ECAL

ARTICLE: MORITZ JEKAT’S UNREAL PHARMACON

The CG video installation Wetlands of Pharmacology by artist Moritz Jekat, whose groundbreaking machinima, The blue seals. Extinct and happy (2023) premiered in Season 4 of VRAL,  explores themes of co-existence, care, and healing through an immersive virtual environment. The 17-minute digital video was created entirely within the Unreal game engine and features a group of humanoid alien characters who come together in an intimate setting to exchange emotional and physical knowledge.

Jekat was inspired by the writings of several theorists, including Donna Haraway, to experiment with empathy, emotional sharing, identity, and hospitality in the junction between physical and virtual worlds. In contrast to the high-speed consumption of virtual spaces, Wetlands of Pharmacology intentionally adopts a slow, caring pace as the characters share dreams, thoughts, and emotions. Jekat cleverly appropriates video game technology and aesthetics to reimagine care as a central theme, defying the combat and violence prevalent in most commercial videogames.

Facing a world in realignment, surrounded by the high speed, consumption oriented environment in physical and virtual life created a longing for healing, reconnecting and re-kin-ing, love, forgiveness and politics and ­alternative perspectives on what surrounds us and how we can coexist in this in between. In Wetlands of Pharmacology a group of humanoid alien-avatars retreated to a virtual space inside a computer game engine. A coming together in a caring pile of exchanging thoughts, emotions and dreams, brought together by subconscious writing and tools of the wetlands. A waterbed in the physical space functions as a connector. The pharmacon, defined as both cure and poison, refers here to the technical objects, biological or non-bodily organs and social relations through which we open ourselves to new futures and thereby create the spirit that makes us human.

The artist collaborated with other artists, i.e., Andrea Bocca, Antoine Simeao Schalk, Valentina Parati, Yuna-Lee Pfau, to collectively develop the script performed by the CG characters. Jekat used motion capture to “wear” the customized avatar bodies and give an intimate, first-person perspective to the viewer. The pharmacon concept, meaning both cure and poison, is embodied through the virtual environment acting as both a space of connection and potential isolation. 

The accompanying physical installation thoughtfully extends the themes into the gallery space. The waterbed sculpture invites intimate gatherings, while the mycelium-inspired soft sculptures reference the interconnectivity of networks. Overall, the project offers a poignant commentary on how technology and virtual spaces may provide opportunities for empathy and care rather than just consumption and isolation. The hybrid virtual/physical installation rewards deep observation and critical reflection from the viewer.

Wetlands of Pharmacology represents an experimental, collaborative approach to using virtual environments and video game technology as spaces for emotional connection and healing. The project succeeds through its conceptual depth, attention to intimacy and care, and its seamless integration between the virtual characters and the physical installation.

Matteo Bittanti 

Read more about the 2023 show at ECAL here

Works cited

Moritz Jekat 

Wetlands of Pharmacology

Digital video (2000 x 1000), color, sound, 17’ 44”, 2023, Germany

The collective script was developed with: Andrea Bocca, Antoine Simeao Schalk, Valentina Parati, Yuna-Lee Pfau.

Sound Design: Bindiram Noah Gokul
Sound Mastering: Tamara Meli

Waterbed and soft sculptures
in collaboration with
Felice Berny-Tarente and Marine Col

Read an interview with Moritz Jekat

All images and video trailer courtesy of the Artist(s)

ARTICLE: A CLOSER LOOK AT FUMI OMORI’S HOME SWEET HOME (2 OF 2)

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“Now that she knows that she is herself, will she resume her game of ‘playing houses,’ will she return home, in other words, withdraw again into herself?”

(Gaston Bachelard, The Poetics of Space, 1958)

VRAL is currently showcasing Fumi Omori’s latest project Home Sweet Home, which delves into the young Japanese artist’s intimate tapestry of personal recollections and her playful documentation of frequent relocations both IRL and within the virtual realm of Animal Crossing: New Horizons.

In our preceding exploration, we delved into the intricate interplay between the digital realm and its tangible manifestations, exemplified by the artist’s clever utilization of photogrammetry — a technique that involves capturing and measuring physical objects or environments through the analysis of photographs or digital images — in visualizing the meticulously reconstructed apartments within the landscape of Animal Crossing: New Horizons. With a process that dances harmoniously between simplicity and intricate complexity, Home Sweet Home's essence gradually reveals itself.

In the second part of our deep dive, our focus shifts toward Omori’s ingenious employment of Animal Crossing: New Horizons itself, which serves as both a tool for reconstructing fragmented memories and an archival repository of lived experiences, deftly mediated through the artist's lens. The accompanying images presented in this page poignantly showcase Omori's recreated apartments within the realm of Nintendo’s 2020 best selling game. Reminiscent of The Sims, Animal Crossing: New Horizons provides a captivating interplay that merges the practice of dollhouse playing with the art of crafting personalized living spaces. Here, players become architects of their own imaginative interiors, meticulously curating furniture, decor, and layout to reflect their sense of style and self expression. With a plethora of design options and customizable elements at their disposal, players can explore various aesthetics, experiment with spatial arrangements, and create harmonious environments that evoke a sense of comfort, cuteness, and personalization.

(continues)

Matteo Bittanti

This is a Patreon exclusive article. To access the full content consider joining our growing community.

ARTICLE: A CLOSER LOOK AT FUMI OMORI’S HOME SWEET HOME (1 of 2)

Fumi Omori, Home Sweet Home, Photomechanical prints, 8.3 x 14.0 cm (3 1/4 x 5 1/2 in. ), installation view, ECAL, 2022

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VRAL is currently showcasing Fumi Omori’s latest project Home Sweet Home, which delves into the young Japanese artist’s intimate tapestry of personal recollections and her playful documentation of frequent relocations both IRL and within the virtual realm of Animal Crossing: New Horizons. Her nomadic history, characterized by a succession of relocations around the world in the past few years, finds solace in the poignant stillness of captured photographs, a portal to the emotional entanglements woven into past physical spaces. Nestled within the cherished folds of this popular video game, Animal Crossing, which emerged as a sanctuary amidst the disquietude of the 2020-2021 Covid-19 pandemic, the artist crafts bespoke chambers that bear testament to their very essence.

Home Sweet Home raises a fundamental inquiry into the ramifications of transposing corporeal abodes into the virtual landscapes of video game spaces, which are “inhabited” by around two billion people as we speak, according to the latest statistics. Employing the meticulous technique of photogrammetry, Omori undertook the playful reconstruction of her former dwellings within the game, thereby obfuscating the demarcations between reality and imagination, leaving the viewer awash in a sea of architectural reverie, both deeply personal and utterly generic, as these apartments evoke the classic IKEA principles of impermanence, interchangeability, and transience. The interplay that ensues between these competing ideas of domesticity but also between these planes of reality — one corporeal and the other intangible — affords a tantalizing glimpse into a distinct visual hacking methodology, a véritable trompe-l’oeil.

In an extensive interview with the curator, the artist mentioned that the genesis of this project took root at ECAL, the prestigious École cantonale d’art de Lausanne, and was set into motion by the visionary digital curator Marco De Mutiis of Fotomuseum Winterthur as part of a workshop on Automated Photography. Notably, this marks the third installment — following Benjamin Freedman and Moritz Jekatrecent shows, to grace the fourth season of VRAL — a testament to the platform’s unwavering commitment to championing burgeoning talents alongside their venerable counterparts, an approach ardently advocated by the discerning Italian emigré, De Mutiis.

It is not by chance, then, that these three works share common concerns about memory, belonging, and loss.

(continues)

Matteo Bittanti

This is a Patreon exclusive article. To access the full content consider joining our growing community.