exhibition

EVENT: BABAK AHTESHAMIPOUR’S VIOLENT VIOLINS EXPOSED (APRIL 11-14 2024, ATHENS, GREECE)

We are very happy to announce that VRAL is officially sponsoring Babak Ahteshamipour's new pop-up show at Okay Initiative Space in Athens, Greece to accompany the launch of his new album Violent Violins Exposed.

Ahteshamipour is introducing three new machinima and presenting stills, characters and 3D models from different video games and media franchises such as Optimus Prime (Transformers) and Sweet Tooth (Twisted Metal) printed on fabric. The event will unfold between April 11-14 in the Greek capital. VRAL is a sponsor alongside und. athens.

Read the full press release below:

Violent Violins Exposed is a pop-up show & live performance curated by Okay Initiative Space as a presentation of Babak Ahteshamipour’s same titled album released on the cassette label Jollies (Brooklyn, NYC) on the 3rd of April of 2024. The show is a gamified exploration of blackened dreams, despair and violence woven by accelerating technocapitalism, parallelized with the accelerating tendencies of cars, screeching tires, roaring engines and militarized machines, as a haunting reminder of the collateral damage wrought by technological hubris. It seeks to unravel the interconnectedness between technological singularity, cybernetic warfare, environmental degradation, waste and pollution, from extractivist activities fueling geopolitical conflicts to the fetishized pursuit of capitalist immortality.

Tires have the potential of being representative candidates of accelerating technocapitalism: they are rapidly and massively produced, consisting mostly of synthetic rubber — which is synthesized from petroleum byproducts — and carbon black filler produced by burning fossil fuels. After their lifespan is over they are either dumped in landfills or recycled through grinding or burning — a practice that is highly pollutant. As Lesley Stern writes in A Garden or A Grave? (2017) Regarding landfills filled with tires in the San Diego – Tijuana region “Heidegger predicted: when the tool breaks, you notice its thingness — though the tire in Heideggerian terms is not a thing, lovingly handcrafted; it is a mass-produced and ugly object.”

The show unfolds in an immersive audiovisual installation based on the three video clips created via video games that focus on vehicles, racing, machines and combat: Twisted Metal: Black (2001), Need for Speed: Carbon (2006) and Transformers (2004) — in combination with 3D animation. The video clips were created for the album's three singles, and the installation includes four fabric prints featuring characters from the aforementioned video games as well as Xenoblade Chronicles.

The walls of the room are adorned with quotes that echo the undead dogmatism of Lady Deathwhisper and the scourge from World of Warcraft: The Wrath of the Lich King and the machinist desires of Magos Dominus Reditus from Warhammer 40,000. These quotes serve as reflections on the transhumanist tendencies of accelerationism that align with technological singularity: “Our combined decay-phobia and techno-heroic fantasies keep our imaginations trapped in the spinning haze of the monotechnological, accelerationist narrative. There is a persistent and maniacal desire for limitless production and production without decay.”, as Shuyi Cao and Remina Greenfield underline in Soft Rot, Sweet Rot, Bitter Rot: The Politics of Decay, published in Heichi Magazine (2021).

Violent Violins Exposed eventually serves as a catalyst for contemplation, urging towards a revaluation on the automated nihilism that mainstream discourses passively impose and the escapist memefied extremist online ideologies that emerge in response to the face of technological singularity and accelerationism. It beckons for a reconsideration of a symbiotic and integral relationship with technology that is empathy driven rather than having a divide-and-conquer strategist as a puppet master.

Watch a video clip based on the track “Machinist Auxiliaries, Needles of Needless Emphasises” featuring alternating footage of Ahteshamipour playing the video game Twisted Metal: Black and AI generated rock blasting with a text about violence/extractivism and its connections to warfare and nihilism.

Babak Ahteshamipour, Machinist Auxiliaries, Needles of Needless Emphasises, digital video, sound, color, 4’ 43”, 2024.

Watch a video clip based on the track “When Death Parties, Everyone Shows up Dressed as a Skeletonwhich features a segment showing hyper-processed footage from the 2004 Transformers video game for the PlayStation 2and another unfolding within a 3D animated eerie alien landscape with a hovering spaceship and a grotesque necromantic portal installed in the middle.

Babak Ahteshamipour, When Death Parties, Everyone Shows up Dressed as a Skeleton, digital video, sound, color, 3’ 47”, 2024.

ARTICLE: THE RIDICULOUS PROPHECIES OF AVATARS

Aleksandar Radan

Prophezeiung eines lächerlichen Avatars (Prophecy of a ridiculous avatar)

digital video (rotoscoped, 3D animated film), 5’ 02”, 2017, Germany, installation view at Frankfurter Kunstverein

VRAL is currently exhibiting Aleksandar Radan’s This water giver back no Images. Today we take a closer look at his 2017 experimental minimalist video work Prophezeiung eines lächerlichen Avatars (Prophecy of an ridiculous avatar).

PATREON-EXCLUSIVE CONTENT

〰️

PATREON-EXCLUSIVE CONTENT 〰️

Aleksandar Radan’s experimental animated short Prophecy of an Ridiculous Avatar (2017) (sic) and the video installation This water gives back no Images (2019), currently exhibited on VRAL, both manipulate found digital imagery to probe the boundaries between real and virtual identity. However, their approaches differ strikingly. Where Prophecy renders its appropriated clips from video games and social media into hand-drawn outlines, This water revels in the saturated hyperreality of gameplay graphics. And while Prophecy strips figures of identifiable features through the technique of rotoscoping, This Water foregrounds emergent narratives by concentrating on a single, recurring pale, somehow uncanny, avatar. Ultimately, Prophecy pursues abstraction by removing context, whereas This Water achieves discomfort by submerging viewers deeper inside familiar and yet uncanny simulated worlds.

Created specifically forhis 2017 solo exhibition at Frankfurter Kunstverein, the 5-minute experimental video Prophecy sees Radan meticulously rotoscope over 4,000 individual frames of digital footage. Culled from sources like YouTube and Twitch, scenes of violence, exploitation and vulnerability intermingle and repeat in a seamless flow. Despite utilizing digital editing tools, Radan manually traces each cell by hand — a painstaking process where two days of work yield just 10 seconds of finished film. Through exhaustive frame-by-frame drawing and erasure, offensive moments become diffused into hypnotic movement studies. Bereft of facial details, the abstracted figures traverse a contextless void…

(continues)

Matteo Bittanti


Works cited

Aleksandar Radan

Prophezeiung eines lächerlichen Avatars (Prophecy of an ridiculous avatar)

digital video (rotoscoped, 3D animated film), 5’ 02”, 2017, Germany

Aleksandar Radan

This water gives back no Images

3-channel video installation, 6’ 12”, loop, 2017, Germany; hereby presented as a single-channel digital video

All images courtesy of the artist

Aleksandar Radan

Prophezeiung eines lächerlichen Avatars (Prophecy of a ridiculous avatar)

digital video (rotoscoped, 3D animated film), 5’ 02”, 2017, Germany, installation view at Frankfurter Kunstverein

This is a Patreon exclusive content. For full access consider joining our growing community.

ARTICLE: A CLOSER LOOK AT MARTINA MENEGON'S WHEN YOU ARE CLOSE TO ME I SHIVER

Martina Menegon, when I am close to you I shiver, installation shot by Georg Mayer, MAK, Museum of Applied Arts, Wien, 2020

MASS SUICIDE IN THE AGE OF CLIMATE EMERGENCY

Patreon-exclusive content

〰️

Patreon-exclusive content 〰️

Currently exhibited on VRAL as a machinima, Martina Menegon’s when you are close to me I shiver was originally conceived as a live simulation. Presented as an installation featuring tablets, large screens, and an immersive soundscape designed by Alexander Martzin, when you are close to me I shiver is a multimedia experience bringing together the artist’s key concerns: the body as a site of conflict, self-representation as a political act, and climate change. Menegon imagines a future where humankind is close to extinction, a realistic outcome considering half a century of complete dismissal of climate change by the worlds’ governments. In this live simulation, the world is completely submerged by water, like in a Ballardian nightmarescape.

The survivors converge on a small island to die. Naked and vulnerable, they simply wait for the inevitable end. Such a scenario is both uncanny and familiar: after all, it was inspired by a powerful scene in David Attenborough’s Our Planet (2019) depicting more than 100,000 moribund walruses as they gather onto a small stretch of coast in Northern Russia in 2017 (“20 kilometers of a never ending walrus gathering”, as scientist Anatoly Cochnev described it). Some of the most graphic scenes show walruses falling from cliffs, evoking the image of a “falling man” jumping to his death as New York’s Twin Towers were about to crumble. The walrus gather on this place because of the melting ice in the Arctic: having nowhere to go, they choose death…

(continues)

Matteo Bittanti

This is a Patreon exclusive article. To read the full text consider joining our Patreon community.


ARTICLE: GET LOST IN THE WOODS

Babak Ahteshamipoiur, Occupy Determined Neural Systems District and Take Action to get Rid of Them, Acrylics and oil pastels on canvas, 2021

GHOSTING IS REAL

Patreon-exclusive content

〰️

Patreon-exclusive content 〰️

Developed in collaboration with Nathan Harper, The Lost Woods is both a medium and a message. A 3D virtual gallery space accessible online, it is an exhibition context and an archive featuring 30+ artifacts exploring the notion of virtual identity and artificial intelligence. The artists describe the experience in video game terms:

You appear in a dark forest shrouded in green fog. Ancient trees tower up into the murky skies. Before you lies a massive tree stump with jagged edges. Next to it on the left is a tunnel. The forest is inhabited by strange beings and floating brightly colored texts.

The works on display in The Lost Woods are both "new" and remediated, to borrow Bolter and Grusin's term. Ahteshamipoiur's paintings such as The Fires that Burn are Never the Ones that were Meant to Burn (2021) and Occupy Sad Neural Systems District and Cry to get Rid of Them (2021) have been digitized and incorporated within this fluid, navigable space, replete with video game tropes, characters and props. In some cases, metaphors are crystalline, if not literal - such is the case of ghosting, thanks to Super Mario 64's various ectoplasms - in other cases, they are more nuanced. Characters from previous works, such as the Grim Reaper from The Sims — and the video currently shown on VRAL — make an appearance as well. 

(continues)

Matteo Bittanti

This is a Patreon exclusive article. To read the full text consider joining our Patreon community.

EVENT: ZUZA BANASIŃSKA (AUGUST 19 - SEPTEMBER 1 2022, ONLINE)

ROAD OF FEELINGS

digital video (1920x1080), color, sound, 8’18”, 2022, Poland

Created by Zuza Banasińska

A teenage girl’s room. When she ingests a handful of pills, it start to grow. Normally, as she works out, 1,2,3... 1,2,3... 1,2,3... her muscles can carry stones. Now, they are literally carried. The room walks with her as she touches the ground. In the rhythm of the workout, the walls open up and start chewing the world. Road of Feelings is a video animation created with the Unity 3D engine as part of the artistic collective Ellen Muscle’s LARP (Live Action Role Playing). The scenario was based on a queer-feminist narrative, set in a world where extreme muscle growth is encouraged, especially for teenage girls. Every girl has to take pills that enhance body musculature. Some teens begin to overdose, shortly discovering that the phenomenon enables them to produce hybridized connections. Those hybridizations happen through the muscles themselves. Teens start building and experiencing global networks between things and beings.

Zuza Banasińska (b. 1994) is an audio-visual artist making video-based environments. In her works, virtual and real elements are hybridized beyond distinction in an effort to move from representation towards affective mapping. She studied at the Academy of Fine Arts in Cracow, Universität der Künste in Berlin, and Sandberg Instituut in Amsterdam. In 2020, she won first prize in the Polish Experimental section at Short Waves in Poznań and On. Art in Wrocław. Her works have been shown at the U-Jazdowski CCA in Warsaw, Dům Umění Mesta Brna in Czech Republic and Blindside in Melbourne. She lives and works in Amsterdam.

WATCH NOW

EVENT: IAIN DOUGLAS AND MARK COVERDALE (AUGUST 5 - AUGUST 18 2022, ONLINE)

Facing the wolf

machinima/digital video (1600 x 900), colour, sound, 19’ 26” (chapter I: 5’ 15”, chapter II: 5’ 21”, chapter III: 8’ 50”), 2022, United Kingdom.

Created by Iain Douglas and Mark Coverdale

Facing the wolf is a machinima trilogy produced over the course of 2021 by appropriating and repurposing Grand Theft Auto V. The artists decontextualized the characters and locations of the original video game to tell a story of redemption and reconciliation, so that an uneasy truce with the past may be reached. In broad terms, these three videos reflect on war, loss, grief, and class struggle, themes which never seem to be as far away as they ought to be. As war has now become a reality for millions of people in Europe, Facing the wolf can be seen as a cautionary tale. Or, perhaps, a premonition.

Iain Douglas is an artist working with machinima, game engines, film, and traditional materials like paint and plaster. Iain’s practice explores the themes of cultural and individual loss. For more information, please visit his website.

Mark Coverdale is a widely published performance poet, writing from the picket line, art gallery and the terraces. Mark’s poems for these machinima are drawn from his interests in domestic industrial decline and the troubled events of the New European East. He lives and works in London. For more information visit his website.

WATCH NOW

EVENT: FEDERICA DI PIETRANTONIO (JULY 22 - AUGUST 4 2022, ONLINE)

but I wanna keep my head above water

digital video/machinima (1920 x 1080), color, sound, 10’ 30”, 2022, Italy

everynight i try to find the light but sometimes its too cold

digital video/machinima (1920 x 1080), color, sound, 1’ 01”, 2022, Italy

everynight i try to find the light - prélude

digital video/machinima (1920 x 1080), color, sound, 00’ 51”, 2022, Italy

Created by Federica Di Pietrantonio

viewer discretion is advised

Wet, steamy, and sticky. Federica Di Pietrantonio takes the viewer into her neon lit lavatory. In this humid, slushy environment, gender identities become fluid and seemingly solid architectures suddenly splinter. The camera indulges on a virtual nymph’s expression as water drips slowly and then faster. Moments of intimacy are shared. Crevices are explored. Surfaces are scrubbed. This highly immersive experience will leave you soused.

Federica Di Pietrantonio (b. 1996) studied painting at the University of Fine Arts in Rome. After receiving her B.A. in 2019, she did a residency at KASK (Ghent, Belgium), where she developed the project Vacation Spot with The Sims. In 2017, Di Pietrantonio was selected for Mediterranea 18 Young Artists Biennale and the following year she began a collaboration with Spazio In Situ as an artist and web designer. Her work has been exhibited in Italy, Belgium, and Portugal. She currently lives and works in Rome.

WATCH NOW

NEWS: ELISA SANCHEZ (MAY 27 - JUNE 9 2022, ONLINE)

AU-DELÀ DU DÉSERT FLOU, PLUS AUCUNE SAUVEGARDE N’EST POSSIBLE

digital video/machinima (1920 x 1080), color, sound 43’, 2021, France

Created by Elisa Sanchez

“I’m tired of playing cowboy” says Elisa Sanchez, referring to her experience with Red Dead Redemption 2. To spice up things, she uses cheat modes and modifies the original game. And so she discovers weird architectures, bizarre landscapes, and bottomless rivers, among other things. Her metaphysical journey into the Wilder West to escape her “house arrest” due to the Pandemic lockdown becomes the stuff of legend. The result is a slow, contemplative, meditative machinima situated at the intersection of video art, video essay, and video diary. A warning: if you cross the blurred desert, you won’t be able to save your progress.

Born in Toulouse, France in 1997, Elisa Sanchez is likely France’s most well known artiste-astronaute and a recent graduate of the Haute école des arts du Rhin Mulhouse, Strasbourg. In 2021, she completed her thesis project entitled Le Cowboy et Le Astronaut under the supervision of Anne Foret. Her first machinima, Au-delà du désert flou, plus aucune sauvegarde n’est possible, was screened at the international film festival Cinéma du Réel in March 2022.

WATCH NOW

EVENT: FELIX KLEE (MAY 13 - MAY 26 2022, ONLINE)

My paws are soft, my bones are heavy

digital video (1920 x 1080), color, sound (stereo), 4’ 57”, Germany, 2021

Created by Felix Klee, 2021

Can an artificial intelligence dream? Apparently, yes. In this oneiric short, it imagines itself as a virtual mountain lion wandering through digital landscapes. After jumping off a cliff, the animal dives into the ocean, looking for some tranquility. Written by an artificial intelligence, narrated by a text-to-speech converter and shot within a modified video game, My paws are soft, my bones are heavy is blatantly post-human.

Felix Klee is studying documentary filmmaking at the University of Television and Film in Munich, Germany. A graduate of the Academy of Fine Arts Munich — where he studied time-based media under Julian Rosefeldt and painting under Pia Fries — Klee previously studied painting under Thomas Hartmann at the Academy of Fine Arts Nuremberg and was a guest student at Universidad de las Artes Aguascalientes México. He co-founded the ReKollektiv, a collective of media artists and directors working towards the democratization of footage and a collectivist approach to film editing. From 2020-2022 he served as an advisory board member at Locarno Film Festival. Klee lives and works in Munich, Germany.

WATCH NOW

EVENT: SJORS RIGTERS (APRIL 22 - MAY 5 2022, ONLINE)

THE VIRTUAL FRONTIER

digital video, color, sound, 3’, 2020, The Netherlands

Created by Sjors Rigters

The popular video game Minecraft exemplifies the inner contradictions of the digital age. Lauded by many pundits as a highly creative form of entertainment, the so-called “digital LEGO” is a powerful vessel for neoliberal ideologies and hyper-capitalistic imperatives, with its frenzy of accumulation, extraction, circulation, production, and exploitation. An effective indoctrination tool now pervasive in thousands of US elementary schools, Minecraft is a techno-dream of endless growth, a manifesto for the perpetuation of devastating patterns of consumption, competition, and destruction. Informed by colonialist principles, its gameplay elevates numbing grinding routines into a recipe for the good life, casting the player as both a conqueror and an entrepreneur. In his video The Virtual Frontier, Dutch designer Sjors Rigters brings to the foreground the toxic message of one of the most successful video games of all time.

Sjors Rigters (b. 1995) is a graphic designer specializing in visual identity and editorial design. After receiving his BA in Graphic Design at the Royal Academy of Art, The Hague, he opened his own studio. Sjors lives and works in Rotterdam, The Netherlands.

WATCH NOW

EVENT: JONNE HANSSON (APRIL 8 - APRIL 21 2022, ONLINE)

THE CONVENIENCE STORE

digital video, color, sound, 6’ 23”, 2018, Sweden

Created by Jonne Hansson

The Convenience Store follows three recently former students who graduated from Umeå Academy of Fine Arts in Sweden and later moved to the fictional city Los Santos hoping to succeed as artists. They all have encountered challenges in their respective fields. One day they accidentally meet each other in a convenience store. In a setting, reminiscent of Kevin Smith’s cult film Clerks, they have a strange, meta-referential conversation.

Jonne Hansson (b. 1983) is an artist working with digital media. He received an MFA from Umeå Academy of Fine Arts, Umeå, Sweden and a BA in Fine Arts from Gerrit Rietveld Academie, Amsterdam, The Netherlands. In the past decade, Jonne has created several machinima, drawings, prints and installations. His practice is narrative driven, with an emphasis on short films or using dis- or replaced still imagery. Different interests — including video games, sports, animals, and movies — are mixed with literary classics, resulting in narrative works — ranging in tone from philosophical, to poetic, to sit-com slapstick gags — pointing out the oddness, if not absurdity, of contemporary life. His work has been exhibited internationally, including Argentina, Croatia, Italy, and Sweden. His work Heavy Thoughts was presented at Milan Machinima Festival MMXXII. Jonne lives and works in Sweden.

WATCH NOW

EVENT: SEBASTIAN BLANK (MARCH 4 - MARCH 17 2022, ONLINE)

KUNST UND GESELLSCHAFT IM DIALOG I-III

Digital video, color, sound, 13’ 51” (part I: 6’ 02”; part II: 4’ 17”, part III: 3’ 33”), 2009, Germany

Created by Sebastian Blank, 2009

Sebastian Blank was born in 1977 in Saskatoon, Canada. He studied audiovisual media at the Bergische Universität Wuppertal. His practice explores, among other things, the inner workings of the art world. He now lives and works in Cologne.

Kunst und Gesellschaft im Dialog I-III (trans. A dialogue between art and society I-III) is a trilogy of machinima, a form of video art created by appropriating, manipulating, and repurposing video game visuals. In this case, the artist modified the popular Grand Theft Auto: San Andreas (2009) by introducing themes and elements completely alien to the original game. Specifically, the trilogy focuses on the relationship between society and the artworld, using game spaces as a performative context for the artist.

WATCH NOW

EVENT: KADIR KAYSERILIOĞLU (JANUARY 21 - FEBRUARY 3 2022, ONLINE)

WOLFPATH.EXE

digital video (1920 x 1080), color, sound, 4’ 04”, 2017, Turkey

Created by Kadir Kayserilioğlu

Updating a traditional origin myth through video game aesthetics, Wolfpath.exe is a meta-commentary on contemporary Turkey from the perspective of a young artist engaging with technology, popular culture, politics, and folklore. By directly confronting with the technical and ideological constraints of Far Cry 5, a popular video game developed by French giant Ubisoft and aparadigmatic example of the politics of videogames in the face of an ongoing “anti-progressive/anti-feminist backlash” in the United States” — as Sören Schoppmeier convincingly argues in his essay “Playing to Make America Great Again: Far Cry 5 and the Politics of Videogames in the Age of Trumpism” — Wolfpath.exe forces the viewer to rethink the impact of game culture on the collective imaginary.

Born in 1987 in Istanbul, Kadir Kayserilioğlu received a B.A. in Graphic Design and an M.A. in Fine Arts from Yeditepe. He is currently pursuing a Doctorate program at Marmara University, while making and exhibiting art in Turkey and elsewhere. His practice is grounded in the idea that play operates across a wide range of forms including video games and collaborative, performance-based video and imagery. His works often rely on a combination of instructions and protocols on one hand, and collective improvisational processes and chance operations on the other. This often results in works that challenge conventional notions of authorship and authority, imbued with a dark humoristic style, showing irreverence towards traditional hierarchies between forms of high and popular culture, assembling high production value with home made and DIY esthetics. His areas of investigation include the nature of social reality, gender, identity politics, populist tactics, posthumanism and micro-stories. He often engages in strategies of the absurd, repurposing mythological narratives as well as science fiction and horror tropes towards a critical take on contemporary political dynamics.

WATCH NOW

EVENT: VRAL #33_BENOIT PAILLÉ (OCTOBER 29 - NOVEMBER 11 2021, ONLINE)

HYPER TIMELAPSE GTAV (CROSSROAD OF REALITIES)

machinima, sound, color, 2’ 20”, 2014, Canada

Created by Benoit Paillé

A time-lapse is a creative filming and video editing technique consisting in the active manipulation of the frame rate, that is, the number of images, or frames, that appear in a second of video. In most videos, the frame rate and playback speed coincide. In a time-lapse video, however, the frame rate is stretched out far more: when played back at average speed, time appears to be sped up. In 2014, Benoit Paillé created a seminal video time lapse of Grand Theft Auto V, as part of his investigation of photographic practices in video games, Crossroads of Realities. The result is a breathtaking taxi ride accompanied by an intense jazzy score. 

Benoit Paillé is a self-taught French-Canadian photographer who lives and works in Québec, Canada. After studying biology for three years in a CÉGEP (a publicly funded college providing technical, academic, vocational or a mix of programs in Québec), he turned to the visual arts and decided to explore photography. According to his bio, Paillé sees himself as “a hyper realist painter” whose photographs document “an altered state of mind”. His work has been exhibited in Canada, Japan, Los Angeles, Barcelona, Moscow, and Ukraine. Among other things, he photographed speculative fiction writer William Gibson for the New Yorker magazine. 

WATCH NOW

EVENT: VRAL #32_JAMIE JANKOVIĆ, DEBORAH FINDLATER (OCTOBER 15 - 28 2021)

OUTSOURCING (MY DESIRES TO AVATARS)

digital video, color, sound, 3’ 58”, 2021, United Kingdom

Created by Jamie Janković and Deborah Findlater

Outsourcing (My Desires to Avatars) is a machinima and experimental video created by video artist Jamie Janković and writer, poet and director Deborah Findlater. The work is part of an ongoing project addressing the intersectionality of responses to female characters in video games; formally speaking, the work is presented as an audio-visual poem, accompanied by voice over. According to Janković, this work is meant as a response to found footage material of the character Christie from the popular fighting game series Dead or Alive (1996– ongoing). Moreover, the examination of the role of female characters in Outsourcing (My Desires to Avatars) is part of a larger project titled The identity quest series, in which the artist addresses a multiplicity of responses to female video game characters, following engagement in interviews with queer people within the gaming industry and exploring their own views on gender in game design.

Jamie Janković is a London-based filmmaker and video artist whose practice focuses on the dynamics of gender within video game worlds: in previous works, Janković has investigated the ways in which men are socially conditioned to their cultural model by visual media and explored through found footage technique how mainstream U.S. horror and sci-fi genres police masculinity through narrative and representation.

Deborah Findlater is a writer, poet, filmmaker and DJ from South London. As director, Findlater works with montage, installation and found footage in order to dissect the construction of narrative; as writer; as writer and DJ focuses on poetic qualities through its rhythmic use of voice, words and sound. Findlater artistic practice focuses on issues related to the working class, Blackness in Britain and Black Womxnhood.

WATCH NOW

EVENT: VRAL #29_THE COOL COUPLE (SEPTEMBER 3-16 2021)

FLYIN’ HIGH

digital video (3840 × 2160), color, sound, 59’ 21”, 2021 (Italy)

Created by The Cool Couple

September 3 - 16 2021

Introduced by Matteo Bittanti

 

What is the relationship between aviation and computation, technology and the environment? Experience the inner contradictions of the modern age – in which your favorite technological marvel is an agent of environmental destruction – through a simulated flight in the virtual skies. Hosted on Microsoft’s Azure “cloud” infrastructure, this journey illustrates the true consequences of unbridled technological “progress”.

The Cool Couple – often shortened TCC – is an artist duo based in Milan, Italy, established in 2012 by Niccolò Benetton (1986) and Simone Santilli (1987). Their multidisciplinary practice investigates the friction points generated daily by the interaction between people and images. The Cool Couple combines artistic research with teaching: they are lecturers at NABA in Milan and Course Leaders of the BA in Visual Arts at MADE Program.

WATCH NOW

EVENT: VRAL #28_THEO TRIANTAFYLLIDIS (JULY 23 - AUGUST 5 2021)

RADICALIZATION PIPELINE

Digital video (1920 x 1080), color, sound, 15’ 01”, 2021 (Greece)

Created by Theo Triantafyllidis

July 23 - August 5

Introduced by Matteo Bittanti

You may disagree about the root causes, but the diagnosis is crystal clear: reality has imploded. The symptoms are everywhere. Video game fantasies, themes, characters, and narratives – which used to be confined to the imaginary – now shape our everyday life. In a world where meme presidents plan insurrections, global corporations are actively destroying the planet, social media are a toxic cesspool, a new kind of superstition – conspiracy theories, lore, false narratives – has become the dominant epistemological currency. In this uncertain, hyper violent, and chaotic scenario – complicated by metacrises, climate catastrophe, and ongoing pandemics – artists have been among the few to clearly identify the culprits and to imagine possible alternatives. In his latest work, Radicalization Pipeline, Greek artist Theo Triantafyllidis simulates the perpetual clash of two endless hordes fighting to death with large melee weapons. A wide range of characters – from citizen militias to fantastical creatures, from street protesters to hooligans – kill each other tirelessly. There’s no resolution. There’s no closure. Just mutual destruction. This is the Game over age. We now live in the world that video games made.

Theo Triantafyllidis (b. 1988, Athens, Greece) is an artist who builds virtual spaces and interfaces for the human body to inhabit them. He creates expansive worlds and complex systems where the virtual and the physical merge in uncanny, absurd and poetic ways. These are often manifested as performances, virtual and augmented reality experiences, games and interactive installations. He uses awkward interactions and precarious physics, to invite the audience to embody, engage with and challenge these other realities. Through the lens of monster theory, he investigates themes of isolation, sexuality and violence in their visceral extremities. He offers computational humor and AI improvisation as a response to the tech industry’s agenda. He tries to give back to the online and gaming communities that he considers both the inspiration and context for his work by remaining an active participant and contributor. He holds an MFA from UCLA, Design Media Arts and a Diploma of Architecture from the National Technical University of Athens. He has shown work in museums, including the Hammer Museum in LA and NRW Forum in Dusseldorf, DE and various galleries such as Meredith Rosen Gallery, the Breeder, Eduardo Secci and Transfer. He was part of Sundance New Frontier 2020, Hyper Pavilion in the 2017 Venice Biennale and the 2018 Athens Biennale: ANTI-. Theo Triantafyllidis is based in Los Angeles.

WATCH NOW

EVENT: VRAL #27_KENT SHEELY (JULY 9-22 2021)

ICE CREAM PRESIDENT

digital video, black and white, sound, 06’ 37” (United States)

Created by Kent Sheely

July 9 - July 22 2021

Introduced by Matteo Bittanti

Fifteen years after its first appearance, Hitman: Blood Money’s disarming yet lethal ice cream truck returns in this bleak machinima that focuses on a much bigger tragedy. What happens when the video game imaginary breaks the fourth wall and enters the so-called “reality”? You may get two scoops of Ice Cream President.

Kent Sheely (b. 1984, United States) is a new media artist based in Los Angeles. His work draws both inspiration and foundation from the aesthetics and culture of video games, examining the relationships between real and imagined worlds. Much of his work centers around the translation and transmediation of symbols, concepts, and expectations from game space to the real world and vice versa, forming new bridges between simulation and lived reality.

WATCH NOW

EVENT: VRAL #25:_LI ZHU (JUNE 11 - JUNE 24 2021)

ALL BEINGS ARE SUFFERING

digital video (1080x 1080), color, 7’ 01”, 2021 (China, Canada)

Created by Li Zhu

June 11 - June 24 2021

Introduced by Matteo Bittanti

All Beings Are Suffering is part of Human Dust, an ongoing project that comprises self-generating scenes of human-like intelligence created by Li Zhu with Unity 3D. These simulated creatures reproduce themselves endlessly, floating in the air and multiplying at a frantic pace. As the artist says, “We don’t know whether such a human-like AI would have consciousness, but their presence will definitely confuse real humans’ consciousness. At least, because I heavily rely on computers to create my artwork, my own consciousness seems to be constantly washed away by algorithms. In a data flood, ‘real’ meanings that may exist in my art quickly decompose. Reality disappears; only a torrent of tumbling image data remains.”

Li Zhu is a Chinese-Canadian artist and scholar who uses new technologies such as video games, virtual reality, artificial intelligence, and social media to create new ways of understanding reality. All Beings Are Suffering is part of an ongoing series titled Human Dust. Li Zhu has an MFA from the School of the Art Institute of Chicago. She received a B.A. in Visual And Intermedia Arts from the University of Quebec in Montreal, Canada. She studied at the École nationale supérieure des beaux-arts de Paris and McGill University. Her work has been exhibited in China, France, Canada, and the United States. Recent exhibitions include I Think (solo, 2017) in Guangzhou, China, ON AURA (group, 2021) in Montreal, and Backyard Stories (group, 2020) in Chicago. She is currently working and living in Chicago.

WATCH NOW