Socle Du Monde, the biennale that opened a few weeks ago in Herning (Denmark), celebrates artists who have “accepted the challenge of turning the world upside down”
Socle du Monde, the oldest Danish biennale is one of the most aesthetically pleasing art events i’ve attended over the past few years. But because the event is inspired by the masterpiece of a renowned exponent of conceptual art, it is also a biennale that conveys ideas, provocations and moments for reflection. I’ll get back next week with a post discussing these ideas and provocations but right now, here are some visual impressions of the biennale
The festival’s rallying cry was that time had come to discuss the economy without inviting the economists to the table. The videos of the keynotes are online and i’d like to highlight 2 of them: Frank Trentmann‘s chronicle of the consumerist society and Geerat Vermeij‘s theory about how a closer study of biological ecosystems can teach us more about the economy than we might suspect
EE #2 moves Beyond Nature, investigating experimental and emerging ways of understanding as well as making art/nature. This issue visits not just hybrid, but also parasitical ways of doing art in times of danger and apocalyptic visions. In the current ecological and socio-political crisis, the function of the artist emerges as more critical than ever
The short films, animations and documentaries screened at the festival exposed the world of finance under the most human perspectives: from the bank robbery that goes terribly wrong to an economic system so complex they become incomprehensible for humans, from the bankers trying in vain to avoid massive troubles to people forming endless queues in order to receive free soup and bread, etc.
Why not start by treating economics like any other technology? Play with it, hack, use input from other disciplines, unleash science fiction on it, approach it in an artistic manner
Karolina Sobecka’s video game reverses the logic of First Person Shooter games. In her work, the gun is AI-assisted. It fires automatically when a ‘target’ enters its field of view and guides the player’s hand to aim more effectively. The player cannot drop the weapon or stop it from firing, but he/she can obstruct it (and the gun’s) vision. The object of the game is to shoot as few people as possible