NOT TO SCALE Isabelle Comaro Ars Electronica Festival 2003 Eröffnung: 4. September 2003, 20:00 |
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NOT TO SCALE ist ein Raum in der Ars Electronica 2003, indem das Wort „CODE“ als selbstverstaendlich betrachtet wird und die Begriffe „Leben, Kunst und Gesetz“ auf verschiedene Bedeutungsebenen uebertragen werden. Die Ausstellung NOT TO SCALE, von Isabelle Cornaro, Heman Chong und Daniel Kluge entwickelt, interpretiert das Thema des Festivals auf eine alternative Weise. Künstlerische Arbeiten werden in metaphorischer oder poetischer Form sowohl innerhalb als auch außerhalb der Konventionen von Technologie und Kunst positioniert. |
NOT TO SCALE is a space in Ars Electronica 2003 where the word “code” is taken for granted and the terms “life, art and law” are translated into different sets of meanings. Developed by Isabelle Cornaro, Heman Chong and Daniel Kluge, NOT TO SCALE sets itself up to interpret the festival’s theme in an alternative fashion, locating the works both inside and outside of the conventions of technology and art by ways of metaphorical and poetic workings |
"Social Codes" |
"Social Codes" Isabelle Cornaro / F Video installation "Social Codes" is an enquiry into the passage from the individual's identity to his/her socially conditioned identity. Focussing on individuals representing social laws and authority (e.g. judges, militaries…), the video installation explores the ways in which the professional/social function is visibly coded by dressing and decorations, etc. The first monitor shows an interview with the President of the senate of the OLG Linz giving his notions of the structure of the legal system, and the difference between codes and laws. Additionally, he explains his relationship with his own function within the system, as well as the dress codes involved. The projected video portrait of an army doctor - Commander of the Medical Corps of Upper Austria- in her uniform next to it is another variation of the same theme. Seeing her first dressing up in her "formal social uniform" and then standing still, wearing all the atrributes of her function, captures the exact moment of the individual voluntaryly becoming part of a specific social community, embracing all its definitory codes. The larger-than-life scale projection plays upon the "heroic figure"commonly represented through media such as television or video games. The corresponding sound track is played back very low, forcing people to get closer to this authoritative figure and to listen to her discourse in a quite intimitate way. |
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Adventure Code |
Adventure Code Daniel Kluge / Heman Chong Essentially, the psychology behind adventure games lies in the action of doing things. WAKE UP, TAKE BREAD, OPEN DOOR, PUT PIG ON TABLE, LEAVE ORANGE ON FLOOR... The actions, performed in sequence, will in turn generate the narrative. As a response to their personal experiences with adventure games, the artists Daniel Kluge and Heman Chong have created two fragments, both involving themselves as the main protagonists in the work. With this gesture, they have imagined themselves into a gaming situation where they play with their bodies. Fragment 1: "ER" Daniel Kluge Interaktive Videoprojektion, Pressuremats The set-up is similar to a simple Tamagotchi game. The projection shows a melancholic man sitting quietly on his bed, contemplating. Nothing happens - until a body enters the space around him. Just like the virtual creatures of an electronic game, the main character, "HE", an inmate, depends on the interaction with the viewer/user, who is encouraged to initiate actions upon the protagonist by triggering the pressure mats on the floor (not visible at first sight). At the same time, "HE" is an experiment; the inmate is not in an actual jail, but in an imaginary space created by cultural and psycho-social codes which cause the protagonist to experience the impulses from the outside as positive or negative. By trial and error, the viewer/user can experiment with these codes and meet or confront the inmate's needs: he is fed, slapped, kicked, bullied… Focusing on the sadist notions of how certain gamers would repeat a loop within adventure games where a character is seen tormented or even having a death experience, Kluge creates this interactive video installation where the audience within the gallery becomes the guilty party in breaking the silence in his world. Fragment 2: "HAND JOB" Heman Chong Video- und Soundinstallation Heman Chong's video, "Hand Job", consists of a fuscillade of 600 photographs, all of which involve an action the hand is making. "Hand Job" can be seen as an instruction manual of completing a day, as it explictly depicts each action in a clear manner. This is very close to the idea of the "Hint book" of adventure games, where these hint books provide the steps through which the adventure can be solved. The soundtrack of "Hand Job" is a composition that harks back to the 80s-90s midi music that adventure games utilised. The pop, the bobs, the beeps, and the boops are all carefully placed to trigger a sense of memory for the games. Tom Spikke, a sonic artist from Masse, uses this emotional reminder to redefine his complex composition into one that is "classically" (in a technological sense) minimal. |
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Biographies: Isabelle Cornaro | Heman Chong | Daniel Kluge
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