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1-channel video, 1 min 42 sec | 1-channel video, 1 min 42 sec | ||
Kim Beom explores the formation of new relationships between images and concepts through a wide range of media, including drawings, installations, videos, publications and objects. Particularly concerned with ways of | Kim Beom explores the formation of new relationships between images and concepts through a wide range of media, including drawings, installations, videos, publications and objects. Particularly concerned with ways of ''seeing'' and cognition in relation to sight—the basis of visual art—Kim continuously reveals the tension and conflict between visual perception and false mind. By suggesting images formed on the retina and works that escape from socially normative notions, Kim invites viewers to abandon fixed ideas and contemplate the world from a different perspective. | ||
Untitled (News) is made up of recorded and re-edited cable television news programs. Working from the basic acknowledgement that television programs represent the fundamental synthesis of visual image and spoken language of our age, the artist breaks them down into syllables and fabricates four stories out of the actual accounts delivered by anchorpersons. The text presents an alternative to the mass media, which has a monopoly on informing us of what takes place in the world and on the personal thoughts of individuals accustomed to viewing the reality exclusively through this controlled lens. Kim uses news, which incorporates images and spoken language, as source material in the construction of his own version of | Untitled (News) is made up of recorded and re-edited cable television news programs. Working from the basic acknowledgement that television programs represent the fundamental synthesis of visual image and spoken language of our age, the artist breaks them down into syllables and fabricates four stories out of the actual accounts delivered by anchorpersons. The text presents an alternative to the mass media, which has a monopoly on informing us of what takes place in the world and on the personal thoughts of individuals accustomed to viewing the reality exclusively through this controlled lens. Kim uses news, which incorporates images and spoken language, as source material in the construction of his own version of ''news'' and what he believes is ''news-worthy''. The content of Kim’s ''news'', therefore, reveals the nature of mass media, which selects, edits, translates, and criticizes stories about the world while crossing boundaries between fiction and nonfiction, truth and falsehood, society and individual, and public affairs and daily life. | ||
Quoted from [http://trustseoul.wordpress.com/trustartists/kim-beom/ TRUSTblog] | Quoted from [http://trustseoul.wordpress.com/trustartists/kim-beom/ TRUSTblog] | ||
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==Adam Laskowitz – Sound-Portrait== | ==Adam Laskowitz – Sound-Portrait== | ||
This work explores the temporal acoustics of the everyday soundscape. By fitting electronics inside of a hat, the wearer exposes themself to a recording of their daily sounds, creating a sound-portrait. The hat records 3 seconds of audio every 20 minutes, in a type of stop-motion fashion. While continuous recording would obviously pick up every sound which the wearer would experience, a disparate capture offers a dense experience of the everyday soundscape. This technique instills a feeling of cyclical temporality during playback. It is both environmental exploration and self-discovery. Leave the hat in one space and hear the cycles of a space, wear the hat for days, weeks, or years and hear the cycles of a life. | This work explores the temporal acoustics of the everyday soundscape. By fitting electronics inside of a hat, the wearer exposes themself to a recording of their daily sounds, creating a sound-portrait. The hat records 3 seconds of audio every 20 minutes, in a type of stop-motion fashion. While continuous recording would obviously pick up every sound which the wearer would experience, a disparate capture offers a dense experience of the everyday soundscape. This technique instills a feeling of cyclical temporality during playback. It is both environmental exploration and self-discovery. Leave the hat in one space and hear the cycles of a space, wear the hat for days, weeks, or years and hear the cycles of a life. | ||
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[http://tsarsstars.com/lh_about.php See artist's website] for more information | [http://tsarsstars.com/lh_about.php See artist's website] for more information | ||
==Cayden Mak – '' | ==Cayden Mak – ''Buffalo(ve)''== | ||
[[Image:Time Mutations - Cayden Mak - Buffalove.jpg|thumb|right|Cayden Mak – Buffalove]] | [[Image:Time Mutations - Cayden Mak - Buffalove.jpg|thumb|right|Cayden Mak – Buffalove]] | ||
Buffalo(ve) is a multimedia collaborative installation. The lightbox is equipped with an unnamed map of the neighborhood around the [http://www.buffalolib.org/libraries/crane/index.asp Crane Branch Library] in Buffalo, New York, which library patrons are invited to contribute their own names to. During the course of the installation, a new clear layer on top of the map is added every few days to give more people the opportunity to share and contribute, as well as create a literally layered archaeology of names that local people give to the landscape around them. | ''Buffalo(ve)'' is a multimedia collaborative installation. The lightbox is equipped with an unnamed map of the neighborhood around the [http://www.buffalolib.org/libraries/crane/index.asp Crane Branch Library] in Buffalo, New York, which library patrons are invited to contribute their own names to. During the course of the installation, a new clear layer on top of the map is added every few days to give more people the opportunity to share and contribute, as well as create a literally layered archaeology of names that local people give to the landscape around them. | ||
Naming is essentially a social practice, and inscribes values and ideas about a place onto the literal physical landscape. A function of conquest, discovery, and historicization, naming places is usually left up to the strongest, history’s | Naming is essentially a social practice, and inscribes values and ideas about a place onto the literal physical landscape. A function of conquest, discovery, and historicization, naming places is usually left up to the strongest, history’s ''winners''. However, many places hold secret caches of names — whether they’re what the indigenous people used to call a nearby river, or the name your daughter first gave the grocery store, or a made-up language all your own. Many of these names get lost as people age, die, or move away. ''Buffalo(ve)'' is an attempt to preserve some of the hidden, personal, or inscrutable names that we give to our city. | ||
[http://thenoiseofthestreet.net/?cat=3 Visit artist's website] for full documentation | [http://thenoiseofthestreet.net/?cat=3 Visit artist's website] for full documentation | ||
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School of Perpetual Training is an ironic instructional training program that exposes the underbelly and not so glamorous side of the computer video game industry. Most people associate jobs in the computer video game industry with information-based labor such as 3D graphics and coding game programs. Yet the majority of the industry relies on the sweat and stamina of migrant and low-income laborers working for electronics contract manufacturers in developing countries. | School of Perpetual Training is an ironic instructional training program that exposes the underbelly and not so glamorous side of the computer video game industry. Most people associate jobs in the computer video game industry with information-based labor such as 3D graphics and coding game programs. Yet the majority of the industry relies on the sweat and stamina of migrant and low-income laborers working for electronics contract manufacturers in developing countries. | ||
By following a series of training exercises, participants learn about the precarious employment and unjust labor conditions of workers in the areas of overseas digital game manufacturing and distribution. A virtual | By following a series of training exercises, participants learn about the precarious employment and unjust labor conditions of workers in the areas of overseas digital game manufacturing and distribution. A virtual ''personal trainer'' created in Second Life leads participants through a series of training exercises that use motion detection and require full range of body motion to play. Rather than using a mouse or joystick, the motion detection demands the participants ''labor'' to complete the training exercises, emphasizing the extreme physical nature and motion economics of these jobs. The individual training exercises recontextualize popular classic arcade games – Dig Dug, Tapper, Space Invaders and Tetris – in order to ''train'' participants for jobs in mineral mining, printed circuit board assembly, box build and global shipping. At the end of the training program, participants can gauge their ''global market value'' to find out how much they are ''worth'' in contrast to white-collar workers in the industry and game company profits. | ||
[http://www.perpetualtraining.com Try the project online] | [http://www.perpetualtraining.com Try the project online] |
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