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The extrusion of ants:
The city is a complex space. So complex even, that to list its parts would
be like describing each and every human activity. The sheer numbers of signs
and activities, and the way they intertwine, form actual knots and nodes,
whose parts are inextricable.
This, however, is precisely what collectif_fact has been doing for several
years- Architecture, city-planning, vehicles, signs, advertising, and users
are all extracted, cut out, and broken down as to be re-combined and
re-constructed.
In one of their early project, these young Geneva-based artists produced a
series of photographs and a video. Datatown (2002), which was made when they
were still students at the Ecole Supérieure des Beaux-Arts in Geneva,
presents urban signs and signals, separate from anything else. The rest
merely appears by default, through its absence. Black replaces everything
that is not a sign, panel, advertisement, pedestrian passage, traffic light,
illuminated sign, clock, and number-plate. Passers-by, vehicles, and
buildings are just the same black as everything that is not a sign, giving
an impression of night views. What is especially striking is that the signs
suffice to permit an urbanistic reading of the city which they permeate.
Spaces, life, and traffic are present while being absent. Might a city ant
it s inhabitants be reduced to being mere shadows, or advertising hoardings,
and no longer those creating the city they live in ?
Most collectif_fact projects operate by means of samplings and extrusions.
Based on photos, videos and digital files, elements are selected and in an
initial phase isolated, then replace in their original setting, and even in
different situations. But the operation has nevertheless left sequels behind.
Quite intentionally the collage is visible and the layers reveal unexpected
connections. The spatiality changes, the volume become flat tints and lines,
the space is deconstructed and temporalized. Each project explores new
relations and reveals different challenges – those of the societies that
human being live in and create.
With circus (2004), a video installation projected in the corner of a room,
you might think of a simple deconstruction of images. A crossroads has been
photographed in detail. From buildings to marks on the ground, by way of
vehicles and dustbins, a countless quantity of fragments has been recorded,
subsequently to be affixed. The overlay of planes and layers of images is
relentlessly assembled and separated, creating the illusion of a space
broken down, whereas it has not existed as a whole. The city appears like a
collage of objects that are alien to one another and brought together by
force, evoking more a public rubbish dump or a pile of waste than a
harmonious plan for the common good.
In expanded Play Time (2004), it is the architecture in a sequence from
Jacques Tati’s film that is spatialized. The shots of the famous
waiting-room scene in Play Time have been placed in a virtual,
three-dimensional space, to be recombined in a non-narrative logic. What is
deployed in time by editing, in the film, is compressed in the video, by
bringing together distinct time-frames in the same space and in the same
shot. The caricature Tati makes of modernist administrative architecture
here becomes enclosedness and laboratory experiment. But above all the
collectif_fact video is a tribute to the French director’s masterpiece and
his critique of bureaucratic society. For in the works of these young
artists there is definitely a marked interest in the digital society that is
upon us. By way of the tools that they use, as well as by the actual way
they use them, they develop a biting commentary on the society created by
computers.
To such a point that the translation made by the three artists appear at
every step of the production. The digital tools that they use are
incorporated in the actual logic of the creative process of their
installations. Gradually, the projects will be developed on the basis of
image databases, to be put together and composed like electronic music, by
sampling. Elements and objects, characters and environments all find their
origin in reappropriated and rearranged files.
With installation like habitA (2003), platform (2004) and ce qui arrive
(2005), digital files are used to form elements of the décor and extras in
scenes. The arrangement of each part is done on the basis of probable action
schemes, and standardized relational situations. The characters are driven
by vain and useless activities, the environment is neutralized by the
clichés it conveys. In habitA, the ideal life represented by the detached
home and the residential area is sliced up by digital chainsaw. The
characters playing with a ball and hanging out the laundry are rendered
equivalent to a lawn mower; what else is there to do in gardens covering 100
square yards, except respond to life’s clichés? ce qui arrive is the
transposition of habitA into an administrative environment. In fact nothing
more akin than corporate offices and corridors. Not only are the
architecture and furniture applied in accordance with management standards,
but with the advent of computer, their uniformization affects all
organizational systems: production, design, imagery and organization.
The age is one of numbers and interchangeability. The thing replaced by the
image, the being replaced by the idea, reality replaced by mediareality.
With distance, collectif_fact conjures up a general and inexorable feeling.
These artists convey a desire to escape from the system of consenting
enclosure, and the debasement of productive ants.
In their work, the digitization of production systems is applied in it pure
rational logic: copying, moving, recomposing, pasting, mediatizing, existing.
Existing?
Text by Simon Lamunière (translated by Simon Pleasance)
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About the video installation “circus”, 2004:
« Circus » deals in a very unusual way the construction of space. The video
work is based on digital photos of a busy square in Geneva that the artists
dissembled into layers and subjected to digital animation. The installation
shows a constantly moving view of the city that seems to be disintegrating.
Set pieces of urban architecture, logos and passers-by float incalculably
and vertiginously towards the viewers. On the basis of the photographic
document of a real city, the artists create a three dimensionality that
refers indirectly to the virtual 3D worlds of computer games, while at the
same time deconstructing the unambiguity and coherence of their spatial
order and hyperrealistic graphics.
In addition, the work refers to the way in which we appropriate urban
structures. The accelerated movement and navigation in the public space,
results in the non-linear perception of our environment, the associative
scanning of distinctive points of reference and landmarks and striking
details. Accordingly, the customary conception of the city as a homogeneous,
clearly structured unified whole, the basis of two-dimensional postcard
vistas and the cartographic urban model, gives way to a fragmentary,
fleeting, dynamic picture of urban space.
Katrin Mundt
Text from the catalogue "So wie die Dinge liegen", hartware
kunst verein + medien_kunst_netz, Dortmund
About the video « habitA », 2004 :
The video "habitA" is a flight over a resident quarter.
The space presented is linked to our reality, but built on a schematic way.
For example, the characters either woman, man or child are doing on loop the
same routine activity, or residents' houses seem all the same.
The space suggests an antagonism between characters and their environment.
The individuals are uniform and orange, by that way they seem to be 2D and
really contrast with their surround. These characters can be seen as avatars
put to fill the emptiness of a cyberspace. They are doing the same gesture
no matter what's missing or happening around them. The video follows the
same systematic as the space represented, so a repetitive mechanic. For this
video, the computer science logic adapts to the space, creating its own
rhythm.
About the video “bubblecars”, 2004 :
The setting: a long road, a few street lamps, one is blinking to increase
the suspense. We are looking at an atmospheric space that refers to the
artificial universe of Hollywood. By using only the needed elements for its
understanding, this environment looks like a lot of American movies’
pictures.
Waiting.
The event that will take place will be short, absurd, and unreal even though
it refers to the catastrophic movies’ pictures. So it provokes a shift
between the waiting that space induces and what could happen if the
stereotype we expect doesn’t happened.
Unlike the Hollywood movies that always overbid the realism, our video
reduced the effects. In fact, we used low-tech aesthetic. The technique we
used is totally linked to the project’s propose because it makes possible to
change a classical movie’s model with the same technique. The sound
intensifies the unrealism because it matches only partially with the image.
This video is a play that makes apparent all the cinematography’s language
elements. Actually, we like to say that nothing happened, like in the
action’s movie where the catastrophe is always maximal but never definitive.
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