Oral Fixations is a single channel video installation that evolves over a seven hour time period. The project is a darkly humorous look at a habit of endless consumption and the resulting accumulation of waste. A narrative gradually emerges from the on-screen action that depicts a large mouthed character who dances while flossing its one protruding tooth. A conveyor belt regularly delivers factory-farm fresh hams that the character delights in taking one large bite from and then tossing aside.
Consumer culture
Scenes from the Micro-War explains, "The worst of times—riots, famine, war—could be just around the next corner and, in the battle to survive, this family is going to be battle-ready from here on in." This fractured narrative follows the misadventures of a family hypnotized by Reagan’s Space Wars, state terrorism, and Rambo/commando fashions, as the family has shifts from consumerist unit to military training force.
China Town traces copper mining and production from an open pit mine in Nevada to a smelter in China, where the semi-processed ore is sent to be smelted and refined. Considering what it actually means to "be wired" and in turn, to be connected, in today's global economic system, the video follows the detailed production process that transforms raw ore into copper wire--in this case, the literal digging of a hole to China--and the generation of waste and of power that grows in both countries as byproduct.
Brave new shopping worlds are being created. What have mall owners, architects, surveillance technicians, and supermarket workers done to turn human subjects into pure streams of consumers, into the perfect inhabitants of shopping mall paradise?
Playing off the notion of “interactivity”, Utopia poses itself as a video game plugged into the social consciousness of contemporary California. The viewer/player seemingly makes choices from the menu offering utopian or dystopian realities; however, the score is always the same: the winner loses, and vice-versa. Features Rachel Rosenthal as the host of a macabre interactive game that pushes the boundaries of performance and interactive media.
Via Jonathan Pryce in elaborate costuming, Walt Disney’s Pirates of the Caribbean (2003) unwittingly sounded a clear and full-throated argument for the appropriation of so-called intellectual property, for the video remix/rework/quotation, practices and forms that would become ubiquitous on YouTube and its ilk a few short years later.
“Christopher Wilcha’s fascinating feature-length video reminds us how seldom we’re allowed to see certain businesses operating from the inside. Wilcha, a 22-year-old college graduate and alternative-rock enthusiast, was hired by the Columbia Record and Tape Club—apparently as a fluke—to help launch a whole new niche-marketing division, which brought him face-to-face with the contradictory meanings of the term ‘alternative’ once it’s been embraced by the mass market.
5% is a ten-minute work that questions the cult of pop stardom, deconstructs music industry practices, considers the problematics of live performance, and suggests other, more anonymous working strategies.
Conceptual artist Hans Haacke’s two most notorious works took unsavory Manhattan real-estate dealing as their subject, which triggered the cancellation of his exhibition Real Time Social System at the Guggenheim Museum in 1971. With the conscientiousness of an investigative reporter, Haacke continues to scrutinize the rough edges between art and life.
"In the free space of the commodity, I digitally took apart moving image sequences and re-animated them into an encoded montage to create a metaphor of experience where the viewer feels like a fiber optic cable has been hard-wired into their consciousness — a look where the image is simultaneously visible and invisible. My hope was to create a work that re-presented information as a kind of subliminal narrative that critiqued the currently popular technotopian rhetoric."
— Les LeVeque
Parnes moves further into her interrogation of horror genres and the art world, with their sometimes over-lapping cults of personality. Grappling with the danger of beauty without criticality, Hollywood Inferno takes the viewer through the alienating world of a teenager named Sandy, a modern-day Dante, and follows where her aspirations toward stardom lead her.
The interior of a trash processing plant. The rhythmic intensity of the machinery as it deals with an endless river of refuse becomes a reflection on the madness of unbridled consumption.
Music by Sebastian Currier. Produced at Voom HD Lab.
Scenes from the Micro-War explains, "The worst of times—riots, famine, war—could be just around the next corner and, in the battle to survive, this family is going to be battle-ready from here on in." This fractured narrative follows the misadventures of a family hypnotized by Reagan’s Space Wars, state terrorism, and Rambo/commando fashions, as the family has shifts from consumerist unit to military training force.
"Four days spent in a studio working on a centerfold photo for Playboy magazine provided the subject matter for my film. The magazine itself deals with culture, cars, a certain lifestyle. Maybe all those trappings are only there to cover up the naked woman. Maybe it's like with a paper-doll. The naked woman in the middle is a sun around which a system revolves: of culture, of business, of living!
"The head of a Berlin advertising agency explains his proposed strategy to his potential client, a Danish optical company. The communication strategy that we ultimately came up with as a basis or any creative act or means of communication has three headings. The first is 'relevant, not arrogant'; the second, 'varied, not uniform'; and the third is, 'creative, not pushy'. These are essentially translations, strategic translations of your basic requirements and your analysis of the market, as well."
-- From the transcription of The Appearance
5% is a ten-minute work that questions the cult of pop stardom, deconstructs music industry practices, considers the problematics of live performance, and suggests other, more anonymous working strategies.
Playing off the notion of “interactivity”, Utopia poses itself as a video game plugged into the social consciousness of contemporary California. The viewer/player seemingly makes choices from the menu offering utopian or dystopian realities; however, the score is always the same: the winner loses, and vice-versa. Features Rachel Rosenthal as the host of a macabre interactive game that pushes the boundaries of performance and interactive media.
Petrolia takes its name from a redundant oil-drilling platform set in the Cromarty Firth, Scotland. The film looks at the architecture of the oil industry along the Scottish coastline where oil and gas supplies are predicted to run dry in the next forty years.
2@ is part of the Pop Manifestos series, a five-video project realized in collaboration with Cokes' former students Seth Price and Damian Kulash, and originally conceived as part of a series for the conceptual band SWIPE.
Failing Up describes career advancement despite bad decisions, bankruptcies, and intellectual mediocrity. In this short film, the Manhattan real estate holdings of the King of Failing Up are catalogued and synced to a soundtrack that suggests how it feels to be one of his subjects.
Whip pans, zooms, lens twists, and bursts of stop-frame animation transform eight minutes of borrowed audio from Home Alone 2 (a film that features a cameo of the current US President) into a political work of slapstique concrete.
RECKONING 4 is the second in a series of investigations into (among other things)
With an all-female cast, featuring Suzie Bright as John Lennon, Cecilia Dougherty's Grapefruit plays with the romanticized history of the iconic Fab Four, gently mocking John and Yoko’s banal squabbles and obsessive rituals of self-display. Based obliquely on Yoko Ono’s book, the piece works on many levels to reposition this mythic tale of the Beatles by casting '80s women in mod drag—effectively mapping the lesbian sub-culture onto heterosexual mass culture.
At a garbage transfer station in suburban Connecticut, seagulls make a home for themselves among the mountains of trash, skillfully co-existing with massive bulldozers, trucks and masked workers.
[This] is my first attempt to construct a video piece using one set of generative intervals for both sound and color. All of the color in the piece is orchestrated in brightness ‘octaves’ corresponding to the registration of the pitches in the soundtrack. Each hue from a circle of twelve corresponds to one of the pitches of a tempered scale. The articulation of the piece consists of a series of loudness and brightness ripples which move across the piece in speed relationships derived from the hue and pitch proportions.
Hatsune Miku is a co-creation platform, personified by a cute and oddly seductive animated character. Fans bring her to life by creating content that she “delivers”. Her entire persona: lyrics, music and animation – is fan created, and that's her charm. Cosplaying Hatsune Miku, Ann Oren goes to Tokyo for a performative journey among these fans and explores the Miku phenomenon as an expression of collective fantasy. The habits of Miku's fans is a familiar exaggeration of our social media habits, that flood us with crowd creativity.

