RESEARCH
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Notes on Baudrillard
THEORY AND PHILLOSOPHY
Baudrillard in the means Marxist theory of objects uses value vs exchange value and commodity fetishism. Baudrillard proposes a third value metric - sign value. He thought sign value overtakes use and exchange value, further fetishising the commodity. Sharing a similar notion with Adorno and Horkheimer expressed in their enlightenment and culture industry.
Sign value dominates the postmodern world. We might argue that sign value dominates the reason for culture, capital investment, and pseudo-identity and culture. In Baudrillard's second work “The Mirror of Production” he breaks away from Marxism by attacking Marxist notions. He quotes Marshall McLuhan saying “The medium is the message” - materiality and reality blurred in the postmodern world by the representation of science. Sign value replaced the material value as the computer age developed. - “Simulacrum is a copy or representation of something, a pictogram, a letter, a gesture, a signifier”. Society freed itself from the signs signifiers such as assigning reason to God, from “tree meaning tree and good was what God said was good”(An intro to Baydillard yt). The dominance of the signifier was represented by a democratic choice of one's own will mostly seen in science.
“The signifier tree can detach from the real tree” - One and Three Chairs by Joseph Kosuth.
Baudrillard proposes three orders of Simulacra in the symbolic exchange of death:
- Natural law of value/Natural imitations: era of counterfeit, harmonious, finding the ideal of the natural. Data
- Market law of value/ Productive copies: the materialisation of the natural by human and machine impact with the aim of globalisation and expansion along with the liberation of energy. Disneyland, data applied in functions. Governing mode of production. Pure operationality.
- Structural law of value/ Code and simulation: hyper-reality, the aim of total control, automation utilisation of reason and the ideal driven by profit. Social media, metaverse. Algorithmic reign remembering how much of fun it was in Disneyland.
They all move towards objectivity- enlightening the scientific observation where society moves to statistical reasoning
“where identities become commodities” - Similar to Adorno and Horkheimer in their culture industry theory.
Each step widens the border of the value reasoned by its use value and prefers the sign value. Society keeps being out of touch with the natural representation of their commodity and the material. Thus prefer to let others/automation decide what is best for their interests by the societal dependence on the sign value. Applying fake news to buying an iPhone using Facebook or even slang language. “The super-ideology of the sign and the general operationalization of the signifier everywhere sanctioned today by the new master disciplines of structural linguistics, semiology, information theory and cybernetics - has replaced good old political economy as the theoretical basis of the system.” Society breaks away from signifying anything real and thus Baudrillard claims we already live in a simulation by the means of any algorithmic reasoning of human existence and behaviour.
The Situationist International
was an international organization of social revolutionaries made up of avant-garde artists, intellectuals, and political theorists. It was prominent in Europe from its formation in 1957 to its dissolution in 1972.[1] The intellectual foundations of the Situationist International were derived primarily from libertarian Marxism and the avant-garde art movements of the early 20th century, particularly Dada and Surrealism.[1] Overall, situationist theory represented an attempt to synthesize this diverse field of theoretical disciplines into a modern and comprehensive critique of mid-20th century advanced capitalism.
Some of the most influential, culturally and politically rebellious movements in post-war Europe include the Situationist International (SI) and the Punk movement. Indisputably affecting each other's developments as well as leaving fundamental footprints in the sociocultural and political domain, which affected various fields from science fiction and fashion to communication design and music. SI critiqued the consumerism and commodities of capitalist society via their cultural and political actions that strongly influenced the punk movement in the 70s. The link between Britain’s unstable times with the Punk emergence and its rising popularity at the time might expose the socio-political factor as the origin of the Punks’ rebelling of countercultural nature. However, it is more than probable that Punk might have been derived from the footprints of Situationist International, and Britain’s stagflation only amplified its cultural and political relevance. Situationist techniques such as Détournement have had an enduring impact on Punk’s rejection of commodified mass-produced culture that has assisted with the appropriation of the DIY ethos of the subculture. Furthermore, it can be argued that the situationist technique of Détournement and Open-Source methods share similarities within their cultural and political principles. Even if operating in different domains and eras, Situationist International, Punks, and Open-Source advocates have successfully manifested the notions of reappropriation of pre-existent via collaborative approaches while challenging authority structures.
In the creative culture, inspiration and its referencing have been widely used for millennia. Within contemporary art, these references are often not even disclosed but, on the contrary, left hidden, enabling reinterpretation to take place. In this case, an artwork or an object becomes a symbol, repurposed by others who continue developing the narratives started by previous creators, resulting in iterative communication via creative making rather than talking.
Within the programming culture, it is clear that without the open web standards or publicly accessible source codes, we would not be using any of our current technologies as we know them today. Likely, we would not have iPhones without Steve Wozniak's decision to share the blueprints and source code of his hand-built Apple I personal computer for free. Moreover, Wozniak would most probably not have constructed his Apple I without the shared information by other hackers and engineers who were then his co-members of the Homebrew Computer Club. ‘The process of peer production is a form of collective making that is also used for websites like Wikipedia’ or the GNU/Linux development (Pater, 2021, p. 390).
Source: Paula Pokorna, Balad od the Meadow Birds, (2024), 4th year dissertation for the Glasgow School of Art BA(Hons), pg 13-15:
Détournement
A détournement (French: [detuʁnəmɑ̃]), meaning "rerouting, hijacking" in French, is a technique developed in the 1950s by the Letterist International,[1] and later adapted by the Situationist International (SI),[2][3] that was defined in the SI's inaugural 1958 journal as "[t]he integration of present or past artistic productions into a superior construction of a milieu. In this sense there can be no situationist painting or music, but only a situationist use of those means. In a more elementary sense, détournement within the old cultural spheres is a method of propaganda, a method which reveals the wearing out and loss of importance of those spheres."
ART, DESIGN, RESEARCH AND PROJECTS
Art in the Age of the Metaverse conference, 2023:
Michaela Montegna, the video game lawyer leading the keynote answers the question ‘What is the Metaverse” by: “A post-scarcity utopia...But who are the winners and who are the losers in the post-scarcity utopia?... Are we assigning a value not because of aesthetics but just because because of something that is scarce?”
Notes:
Montegna calls the fresh products such as Midjourney, Dalle-2, Stable Diffusion or Github’s CoPilot the “Abundance Technologies”. revolutionary, yet trying to replicate problems that we already know from the actual internet. Thus, the abundance technologies perpetuate capitalism into these environments.
“We are trying to maim digital assets to create scarcity and therefore perpetuating capitalism... Culture is built in reproduction and replication” (links to Adornos’ Culture Industry) “We already ruined one internet. We have now the chance to create something beautiful”.
Reflection:
Can we adopt the scarcity on rather creative process than the social status predetermined by financial wealth in such environments? Throughout my project, I’ll aim to focus on the creative reinterpretation of already created objects, the process, representing its unique scarcity. Additionally looking at the uses and capabilities of adopting these assets, mirroring their bias within their own narratives. This type of a scarcity could potentially result in a social status depicted by the users’ creativity rather than accesibility via inquiry of one. Benefiting the creator but not the creator as an owner.
WANDERING AROUND DECENTRALAND:
At the beginning of the Semester1, in order to better understand contemporary takes on the digitalised virtual worlds, I decided to spend some time in the Decentraland. Since my dissertation was initially pointing in this direction, I thought this would be necessary to have certain level of experience in such environments in order to analyse them further. The experience, running on my laptop however was not ideal. My first impressions were characterised by confusion as I didn’t really know what to do around . Everything looked dead, outdated and not many people were around. My experience in multiplayer environments so far is very low and thus, not fully understanding the cultures and customs of such spaces made me feel anxious when entering this space. I’m naturally a shy person, and the internet and networks never represented much of expressive tools of communication. However, it always did fascinate me, as all things unknown always do.
As a total outlander, I did not enjoy spending these few hours in there. Yet, I do wish to explore such digital spaces and therefore, these ‘reality alternatives’ are definitely on my research list.
OPEN3D BY UCLIC
Digital 3D models are used in almost all areas of design and engineering from drug discovery through to architectural design optimization. With the advent of new imaging technologies such as more advanced remote sensing systems and consumer 3D cameras, there is a new capability to capture models that are both deep and broad in detail.
While looking at potential masters degrees I came across UCL’s Interaction Centre and their current research projects. The Open3D project intrigued me, since my interests are currently in researching the experiences of ‘reality simulations’. In my case for artistic and not scientific purposes. However, I do believe the insight into developing projects and scientific research is an integral part in visual communication of interactive media. Understanding the potential pathways of contemporary technologies, its adaptation and development is inevitable when creating ideas about design or art project communicating digital media and human behaviour.
BEN GROSSER - Tokenize This, Order of Magnitude
Artist Ben Grosser focuses on the cultural, social, and political effects of software. How is an interface that foregrounds our friend count changing conceptions of friendship? Who benefits when a software system can intuit how we feel? What changes in democracy and society when platforms designed for growth and engagement become our primary window to the wider world? To examine questions like these, he constructs interactive experiences, machines, and systems that make the familiar unfamiliar, revealing the ways that software prescribes our behaviour and thus, how it changes who we are.
Tokenize This:
A central construct of the booming cryptoart market is the creation of artificial scarcity through the “tokenization” of digital objects using NFTs. These certificates of ownership act as indexes to digital artworks, pointing anyone to the objects themselves (e.g., an image file on a server) and making possible the easy sale and resale of (presumed) ownership rights. This push towards commodification not only comes with high ecological costs (due to the energy use incurred with each cryptocurrency transaction) but also threatens to reconfigure the focus of many digital/software/net artists into the production of saleable and non-threatening work that is easily recognizable as “art” to the speculative finance crowd. Tokenize This is a net art work that proposes one possible structure of resistance against the threats posed by NFTs. The site, available from https://tokenizethis.link, produces upon each new visit a “unique digital object” that includes a custom color gradient and guaranteed exclusive identification code, all referenced by a matching URL. Yet different from the typical website whose URLs act as persistent indexes to a page and its contents, Tokenize This destroys each work right after its creation. While the unique digital object remains viewable by the original visitor for as long as they leave their browser tab open, any subsequent attempt to copy, share, or view that URL in another tab, browser, or system, leads to a “404 Not Found” error. In other words, Tokenize This generates countless digital artifacts that can only be viewed or accessed once. While this structure doesn’t block someone from selling an NFT that points to a Tokenize This page, it does ensure that the page it points to will never be seen by the purchaser of that NFT. Most broadly, the work acts in opposition to the capitalist ideologies embedded in NFTs and the ways in which cryptoart markets have already thrust an often anti-capitalist and anti-corporate art medium into a 21st century gold rush get-rich-quick kind of frenzy.
Reflection:
Grossers’ Tokenize this does either intentionally or unintentionally play with Baudrillard’s structural and marketed law of value of the intangible unique object effectively and effortlessly. His concept is not overthought and decorated and thus points out on the importance of the website’s ecological lightness. As much as I do like aesthetically designed websites, in this case I do appreciate the artists’ decision of not intefering in the web’s aesthetic very much. Moreover, from my subjective interpretation, the visual design that lacks in this work does degrade the value of the generated token and therefore plays with the artists’ critique of the NFT and the digital artefact commodification boom.
Order of Magnitude: As the founder and CEO of the world’s largest social media corporation, what does Mark Zuckerberg think about? While we get clues from his posts on Facebook and elsewhere, a primary window into this question is through his public video recorded appearances. Covering the earliest days of Facebook in 2004 up through Zuckerberg’s compelled appearances before the US Congress in 2018, these recordings reveal what’s changed and what hasn’t changed about the way he speaks and what he says. For ORDER OF MAGNITUDE, I viewed every one of these recordings and used them to build a supercut drawn from three of Mark’s most favored words: “more,” “grow,” and his every utterance of a metric such as “two million” or “one billion.” The result is a nearly fifty minute film that reveals primary topics of focus for the tech CEO, acting as a lens on what he cares about, how he thinks, and what he hopes to attain.
Reflection:
Throughout my year 2 and 3 I really enjoyed working with video footage and preferably I wish to sustain this element in my graduation project as well. Video footage can be used as a good data source for further analysis of the digitalised and reproduced reality that can be nicely juxtaposed to the digitised ideals of todays networked reproductions of life. This brings me back to the ideas I proposed in my studio proposal at the beginning of the Semester 1 which are concerned with the critique of digital ‘ideals’ and their communication to the consumers. I do want to critique and provide a reflexion experience to the viewer of my work. I thus wish to communicate the importance of escapism in the age of attention economy, and highlight the contrast of the often fetishised and idealised digital realm of the Metaverse / social platforms with contemporary anxieties of the real world.
Why should we escape to this Zuckerberg’s proposed ‘hyperobject’ of whose citizens desperately find refuge in “resigned cynicism.. choosing ignorance out of frustration and helplessness.” (Zuboff, 11, The Age of Surveillance Capitalism). Why can’t the metaverse point on issues of the real world instead of offering an escape to the neoliberal feudalism of the big tech.
But back to the video element of Grosser’s Order of Magnitute. What I like about this 47 minute video compilation is the simple paradox that Grosser plays with and that examines how the quality of this work depends on the quantity of videos. This is supported even further by the artists’ focus on Mark Zuckerbergs’ repetition of words “growth” and “more” and thus builds the whole fundementals of his concept around a simple portrayal of “more meaning better”. This can indirectly point on and further criticise the quantity of data the Meta company gathers in order to complete its’ qualitative value.
This leads me to conclude that video footage can be used effectively and effortlessly if the thought through concept supports the simplicity of well chosen footage as a “data source”. Furthermore it does inspire me to think about the idea of less is more or the more the worse and could possibly represent a nice foundation of my further work development.
ANTHONY ING - Jill Uncredited The British-Canadian filmmaker and composer was born in London, UK in 1991. Co-founder of the Loop production company, Ing has produced a range of artist-led film and television projects since 2014 which have received prizes including at the Grierson Awards, the BFI London Film Festival and the British Independent Film Awards.v
The work
Jill Uncredited is based on
constellating fragments from decades of film and television, newcomer Anthony Ing creates a playful, yet profound portrait of a woman who has toiled in the margins of our screens. Forget about stars: this hypnotic short is entranced with the nameless people who form the wondrous texture of life
Reflection:
Such as Grosser’s
Order of Magnitude, Ing’s short film
Jill Uncredited highlights the quality by a well curated and repetitive quantitative element. Jill Goldston as an actor acting in countless movies and TV shows as a background actor is the protagonist of Ing’s composition of her appearances from other movies. This compilation of short snippets from other films and shows draws attention to the importance of a person who might have shaped our cultural experiences trough her presence in the field while none of us might have noticed.
Both artists work with already existent video material that makes me to think again about the relevance of derivative/reinterpreted/readapted works from materials already made by someone else. In this case, both of these works share qualities of an open-source creativity and highlight the strengths of re-imagination that open source software or hardware provide for either programming as well as art and design communities.
IIAN CHENG - Life After BoB
Since 2012, I've created a series of simulations that explore an agent’s capacity to deal with an ever-changing environment. These works culminated in the Emissaries trilogy, which introduced a narrative agent - the emissary - whose motivation to enact a story was set into conflict with the open-ended chaos of the simulation. In 2019, I developed BOB (Bag of Beliefs), a AI-driven creature whose personality, body, and life script evolve across exhibitions. Most recently, I directed Life After BOB, a 50min real-time anime built in the Unity game engine. I am the author of Emissary's Guide To Worlding, a book exploring the psychology and techniques of creating living autonomous worlds. -Chang
Ian Cheng’s Life After BOB imagines a future world in which our minds are co-inhabited by AI entities. Bridging simulation's capacity to generate emergent surprising phenomena, with cinematic storytelling's capacity to evoke deep psychological truths, Life After BOB asks: How will life lived with AI transform the archetypal scripts that guide our sense of a meaningful existence?
In episode one - The Chalice Study - neural engineer Dr. Wong has installed an experimental AI named BOB (“Bag of Beliefs”) into the nervous system of his 10-year-old daughter Chalice. Designed to guide Chalice through the challenges of growing up in a volatile world, BOB confronts more and more of the conflicts in Chalice’s life on her behalf, while Chalice grows increasingly irrelevant and escapist. As Dr. Wong begins to favor the BOB side of his daughter, and as BOB threatens to do the job of living Chalice’s life better than she can, Chalice jealously wonders: what is left for her classic human self to do?
Reflection:
This real-time cartoon, developed in unity deals with anomic crisis in interactive and non-linear way. The idea of integration of the internet and the AI into the human bodies, enabling people to share physical as well as mental experiences with others proposes a different take on the networked experience. Almost on biological and physiological levels. Hence, the author explores this network perspective via the character Chalice and ‘neuro-mental’ medium called Mayvyverse.
Amie Siegler
Amie Siegel has received widespread acclaim for her conceptually rigorous artworks that embrace moving image, installation, photography, painting, and performance. She has a long-held interest in the genealogies of objects, artworks, and materials, and in her work frequently considers how cultural value and meaning is assigned or accrued through changing contexts. Siegel received a Bachelor of Arts degree from Bard College, Annandale-on-Hudson and a Masters of Fine Art from The School of the Art Institute of Chicago. She has been a guest artist of the DAAD Berliner-Künstlerprogramm, a Guggenheim Foundation Fellow, and Fulton Fellow at The Film Study Center at Harvard University. Her works have been exhibited internationally, including in solo exhibitions at Blaffer Art Museum, Houston, TX (2019), Guggenheim Museum Bilbao (2017), South London Gallery (2017), Museum Villa Stuck, Munich (2016), Kunstmuseum Stuttgart (2016), MAK- Museum für Angewandte Kunst, Vienna (2015), and The Metropolitan Museum of Art, New York (2014). Amongst the numerous group shows in which she has participated are those held at the 2021 Sao Paolo Biennial, the 2018 Gwangju Biennial, the Dhaka Art Summit, Whitney Museum of American Art, NY, Hayward Gallery, London, Walker Art Center, Minneapolis and Haus der Kulturen der Welt, Berlin among many others. Works by Siegel are held in public collections internationally including Tate, London, The Museum of Modern Art, New York, Whitney Museum of American Art, The Metropolitan Museum of Art, New York and the Solomon R. Guggenheim Museum, New York. Siegel’s works have screened at the Cannes, Berlin, Toronto and New York Film Festivals. She lives and works in Brooklyn, New York.
This expansive film installation explores ideas of class and labour, and the relationship between private and public realms. Siegel follows paintings by George Stubbs (1724-1806) from their homes in aristocratic country estates across the UK, to a Stubbs exhibition in a public gallery, and their subsequent return to their home locations. Offering insights into the world of cultural heritage, the work reveals structures of historic and inherited wealth and ownership which continue to shape British society. Siegel uses intimate camerawork, carefully composed tracking shots and deft, associative editing to reveal networks of meaning with poetic restraint. The artist has noted, ‘My works are not structured to state a “position” vis-à-vis the work’s subject, but to juxtapose images and materials – thus asking the viewer to reconcile, in her own mind, the contradictory social conditions of our time.’
JOSEPH KOSUTH - One and Three Chairs, No Number Twice (+216, After Augustine’s Confessions) III, Mondrian’s Work XII
One of the pioneers of Conceptual art and installation art, has initiated language-based works and appropriation strategies since the 1960s. His work has consistently explored the production and role of language and meaning within art.
One and Three Chairs
No Number Twice (+216, After Augustine’s Confessions) III
Mondrian’s Work XII
Reflection
One and Three Chairs as a piece, challenging the concept and meaning of a specific object in three different ways proposes a variety of ways for interpreting the object itself and its’ simulations. By presenting these three different versions, Kosuth highlights how our perception of reality can be constructed from various sources, aligning with Baudrillard's notion of hyperreality. Additionaly, by this, both authors question the authenticity of experiences and objects in a world full of representations. Baudrillard suggests that in a world saturated with simulacra, the original and authentic are lost among copies. Similarly, Kosuth's installation makes viewers to question which version of the chair is the "authentic" one, reflecting Baudrillard's concerns about the loss of the original and his System of Objects. While Kosuth’s work is mostly presented in a form of installarion, and not concerned with digital media, it does deliver concepts that are integral to thinking about digital simulations of a reality, or multiple realities. Baudrillard emphasizes , that signs have detached from their original meanings, creating new realities and Kosuth's work plays with this signifier (the word "chair" and the image) and the signified (the actual chair), highlighting the complexities of meaning-making. These notions are often observed in his works such as No Number Twice (+216, After Augustine’s Confessions) III and many others, playing a key role in his production
In relation to détournement:
Both Dada and Situationism as movements were concerned with the power of signs and symbols in shaping reality, while deconstructing and reinterpret ing these signs and revealing the arbitrary and constructed nature of meaning. Kosuth’s chair as a physical object, an image, and a linguistic definition. This triadic presentation underscores the idea that meaning is not inherent in objects but is constructed through language and context, aligning with the semiotic critique central to détournement. Additionally, Kosuth’s repurposing of Mondrian’s work for his own purposes in the work Mondrian’s Work XII is a clear act of détournement.
Is forking and repurposing an open source project online a form of détournement?
Marie Foulston - Party in a Shared Google Doc
🪩 🍾 🪅 💃🏻
Reflection
While looking at the ways of digitalising the continuous narrative drawing experiment, one of my tutors mentioned using a google sheet instead of developing my own app alongside the example of Marie Foulston’s Party in a Shared Google Doc work. As I’ve been failing with it’s functionalities of the google doc files, I’ve decided to use a Miro board alongside my own app development. However, the idea of using an excel sheet and subverting its purpose of handling data and numbers to being able to see people online in real-time, could be also defined as a form of détournement. The contrast between the collective nature of Foulston’s highly networked party in and disrespecting the place made for working with data (and mostly calculating money things), could also be seen as a form of an activist move towards the means of contemporary labour. If we would take this out of the digital space, placing it into an office space, the repurposed office into a hub of collective free time as a piece of artwork, the idea of labour subversion is direct.
CASEY REAS - Linear Perspective
Linear Perspective is a deconstructive video piece by artist Casey Reas. The piece is composed of a collection of cover pages of The New York Times from every day of the 2015 year. The pictures start at one end of the screen and are wiped across the screen stretching and distorting the image as each is laid upon the previous pictures. As layer upon layer of distorted covers are painted on the screen, the piece comes to life as it creates an ever changing cumulative glimpse into the front page news of the entire year.
By taking a look at what was deemed the most important news by The New York Time throughout 2015 the piece looks at the perspective that is given to the public from the media. Then taking this forced perspective and manipulating it into something new and collective the artist is opening these images to new ways of experiencing and interpreting them.
Reflection
Casey Reas in the work Linear Perspective plays around the idea od perspective within the work that grasps a collection of covers of the New York Times cover pages as a form of data. Reinterpretation of these data representing information collected from the media is thus an element portrayed by the artist as a malleable material, prone to distort depending on the perspective the viewer looks at the work. Communicated in a digital medium, the factual information/data becomes a part of the networked chaos, an abstract collage, constantly changing depending on the context and point of view. This work articulates the malleability of information in the digital age of post-truth society, highlighting the metaphor of perspective of ones’ view on the digital artwork and the dependency of one information on another in an abstract way.
CHRISTOPHER MACINNES - Long Range Correlations
We seem to be in an era of threshold-breaking. Politically, ecologically, economically, Earth System is in overdrive. By its nature Earth System, initially a constellation of organisms, environment and ecological phenomena, is a dissipative one: long range correlations chaining together to produce complex organic forms and intricate processes. Dynamic but in a symbiosis of sorts, far from equilibrium.
Into this tight web of protein strings, sheep paths and sea currents is woven our own synthetic Earth System of a different kind. Designed as a carrier: empty, dumb and mostly inert. Any innovation is with the aim of further optimisation and the reduction of point to point latency. Constructed purely with utility in mind. However in the early 2000s the infrastructure began to mutate and it became clear that it was by no means immune to the influence of the natural world.
Bad actors, hackers, haywire bots, temperature fluctuations and warming seas produce an erratic interplay between global infrastructure and natural systems. Increasingly the physical and informational network was being asked to carry more than just goods and data. It has now become the carrier for emotional, metabolic, political and ecological agendas.
Within this network of global scale and ever decreasing latency connecting so many human, non-human and inorganic actors has created a chaos seedbed. Cause and effect become dispersed on a planetary scale creating a mycellenic tangle impossible to unpick, from which bizarre phenomena and hybrid beings are spawned. What was intended to be the ultimate ordering of a connected world has proved to be subject to a much deeper form of causality.
Reflection
Even if Christopher MacInnese’s work Long Range Correlations emphasises the thechnology, data and hybridasation of beings and its impacts on the nature, the work also proposes a complex view on the network, as a cyberspace, where ‘cause and effect become dispersed [...] from which bizzare phenomena and hybrid beings are spawned.’ The interpretation of the networked connections of human, non-human and inorganic which produces chaos that is impossible to unpick, communicates kind of a frustration of understanding the correlations between networked phenomena and the natural. ‘What was intended to be the ultimate ordering of a connected world has proved to be subject to a much deeper form of causality.‘
What I like about this installation is, that the work does communicate the fictionisation of the real/natural by contextualising its simulation in the environment of a chaos and thus, decontextualises the object from its natural, networked and symbiotic environment of the nature. This notion is a very similar foundation of my work however, I wish to communicate peoples’ tendencies of reinterpretation of a single, natural element and its chaos of within a visualised network. This concept is nonetheless a very complex one and does need elements , outside of technical developement which mataphorise the notion of the simulacra in a relatable way, such as MacInnese’s piece includes the natural object tangled around computer hardware.
Photos by Max Stühlen & Rasmus Roos Lindquist via https://www.schimmelprojects.com/events/long-range-correlations:
VISUAL INFLUENCES:
Space Webs, Jennifer West
In homage to the spider, West painted over many of her film strips with silk dyes, in addition to staining them with coffee and soot. She then sewed them together into complex configurations; the telescoping, geometric patterns of these “quilts” contain countless, semitransparent images, aglow under the gallery light. In line with the artist’s continued exploration of “media archaeology,” her stitching and dying and drenching of camera film underscores its materiality, reminding us of expanded cinema’s storied history as a tactile medium. In the same solar system as experimental filmmakers and artists such as Stan Brakhage, Bruce Conner, Margaret Honda, and Leslie Thornton, to name a few, West’s luminous quilts also violate the assumed sanctity of cellulose with her characteristic punk irreverence.
In Space Webs, West also transposes her wide array of footage to newer forms of technology. Space Webs Hologram Fan displays a technicolored video of starstuff, transferred from 35mm, on a whirring holographic fan. In this context, the device smacks of a small spacecraft, emitting its immaterial, digital image like a signal. When photographed, its frame rate interferes, displaying only segments of the circular image. West took several of these fragments and printed their precise shapes onto aluminum, adding a new layer to the sediment of actions she has performed on her source material, freezing the many transfers between analogue and digital into a stationary object.
Elsewhere, West erects a nine-channel video installation with Space Webs Screen Waterfall (35mm film negative and print painted with silk fabric dyes, Los Angeles tap water and atmospheric soot), a cascade of digital monitors that spill from the wall across the gallery’s floor. At this size, the intricate systems of the spider webs, star clusters, and astronomical notations become more legible, but no less hieroglyphic. Splashed in West’s signature neon hues, Space Webs Screen Waterfall shows us the vastness of our universe and its infinite chaos. Webs made for catching flies and space debris alike mark a mortal desire for order, as do our meticulous methods for parsing the sky. West honors these efforts, but also finds the beauty in their inherent degradation. Glass plates crack, suns die out, film discolors and fades. Like Arachne, we can imagine our place among the gods, but we are mere tapestries of matter, given a brief chance to gaze skyward before we too turn to dust.
—Juliana Halpert
via Instagram: https://www.instagram.com/p/C43csM-xvi4/?img_index=7
Emanuel Van der Auwera, VideoSculpture XVII , installation view A Thousand Pictures of Nothing, Harlan Levey Projects, 2023
Transcending Realities, Jesper Just
Jesper Just, born in 1974 in Copenhagen, is a renowned figure in the realm of contemporary art, known for his evocative visual narratives that delve into complex human emotions and societal expectations. This Danish artist’s work moves beyond the traditional bounds of film and installation art, to explore the often uncharted territories of human experience.
Jesper Just’s entry into the art world began at the Royal Danish Academy of Fine Arts, with an initial inclination towards film and video mediums. Over time, his artistic narrative began to take a unique shape as he melded different disciplines including architecture, film, and installation art.
This integrative approach has been crucial in sculpting Just’s signature artistic identity. His works are a tapestry of cinematic beauty intertwined with architectural elements, inviting audiences into a surreal, emotionally charged atmosphere that provokes a re-examination of traditional viewpoints.
Through this fusion of disciplines, Just crafts a realm where every piece is both an exploration and a statement, urging viewers to traverse the boundaries of the conventional and the abstract.
ADDITIONAL WORKS:
https://stanza.co.uk/blackcountry/index.html
https://garyhill.com/work/mixed_media_installation/house-of-cards.html
https://i.pinimg.com/originals/4f/23/54/4f23547131e93144e5d2014dfbac04ce.jpg
https://www.yannseznec.com/works/spores/