Uncomfortable journeys through the work and ideas of Christopher Cozier, a leading contemporary artist in the Caribbean. The video presents Cozier's witty and incisive drawings, installations and videos in the context of post-independence Trinidad with its oil-rich economy, complicated ethnic politics, and vibrant cultural forms.
Consumer culture
How Little We Know of Our Neighbours is an experimental documentary about Britain's Mass Observation Movement and its relationship to contemporary issues regarding surveillance, public self-disclosure, and privacy. At its center is a look at the multiple roles cameras have played in public space, starting in the 1880's, when the introduction of the hand-held camera brought photography out of the studio and into the street. For the first time one could be photographed casually in public without knowledge or consent.
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.
Dark Sun Squeeze is a darkly meditative exploration of a sewage treatment plant, revealing the hidden rhythms and bizarre journey of raw human waste. The images of flowing waste speak of decay, destruction, of madness inherent in excessive consumption. At the same time they reveal the redemptive side of detritus, its regenerative potential, the sublime that exists in the abject.
“Paweł Wojtasik delivers the final word on the absolute value of news, money, politics and just about everything else.”
-- Holland Cotter, The New York Times, Oct 1, 2004
A deceased hoarder, reconstituted through technology, recounts a difficult childhood as inhabitants of a virtual world struggle to reconcile materialistic tendencies. A scientist leads an effort to understand the passage of time, but the data is unreliable. The question remains, what happens to our things after we are gone?
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?
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.
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.
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.
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

