Yeo Chee Kiong
Tan Yen Peng
Jan 2026
Proposed Show Period: 14 Jan Wed 2026 – 14 Feb Saturday 2026
Show Venue: Sculpture 2052
Public Participatory Workshop: 8 Feb 2026 (Sunday): Morning 9 am to 11.30 am
Seminar: 11 Feb 2026 (Wed): 2 pm - 4 pm
Yeo Chee Kiong
Tan Yen Peng
Koh Kai Ting
Ng Siok Hoon
Based on a long-term research project, The Open City, conceived by Yeo Chee Kiong and Tan Yen Peng in 2024, its first project launch will feature both physical and digital presentations at Sculpture 2052 in January 2026. This project includes a group of Fine Arts artists who are exploring their professional practices through the use of digital tools. Together with drawing artist Ng Siok Hoon, printmaker Koh Kai Ting, the project examines the contemporary contexts of classical art forms such as sculpture, drawing, and archival photography through digital innovation.
Instead of simply transferring physical artworks into digital formats, the project takes a deeper approach to contemporary art. It aims to create a transcendental field that reintegrates classical and digital art forms in our time.
The Open City Project will be presented through Online Roaming and Onsite Roaming.
“Roaming” [a]
● Moving about aimlessly or unsystematically, especially over a wide area.
● The practice of using a mobile phone on another operator's network, typically while abroad.
In Real Time [b]
● If something is done in real time, there is no noticeable delay between the action and its effect or consequence.
Real-time
● Denoting or relating to a data-processing system in which a computer receives constantly changing data, such as information relating to air-traffic control, travel booking systems, etc, and processes it sufficiently rapidly to be able to control the source of the data.
[a] https://languages.oup.com/google-dictionary-en/
[b] https://www.collinsdictionary.com/dictionary/english/real-time
Clip Through – Fountain to Creeks
Cloud Roaming
Made-in-Singapore Sculptor - The Curiosity Cabinet of The Open City
An in-progress digital continuum space to accommodate the classical and contemporary civilians of Open City.
The Lead Artist attempts to convert the 1797 print, The Rural Cott by William Woollett (Artwork Image 03), as the original reference for the 3D digital homeland of The Open City.
The print was discovered at an antique frame shop during the first visit to the Passage des Panoramas and was collected by the artist.
The Artist Residents of The Open City will propose their preferred art medium to kick off the project based on their professional practices and further explore digital tools to incorporate their original and tangible artworks — such as paintings, sculptures, and prints & etc. — into the digital Open City as cultural landmarks of the cityscape.
The Lead Artist will assist or share digital tools to transform the physical artworks into digital forms.
A contemporary digital installation will be presented through an online digital platform, onsite plasma TV, projectors, integrated hologram.
VR Video Clip of The Open City: https://drive.google.com/file/d/1x6ffOCFQJhJp4RM43JPCWQn XCUQuyXgD/view?usp=sharing
A physical Curiosity Cabinet of The Open City to display the object collection of The Open City Artist Residents, integrated with miniature holograms and other digital devices .
The Lead Artist will construct the Pantheonof Open City within a self-portrait sculpture (Made-in-Singapore Sculptor), in the form of a 3D printed Curiosity Cabinet. This cabinet will synchronize with the ever-growing contents of the digital Open City, sharing up-to-date sculptural details that can be observed with the naked eye. o integrated with miniature holograms and other digital devices.
Proposed size: 150 cm (H)
Mnemosyne Arcade
The Mnemosyne Arcade aligns with Real Time Roaming | Real-time Roaming by emphasizing discovery, reflection, and the fluid, layered nature of memory. The use of democratic, low-resolution archives underscores the accessibility of digital culture, while the arcade format invites viewers to engage with memory as an open, participatory process.
The Mnemosyne Arcade evolves from Yen Peng’s exploration of memory through the juxtaposition of disparate images, centering on the punctum- the emotional core or evocative resonance of an image that transcends recognition or context. Inspired by Aby Warburg’s Mnemosyne Atlas and Walter Benjamin’s concept of the arcade as a layered space of discovery, the project creates a visual dialogue between archival Singaporean images (sourced from free-access online archives) and French images collected during the artist’s Paris residency.
The Mnemosyne Arcade invites viewers to reflect on how images, through their accessibility and ability to evoke shared experiences, become powerful carriers of memory and emotional connection across cultures and histories. The project investigates how punctum, rather than historical specificity, creates connections across time, place, and culture.
The Mnemosyne Arcade will have a digital counterpart, replicating the physical installation.
Viewers will be able to browse the image pairings and contribute their own reflections or suggested pairings, expanding the archive collaboratively.
The installation will mimic an arcade, with image pairings displayed side by side like shop windows. Each pairing will emphasize their shared punctum, allowing viewers to engage emotionally with their resonances.
Clip Through – Fountain to Creeks
Inspired by the concept of the Open City—both as a historical wartime declaration and a contemporary ideal of inclusivity—this project proposes a rhizomatic exploration of our Paris residency experience through walking, scanning, weaving, and gaming.
Blending traditional Southeast Asian weaving practices with 3D scanning, participatory storytelling, and game engine technologies, we envision a speculative worldbuilding of an Open City: one that is non-linear, affective, and decentralized. Rooted in the Deleuzian concept of deterritorialization and the ritual act of territorial inscription through weaving, this work seeks to unsettle fixed identities, dissolve spatial boundaries, and propose alternative systems of memory and care.
In our version, this roaming collects immaterial threads of lived experiences, translated into data, textures, and narratives. In real time, our interactions with communities, artists, and urban materials sprout like a rhizome: any point, any collaborator, has the potential to become a full-bodied work. The encounter is a living archive of entanglements. Through walking and scanning, writing and weaving, we respond to the city's layered geographies. Building on our participatory methods, we propose the creation of a Digital Weaving Piece, Clip Through – Fountain to Creeks, made of interwoven scans, voice recording and stories collected from walking and letter-writing workshops.
Fountain to Creeks - From water access to social trust, we examine infrastructures often overlooked. Through the window of our residency studio, we observed one such structure: the Wallace Fountains. Gifted in 1872 by English philanthropist Sir Richard Wallace to provide free drinking water to Parisians. https://www.eaudeparis.fr/en/the-history-of-paris-fountains
Based on the 3D Scanned Wallace Fountain as the featured centre piece of a game engine environment that allows players to explore our “open city”, walk through walls, float through streets, and enter sites transformed by memory.
Participatory Workshop
On-site scanning walks and sensory fieldwork sessions, inviting participants to engage with the city through tactile, visual, and embodied experiences.
The participatory workshop introduces participants to Extended Reality (XR), focusing on 3D scanning and integrating scanned objects into Augmented Reality (AR).
Participants will take a short walk around Admiralty to explore its public spaces, void decks, and community corners—observing how daily life is expressed through objects, architecture, and shared spaces.
Proposed dates:
8 Feb 2026 ( Sunday): Morning 9 am to 11.30 am o Digital Experience
A custom-built desktop or WebAR (Augmented Reality) platform that allows users to navigate Open City as a non-linear memory landscape—where scans, sounds, and stories form an interconnected, rhizomatic city.
Sculptural Works - Two 3D-printed sculptural ‘fountain’ pieces created from weaved scans of Parisian architecture and infrastructure, embedded with audio components.
Cloud Roaming
Historically, the declaration of an Open City was intended to protect its people and cultural landmarks during wartime. The concept of an open citymay land itself in a paradoxical situation. It embodies both the potential of being open yet destroyed, as evidence in history and being inclusive yet exclusive in reality.
As ‘nature knows no borders[1]’, a phrase reflecting the reality that natural phenomena often transcend political boundaries. I will reference my past drawings with similar themes on natural phenomena[2] in the construction of the digital version. Digital Cloudscape will be presented real-time, parallel with the onsite physical work. Roaming will take place in real-time, where the artist will first map the digital works around the city and the participants will carry out the virtual roaming in an attempt to encounter the works.
My work usually deals with the idea of constant flux experienced in our immediate urban and natural environment. The drawings often combined different natural phenomena to magnify its fluid and unstable condition. Intentionally exaggerated natural phenomena such as explosives/ melting clouds or moving yet disintegrating/ burnt clouds are presented to suggest a sense of uncertainty and unpredictability in our environment.
[1] First transboundary resolution adopted by the UN to enhance international cooperation to enhance ecological connectivity, promote awareness and action on many environmental issues including climate change mitigation.
[2] Artwork references
Explore varied processes in transforming two-dimensional physical work (real time) using traditional drawing medium into a three-dimensional virtual work (real-time).
Use digital tools to construct 3D models based on past/new physical work and integrate it in the digital continuum space created by Lead Artist.
Using AR technology to overlay the 3D model to augment perception of the real world. Explore ways to enhance participant’s interactivity.
Drawing - A series of physical works will be installed onsite
Concept Overview
Unseen: Mapping What Cannot Stay is a research-driven installation that weaves together themes of displacement, invisible geographies, and poetic cartography. The work begins with open-source bathymetric data gathered by researchers during Arctic expeditions aboard the icebreaker Oden. These seafloor depth maps are transformed into 3D terrain models using GIS software, creating a visual and tactile record of submerged landscapes that remain out of reach.
Through translation into both physical and digital sculpture, the project forms a parallel geography. One part inhabits the tangible world of the residency’s onsite exhibition in Singapore; the other unfolds within the Open City digital environment. Each version is layered with voice recordings, fragments of poetic text, and fictional logbook entries, shaping a narrative space that reflects on memory, territory, and the impossibility of remaining in place.
Physical Presentation: Onsite Roaming
For the onsite component, a fragment of the Arctic seabed will be 3D printed using the residency’s Creality Ender 3 S1 printers.
Within the Open City platform, the same seabed fragment will be inserted into a selected location of the Open City Dome. This 3D model will be adapted using Oculus and integrated via Twinmotion or Blender, allowing for:
1. Data Gathering: Download open-source bathymetric datasets (IBCAO / GEBCO) for selected Arctic regions mapped during the Oden expeditions.
2. Model Generation: Process data in GIS software to produce high-resolution STL/OBJ terrain models.
3. Digital Adaptation: Import into Oculus for sculptural refinement; prepare both for 3D printing and digital platform integration.
4. 3D Printing: Produce physical models with the Creality Ender 3 S1, finishing with etched/QR code detailing.
5. Audio/Text Layering: Record and edit fictional logbook entries, whispered narratives, and poetic texts.
6. Platform Integration: Insert modified model into the Open City Dome via
Twinmotion/Blender; experiments with implementing interactive and real-time voice input features.
As part of the development process, I would like to explore ways for visitor interaction to become embedded in the work, both physically and digitally. One potential direction is to experiment with a system where short recorded voice messages left by visitors generate visible “traces” within the digital seabed in Open City.
Technically, this could involve linking each recording to a specific coordinate on the 3D model, spawning a small glowing form like a pulse of light or a fragment of texture at that location. Approaching the glow would play the associated audio, allowing voices to accumulate over time as a growing constellation of contributions.
This approach would turn the seabed into a living archive, gradually shaped by those who encounter it. I envision it as a form of “real-time sedimentation,” where memory, presence, and participation leave luminous, poetic marks on the mapped terrain. The exact implementation would be explored during the residency.
The project bridges scientific mapping and poetic speculation, using the residency’s dual framework of Onsite Roaming and Online Roaming to create an immersive, multi-sited experience. By presenting an Arctic landscape from within the tropical climate of Singapore. By allowing this landscape to evolve in real time through visitor participation, Unseen: Mapping What Cannot Stay becomes a meditation on climate, distance, and the shifting architectures of belonging.
November 2026
The Paris Residency at the end of 2024 presents a valuable opportunity to examine how, through the lens of both art and sports, we can continue to critically evaluate our efforts to ease the devastating conflicts plaguing humanity, considering both peacetime and wartime contexts within the city's contemporary happenings and historical past.
Inspired by Walter Benjamin's Arcades Project [5] during the Paris residency period, the two-month Paris Roaming Mode in the winter offers a free-strolling experience as a contemporary flâneur [6]. It leads to a random and broad exploration of the encapsulated cultural and historical memories within the street life, the artifacts in the museums, and the cityscape of this beautiful capital. The city has been perfectly preserved by people who love it so much — both locals and international counterparts — who prevented possible devastating consequences through the declaration of Open City status during WWII.
The sophisticated yet intriguing daily encounters in the French capital and surrounding regions allow us to reevaluate the necessity of our sensory modality in real time as we conduct in situ physical roaming, which could be easily dismissed by the overwhelming nature of virtual online browsing in the Digital Age.
The Pantheon of Open City
“In War, an Open City is a settlement which abandoned all defensive efforts, generally in the event of the imminent capture of the city to avoid destruction.”[1]The declaration of Open City by the French government on 11 June 1940 during the Battle of France was intended to protect the city's civilians and cultural landmarks from a futile battle, and it also reminds us the beginning of WWII more than eight decades ago. As we celebrate the centennial event of the Paris Olympic Games between 1924 and 2024, the cessation of hostilities known as the Olympic Truce[2]has been widely promoted during the Games.
In Contemporary Urban Planning, architects, planners, and theorists envision the Open City as a space where social integration, cultural diversity, and collective identity can be actively fostered through interaction and exchange.[3]The 2024 Olympic logo features a symbolic female portrait, Marianne[4], a republican icon representing the champion of freedom and democracy against all forms of oppression. This holds huge significance as the establishment of an Open City without the free people from all races is unimaginable.
The Paris trip at the end of 2024 presents a valuable opportunity for us to examine how, through the lens of both art and sports, we can continue to critically evaluate our efforts to ease the devastating conflicts plaguing humanity, considering both peacetime and wartime contexts within the city's contemporary happenings and history in the past. Through in depth field work and investigation, Chee Kiong and Yen Peng will each present a work that will be housed under the Open City. They will employ elements of shared experiences to articulate nuanced perspectives on the complexity of human connectedness.
[1] https://en.wikipedia.org/wiki/Open_city
[2] https://olympics.com/ioc/olympic-truce
[3] https://warwick.ac.uk/fac/soc/sociology/research/projects/isc/opencity/
[4] https://www.paris2024.org/en/a-single-emblem-for-paris-
In the Pantheon - the Paris Avatar
The Paris-SG Mnemosyne Atlas
Inspired by an experience stumbling upon scenes and figures from personal travel photos that bare uncanny similarities with found online archival images, Yen Peng’s works play with the montage or juxtaposition of archival images that resonate with a punctum beyond mere recognition. Her most recent research further draws upon the concept of the *Mnemosyne Atlas from the German art historian Aby Warburg, putting together disparate images from various times and regions, juxtaposing them in search of a visual, non-linear historical narrative. This memory/punctum-aligned expression hopes to study the crossings between personal experiences and unexpected resonances of collective memories versus official and historical accounts.
In the Paris-SG Mnemosyne Atlas (tentative name), the artist will work with images collected from the on-site research during the Paris trip, and explore unknown or forgotten links between France and Singapore. Specific topics and images related to shared experiences or histories (e.g. war, colonialism, migrants, architecture, etc) will evolve through discoveries and research processes. More than just image collection, this project aims to be a thought-provoking investigation of personal identity, collective memory, and the complex tapestry of connections across cultures.
The Atlas will be part of the Pantheon in the Open City.
*Mnemosyne Atlas - the Map of the Goddess of Memory, refers to an unfinished project by German art historian Aby Warburg (1866-1929). As a collection of thousands of images including photographs, engravings, and postcards, etc arranged on panels, it explored recurring symbols and themes across time and cultures, providing glimpses into interconnectedness of human experience across time and space.