-
crophone. “JUST TALK” read the LED signs over
each entrance, inviting participants to speak. The
seats, of adjustable height, enable the participants
to match their eyes to a mark on the perspex
sheet. Continuous speech by a participant causes
the image of the other across the perspex to vani-
sh, instead mirroring their own image. The eye-hei-
ght adjustment matching the mark on the perspex
allows this replacement to happen exactly over the
saying, in which the other, made present through
their face, represents the only significant thing .
Nonetheless, here one’s own speech directly re-
sults in the vanishing of the other, and the booth,
which may seem a neutral element, is actually a
censorship device, a repressive machine that adds
its own violent load. Despite being partly devoted
to data collection and analysis, the booth still is an
artistic device that approaches reality by savaging
it. The enclosure not only hides, separates and
isolates participants from the outside acoustically
and visually, but also reacts before them, interfe-
ring and conditioning their conversation. The piece
denies nothing, but instead fully accepts its partici-
pation in constructing art’s own violence of saying.
The device converts turns to speak into a battle
to impose one’s own image, which brings speech
closer to a solitary act in which the other’s presen-
ce becomes instrumental.
Booth: inner view
Coming to Blows Interactive Robotics(Comunidad de Madrid Visual Arts Grants)
not aim to morph one reality into another but ins-
tead aims to limit, force and extract aspects from
speech and display them in a different medium,
which means the project itself assists and parti-
cipates in the violence it intends to reflect upon.
Thus a voice becomes a hand, and the attempts
of language at describing, grasping and there-
fore delimiting the world, change target when a
robotic hand attempts to do the same on lan-
guage itself.
Data coming from the conversations taking pla-
ce in Solo Habla (see above) are picked up by
The piece tries to return violence to speech, in
this case through the robot as a mediating de-
vice. Robots embody the desire to subdue that
which espapes one’s control –from nature to the
“other”–, and the promise to free society from
servitude. Such dual aspect is a defining charac-
teristic of technological breakthrough, and cons-
titutes much of the foundations of Media Art.
The title of the piece refers to a colloquial ex-
pression which contends that language is unable
to hold the violence it is intended to dispel, and
conflict between two speakers leads to physi-
cal violence. Converting speech into robotic arm
movement has not been considered as an issue
of translation or mapping, since the project does
a device driving four robotic arms. The robots move their
various joints and fingers in response to the analysed data
from participants’ speech. These movements range from
universally recognisable gestures – such as pointing, gree-
ting, thumbs-up (agreement), thumbs-down (disagreement),
etc – to slamming the platform that they are placed upon.
Violence in Saying ISite-specific Sound Installation
Interactive Site -specific Sound installation for
“Casa de la Cultura José Saramago”
The installation transforms the building into a soun-
ding and speaking living organism. The sounds
are hidden in the structure of the building and are
audible when visitors put their ear against any of
the metal or glass surfaces inside and outside the
facade. The installation uses 20 vibration speakers
and contains approximately 10 hours of sound.
The proposal puts the skin of the viewer in contact
with the skin of the building, encouraging an alter-
native relationship with architecture: gazing, which
needs distance, is replaced by a kind of listening
only possible through contact. The Saramago thus
becomes a public building accessible through inti-
mate principles and attitudes, such as scrutinising
someone’s privacy by eavesdropping through a
wall. The «voice» of the building is awakened by
sine waves that make metal and glass vibrate at
frequencies between 50 and 200 Hz, bringing its
oscillatory qualities to the foreground. Said archi-
tectural «voice» is put in conversation with voices
of recorded people, who speak about their own
voice. The voices belong to people who suffer from
dysphemia (stuttering), thus linking their difficulties
to communicate with the ways in which cultural
institutions reach citizens, inviting to reflect upon
art’s own modes of expression. Saramago’s voice
stutters not only as a way to embody and reflect
on our culture’s violent aspects of speaking, but
also to help normalise the voices of a collective for
whom speech and violence go hand in hand. The
installation has been created expressly for “Casa
de la Cultura José Saramago” and commissioned
by the Society of Philosophy of Castilla-La Man-
cha.
http://arturomoyavillen.com/violencias-del-decir-i
Loudspeaker design placing
CUTInteractive Sound Installation
CUT reflects on cutting as a central dispositif of
our culture, particularly regarding listening and na-
rration. To listen is to create a cut above myself, for
allowing “the other” to exist; and it is also cutting
“the other” so that he becomes understandable to
my way of thinking. Hence, the cut is the mecha-
nism used by people to communicate; CUT opens
a fissure where sound and space, narration and
identity exchange processes and meanings.
A low sinusoid (determined by the room’s dimen-
sions) is projected into the room, creating a stan-
ding wave with zones of high sound density and
silences (antinodes and nodes). Steel knives are
suspended from the ceiling exactly at these silence
points. These knives reveal sounds whenever they
are touched. Sounds are recordings from people
telling stories about their lives. These narrations are
randomly cut, progressively becoming a hindran-
ce for listening: the longer they are in contact with
the knife, the bigger the obstacle. As the listener’s
interest increases, so does the speed of cutting.
The user constructs the cut, but can’t control the
randomness of the narrations.
WaitSite-specific Sound Installation
time appears as the colliding of a present devoid of
content –the act of perception– and a future that,
responsible for providing meaning, remains always
out of reach. The work is always there, constant-
ly present, and yet it remains permanently out of
reach.
The work was shown in four 400-watt speakers,
amongst which ten half-hour loop sound tracks
were spatialized.
The four speakers were placed in line on one of
the covered passages of the Gothic cloister, speci-
fically in the one corresponding to the entrance to
the cultural centre. The loudspeakers were placed
at the center of each one of the passage’s four ar-
ches, with the cones pointing inwards, and posi-
tioned in the boundary between the indoor space
and the outside.
The placement of the loudspeakers allowed me
to open a game in which to highlight the double
Wait is a site-specific sound installation for the Go-
thic cloister of Center del Carmen that explores
time and perception as collaborating agents in the
constitution of the aesthetic experience.
An infinite raining sound, containing an invitation to
wait, splits the subject between the aesthetic en-
joyment of the present and the promise of a future
novelty/difference. This vast and uncertain waiting
dimension of the cloister, understood as an articu-
lation between an interior space and another ex-
terior. The sounds of the work, coming from rains
recorded both indoors and outdoors, also connec-
ted, from the internal space of the work, with that
double nature of the cloister.
The invitation to wait contained in the work acts as
a disruption in the movement of visitors, questio-
ning the nature and necessity of these movements.
From this perspective, the work also assumed the
structural ambiguity of the cloister, thought at the
same time as a form of communication between
the different dependencies of the monastery, and
as an infinite and closed walk, capable of favoring
contemplative states. In this sense, the installation
tried to deepen this contradiction and sought to
convert the group of the cloister, as a passage
architecture, as a non-place, in the place par ex-
cellence of the aesthetic experience, in the place
where movement takes party in the suspension /
Deny the Given VoiceInteractive Sound Installation
current meaning from the ensuing silence, whe-
ther unexpected or intentional; on the other hand,
these are speeches that our society has decided
to preserve or repeat, thereby linking them to the
construction of a social identity.
Speeches are played in their entirety, one at a time,
but fragmented amongst the row of devices. At a
distance, the jumble of speech fragments produ-
ces a single, unintelligible mass of sound; however,
when the visitor approaches a device’s mirror, the
distance sensor interrupts the speech, making it
difficult or impossible to hear. The proximity to the
device also activates a very low sine wave, which
makes the mirror vibrate, distorting and blurring
the visitor’s reflected image.
If the viewer remains close to the mirror only for
a short time, the sound will resume once he/she
moves away. When the visitor exceeds a certain
threshold of time in front of the device, the sound
Deny the Given Voice is an interactive sound ins-
tallation that proposes a two-part reflection on the
violence of saying and silencing, and on the mode
of appropriation of the artistic object. The work
poses negation as the trigger to unfolding its own
meanings.
The piece consists of a display of devices, each
made up of a mirror, a speaker attached to its back
and a distance sensor. These devices project re-
cordings of public speeches with two common
characteristics: on the one hand, these are words
spoken before the public disappearance of the in-
dividual or his death, and they inherit part of their
of a bell signals the temporary extinction of the
sound. This way all devices can be silenced. Af-
ter a while, the devices resume playback, this time
with a different speech.
Silence, therefore, is double. It is brought by the
disappearance of the speeches’ authors, which
confers the discourses with a different meaning.
And it is also present in the functioning of the insta-
llation itself – despite the viewer’s intention to listen,
the sound source is muted as he approaches it.
The piece builds a wall of sound that intensifies
the same repetition that has allowed the spee-
ches to survive the passing of time and resist
the oblivion into which spoken word falls as
immediately as it is being delivered. Intelligibi-
lity in such a sonically dense environment can
only be achieved by interrupting the playback of
the various devices, whatever the content of the
speech or its agent might be.
SpecioInteractive Media Installation
seeing ourselves outside of our own body, in a
game in which we can briefly see how others see
us, but through our gaze. And our gaze outside
of our body is no longer a look, but an evaluation
of damages. Cocteau proposes it beautifully in his
Orpheus: “Look in a mirror all your life and you will
see death working, like bees in a glass hive”
Specio contains two gazes: the reflective and ho-
rizontal from the mirror and the inquisitive and ver-
tical from the lookout, or the giant. On this double
glance the work unfolds the time dimension, an
element that steals your own image in the mirror.
The estrangement in the mirror vanishes the illusion
of possessing or dominating the reflection. Specio
suggests a man put in parentheses, suspended
between an abstract and isochronous time, and
another concrete and mobile, a man split between
a global temporality and an individual one.
Specio invites us to use the movement - metapho-
Specio is an interactive installation for public space
that reflects on body, gaze and time. An electronic
device makes your image and a bone-clock back
in time when you move in front of it. The more you
move the more the image goes to the past.
Man has a complex relationship with the mirror.
Philosophy, psychology, literature, mythology and
Fine Arts have spoken about this relationship, and
especially New Media Art. In this relationship, the
consciousness of the self and alterity are intermin-
gled with fear to the death, and the consequent
obsession by the control of the own image, so ac-
centuated in our digital culture. The mirror allows
us to experience the profound strangeness of
rical and real - as a way to oppose the passage of
time of my image, and therefore to death, and also
suggests an idea of man trapped in a temporary
no-place between the instantaneity of Media and
real time.
Specio main set up happens in a public space. The
image of the participants is projected on a public
tower -place in which a community clock is usually
housed-, or on a bell tower -a sound architecture
that also structures the time of the community-.
Specio’s double clock replaces the unitary, global
and measured time of the community, by one un-
folded, individual and manipulated by the bodies of
the participants.
The development of the project contemplates to
apply it to emblematic towers of large cities. The
work could be developed in towers of castles or pa-
laces, bell towers, town halls or any building that has
a pronounced vertical space or a communal clock.
Specio at a public square, Bouesía Festival
Specio. Indoor version
future development (Ideal representations)
Shout-Your-Mouth MachineInteractive Sound Sculpture
In this case the negation is metaphorical and phy-
sical, because the game lies in pushing a big red
button to silence the voice projected by the device.
What you hear is my personal recorded voice tal-
king about the work. So, when you push the button
you are silencing my own speech. I am interested in
proposing a work that constrains the user to deny
it, a work where there is a circular contradiction be-
tween listening and silencing: maybe I would want
to listen to the voice, but if I want to complete the
The Shut-Your-Mouth Machine is a device inspired
by the arcade game Whac-A-Mole, and its particu-
lar way of negative interaction. The game typically
consists in smashing moles when they pop up from
holes distributed on a plane (watch the video below).
Constructing the meaning of the piece through its
negation is one of my personal interests, and I have
been working on it in recent years, unfolding a critical
approach to such interactive works where the user
has a total degree of control over the mechanism.
game I have to stop the meaning contained in the
voice. So the meaning doesn’t simply come from
my voice, but from the collaboration between my
speech and those who restrain it. In this sense, the
work includes a critical to traditional relationship be-
tween a work of art and its receiver.
The orthodoxy of the medium and his need to seek
new forms of expression led him towards Sound
Art and New Media Art, focusing a large part of his
activity on sculpture and sound installation, invol-
ving a critical use of interactive devices. As was the
case in the field of composition, his need to help
the medium progress led him to found the elec-
tronic art association EX, of which he is president.
At present, he is developing “Violence in saying
II”, a multidisciplinary project that develops a line
of work of more than ten years around violence in
speech, understood as a movement, of voice and
language, towards the other. The project, which
has been granted funding for the production of
visual arts 2019 by the Comunidad de Madrid,
brings together researchers from philosophy, lin-
guistics, sound art, phoniatrics or logopedics and
is supported by the Spanish Medical Society of
Phoniatrics and the Spanish Association of stut-
tering.
Arturo Moya Villén began his professional deve-
lopment in the field of electroacoustic compo-
sition, training in Barcelona with Gabriel Brncic
and in Rome with Giuseppe di Giugno, thanks
to support from scholarships awarded by SGAE
and the European organization CITE / COMETT.
In those years he began the creation of interactive
environments whereby he already questioned the
concepts of interpreter and music assumed in the
electroacoustic field.
During his career as a composer, his creative activi-
ty was combined with his commitment to context,
becoming president of the Association of Electroa-
coustic Music of Spain, a platform from which he
brings historical figures from the international ex-
perimental scene to Spain for the first time.
As a sound artist, new media artist, composer and
performer, he has presented his works, interven-
tions, actions, videos or installations in auditoriums
and museums in Spain, Italy, Chile, Argentina,
Cuba, the United States, France, Belgium, Mexi-
co , United Kingdom and Germany. Among them:
MACBA, MNCARS (Madrid), IVAM (Valencia),
MARCO (Vigo), Fundació Joan Miró (Barcelona),
Maison de Radio France (Paris), Fundidora Park
(Monterrey, Mexico), Fonoteca Nacional de Méxi-
co, Institut fur Neüe Musik der Hdk (Berlin), State
University of New York at Buffalo, Centro de Cul-
tura Contemporània de Barcelona (CCCB), Center
del Carme Cultura Contemporània (CCCC), Valen-
cia, Museo Barjola (Gijón), Círculo de Bellas Artes
(Madrid), etc.
Bio