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Parallel I-IV

The four‐part cycle Parallel deals with the image genre of computer animation. The series focuses on the construction, visual landscape and inherent rules of computer-animated worlds.

“Computer animations are currently becoming a general model, surpassing film. In films, there is the wind that blows and the wind that is produced by a wind machine. Computer images do not have two kinds of wind.”

-- Harun Farocki

"This series continues the late filmmaker’s long-standing investigation into the rise of calculable, actionable images possessing a relationship to reality very different than that of the cinema before them. Tracing the evolution of video game graphics from the two-dimensional schematics of the early 1980s to the photorealistic environments of today, Farocki foregoes the obsession with novelty that too often characterizes discussions of so-called “new” media, instead situating games within a longer history of representation. The Parallel series is a major achievement that exemplifies a key attribute of a singular practice cut far too short: Farocki joins poetic speculation with analytical strength to call upon the viewer not simply to look and listen carefully, but also to think along with him."

-- Erika Balsom, Artforum, November 2014

# Title Artists Run Time Year Country
1 Parallel I Harun Farocki 00:15:53 2012 Germany
2 Parallel II Harun Farocki 00:08:38 2014 Germany
3 Parallel III Harun Farocki 00:07:21 2014 Germany
4 Parallel IV Harun Farocki 00:11:20 2014 Germany

Parallel I

Harun Farocki
2012 | 00:15:53 | Germany | English | Color | Stereo | 16:9 | HD video

DESCRIPTION

The four‐part cycle Parallel deals with the image genre of computer animation. The series focuses on the construction, visual landscape and inherent rules of computer-animated worlds.

 “Computer animations are currently becoming a general model, surpassing film. In films, there is the wind that blows and the wind that is produced by a wind machine. Computer images do not have two kinds of wind.” 

-- Harun Farocki

 


 

Parallel I opens up a history of styles in computer graphics. The first games of the 1980s consisted of only horizontal and vertical lines. This abstraction was seen as a failing, and today representations are oriented towards photo‐realism.

"For over one hundred years photography and film were the leading media. From the start, they served not only to inform and entertain, but were also media of scientific research and documentation. That’s also why these reproduction techniques were associated with notions of objectivity and contemporaneity -- whereas images created by drawing and painting indicated subjectivity and the transrational.

Apparently today computer animation is taking the lead. Our subject is the development and creation of digital animation. If, for example, a forest has to be covered in foliage, the basic genetic growth program will be applied, so that “trees with fresh foliage”, “a forest in which some trees bear four-week-old foliage, others six-week-old foliage” can be created. The more generative algorithms are used, the more the image detaches itself from the appearance as found and becomes an ideal-typical.

Using the example of trees and bushes, water, fire and clouds we compare the development of surfaces and colourings over the past thirty years in computer animation images. We want to document reality-effects such as reflections, clouds, and smoke in their evolutionary history."   

-- Harun Farocki

Note: This title is intended by the artist to be viewed in High Definition. While DVD format is available to enable accessibility, VDB recommends presentation on Blu-ray or HD digital file.

 

Parallel II

Harun Farocki
2014 | 00:08:38 | Germany | English | Color | Stereo | 16:9 | HD video

DESCRIPTION

The four-part cycle Parallel deals with the image genre of computer animation. The series focuses on the construction, visual landscape and inherent rules of computer-animated worlds.

"Computer animations are currently becoming a general model, surpassing film. In films, there is the wind that blows and the wind that is produced by a wind machine. Computer images do not have two kinds of wind."

— Harun Farocki


Parallel II explores the borders and boundaries of the game worlds. The work follows characters attempts to escape the edges of their animated world by any means, and seeks to reveal what lies outside of the defined spaces and digital borders.

Note: This title is intended by the artist to be viewed in High Definition. While DVD format is available to enable accessibility, VDB recommends presentation on Blu-ray or HD digital file.

Parallel III

Harun Farocki
2014 | 00:07:21 | Germany | English | Color | Stereo | 16:9 | HD video

DESCRIPTION

The four‐part cycle Parallel deals with the image genre of computer animation. The series focuses on the construction, visual landscape and inherent rules of computer-animated worlds.

"Computer animations are currently becoming a general model, surpassing film. In films, there is the wind that blows and the wind that is produced by a wind machine. Computer images do not have two kinds of wind."

— Harun Farocki


Parallel III seeks out the backdrops of the game worlds and the nature of their digital objects. It reveals digital worlds which take the form of discs floating in the universe — reminiscent of pre-Hellenistic conceptions of the universe. The animated worlds appear as one-sided theatre stages, flat backdrops revealed only by the movements of an omniscient camera. The objects in the worlds often do not react to "natural forces." Each of their properties must be separately constructed and assigned to them.

Note: This title is intended by the artist to be viewed in High Definition. While DVD format is available to enable accessibility, VDB recommends presentation on Blu-ray or HD digital file.

Parallel IV

Harun Farocki
2014 | 00:11:20 | Germany | English | Color | Stereo | 16:9 | HD video

DESCRIPTION

The four‐part cycle Parallel deals with the image genre of computer animation. The series focuses on the construction, visual landscape and inherent rules of computer-animated worlds.

"Computer animations are currently becoming a general model, surpassing film. In films, there is the wind that blows and the wind that is produced by a wind machine. Computer images do not have two kinds of wind."

—Harun Farocki


Parallel IV explores the actions of the heroes and protagonists of the video game world. These heroes have no parents or teachers; they must test their relationships with others and determine of their, own accord, the rules to follow. Farocki notes these characters are "homunculi, anthropomorphist beings, created by humans. Whoever plays with them has a share in the creator's pride."

Note: This title is intended by the artist to be viewed in High Definition. While DVD format is available to enable accessibility, VDB recommends presentation on Blu-ray or HD digital file.