Special projects  | 
Workshop 20'12 — Rejected reality

People have developed new fears and habits. The fear of finding ourselves out of network coverage has rather quickly grown into the panic fear of being "off-line". 

Dmitriy Kavko. Hello, Mama!. 2012. Photo, video. Courtesy of the artist

 “Virtual reality” is an immersive and interactive simulation of realistic or imaginary environments, in other words, it’s a kind of illusive world, which one sinks in and interacts with, and this world is created by an imitating system that is able to form relevant motivations in a human’s sensorial area and perceive his responses in a body field in situ.

Jaron Zepel Lanier (scientist, writer, musician)

 

At the beginning there were eight-bit game consoles. Jumping from one wall to another, catching coins and mushrooms to a primitive, lingering tune, a generation grew up and moved from the Global Village of the sixties to tiny concrete cells, with world tragedies and fakes, catastrophes and Photoshop hoaxes, fantasy worlds and World of Tanks battles being projected on their walls. The individual may stay in this beehive for months, getting notions of their surrounding reality just through YouTube videos.

After finding out her political beliefs and aesthetic preferences, a person joins one or another group on Facebook or Vkontakte. We discuss social problems in LJ and, even when we go out on the streets, we just move from one Wi-Fi spot to another, without even trying to look around, so as to not destroy the customary pattern. Meeting with friends over a beer, we discuss our victories in Battlefield or a release date of a new Diablo.

People have developed new fears and habits. The fear of finding ourselves out of network coverage has rather quickly grown into the panic fear of being "off-line". We accumulate new gadgets, creating "augmented reality", to never lose permanent access to "fast knowledge". Despite the fact that this knowledge is inevitably superficial and incomplete, the mere possibility of getting information on the spot—by just “googling” the question—gives us the illusion that the whole world is before us and that the key to any mystery lies within a few clicks. The curators of Workshop 20'12 prompt young artists to ponder their generation’s relationships with reality and its substitution by a scentless, non-material imitation.

Is there a place for anything "real" in the virtual universe? Could we have already discarded the non-digital world?

Darya Kamyshnikova

Organized by
Moscow Museum of Modern Art

July 2, 2014

On June 24 and 25, 4th Moscow International Biennale for Young Art began. 3069 applications by artists under 35 from 84 countries of the world were submitted for the competition, which lasted from November 2013 through March 2014. David Elliott, Artistic Director of the Biennale, proposed the motto A Time for Dreams as the general theme, and curated the main Biennale project, which presented works by 83 artists from 32 countries of the world.

June 17, 2014

The educational program of the Biennale, curated by Antonio Geusa and coordinated by Ekaterina Razdumina, is entitled Wise Advice, and aims at helping young artists to find answers to various questions that concern their creative growth and career development.