viernes, 14 de enero de 2011

VIDEO ART NOW: Real, Virtual and Machinima




Video Art Now: Real, Virtual and Machinima



The digital display attached to the existing network technologies facilitates new opportunities for visual creation. In addition to real and virtual video art, new forms incorporate the category of machinima.

By Cristina García-Lasuén

Visual creations today arise from a challenging technological, cultural, and formal mix, and reflect our early twenty-first century society. As such, these visual expressions contribute to the existence of new forms of video art, enabling us to make a threefold classification that takes into account two elements: the technique used and the degree of virtual immersion obtained with each technique.

These two distinguishing factors can be applied in all manifestations, even in works that mix categories producing hybrid images. We could therefore distinguish the following three categories in current video art: real, virtual and machinima.

REAL

It’s not farfetched to affirm that most videos commonly depart from reality, as we can observe from exhibitions in museums and other related art institutions. These analogical images are recorded in real life and portray performances of artists or creative interpretations of certain places or environments, leveraging existing media creation tools. Consider, for example, Bill Viola, Anri Sala, Kaoru Katayama, Peter Greenaway, and Shirin Neshat, among others: their creations either maintain the traditional structure or are combined with multimedia elements.

Kaoru Katayama, Trabajos forzados (Hard Labor), 2005, video projection, sound.
Kaoru Katayama, Trabajos forzados (Hard Labor), 2005, video projection, sound.

At other times, the scenes are photographed successively using stop-motion, which adds an animation look to it, a technique used by current artists to make their artistic statements. Blu uses a kind of video graffiti to explain his paintings on the walls of the city; in the video Muto, he starts drawing a brick on a wall that begins to fall and parietal images come alive in sequences that scroll throughout the wall, adopting different biological forms and taking over the urban scene.

It is clear that the current situation of nomadic and global experience provides new perspectives related to storytelling and fictionalized documentary.

VIRTUAL

In a second level of virtual immersion and using a different technique, video uses virtual 3D computer generated imagery (CGI) animation drawings as a base.

Flat animation based on 2D drawings has been developed since early last century; now the novelty is that the development and perfection has been achieved with the latest techniques for creating three-dimensional drawing elements that have volume and can generate a virtual space. The process consists of making a model of each element and character by using an almost sculptural technique, or getting them already finished and then shooting the three-dimensional space.

Depending on if you want to convey a more or less mimetic look of reality, the three-dimensional drawings may look like cartoons or, by contrast, display images so real that could be confused with real photographs. The theme plays, if it were not for fantasy, impossible situations in our world. In this case the viewer observes a striking image that seems to exist in an intermediate space located between reality and fiction.

Thus, Jorge Seva aka Alex Román in The Third & The Seventh film makes an allegory of the third and seventh of the arts, featuring scenes under a slowed time that remains suspended, allowing us to discover unusual details. However, it incorporates a visual narrative in such a natural way that it displaces our senses by creating spatial confusion. Tom Jantol also uses a technique he calls anymation, which mixes animation and virtual images, creating odd-looking videos that allow him to convey his message visually and conceptually with great effect. And, as a last example, we may cite Shane Acker, who heralded a new kind of aesthetics and style of animation with the short 9, which shows the first rag doll image, which he later on turned into a film co-directed with Tim Burton.

MACHINIMA

This third type of video uses the most recent audiovisual techniques that allow the highest degree of virtual immersion. The name relates to the techniques used: machine + animation + cinema.

Machinima is then a real-time film produced within the virtual worlds of video games. Peter Greenaway, who has long proclaimed the death of traditional film and its replacement by immersive multimedia artistic expression, in a public letter to the virtual world users, describes the virtual universe as “a very sophisticated tool that combines traditions of painting with cinema and the graphic arts in present tense terms that permits visual expression of language like never before.” (Schumann)

The world appearing in machinima films was described in Snow Crash (1992), a novel written by Neal Stephenson, which addresses an immersive environment in cyberspace called metaverse. This place is located in a dimension different than reality and populated by avatars that reside in a virtual space that is neither real nor tangible nor a cartoon world.

The virtual world immersion occurs immediately because we enter into space with three-dimensional forms that exist; that is, a space that has volume and casts shadows. The feeling of being inside is reinforced because it allows us to interact in a natural manner with objects and characters of the virtual world, creating situations and scenes that can be recorded live by the machinima.

Tusty Navarathna, Utopia Island: No Sound, 2010, machinima. Courtesy Aino Baar.

The importance of this artistic practice is that the volume is not a mere visual impression, but that everything that the machinima shows occupies a place and has been sculpted, piece by piece, by an artist or, in some cases, by aficionados. Moreover, as the figures that are made do not have to submit to earthly physical limits– for example, the law of gravity– surreal and fantastic structures and objectives are achieved that are impossible to find in real life.

Because performance runs in an unreal virtual space, most environments are nurtured by a futuristic aesthetics that take up a feeling of disenchantment for lost utopia from science fiction. In these cases, virtually embodied space is bleak, almost monochromatic and disturbing, as is the case of Bryn Oh and Igor Ballyhoo. However, other creators have decided to retrieve the color that had been moderated in a previous post-conceptual stage and create objects with sensual shapes of bright chrome, as Elros Tuominen aka Antonio Alza and Soror Nishi.

Some symbols and allegories refer to the iconic great public observer reflected in a number, or a huge eye that observes everything. Robot friends, structures, insects, clock gears, and nineteenth century machines are recurring elements that refer to the passage of time since the post-industrial stage, expressing a feeling of closeness and affinity for machines that share most of the virtual artists.

Machinima’s themes are plural and displayed in a kaleidoscopic manner, thus reflecting today’s society. They incorporate arguments that reflect the concerns and interests of our time, expressed in different schools, styles, and genres that have their own conceptual and aesthetic development. In general, this artistic expression experiments with narrative content, whether traditional or new, often more immediate, accessible, and emotive than real video art, but which are addressed in a non-linear, fragmented, and unusual manner and serve to underline this sense of unreality.

The machinima was born in this atmosphere of forms, impressions, and unique situations. Not limited to the goal of recreating a story inworlds and then showing it, the versatility of the medium allows for a wider scope of possibilities and for the creation to be applied to other goals, such as actual movies, preproduction rehearsal, the conception of complex scenes without having to use real actors in the field of advertising, music, television programming, or documentary. Even inside the virtual world there are numerous machinima television programs with deferred transmission, such as Perfect World Productions and Metaverse TV, or, on the contrary, even transmitted live, as Tonight Live with Paisley Beebe, all made expressly to be watched by a loyal audience of hundreds of thousands of avatars worldwide.

Despite this stage of hesitation and experimentation, some machinimatographers have developed a recognizable “house style.” Let us see some of these prominent examples.

Saskia Boddeke aka Rose Borchovski is a multimedia artist who makes video art in several categories. As a virtual artist, Rose develops the story of Susa Bubble, an invention of Rose’s; she fell asleep and woke up twice. To document the history she has built a virtual island or sim, called “The Two Fish,” with different sceneries that reproduce passages from the narration. As she described: “The story of Susa is a sweet but savage story, told in image and text, sound and installation. It is about our dark inside, but also shows how vulnerable and lonely we all can be.” (Schumann)

The detailed universe of Bryn Oh develops stories between humans and robots following steampunk aesthetics. In her film, fantastic characters, shopping carts, mechanical animals, and winding labyrinths appear traversed by a lonely trail of light.

Director Tutsy Navarathna creator of Utopia Island, among others pieces, combines traditional and ancient images inspired in his native oriental India with the innovative international machinima technology.

Osprey Therian is a director who develops visual storytelling without following a particular script. He leaves the camera just filming the space and embarks on a perilous journey through a chaos of metal, as in the case of Igor Ballyhoo’s “Forest of Scissors”, where we are surprised at the harsh environment of cross edges that emerges from the artist’s imagination.

Jorge Seva aka Alex Roman, The Third & the Seventh, 2009, virtual video. Courtesy of the artist.

Finally Lainy Voom aka Trace Sanderson, films surreal scenes, sometimes based on other stories and sometimes just letting her imagination go, but always with an identifiable, sober style that disturbingly communicates with a kind of virtualized Magritte. Monkeys, chains, eyes that turn and, above all, time represented in sand or mechanical watches; the characters try to go in the opposite direction observed by the vanitas or any personification of tempus fugit who, laughing in an impeccable evening dress, bankrupts this hope.

INTERACTION, POPULARIZATION AND IMMEDIACY

Everything indicates that we are witnessing an artistic movement that will be common in the near future: interactive, participatory, immediately. A popular art that was born spontaneously outside the traditional art circuits; an artistic expression that relates the film industry with the medium of video, and adds the sound of music and video clips with the spectacular scenes of video games.

This does not replace any other prior artistic practice; in contrast, it adds to other existing audiovisual mediums with its specific multimedia characteristics that reflect the symptoms that define our present time.

This phenomenon of popularization of artistic creation is very recent, but we glimpse the immense possibilities for the future of these expressions that describe a globalized world expressed in a space where there are neither limits nor boundaries. A popular video-movie accessible to everyone and to which we could refer as “Cinemapop.”

WORKS CITED

  • Schumann, Simba. “Susa banned by Linden.” Virtual Worlds Magazine. 19 June 2010. Web. November 2010.

Cristina García-Lasuén is an art critic and curator based in Spain. She is the founder of OPEN THIS END, a cultural organization that researches, develops, and exhibits works of art generated through new technologies. She has collaborated in diverse projects with Beijing World Art Museum (BWAM). She recently curated “OPEN THIS END, Signos de Contemporaneidad” as part of the World Expo 2010 in Shanghai.

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martes, 10 de agosto de 2010


WORLD EXPO SHANGHAI 2010


http://www.asesoresgreenbuilding.com/news/logo-madrid-2010-shanghai.jpg


Daily Cultural Activities Madrid pavilion "Air Tree" zone E: Best Urban Practices

Open This End - Everyday 1º May-31 October 2010


OPEN THIS END is a nonprofit cultural organization formed by professionals of the scope of the art, the culture, the sciences and the education that classifies, develops and exhibits contents generated with new technologies.


The objective is to approach this knowledge to professionals, students and to the public, in general, in an actual, precise, pleasant and fresh form.

WORLD EXPO 2010 MADRID AIR TREE EXHIBITION

The program of OPEN THIS END in the World Expo 2010 consists in three exhibitions that expose the videos created by international artists, showing, for the first time in history, and for the first time in a World Expo, an exhibition that presents the theoretical classification of the three types and stages of the present video art.

curator: Cristina Garcia-Lasuen

1) REAL This category of artistic videos shows images of the daily life using the present tools of creation. In some cases the artists use the present instruments of creation, projection and communication, modifying the space and interacting with the real public. The videos reflect the innovating performances of these artists.

“The Blue Planet” by Saskia Boddeke

2) VIRTUAL These artistic videos are done with animation, CGI (computer-generated imagery). They have recreated an appearance of reality, those that we call “Virtual Videos”, or they can be images with a "cartoon" style called “Animations”, but in both styles always are virtual representations, not real. These artists have created a new world.

“The Third & the Seventht” by Alex Roman aka Jorge Seva

3) MACHINIMA These artistic videos are the maximum degree of the potential of virtuality. They are not drawings, nor cartoons. These videos are recorded, within their own virtual 3D world, environment, called “metaverso”; generally using a personage, an Avatar. It allows showing the interactive interface of the avatar’s performances and what happens in these generated worlds. It also can show it and record it in real time, “render”. The reality does not take part. Usually they are originated in video games and recreational social programs. They are known as “machinimas”. The definition of the word is composed of the techniques and tools used to do it: machine + animation + cinema.

By the openness of these tools and techniques, used in machinimas and in some virtual and animations films, and with the easy accessibility for the public to generate these creations, we believe it has developed a new term which would be a “CinePop”, a new popular video-cinema.

“City Dreams, No Sound Island” by Aino Baar

ARTISTS AND WORKS:

1º Exhibition, May-June 2010

ALEX ROMAN aka JORGE SEVA

The Third & The Seventh, T&S Teaser2, Kahn s Exeter Short Film

ALFONSO KOHN aka AL PERETZ

The Rumba Bacana II

BINARY QUANDRY

Autumn

BRYN OH

The Daughter of Gears Vessel s Dream, Willow

CHANTAL HARVEY aka CHANTAL GERARDS

Virtual Kerkrade, Orientation, AOM, Kolor Fall, I wish for you

JOAQUIN BALDWIN

Sebastian s Voodoo, Papiroflexia

LAINY BOOM aka TRACE SANDERSON

Stolen child by Yeats, Push, The dumb man

MAKOTO YABUKI

Ace One, Scope, Manakai

MESCALINE TAMMAS and FOUR YIP

Fushion

PETER GREENAWAY

Nursery Tales

POID MAHOVLICH

Ephemeral

POOKY AMSTERDAM and BERNHARD DRAX

Date Your Avatar

RODRIGO BLAAS

Alma

SASKIA BODDEKE aka ROSE BORCHOVSKI

Lost on Counting by Susa Bubble, The Blue Planet, Trailer photo s, The Survivor of Warsaw

SPYVSPY AEON

The oldest airborne City, Multiple Worlds

TOM JANTOL

The Remake, The fish incident, The Bridge, Brief to encounter

VICENTE SAHUC and SARA FERNANDEZ

Almeria, New York, Tokyo


2º Exhibition, July-August 2010

ALEX ROMAN aka JORGE SEVA

The Third & The Seventh, T&S Teaser2

ALFONSO KOHN aka AL PERETZ

La Rumba Bacana II

ANGEL MARCOS

Jilguero

AREV MANOUKIAN

Nuit Blanche

BASTIEN ROGERS

Milk

BOBE SCHISM

Is Sometimes Colder Than Icew, Hanging Out To Dry

BRUCE BRANIT aka BRANIT VFX

World Builder

BRYN OH

The Daughter of Gears, Lady Carmagnolle

CHANTAL HARVEY aka CHANTAL GERARDS

Entrophy by Glyp Graves with Kolor�s Fall aka Patrick Faith music

CLEMENTO aka CLEMENS WIRTH

(FH-Salzburg Arts, Austria) Late Autumm Garden, Macro Kingdom

DAVID ALTOBELLI

Hammock-Breathturn, We Own the Sky

GABE ASKEW

Two Weeks- Grizzly Bear (Fan Video), Ten by Ten Bluebrain

GERMAN ALGARRA aka LASLOPANTOMIK YAO

Bibdui Babenco sofa DJ at Poetik

IONO ALLEN ( iono allen )

The story of Susa Bubble - Rose Borchovski Artwork &sim

JOAQUIN BALDWIN (UCLA)

Sebastian�s Voodoo, Papiroflexia, Alphamorphosis

KETK PETROV aka JOSEP ANTONI BENNASAR

A Solitary Building

LAINY VOOM aka TRACE SANDERSON

Push

LIGONG SHEN aka ASTON LEISEN

Distant Mountain

MAKOTO YABUKI

White Box, As One, Scope, Confine�s

MARINA NUÑEZ - MARINA NUNEZ

Ocaso, Vision2, Multiplicity

MESCALINE TAMMAS & FOUR YIP

Pipedream"Hambone Flux, Fusion

NATIONAL FILM BOARD OF CANADA

LUKE RANDALL - Reach

PATRICK JEAN

Pixels

PETER GREENAWAY

Nursery Tales

POID MAHOVLICH & DIZZY BANJO

Ephemeral

RAFAEL LOZANO-HEMMER

Pulse Tank, Pulse Room, Pulse Park, Pulse Front

RODRIGO BLAAS (Pixar studios)

(usert38 studios) Alma

SASKIA BODDEKE aka ROSE BORCHOVSKI

The Blue Planet, Trailer photo�s, Lost in Counting Susa Bubble

SOPHIA YATES aka KATHLEEN GRIFFIN

Air Tree, Fan Dance

THE DUO GROUP

Initiation Assasins (Fan Video Game)

TOM JANTOL

Dear Fairy, The Brief Encounter, Circus Anymation: The Bridge, The Remake, Wizard of OS: The Fish incident

TOXIC MENGES

Insilico, I Surrender

UNIVERSITY of HERTFORDSHIRE:

RASKEH TANK- Funkphonic (U.H)

VINCENT CHAI- World War (U.H.)

JAMES PAVITT, MATTHEW GALLEY, SATWINDER DHARIWAL -Powerless (U.H.)

MATTHEW BEECH & DANIEL GROVER- Static (U.H.)

BEN CASEY, MATT SMART, BEN CLUBE- Adrift (U.H.)

WEWEREMONKEYS

It�s OK


*Some artworks connect the exhibitions


3º Exhibition, September-October 2010 (the art selection is on process)

viernes, 18 de junio de 2010




WORLD EXPO 2010 Shanghai

Open This End
Everyday since 1º May- 31th October 2010

Air Tree Madrid Pavilion Best Urban Practices


OPEN THIS END is a nonprofit cultural organization formed by professionals of the scope of the art, the culture, the sciences and the education that classifies, develops and exhibits contents generated with new technologies.


The objective is to approach this knowledge to professionals, students and to the public, in general, in an actual, precise, pleasant and fresh form.

WORLD EXPO 2010 MADRID AIR TREE EXHIBITION

The program of OPEN THIS END in the World Expo 2010 consists in three exhibitions that expose the videos created by international artists, showing, for the first time in history, and for the first time in a World Expo, an exhibition that presents the theoretical classification of the three types and stages of the present video art.

curator: Cristina Garcia-Lasuen

1) REAL (R-R) This category of artistic videos shows images of the daily life using the present tools of creation. In some cases the artists use the present instruments of creation, projection and communication, modifying the space and interacting with the real public. The videos reflect the innovating performances of these artists.

“The Blue Planet” by Saskia Boddeke

2) VIRTUAL (R-V) These artistic videos are done with animation, CGI (computer-generated imagery). They have recreated an appearance of reality, those that we call “Virtual Videos”, or they can be images with a "cartoon" style called “Animations”, but in both styles always are virtual representations, not real. These artists have created a new world.

“The Third & the Seventht” by Alex Roman aka Jorge Seva

3) MACHINIMA (V-V) These artistic videos are the maximum degree of the potential of virtuality. They are not drawings, nor cartoons. These videos are recorded, within their own virtual 3D world, environment, called “metaverso”; generally using a personage, an Avatar. It allows showing the interactive interface of the avatar’s performances and what happens in these generated worlds. It also can show it and record it in real time, “render”. The reality does not take part. Usually they are originated in video games and recreational social programs. They are known as “machinimas”. The definition of the word is composed of the techniques and tools used to do it: machine + animation + cinema. By the openness of these tools and techniques and with the easy accessibility for the public to generate these creations, we believe it has developed a new term which would be a “CinePop”.

“City Dreams, No Sound Island” by Aino Baar

ARTISTS AND WORKS:

1º Exhibition, May-June 2010

ALEX ROMAN aka JORGE SEVA (R-V)

The Third & The Seventh, T&S Teaser2, Kahn s Exeter Short Film

ALFONSO KOHN aka AL PERETZ (V-V)

The Rumba Bacana II

BINARY QUANDRY (V-V)

Autumn

BRYN OH (V-V)

The Daughter of Gears Vessel s Dream, Willow

CHANTAL HARVEY aka CHANTAL GERARDS (V-V)

Virtual Kerkrade, Orientation, AOM, Kolor Fall, I wish for you

JOAQUIN BALDWIN (V-R)

Sebastian s Voodoo, Papiroflexia

LAINY BOOM aka TRACE SANDERSON (V-V)

Stolen child by Yeats, Push, The dumb man

MAKOTO YABUKI (V-R)

Ace One, Scope, Manakai

MESCALINE TAMMAS and FOUR YIP (V-V)

Fushion

PETER GREENAWAY (R-V)

Nursery Tales

POID MAHOVLICH (V-V)

Ephemeral

POOKY AMSTERDAM and BERNHARD DRAX (V-V)

Date Your Avatar

RODRIGO BLAAS (R-V)

Alma

SASKIA BODDEKE aka ROSE BORCHOVSKI (R-R), (R-V), (V-V)

Lost on Counting by Susa Bubble, The Blue Planet, Trailer photo s, The Survivor of Warsaw

SPYVSPY AEON (V-V)

The oldest airborne City, Multiple Worlds

TOM JANTOL (R-V)

The Remake, The fish incident, The Bridge, Brief to encounter

VICENTE SAHUC and SARA FERNANDEZ (R-R)

Almeria, New York, Tokyo

ARTISTS AND WORKS:

2º Exhibition, July-August 2010 (art selection in process)

ARTISTS AND WORKS:

3º Exhibition, September-October 2010 (the art selection begins on July)


OPEN THIS END es una organización cultural sin ánimo de lucro formada por profesionales del ámbito del arte, la cultura, las ciencias y la educación que clasifica, desarrolla y exhibe contenidos generados con nuevas tecnologías.

El objetivo es acercar el arte y la cultura a los profesionales, estudiantes y al público, de una forma actual.


EXPOSICIÓN UNIVERSAL 2010 MADRID ÁRBOL DEL AIRE


El programa de OPEN THIS END en la Exposición Universal consiste en tres exposiciones sucesivas que presentan los vídeos creados por artistas internacionales. Por primera vez se muestra la clasificación teórica de los tres tipos de video arte actual y también, por primera vez y junto al videoarte, se incorporan otros dos nuevos tipos de arte audiovisual. La clasificación temática de los tres tipos de videoarte contemporáneo se ha ordenado en función de la técnica empleada y del grado de inmersión en la virtualidad: Real, Virtual y Machinima.



curator: Cristina García-Lasuén



1) REAL En este tipo de video arte se presentan imágenes artísticas de la vida cotidiana utilizando los medios y herramientas actuales de creación. En algunos casos los artistas intervienen el espacio e interactúan con el público. Los vídeos reflejan las innovadoras actuaciones y performances de estos artistas.

Fotograma de “The Blue Planet” de Saskia Boddeke


2) VIRTUAL Estos vídeos artísticos están hechos con animación, CGI (Computer-generated imagery; es decir, utilizan imágenes generadas por ordenador). Pueden recrear una apariencia de la realidad, que son los que llamamos “Vídeos Virtuales”, o ser animadas, estilo "cartoons", llamadas “Animaciones”, pero siempre son representaciones virtuales, no reales. Los artistas crean un mundo nuevo.


Fotograma de “The Third & the Seventht” de Alex Roman aka Jorge Seva

3) MACHINIMA Esta técnica de video arte es el grado máximo de virtualidad. No son dibujos, ni cartoons. Están grabados dentro del propio mundo 3D virtual, un espacio llamado "metaverso". En ocasiones se utiliza un personaje, un Avatar. Esto permite presentar las actuaciones interactivas de los avatares y ver lo que sucede en los mundos generados. También se puede mostrar y filmar en tiempo real, "render". No interviene la realidad. Generalmente parten de video-juegos y de programas de ocio sociales. Se conocen como “machinimas”. El nombre está compuesto por las técnicas que se utilizan para realizarlo; máquina + animación + cine.

Tanto por la práctica cinematográfica empleada como por la accesibilidad del público a la creación, edición y publicación, creemos que la técnica del machinima y trabajos virtuales y de animación, que son una nueva expresión artística y síntesis cultural de nuestro tiempo, podrían ser sinónimo de “CinePop”, un vídeo-cine de creación popular.

Fotografía del mundo metaverso “City Dreams, No Sound Island” de Aino Baar



ARTISTAS Y OBRAS:



1º Exposición, Mayo-Junio 2010



ALEX ROMAN aka JORGE SEVA

The Third & The Seventh, T&S Teaser2, Kahn’s Exeter Short Film

ALFONSO KOHN aka AL PERETZ

La Rumba Bacana II

BINARY QUANDRY

Autumn

BRYN OH

The Daughter of Gears, Vessel’s Dream, Willow

CHANTAL HARVEY aka CHANTAL GERARDS

Virtual Kerkrade, Orientation, AOM, Kolor Fall, I wish for you

JOAQUIN BALDWIN

Sebastian’s Voodoo, Papiroflexia

LAINY VOOM aka TRACE SANDERSON

Stolen child by Yeats, Push, The dumb man

MAKOTO YABUKI

As One, Scope, Manakai

MESCALINE TAMMAS y FOUR YIP

Fushion

PETER GREENAWAY

Nursery Tales

POID MAHOVLICH

Ephemeral

POOKY AMSTERDAM and BERNHARD DRAX

Date Your Avatar

RODRIGO BLAAS

Alma

SASKIA BODDEKE aka ROSE BORCHOVSKI

Lost on Counting by Susa Bubble, The Blue Planet, Trailer photo’s, The Survivor of Warsaw

SPYVSPY AEON

The oldest airborne city, Multiple Worlds

TOM JANTOL

The Remake, The fish incident, The Bridge, Brief encounter

VICENTE SAHUC y SARA FERNANDEZ

Almeria, New York , Tokyo



2º Exposición, Julio-Agosto 2010



ALEX ROMAN aka JORGE SEVA

The Third & The Seventh, T&S Teaser2

ALFONSO KOHN aka AL PERETZ

La Rumba Bacana II

ÁNGEL MARCOS

Jilguero

AREV MANOUKIAN

Nuit Blanche

BASTIEN ROGERS

Milk

BOBE SCHiSM

Is Sometimes Colder Than Ice, Hanging Out To Dry

BRUCE BRANIT aka BRANIT VFX

World Builder

BRYN OH

The Daughter of Gears, Lady Carmagnolle

CHANTAL HARVEY aka CHANTAL GERARDS

Entropy of Glyp Graves with Kolor’s Fall aka Patrick Faith music

CLEMENTO aka CLEMENS WIRTH

(FH-Salzburg Arts, Austria) Late Autumn Garden, Macro Kingdom

DAVID ALTOBELLIi

Hammock – Breathturn, We own the sky

GABE ASKEW

Two Weeks - Grizzly Bear (Fan Video Music), Ten by Ten – Bluebrain

GERMAN ALGARRA aka LASLOPANTOMIK YAO

Bibdui Babenco sofa DJ at Poetik

IONO ALLEN

The story of Susa Bubble - Rose Borchovski aka Saskia Boddeke Artwork and sim

JOAQUIN BALDWIN (UCLA)

Sebastian´s Voodoo, Papiroflexia, Alphamorphosis

KETK PETROV aka JOSEP ANTONI BENNASAR

A Solitary Building

LAINY VOOM aka TRACE SANDERSON

Push

LIGONG SHEN aka ASTON LEISEN

Distant Mountain

MAKOTO YABUKI

White Box, As One, Scope, Confine’s

MARINA NUÑEZ - MARINA NUNEZ

Ocaso,Vision2,Multiplicidad

MESCALINE TAMMAS & FOUR YIP

Pipedream @ Hambone Flux, Fusion

NATIONAL FILM BOARD OF CANADA:

LUKE RANDALL - Reach

PATRICK JEAN

Pixels

PETER GREENAWAY

Nursery Tales

POID MAHOVLICH & DIZZY BANJO

Ephemeral

RAFAEL LOZANO-HEMMER

Pulse Tank, Pulse Room, Pulse Front, Pulse Park

RODRIGO BLAAS (Pixar Studios)

(usert38 studios) Alma

SASKIA BODDEKE aka ROSE BORCHOVSKI

The Blue Planet, Trailer photo’s, Lost in Counting Susa Bubble

SOPHIA YATES aka KATHLEEN GRIFFIN

Air Tree, Fan Dance

THE DUO GROUP

Initation Assasins (Fan Video Game)

TOM JANTOL

Dear Fairy, The Brief encounter, Circus anymation: The bridge, The Remake, Wizard of OS: The fish incident

TOXIC MENGES

Insilico, I Surrender

UNIVERSITY of HERTFORDSHIRE:

RAKESH TANK - Funkphonic (U.H.)

VINCENT CHAI - World War (U.H.)

JAMES PAVITT, MATTHEW GALLEY, SATWINDER DHARIWAL - Powerless (U.H.)

MATTHEW BEECH & DANIEL GROVER - Static (U.H.)

BEN CASEY, MATT SMART, BEN CLUBE - Adrift (u.H.)

WEWEREMONKEYS

It’s OK



*(Algunas obras conectan las exposiciones)


3º Exposición, Septiembre-Octubre 2010
(en proceso de selección)

lunes, 1 de marzo de 2010

Entrevista a la escritora, crítica de arte y Curator Internacional Cristina García-Lasuén


Cristina, gracias por compartir tu tiempo con nosotros, es un placer y todo un lujo poder entrevistarte para O. SCIENCE

Muchas gracias, te agradezco este encuentro. Me gusta colaborar con vosotros porque, en definitiva, estáis en la misma línea que tiene OPEN THIS END de querer acercar la ciencia y el conocimiento a todos. Por eso me ha hecho especialmente feliz esta entrevista.

Aino o Cristina, ¿cómo prefieres que te llame?

En esta entrevista, prefiero Cristina.

Cristina, como escritora, ¿qué fue lo que te atrajo de SL?

Llegué a conocerlo por casualidad. Entré para ayudar en un proyecto. Me llamó la atención la posibilidad de poder desarrollar un mundo desde la imaginación. Me gustaba la idea de poder elegir un personaje y reinventarte a tu gusto y voluntad. Aunque me ha llamado la atención el hecho de que, al final, con todas las posibilidades que existen, la gente acaba buscándose un alter ego lo más parecido posible a ellos, a su realidad. En general, debemos estar bastante satisfechos de nosotros mismos.

Es curioso esto que me dices, así que al final, ¿ la Second Life no es tal, sino que todos tendemos a lo que conocemos más, a nuestro propio reflejo?

Dejando aparte lo más superficial y evidente, la verdad es que en el fondo no veo apenas diferencias entre RL y SL. Observo que da igual el medio porque, pasado un tiempo de pruebas y de tanteos, al final, cada uno se muestra tal y como es. Un discotequero no se vuelve estudioso en SL y una estudiosa no será discotequera en SL. A mi SL me ha descubierto lo que me llamó la atención desde el principio, que es la facilidad que tiene para desplegar canales de educación, medios de transmisión de cultura, de idiomas, de conocimientos. Todo ese potencial educativo, formativo, que se obtiene al instante, desde cualquier parte del mundo, es fascinante. Participar, en directo, a un congreso sobre Metaverso en Ibiza; asistir a una gran exposición de más de 400 artistas en Alemania o escuchar en directo un concierto Folk desde California, sin moverte de la pantalla del ordenador es increíble. Es una pena que algunas personas se queden sólo en la parte social y más superficial de SL. Lo más interesante, desde mi punto de vista, son las posibilidades que se abren de intercambio cultural y de conocimientos entre foros, comunidades y universidades.

Háblanos de tu último proyecto, ¿qué es el OPEN THIS END, Arte sin Fecha?

Ahora tengo bastantes proyectos en marcha. OPEN THIS END, Historia sin Fecha. Arte sin Fecha. VIVIR el ARTE y Pensar el Arte, es uno de los que más ilusión me produce. Surge de una inquietud personal. No se trata de intentar cambiar la Historia del Arte, ni nada parecido. Nada tan pretencioso como eso. Es algo mucho más sencillo. A los que les interesa y estudian Historia y Arte, al principio, les resulta todo muy confuso, demasiados datos, fechas, demasiada información. A medida que aprendes, vas empezando a ver las fichas del puzzle. Quizás no todas, pero sí algunas. Después eres feliz cuando eres capaz de encajar alguna pieza con otra. Tienes una visión muy parcial pero, por lo menos, ya eres capaz de ver algo. Generalmente esto ocurre cuando se termina la carrera y el camino más gratificante, el mejor, queda sin recorrer. Yo lo fui haciendo poco a poco, a medida que avanzaba en el estudio de la historia. Quería llegar a comprender las cosas, no sólo aprendérmelas. Me fascinaba la idea de poder tener esa visión a vista de pájaro, desde arriba, que me permitiera ver el puzzle completo sin darle tanta importancia y limitarlo a las fechas. Esa visión de conjunto es la que me ha costado mucho tiempo tener y es la que quiero compartir con aquellos a los que les apasiona tanto el arte como a mí.

La verdad, es que a nadie nos gusta escuchar un sin fin de datos sin tener ese hilo conductor que nos propones, ¡por lo menos a mi no! (risas...)

El arte es una manifestación del ser humano. Quizás la más emotiva y sensible de todas porque resume el modo de pensar y sentir de un pueblo en un momento determinado. Los datos y fechas que sirven de marco, de situación, están bien; es correcto. Pero el arte es mucho más que un listado o inventario de objetos. Por tanto, me parecía fundamental el cuándo, pero me interesaba añadirle el quién, dónde, el cómo y el por qué. Es lo que humanizaba y nos acercaba a la obra.
Por eso nos propones acabar con el corsé de las fechas para entender el tiempo como un continuo en educación es muy interesante
...Sí.

No es que diga que haya prescindido del marco temporal, la cronología es fundamental. Pero no es la única fuente. Como estrategia de análisis, para entender mejor la evolución del arte y de las formas, me hice unos diagramas que acabaron llenos de flechas dobles, triples, porque conectaban hechos, datos, curiosidades, historias. Por otra parte veía ausencias inexplicables. Me parecía que la Historia y el Arte se escribían repitiendo los mismos nombres masculinos y obviando determinados nombres, femeninos, importantes. Me empeñé en incluirlas. Por lo que se refiere al ARTE sin FECHA, me di cuenta que, en muchas ocasiones, las cosas tendían a reproducirse mucho tiempo después. Con todas esas incorporaciones, extra temporales, entendía mucho mejor lo que había ocurrido. Me servía de gran ayuda porque completaba el marco de análisis que, hasta ese momento, lo había limitado al temporal. Con esa ampliación, el resultado y la comprensión de la época y de la obra era más plural, más flexible y completa. Por ejemplo, ver cómo circunstancias ajenas al arte, en principio, determinaban unas formas y una estética. Decidí que si a mí me había servido tanto, haría bien en ponerlo a disposición de todo aquel que le pudiera servir.
El traje que llevas es un original de la artista conceptual y diseñadora María Grot, ¿no es así? Creo que está inspirado en una obra de Andy Warhol...

Bueno, el traje que mi avatar Aino Baar lleva en SL es un diseño de María Grot que, efectivamente, está basado en una tela de Andy Warhol que dice: "OPEN THIS END"; y que, como todo lo que hace Maria Grot, es impecable.

OPEN THIS END.... explícanos ¿Por qué OPEN THIS END ?

Eso habría que habérselo preguntado a Warhol...

Y ¿cómo aplicas OPEN THIS END a Arte Sin Fecha? ¿Qué relación hay?

María y yo escogimos esa frase a la vez. Estuvimos inmediatamente de acuerdo por la curiosa coincidencia del espíritu de "Arte sin Fecha", porque viajamos desde el pasado más remoto al presente más actual. Por eso, abrir, empezar por el final es una posibilidad y una realidad en nuestro caso.

Desde luego, es una imagen muy poética...

Sí, no sé. Para mí lo poético está tan incorporado a lo emocional y sensible, a lo plástico y visual; tan interrelacionado con los sentidos, que no lo puedo ver de manera independiente.

Cristina, volviendo a OPEN THIS END, Historia Sin Fecha, Arte Sin Fecha... se trata de un ciclo de eventos a realizar primero mediante la plataforma SL, comenzó siendo una conferencia y se ha convertido en todo un ciclo, ¿no es así?
La verdad es que este proyecto es como esos pequeños cachorros de los que te enamoras y que en casa te asombras del tamaño que van tomando a medida que pasa el tiempo. OPEN THIS END, Historia Sin Fecha y Arte Sin Fecha, VIVIR el ARTE, Pensar el Arte, empiezan siendo un croquis de estudio mío. Este esquema me servía para unir conceptos lógicos, porque observé que cuando hacía estas uniones anacrónicas podía meterme más en la comprensión profunda del por qué de determinadas cuestiones. Me di cuenta que, al final, comprendía mejor al ser humano de cada momento, de cada etapa.

Ya tengo ganas de asistir a tu próxima conferencia, por ciento, ¿cuándo será?

En febrero se dará, en inglés, en un sim norteamericano.

Tratará de El Origen del Arte, ¿no es así?

Si, de los inicios del arte que, lógicamente, coinciden con los origenes del ser humano.

¿Cuándo se inicia el Arte, Cristina?

Surge cuando el ser humano siente la necesidad de crear y hacer algo que no resuelva o satisfaga sólo su instinto primario. El arte es una sofisticación. Nace cuando lo esencial está cubierto o dominado. Como idea abstracta requiere una elevación. El arte es una sublimación.

Y ¿se sabe cuándo ocurrió eso?

Pues entramos en guerras de criterios y de fechas. Cada uno da una diferente. Deberíamos empezar por cuestionar la mayor. No preguntar cuándo se hizo arte por primera vez, si no, ¿Qué es arte? Una vez contestado esto, quizás se pueda saber cuál, dónde y cuándo fue la primera manifestación.

Buena pregunta, ¿Qué es el arte?

En Origen I lo explico. Contestar a esa pregunta es una de las cuestiones más complicadas que hay. No sólo porque, como bien social, de la comunidad, todos opinan, sino porque ni los mismos expertos están de acuerdo. Desde Bellas Artes se entiende de una manera, los artistas opinan de una diferente, desde la Historia del Arte o desde la Filosofía, de otra, pero luego los paleontólogos, arqueólogos, científicos, tienen otras opiniones. Hay una especialidad, Estética, de la rama de la Filosofía, que trata de definirlo. Son muchos años de estudio denso y riguroso. Así que no vamos a cometer la insensatez de intentar llegar a una conclusión en estos minutos.
Después de muchos debates, aún no agotados, se ha llegado a cierto acuerdo optando por reducir al máximo y en negativo el concepto. ¿Qué es arte? Pues según esto, Arte sería o podría ser todo aquello que NO es útil. Por tanto, si hay algo que merezca la pena ser considerado artístico, pero es útil, lamentándolo mucho, ya no es arte. Será lo que queramos: una maravilla, perfecto, lo que nos parezca mejor; pero arte, no.

¿Esa es, entonces, la diferencia entre obra artística y artesana? ¿La utilidad?

Como todo lo que se reduce al absurdo, es pobre e inexacto. Pero, en principio, esa es la diferencia para la gran mayoría entre la artesanía y el arte. Se ha considerado a la artesanía útil y por tanto, a veces, se le ha negado un reconocimiento creativo. El arte no ha necesitado demostrar su exquisita inutilidad.

Volviendo a OPEN THIS END, Arte sin Fecha. Este concepto tuyo, Pensar el Arte, me fascina.... explícanos ¿qué quieres decir cuando nos propones Pensar el Arte?

El arte es una manifestación, una síntesis de cómo sentía y pensaba una persona, de gran sensibilidad, que pertenecía a una época y a una cultura determinada. Si sólo lo vemos desde fuera, el resultado final, el arte como objeto, nos perdemos muchísimo. ¿Por qué ese artista lo hizo de esa forma? ¿Por qué le dio ese toque de color? ¿Qué nos quiso comunicar? Todas esas preguntas me parecen muy valiosas y son tan importantes o quizás más que el resultado final.

Tienes razón.

Por eso si el esfuerzo se centra en memorizar la fecha y el titulo, nos perdemos lo más importante. Creo que hay que atreverse a buscar, saber, preguntarse, arriesgarse. En definitiva, hay que PENSAR EL ARTE. La idea me surgió porque me encantaba ver cómo el arte contemporáneo había convertido al pasivo espectador en activo participante. Me fascinaba comprobar que cuando le explicabas a alguien una obra conceptual, se le iluminaban los ojos al comprenderla. Por eso quise hacer estos estudios de manera que fueran como indicios que conducen de una a otra circunstancia y que el arte, ya desde los comienzos, no se aprendiera sólo, sino que entre todos lo fuésemos descubriendo. Que pensásemos el arte. No sé cuál será el destino o el final porque lo planteo como una aventura, un descubrimiento que hacemos entre todos. Me gusta la idea de que todos participemos, porque lo que no ve uno, lo descubre otro y el arte de esta manera se convierte en algo dinámico e interactivo. La mayor ilusión del primer encuentro me la proporcionó una asistente. A pesar de los problemas técnicos que tuve y los cortes e interferencias de conexión se quedó, como todos, hasta bastante entrada la noche. Con tan sólo 9 años escuchó encantada, con su madre, las casi 3 horas sobre el Origen del Arte y el Poder en el mundo Paleolítico. Su entusiasmo me llenó de ilusión y confirmó mi idea y proyecto. El arte es un bien social, nos pertenece a todos. Es nuestra sublimación y el reflejo de nuestro tiempo. Cuando no estemos, el arte hablará por nosotros. Por eso me parece tan importante y voy a seguir trabajando en un arte y en una historia que comprendamos y en la que participemos todos.

Y ahora mirando al futuro, ¿qué nuevos proyectos asoman a tu ventana? Uno de los últimos está relacionado con una gran exposición artística en China, ¿es así?

Sí. Mi colega Jing Zhong y yo somos los comisarios de una exposición que está en marcha y que va a ser, creemos y esperamos, un gran acontecimiento itinerante. Va a unir a China y a España en un proyecto común, desde el arte. La magnitud y la calidad de las obras que serán objeto de la exposición hacen de este encuentro algo especial. Servirá para que conozcan el arte español y para estrechar lazos de amistad entre los dos países. Esperamos que sucedan muchas cosas buenas a partir de esta muestra. El arte une muchas cosas y la sensibilidad de los pueblos es una de las mejores. Esta ocasión es increíble y maravillosa, pero no es la única. Desde China me llegan muchos, muchos otros proyectos que me fascinan. China se ha despertado. El gran gigante quiere conocer y saberlo todo. Hay un gran interés por descubrir Occidente, su cultura, su arte. Tienen aprobados la inauguración de 200 nuevos museos para el próximo año. Es increíble cómo se está expandiendo y abriendo. En el 2009 varios países tendrán protagonismo cultural. China será uno o el más importante, sin duda. Las Olimpiadas Beijing 2008, las mejores de la historia, nos descubrieron a todos un nuevo país que trabaja al unísono con ilusión y con una perfección asombrosa. A todos nos cautivó su rigor, su eficacia, su calidad y su sensibilidad. Por eso me ilusiona de manera especial que muchos de mis proyectos sean en China. Es un presente que refleja un gran futuro. Emocionalmente, también, me siento muy cercana a sus gentes. El poder dar a conocer OPEN this END: Historia sin Fecha, Arte sin Fecha, Pensar el Arte, en China, significa para mí algo muy especial. El arte del pasado y el futuro vuelven a ir juntos. Como en un bucle. En la película de Jean Renoir, "El Río", se empieza y se acaba diciendo: "The day ends and the end begins". Por eso sugiero OPEN THIS END, Abrir este final.

Entrevista realizada por N.Y. de O. Science, 26 diciembre 2008

lunes, 20 de julio de 2009

© Cristina García-Lasuén
POST-CRISIS ERA

The global economic crisis is pushing down investments and consumptions in this 2009, confirming the continuity of the trend which is threatening the global weal.

According to some experts this difficult situation is temporary and it will be resolved in the future, as it happened in previous crises of the '30 and'70, confirming an insurmountable sinusoidal economic curse, which brings with it an economic crash every 40 years. However, most experts are convinced that the current situation is very different from the past and we're going to come to terms with a new phase, a new economic era, because what we are experiencing is unusual and unknown. In previous crises, experts say, the economic crisis has limited its expansion in countries joined together by economic alliances and commercial treaties, and then resolved by the application of corrective measures by the State, not affecting countries outside of these agreements. Today, on the contrary everything seems more complicated: the economic and financial analysts from around the world, argue that the current crisis, not only is much deeper than previous, but also that for the first time in international economic history we have seen an expansion of a global economic downturn, which affects all levels of society.

Globalization, the bearer of positive effects including the idea of equality, uniformity of consumption, production and information, we at once showed his dangerous side, as if to remind us that each coin has two faces. The consequences of a single market, which determines the value and prices in our global village, as defined by Mc Luhan, caused the collapse of the economic wealth. The uncertainty was evident, with varying intensity, in all productive sectors. For the future, beyond the various assumptions made by economic authorities, there is only one certainty: we cannot know either how long or how to solve the crisis, that is an enigma. It's seems that we are facing not only a collapse of the global economy, but a system crack. This point of view of the occidental decline, as we know it nowadays, make sense and matches with the Eastern philosophy, that all existence and the circumstances of the world follow a cyclical / organic creation, development, death and rebirth, while the phrase "The day ends and the end begins" begins and ends the film by French director Jean Renoir "The River", which describes the process of development of human life from birth until death.

The interpretation of cultures, destined to expire in a certain date -like life and the economy is subject to its end following a life cycle -, is defined on those positions held, as advocated, by Fichte and Shelling. The thesis is also developed by Hegel, Marx, Comp and by the anti Cartesian Giambattista Vico, who affirmed that birth, decline and renaissance of cultures follow three phases each others: the one of gods, the one of heroes and, finally, the one of humans. If these authors confirm this cyclical vision from the perspective of economic thought and Western philosophical, Oswald Spengler, in his book "The decadence of Western" puts an end to the life of a civilization, equal to one thousand years. The end of the millennium has terrified the inhabitants of the middle age at the approach of 1000, that is, Spengler does not take into account numerical superstitions nor mysterious, but economic and social issues to define the millennium as a period of transition, saying that after a thousand years all societies generate their auto destruction, making the example that after the fall of the Roman empire, the renaissance of European culture began, again, with the Carolingian dynasty. We can see that adding one thousand years to the date of that historic event, we are in our day. After the painful process of birth, evolution and maturation, our civilization lasted for ten centuries, we are going to participate, live -as they say in media language- at the end of one cycle in the European and Western civilization. According to Spengler, the first signs of decline of our civilization have appeared after the Industrial Revolution, when the machine began to replace the human being and the primacy of the emotions were relegated by the triumph of reason.

Since then, new forms of social and political concerns have led to an obsession with economic growth, which was justified in the belief that, with material benefits, we could free from the weight of history.

States have confirmed the primacy of economics as an ideal way to achieve peace and social welfare, since it guarantees a sense of equality, opportunity and protection of social groups. Now, considering the weaknesses of their economic system, the monetary security guaranteed to the unemployed, to the elderly people and to the dependents, that represent the weakest part of society, can be compromised. This state of things must be added the number of foreigners who reach the coasts of the West, chasing the dream of freedom and their future.

Translation Catalina McCaw

jueves, 16 de julio de 2009




©Cristina García-Lasuén




LA ERA POST CRISI



La crisi economica mondiale sta determinando l'andamento verso il basso degli investimenti produttivi e dei consumi nell'anno in corso, confermando la prosecuzione di un trend che sta mettendo in serio dubbio il benessere globale.


Secondo alcuni esperti questa situazione è temporanea e si risolverà spontaneamente nel futuro, come è avvenuto per le precedenti crisi del '30 e del '70, a conferma dell'inesorabile maledizione sinusoidale dei mercati, che porta con se una fase recessiva ogni quaranta anni. Tuttavia, la maggior parte degli esperti è convinta che ci troviamo in una situazione molto diversa dal passato e che quella che seguirà non sarà una semplice fase espansiva, bensì una nuova era economica, posto il fatto che quella che stiamo vivendo è una realtà insolita e non nota. Le precedenti recessioni, affermano gli addetti ai lavori, si sono estese con riferimento ai soli paesi uniti tra loro da alleanze economiche e trattati commerciali, per poi risolversi con l'applicazione di opportune misure correttive da parte dello Stato, non andando ad intaccare i paesi esterni a questi accordi. Oggi, al contrario, tutto pare più complicato: gli analisti economico-finanziari di tutto il mondo, sostengono che l'attuale crisi, non solo è molto più profonda rispetto alle precedenti, ma anche che per la prima volta nella storia economica internazionale stiamo assistendo ad un espandersi globale di una fase recessiva, che interessa tutti gli strati sociali.


La globalizzazione, portatrice di effetti positivi tra cui l'idea dell' uguaglianza, l'omogeneità dei consumi, della produzione e delle informazioni, ci ha d'un tratto mostrato anche i suoi lati negativi. Le conseguenze di un mercato unico, che determina il valore e dei prezzi nel nostro villaggio globale, come definito da Mc Luhan, hanno causato il crollo generalizzato della ricchezza. L'incertezza è stata evidente, con varia intensità, in tutti i settori produttivi. Per il futuro, al di là delle varie ipotesi avanzate dalle autorità economiche, c'è una sola certezza, ossia, non possiamo sapere né quanto durerà né come si risolverà la crisi, ogni giorno è un enigma. Si dubita, perfino, che in futuro potrà risolversi: pare infatti, che quello a cui stiamo assistendo non sia, solamente, lo spettacolo di un crollo economico mondiale ma bensì un crack del sistema.

L'avvento dell'odierna situazione congiunturale e la mancanza di certezza nel domani, imputabile alla natura della crisi stessa, può essere considerata anche dal punto di vista della filosofia orientale, secondo cui tutta l'esistenza e le circostanze del mondo seguono un andamento ciclico/biologico di creazione, sviluppo, morte e rinascita, mentre con la frase ”The day ends and the end begins” inizia e termina il film del regista francese Jean Renoir “Il Fiume”, in cui viene descritto il processo ciclico della vita umana. “L'interpretazione delle culture con data di scadenza” è definita nelle posizioni di Fichte e Shelling e poi sviluppata nelle tesi di Hegel, Marx, Compe e dall'anticartesiano Giambattista Vico, il quale affermò che la nascita, il tramonto e il rinascimento delle culture seguono tre fasi: quella degli dei, quella degli eroi e quella degli umani. Se questi autori confermano questa visione ciclica dal punto di vista del pensiero economico e filosofico occidentale, Oswald Spengler, nel suo libro “La decadenza dell'occidente” pone un termine alla durata di una civiltà, pari a mille anni. Lo scadere del millennio ha terrorizzato gli abitanti dell' età media all'approssimarsi dell'anno 1000; ciò nonostante Spengler non prende in considerazione superstizioni numeriche né cabalistiche, bensì questioni economico-sociali per definire il millennio come periodo di transizione, affermando che dopo mille anni tutte le società esperimentano, generandola, la propria distruzione, portando ad esempio il fatto che dopo la caduta dell'impero romano, il rinascimento della cultura europea inizia, nuovamente, con la consolidazione della dinastia Carolingia. Cosicché, se applicassimo la teoria di Spengler, si nota che aggiungendo mille anni, alla data di quest' ultimo fatto storico, ci troviamo ai nostri giorni. Dopo il doloroso processo di nascita, di evoluzione e maturazione della nostra cultura durato dieci secoli, stiamo per partecipare, dal vivo e in diretta -come si usa dire nell'attuale linguaggio dell'informazione- alla fine di un ciclo della civiltà europea e occidentale. Secondo Spengler i primi segni di decadenza della nostra civiltà si sono palesati dopo la Rivoluzione Industriale, ossia quando la macchina iniziò a sostituire l'essere umano e il primato delle emozioni fu relegato dal trionfo della ragione. Da allora , nuove forme di condotta sociale e politica hanno generato una preoccupazione ossessiva per la crescita economica, che si basava nella credenza che, grazie ai vantaggi materiali, potevamo liberarci del disegno e del peso della storia.


Gli stati hanno fatto del primato economico il principio ideale per conseguire il benessere e la pace sociale, considerando che avrebbe garantito il senso di uguaglianza, di opportunità e di protezione per i gruppi sociali meno favoriti. Adesso, poste in evidenza le debolezze del proprio sistema economico, la sicurezza che si garantisce ai disoccupati, alle persone anziane e alle persone a carico, che rappresentano lo strato più debole della società, può vedersi compromessa. A tutto questo deve essere aggiunto il numero di stranieri che raggiungono le coste occidentali, inseguendo il sogno della libertà e del proprio futuro.


Traducción A. Marchi