I’ve already documented the genesis of this project idea pretty thoroughly here, but I wanted to provide a brief update on how it’s progressing. I’m still tweaking the pixel analysis and image processing algorithm, but I’m pretty happy with the basic concept. To recap, Where is Now? is a two channel video in which each pixel in a video is analyzed and compared to the corresponding pixel in the previous frame. One channel displays only pixels that change from one frame to the next, while the other displays only pixels that are the same. Viewed side by side, these moving images constitute a visual and conceptual outline of the elusive ‘now’ - that moment which is perpetually receding into the past and coming into being from the future. The now is that which simultaneously changes/differs and endures/repeats. Read the rest of this entry »
So, as the title of this post indicates, we had a hard time deciding on a final name for this project. I think in the end I like News Organ the best. Here is some looooooong-overdue video of the completed project. Unfortunately the audio really doesn’t do justice to the quality of the sound that you get in person, which is kind of ghostly and hypnotic and subtle.
Weekend-before-last I went to the Guggenheim to see Douglas Gordon’s 24 Hour Psycho. It was being screened as part of theanyspacewhatever show focusing on 90s/relational art. It played in its entirety, on two adjacent screens, one running forward and one backward, begining at 10:00 AM on Friday and running until 10:00 AM on Saturday. I went with some friends from school; we got there around 11:00 and stayed until almost 2:00. The videos were projected on two large screens in the darkened lobby, and there were giant bean bags strewn about for visitors to stretch out on. Overall, it was a great staging of this work, both more theatrical and more ‘relational’ than when I saw it at MoMA a few years ago.
The midterm assignment for “Recurring Concepts in Art” (which has turned out to be an amazing class) was to recreate a previous work without using technology. Scott Hoffer and I collaborated on a game we titled “Equiveillance,” a reworking of Scott’s game Panopticombat. This was my first experience designing a game and I have to thank Scott for being immensely patient with me. He is a straight guru when it comes to game design/theory and it was really rewarding for me to work with someone so deeply immersed in both the theory and craft of a field that was essentially totally new to me.