An installation containing video files of the artist's persona, alongside a karaoke piece of her as she watches her viewership fall and two mirrors side by side of messages she received, from two different users online.
Amalia Soto
as mollysoda
Based on an installation by Alberto vev
Falling Frames is the first fragment of a series in which Langkamp explores the framing and visualization of three-dimensional perspective through the two-dimensional medium of video, both technically as well as conceptually. To record the work, a special device was built that's attached to a tall industrial crane, which contains a stack of wooden picture frames that can be released from a height of ten to fifteen meters. The camera is placed right in the center of the action and captures the frames' movement while they fall down. The slow motion recording of 240 still frames per second allows us to experience every millimeter of movement to the very detail. While the frames get smaller and smaller in perspective as they move further away from our view, they are immediately followed by the next frame and the next one, until they've all reached the floor and found a place to rest.
We depicting the never ending cycle of construction and demolition in the human consumption. It was exhibited at re-constructed disaster area in Kobe.
A nameless drifter navigates a barren landscape punctuated by satellite dishes, radio towers and droning airplanes. Stopping periodically in anonymous hotel rooms, she makes attempts to connect to an unidentified second party.
Skin Shade Night Day explores the daily routine and rituals practised by the artist’s Cambodian-Australian family, which are reperformed and documented through a process of embodied empathy. Acts of service, such as gardening and cooking, play out as echoes from the past across a sound and image installation displayed in a shadehouse. Spectres, shadows and aural textures conjure up impressions of a place that remembers how its inhabitants once lived.
Sistine Chapel is an audio-visual collage of new footage and samples from Paik’s past videos, which featured many of his friends, collaborators, and public figures. It was Paik’s own way of summarizing his artistic career with video. The film installation consists of fast-paced and overlapping images that completely cover the gallery walls and ceiling—one of the most under-appreciated parts of architecture, according to Paik. With its electronic visuals and booming audio, interspersed with periods of silence, the immersive installation stands in stark contrast to the experience of its namesake.
In Antarctica, an artist prepares his installation simultaneously with a group of scientists conducting research. An essay on the persistence and loneliness of the creative act; like the flight of a butterfly in chaos theory or a silent prayer. A sensory experience. A visual poem made of ice, snow and wind.
In "Mitzukos Dream" you watch sleeping people, each filmed for one night with a willdlife camera that reacts to movement. So only the active parts of sleep were captured on film - the moments when we dream?
Short film in competition at the 48Hours Film Project. Sci-Fi/Mystery genre. Directed by Simone Marsella, starring Ludovica Castrichella, Dario Grasso and Federico Imola.
In February 2013, the New World Symphony presented Making the Right Choices: A John Cage Centennial Celebration, a spectacular three-day festival dedicated to the music and ideas of John Cage. As part of the festival, NWS hosted a new video installation entitled NWS: 4’33″, created by New York-based composer, director, performer and recording artist Mikel Rouse; which consisted of video performances contributed by Cage fans via a special YouTube site set up by Rouse. The public was invited to record and submit their own video, and visit the installation during the festival to see their work in the SunTrust Pavilion at the New World Center. These videos will be included in an online Archive of the event, a lasting tribute to this defining and seminal artist.
A journey through the history of capitalism and greed. Populated by surreal characters and animals, a dystopian New York serves as the backdrop for a hypnotizing trip deep into the complexity of human nature at its best and worst.
The virtual world generated by the real world of the twentieth century is growing exponentially, like an organism in a Petri dish. Crossing its own borders in to new zones, it absorbs its founders and mutates in to something absolutely new. In this new world real wars look like a game on americasarmy.com. Prison torture appears more like the sadistic exercises of modern-day valkyries. Technologies and materials transform the artificial environment in to a fantasy landscape of a new epoch. This paradise is a mutated world where time is frozen and the past is neighbor to the future.
After developing a poem at the height of the lockdown on a dystopian journey through the streets of North London to the tranquil relief of the Park. The poem, illustrated with the occasional image, reflects the range of emotions many people have gone through in these difficult times.
An experimental media installation of three windows exploring fragments of liminality. Three unique re-constructions of experiential instances volumising the cataclysms of thresholds. Experience the absence of definition, the absence of boundaries set and the absence of rationale. A myth is not to be understood, a myth is passed on, like a game of Chinese whispers, it takes its course and ages with time, suiting the demography and tale, it warps and distorts
Portrait of Andy Goldsworthy, an artist whose specialty is ephemeral sculptures made from elements of nature.
An exploration of how the U.S. military employs video game technology to train troops for war. Three Dead depicts a military exercise within a mock Iraqi town built on the outskirts of Twentynine Palms, California, blurring the line between computer simulation and reality.
An exploration of how the U.S. military employs video game technology to train troops for war. In Immersion, Farocki presents footage of a role-playing exercise in which military psychologists demonstrate how to use the PTSD program on their colleagues, who describe traumatic wartime experiences. On a second channel, their descriptions play out as virtual renderings.
An exploration of how the U.S. military employs video game technology to train troops for war. In A Sun With No Shadow, Farocki calls attention to the subtle differences between the simulations for combat training and PTSD. With the former, the sun can be programmed to cast shadows in the virtual combat zones, while the latter, less expensive technology does not offer this feature.