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“Imagine if you could be at the office without the commute,” enthused Mark Zuckerberg in the 2021 keynote announcing his company’s leap into the metaverse. “You would still have that sense of presence, shared physical space, those chance interactions that make your day, all accessible from anywhere.” In this vision of the future, virtual reality has been transformed into a fresh vector for data commodification and online shopping, a means of transcending the pesky limitations of physical objects and our corporeal forms from Meta’s infinite expansion into every facet of our lives. “The metaverse will remove many of the physical constraints we see on commerce today and make entirely new businesses possible,” he promises. Ork Haus is artist Theo Triantafyllidis‘s response to this promise, a nightmarish vision of the metaverse in which the truly monstrous aspects of working from home and the technology that continues to enable us to do so are the subject of a work that is part live simulation, part experimental theatre, drawing as much from The Sims as it does Lars Von Trier’s Dogville. “Whether we like it or not, being in the new media art scene you are very, very close to Silicon Valley culture,” asserts Triantafyllidis. “In some ways we are doomed as artists to be running behind whatever new platform Facebook decides to roll out. I’m trying to be critical of these technologies and expose both the nonsensicality and complete impracticality of some of these ideas. Being familiar with this technology for a few years now it was very transparent to me that a lot of the things that Mark Zuckerberg was presenting in the Meta presentation were very, very far from being realized, even with their resources.” In Ork Haus, the titular ork family struggle through a Web3-enabled purgatory of their own making, driving each other mad in an eternal work-from-home nightmare that evokes all the pandemic neuroses and anxieties of the last two years. “The whole simulation is based on the logic of a Sims game,” explains Triantafyllidis. “Each of the characters has their own needs, like hunger, fun and bladder, that they have to respond to over time, but depending on which of the characters are next to them when they are doing these actions, the actions will be affected and they have to interact with the other characters. At the same time, conceptually this whole thing is a very horrifying version of the metaverse, where this entire family is working from home, in a forever locked-down situation. The dad is dabbling in some crypto investments and trying to run a small crypto rig in their bedroom, that’s also used for heating. They’re caught up in this hustler, entrepreneur, Web3 family life.” Randomly generated vignettes convey the comic tragedy of the ork family’s precarious situation, resulting in chance encounters from which it is possible to piece together a rough narrative. The Y-front sporting patriarch delivers brutal corporal punishment to an orkling as we see familiar weapons from Radicalization Pipeline hanging on a wall of the family home, a sly nod to the multi-platform gaming applications many cite as the primary use case for NFTs. The ork father warms himself by the flames of his overheating crypto rig as one of his orklings teaches themselves to code; the ork matriarch desperately attempts to meditate as her husband snores beside her; daddy ork gets lost in his VR headset as another orkling tries on a dress in the bathroom where, moments later, daddy ork sits weeping as the tap drips next to him. For more information about Theo Triantafyllidis and his work you can follow him on Instagram and visit his website. Ork Haus Credits: Live Simulation – Theo Triantafyllidis Sound Design – Diego Navarro