“In the fading light v.03” on FRM.FM
New series offered straight on a real-time platform. Requires a frame/media player from frm.fm
New series offered straight on a real-time platform. Requires a frame/media player from frm.fm
New series offered straight on a real-time platform. Requires a frame/media player from frm.fm
New series offered straight onto a real-time platform. Been a long time coming, and while it requires a proprietary frame/media player, it\’s closer to how I want my work seen, frm.fm
Installation at DUSKLIT at Seligmann Center in Sugarloaf, NY titled \”This side of paradise: spring house\”.
Can’t make opening, but that doesn’t mean you shouldn’t, http://www.testing-grounds.com.au/upcoming-calendar/#another-space
Update with video documentation, right.
Installation at Beacon Artist Union in Beacon, NY titled Thrown. Includes a scene from Aground, “ZongLocLondon.10.06.2007” on Apple TV, bench and a cargo net that prevents entering installation.
From statement:
A sailing vessel appears held in suspension, cut off from foreground and background. Current weather and historic data specific to the Atlantic passage further shapes the scene. Not a video game, Thrown is slow cinema or tv: nothing happens in the sense of plot or an open gaming narrative. Instead, the screen frames a middle ground with subtle shifts in color and motion. Sparked by J.M.W. Turner’s The Slave Ship, Thrown is as much about politics as aesthetics, and how they occupy the same space.
Thrown is evidentiary realism: scenes are created and set in motion with a list of rules; the machine views and captures evidence of itself in and through the loops; video results are to be enjoyed first for their formal qualities, then relevance to context, both current and historical. Obvious to the eye, not so much to the mind.
Non-existent landscapes rendered in realtime through a game engine, live weather data applied to in-scene effects, each sliver of a moment unique. The work explores delusion, between the familiar and unfamiliar, high mobility and paralysis, connectedness and isolation; it also triggers all sorts of associations, from oil prices to temporary living quarters, global travel to the specter of terrorism and environmental disaster.
Not a video game, Uncountable is more slow cinema or tv: viewers see scenes stripped of narrative and come to depend on contextual cues. A boardroom falls. Snow drifts through the passenger section of a jet fuselage, a motionless moving walkway, around defunct satellite dishes. Nothing happens in the sense of plot or an open gaming narrative. Instead, the screen frames an experience. Ambient media art taking strategies from structural film, disturbing our relationship with the everyday. Loops fold back into themselves, are experienced and associated with others, which unfold as new experiences. These composite memories layer onto other memories, and corrupt anew. The landscapes remain pristine, yet haunted by the same electro-chemical mortality as our own. Limited availablility on Apple TV; not available on App Store.
Not a video game, Aground is slow cinema or tv: nothing happens in the sense of plot or an open gaming narrative. Instead, the screen frames an experience.
A sailing ship is held in suspension, snow or ash drifts through a landscape cut off from foreground and background. The work explores delusion, between the impression of reality and the physical sense of place; current weather from specific locations draw on associations of mobility and paralysis, connectedness and isolation. The landscapes remain pristine, yet haunted by the same electro-chemical morbidity as human physiology; all rendered live, each sliver of a moment unique.
This app is part of a series, and designed specifically for a social space with large monitors or projection rather than personal devices. It is a live app, not video, running at 60 fps. Live weather data is specific to locations in the Atlantic passage (as noted in titles), affecting the \”climate\” in-scene.
Art Gallery Selection, SIGGRAPH Asia (Singapore) 2008; created in Unreal Tournament.
The work comprises a video sequence shot from my sixth-floor apartment window to the sidewalk below and composed inside a digital-game environment. The intention is to empty the video of narrative, reduce it to an image string. Exploring the space, flying over and through the image sequence, the effect turns unsettling and a new narrative emerges.