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ComputerGeneratedImager.jpg

Eddie Lohmeyer

November 02, 2018 in > The Lab, > Past Exhibits

Computer-Generated Imagery, 1908

November 2 - December 28

Computer-Generated Imagery, 1908 is an interactive installation that utilizes projection-mapping to animate sequences of continually-evolving glitch patterns. Each pattern is a corrupted video file of Emile Cohl’s animated film Fantasmagorie (1908). These animations are projected in layers onto the walls and screens of three “dead” computer monitors. When participants touch the circuit board pattern on the wall, they cause the projected patterns to slowly rewind, fast-forward, or reset in their respective loops, producing an on-going field of generated patterns. These animations pay homage to the absurd transformations of line and shape witnessed in Emile Cohl’s hand-drawn animated film. By evoking Cohl’s animations on the familiar interface of older CRT monitors, I consider the ways in which our experience of interactive media technologies indicates a return to earlier animation practices. That is to say, the vitality of forms within the animated image—whether in old or new modes of production—engages the senses through technical illusions and plays of movement.

PROJECT STATEMENT

My work explores the intersections between body and technological apparatus, particularly in how physical computing technologies and interactivity can open up participants to novel sensory and perceptual experiences. Through site specific sculptural and video installations, my work prompts a politics of the body that reconsiders our habitual encounters with technologies through new avenues of play and engaging with unfamiliar haptic interfaces. Here, I consider embodied experience through speculative, imaginary worlds that bring together nature and the technological, organic and machinic, biological and cybernetic. Likewise, I work to upend and play with the media interfaces we have developed a nostalgic affinity for, often through intentionally deconstructive approaches: glitch, physical modifications to hardware, and found assemblage. The bizarre and playful encounters with these strange media unveil the very nature of our normal attitudes and perceptions toward communication technologies.

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