“What emerges are pictures of sculptures in the tradition of René Magritte. Post-photographic simulations are Surrealist mind models with an uncanny relation to the real that on close inspection actually transgress the rules of perception, gravity, time and space. This makes impossible objects the ultimately “true” embodiment of the recursive systems that are the basis of computer science. They are systems that self-reference and build off of themselves but can originate from ANY assumption, no matter how improbable.”
Gallery show curated by Rachel Clarke, Claudia Hart and Michael Rees.
Kari Altmann (Baltimore), Jose Carlos Casado (NY), Rachel Clarke (Sacramento), Claudia Hart (Chicago), Spencer Hutchinson (Chicago), Yael Kanarek (NY), Brian Khek (Chicago), Alex Lee (Seoul), Lenox-Lenox (Chicago), Alex McLeod (Tornonto), Jon Rafman (Montreal), Michael Rees (Montclair), Lou Regele (Chicago), Timur Si-Qin (Berlin), Yemenwed (NY), Katrina Zimmerman (Chicago), Zeitguised (Berlin)
University Library Gallery, California State University, Sacramento, CA
Friday April 1-Saturday May 28, 2011
Reception: Wednesday, April 6, 5:00pm-8:00pm
University Galleries, William Paterson University, Wayne, NJ
Monday October 24-Friday December 2, 2011
Reception: Thursday, November 3, 4:30 – 6:00
Panel Discussion: Thursday, 11/17, 12:30
Retrospective with selected ZEITGUISED works from the past years at Pennbrick Gallery in Santa Fe, US.
Peripetics or the Installation of an Irreversible Axis on a Dynamic Timeline
Zeitguised made a piece in six acts for the opening exhibition at the Zirkel Gallery. It entails six imaginations of disoriented systems that take a catastrophic turn, including the evolution of educational plant-body-machine models and liquid building materials.
Length: 5000F/ 3min 20s
Sound Design: Zeitguised with Michael Fakesch
An abstract world in the style of early-game-console-goes-lofi-3d is rocked by something like a eerie interplay of an earthquake and snowfall.
It shows our first attempt to entirely avoid employing traditional techniques (keyframing etc.) in 3d cg. It hardly can be called animation, since it is based on a scripted dynamic system with feedback, and by how it is setup (not even modeled in a traditional sense, just generated by script in the 3d software) it develops independently and yields unpredictable results. It is also not software rendered, just hardware rendered directly from the graphics card, and unfolds live on the screen. For the purpose of presentation a few hours have been screen grabbed and edited into a couple of minutes.