Every piece of James Hopkins’ work challenges the limits of human cognition. My favorites from his series (though they’re all really cool) are “Balanced Works”, many of which pieces in this feature various types of alcohol- drinking and balance? – good combination, and “Perspective Sculptures” containing erratically proportioned instruments that would make up a rock band.
Carolin Reichert’s work deals with an inventory of the human memory as triggered by situations, encounters and objects referring to and rooted in the past, yet recurring and manifesting themselves anew in the present. She is interested in exploring the individual’s perception of reality and the role and capacities of memory and recollection within that process. The images portray brief moments, belonging to the past, frozen, re-framed and deliberately transported to their new context, with which they are at odds or incompatible, therefore ultimately dealing with the attempt, possibility and implications of visualizing ‘absent presence’.
Philippe Ramette is an artist who uses two major media to express himself: with installation and sculpture, creating impossibly surreal objects and situations often using nonsense humor, and with the turning of his own body clothed in a black suit into a surreal situation, just one component of a landscape so extravagant and visually stunning.
Export to World (Linda Kostowski and Sascha Pohflepp) seeks to comment ironically on the design and production of merchandise in virtual worlds. At Ars Electronica in Linz, retail space on Marienstrasse was temporarily converted into a shop like those found in Second Life. Large scale display ads showed what’s for sale: custom-made or purchased virtual objects that shoppers could buy at a price determined daily by the current Linden dollar/euro exchange rate. Instead of the acquired object suddenly appearing in the purchaser’s inventory, though, the proud owner received a a two-dimensional paper representation of it which he/she could manually fit together into a three-dimensional object on site. The final results are paper representations of digital representations of real objects, including all the flaws that copying entails.
Marc Owens designed the Avatar Machine, a system which replicates the aesthetics and visuals of third person gaming, allowing the user to view themselves as a virtual character in real space via a head mounted interface.