Korean language
Poster & Leaflet
The Center for Art Convergence operates a production-based to discover and support creative research on "media as a convergence of art, technology, and culture" within the school. This program selects experimental projects through an in-school competition, provides creation support funds and education through , and consists of to present and exchange the results of the projects developed during the support period.
The theme of 2019 <Art Creation> is “Playful Media.” The interactivity of the media allows us to actively participate in the work of art. he interactivity of media provides an opportunity for us to “play,” actively participating in the artist’s world, rather than simply appreciating art. This is another reason why media interests and influences are increasing in modern society. Through the theme “playful Media,” we will discover and support creative researches based on the various experiences and interpretations of media interactivity.
Starting this year, we also expanded our support to accommodate more projects such as interactions and play cultures in media, gender and society, education, or discourse research centered on media art as a new expression method. Eight people/teams were selected by experts from inside and outside the school to develop their project for six months. Selected projects were presented in the <Showcase> program at Seongbuk Young Art Space of Seongbuk Museum of Art, Seongbuk Cultural Foundation, co-organizer of the <Art Creation> of this year. By this collaboration between the art school and museum, we provided support throughout the whole process from the idea of the art work and process to presentation of the outcome.
Period : 2019. 11. 1 - 10, 10am - 6pm (Closed on Mondays)
Venue : Seongbuk Young Art Space (23, Seongbuk-ro, Seongbuk-gu, Seoul)
<Playing, the Future>
“ Well, welcome to the twenty-first century. We are all immigrants in a new territory. … What we need to adapt to, more than any particular change, is the fact that we are changing so rapidly.”
– Douglas Rushkoff, "Introduction: The children of chaos," Playing the Future, 1996
Douglas Rushkoff's Playing the Future (1996), translated under the title Children of Chaos (Minumsa, 1997) in Korea, looks into the characteristic of the screenagers who grew up with video games and internet, and predicts the changes they will make. Biased technology, ways of recognizing the situations and environments that seem to be without rules and the era in which there are no clear distinction between subjects and objects are the landscape of the time Douglas recognized. These are not unfamiliar. The (so-called) “new” era that was seen at the end of the 20th century appears to maximize the description of the past era that it is no longer possible to distinguish the observer and the object of the observation as it is like that the observers are under a microscope.
While emphasizing that the diagnosis of a chaotic future―error, uncertainty, cult―corresponds to the older generation’s fear―coming from going against the established values such as clarity, rationality, predictability― Douglas pays attention to the kids who are “playing” in these environments rather than fearing or avoiding the uncertainty. For screenagers, the discontinuity is the only rule in the world of games. As time goes by, the jumping speed is getting faster. We turn the TV Channels and play forward 10 seconds on YouTube. This act, almost like a kind of a channel surfing, recognizes the sense of discontinuity and acquires its continuity. The communities that share a similar utilization method in terms of time, and a specific cycle focus in the present, respond to the different rhythms from everyday life.
Another name for this generation is “Chaos.” Chaos theory, which shows that there is a certain rule-order inherent in the irregularity, is close to the holistic worldview that sees things as a whole, not reductionism that sees things as the sum of its parts, in the sense that it tries to locate the sameness (or self-similarity) from the unpredictable phenomena. This is in line with the fact that Douglas specified in the preface of his book The Children of Chaos.
《Playing the Future》, the showcase under the same title, aimed to address the present and the near future the creators who are the next generation, born in 1980s to 1990s, perceives.
There are four elements in the play. They are players, mediums, rules, and transformations and interpretations. Here, the player is performing subjects and objects, and regarded as the world itself at the same time. For instance, the player “I,” composes the world with the player “you,” while being distinguished from one another. The real and virtual “devices” and “tools,” which enable it, function as mediums, also as environments. Thus, the variation of technology provides another environment and accompanies extinctions at the same time. Eight teams of creators who have experimented with the interactivity of the media with their own interpretations summons the near past and future to the present as active players, based on Korea’s digital society (aspects), egos in the digital world, considerations of technological “devices” and research on the new expression mediums beyond the 2020s.
Those are the landscapes shown by the words such as eyes of the technology, emerging egos on the borders between virtual and reality, the culture led by the death and continuation of the technology, humans and non-humans and automation technology.
The year 2020 was portrayed as a totality of future technologies in the past. “What kind of ego do we have, what kind of time, and in what kind of society do we spend.” That makes us trace back “where” we are. At the end of 2019, I hope you can “play” together and see how the landscapes of the past and future coming into contact with the present are being translated and drawn.
Seongeun Ahn (Curator, Seongbuk Museum of Art)